看到cocos2d-x推出了3.1版本号,真是每月一次新版本号,速度。
另一个好消息就是http://cn.cocos2d-x.org/上线了,祝贺!啥时候把我的视频和教程放上去呢?!!
。
视频下载地址:http://pan.baidu.com/s/1jGiLOG2
本文介绍一款纵版射击游戏的实现,开发环境:
win7
vs2012
cocos2d-x3.0final
android adt
android ndk r9
首先看下最后的效果:
(图1。微信飞机大战执行效果)
源代码下载地址:http://download.csdn.net/detail/sdhjob/7513863
一、游戏资源准备
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menu.png 首页的菜单背景 |
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about.png 关于界面 |
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help.png 帮助界面 |
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background3.png 游戏场景的 |
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end.png |
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子弹和敌机文件 |
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爆炸效果 (被CSDN的博客加上水印。就这样了,大家还是下源代码吧) |
二、Cocos2d-x3.0项目创建和VS2012编译
2.1进入命令提示符输入:
cocos new -p com.xdl.game -d c:/users/administrator/desktop/game2014 -l cpp planegame
2.2 然后进入桌面/game2014/planegame/proj.win32
2.3使用vs2012打开
planegame.sln
2.4 按F5编译执行项目,将会出现HelloWorld的界面
2.5.把全部的资源复制到 桌面/game2014/planegame/Resources文件夹下(处理图片还有3个声音文件)
三、场景跳转和主菜单实现
3.1.改动HelloWorldScene,在init方法中加入3个菜单栏目:
auto gameItem=MenuItemFont::create("StartGame",CC_CALLBACK_1(HelloWorld::menuCloseCallback,this));
auto helpItem=MenuItemFont::create("Help",CC_CALLBACK_1(HelloWorld::menuCloseCallback,this));
auto aboutItem=MenuItemFont::create("About",CC_CALLBACK_1(HelloWorld::menuCloseCallback,this));
gameItem->setPosition(Point(origin.x + visibleSize.width/2 - closeItem->getContentSize().width/2,200 ));
helpItem->setPosition(Point(origin.x + visibleSize.width/2 - closeItem->getContentSize().width/2,150 ));
aboutItem->setPosition(Point(origin.x + visibleSize.width/2 - closeItem->getContentSize().width/2,100 ));
gameItem->setColor(Color3B::BLACK);
helpItem->setColor(Color3B::BLACK);
aboutItem->setColor(Color3B::BLACK);
gameItem->setTag(11);
helpItem->setTag(12);
aboutItem->setTag(13);
3.2 改动菜单的回调方法MenuCallBackvoid HelloWorld::menuCloseCallback(Ref* pSender)
{ MenuItem * nowItem=(MenuItem *)pSender;
SimpleAudioEngine::getInstance()->playEffect("select.wav"); //播放音乐
switch(nowItem->getTag())
{
case 10:
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WP8) || (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
MessageBox("You pressed the close button. Windows Store Apps do not implement a close button.","Alert");
return;
#endif
Director::getInstance()->end();
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
exit(0);
#endif
break;
case11://game
Director::getInstance()->replaceScene(GameScene::createScene());
break;
case12://help
Director::getInstance()->replaceScene( TransitionFlipY::create(1,HelpScene::createScene()));
break;
case13://about
Director::getInstance()->replaceScene( TransitionFlipY::create(1,AboutScene::createScene()));
break;
}
}
这样通过导演对象实现场景跳转。
3.3 在帮助。关于场景实现跳转回来
须要在项目中加入3个.h文件和3个.cpp文件,保存到Classes文件夹下(注意文件夹,不要保存错了)
HelpScene.h
HelpScene.cpp
GameScene.h
GameScene.cpp
AboutScene.h
AboutScene.cpp
若想在帮助和关于场景跳转回来须要增加触摸消息处理,见HelpScene的init方法:
bool HelpScene::init(){
if(!Layer::init())
{
return false;
}
auto spbk=Sprite::create("help.png");
spbk->setPosition(Point::ZERO);
spbk->setAnchorPoint(Point::ZERO);
this->addChild(spbk);
EventListenerTouchOneByOne * touch=EventListenerTouchOneByOne::create();
touch->onTouchBegan=[](Touch * touch,Event * event){
return true;
};
touch->onTouchMoved=[](Touch * touch,Event * event){
Director::getInstance()->replaceScene( HelloWorld::createScene());
};
_eventDispatcher->addEventListenerWithSceneGraphPriority(touch,this);
return true;
}
四、游戏场景背景滚动
4.1首先在GameScene的init方法加入背景层,代码例如以下:
auto spbk=Sprite::create("background4.png");
spbk->setAnchorPoint(Point::ZERO);
spbk->setPosition(Point::ZERO);
this->addChild(spbk);
spbk->setTag(10);
auto spbk02=Sprite::create("background4.png");
spbk02->setAnchorPoint(Point::ZERO);
spbk02->setPosition(Point::ZERO);
spbk02->setPositionY(spbk->getPositionY()+680);
this->addChild(spbk02);
spbk02->setTag(11);
为什么要加入2遍呢?由于要实现循环的贴图效果,4.2 在init方法计划任务
this->schedule(schedule_selector(GameScene::moveBackground),0.01);
4.3 处理计划任务void GameScene::moveBackground(float t)
{
auto spbk=this->getChildByTag(10);
auto spbk02=this->getChildByTag(11);
spbk->setPositionY(spbk->getPositionY()-1);
if(spbk->getPositionY()<-680)
{
spbk->setPositionY(0);
}
spbk02->setPositionY(spbk->getPositionY()+680);
}
这样就形成了循环贴图的效果,游戏游戏是横版的,还有将这样的循环贴图通过多层实现场景纵深效果(近处图层移动快,远处移动慢)当背景相对屏幕向下移动,飞机相对屏幕不懂,但飞机相对背景则向上飞行(好多游戏的主角事实上一直在屏幕中间)
五、飞机动画和触摸控制
5.1 在init方法创建飞机动画
auto spPlane=Sprite::create();
spPlane->setTag(110);
spPlane->setPosition(Point(160,240));
this->addChild(spPlane);
Vector
for(int i=0;i<4;i++)
{
SpriteFrame * sf=SpriteFrame::create("player.png",Rect(i*47,0,47,56));
allframe.pushBack(sf);
}
Animation * ani=Animation::createWithSpriteFrames(allframe,0.1);
spPlane->runAction(RepeatForever::create(Animate::create(ani)));
5.2 通过触摸控制飞机移动EventListenerTouchOneByOne * event=EventListenerTouchOneByOne::create();
event->setSwallowTouches(true);
event->onTouchBegan=CC_CALLBACK_2(GameScene::onTouchBegan,this);
event->onTouchMoved=CC_CALLBACK_2(GameScene::onTouchMoved,this);
event->onTouchEnded=CC_CALLBACK_2(GameScene::onTouchEnded,this);
_eventDispatcher->addEventListenerWithSceneGraphPriority(event,this);
-------在GameScene中加入下面方法
bool GameScene::onTouchBegan(Touch *touch, Event *unused_event){
px=touch->getLocation().x;
py=touch->getLocation().y;
return true;
}
void GameScene::onTouchMoved(Touch *touch, Event *unused_event){
int mx=(touch->getLocation().x-px);
int my=(touch->getLocation().y-py);
auto spPlane=this->getChildByTag(110);
spPlane->runAction(MoveBy::create(0,Point(mx,my)));
px=touch->getLocation().x;
py=touch->getLocation().y;
}
void GameScene::onTouchEnded(Touch *touch, Event *unused_event){
}
这样就实现了在屏幕滑动改变飞机坐标。
六、子弹发射
6.1 在GameScene中加入成员Vector用来保存全部的子弹层
Vector
6.2 计划任务,定时产生子弹和移动子弹
this->schedule(schedule_selector(GameScene::newBullet),0.5);
this->schedule(schedule_selector(GameScene::moveBullet),0.01
6.3 实现产生子弹的方法和移动子弹的方法void GameScene::newBullet(float t){
auto spPlane=this->getChildByTag(110);
Sprite * bullet=Sprite::create("bullet3.png");
bullet->setPosition(spPlane->getPosition());
this->addChild(bullet);
this->allBullet.pushBack(bullet);
}
void GameScene::moveBullet(float t){
for(int i=0;i { auto nowbullet=allBullet.at(i); nowbullet->setPositionY(nowbullet->getPositionY()+3); if(nowbullet->getPositionY()>Director::getInstance()->getWinSize().height) { nowbullet->removeFromParent(); allBullet.eraseObject(nowbullet); i--; } } } 七、敌机实现 敌机实现与子弹实现类似,仅仅只是一个是向上飞,一个是向下飞。 7.1 在GameScene中加入成员Vector用来保存全部的子弹层 Vector 7.2 加入产生敌机的任务 this->schedule(schedule_selector(GameScene::newEnemy),0.5); this->schedule(schedule_selector(GameScene::moveEnemy),0.01) 7.3 实现敌机任务方法,这里产生2种不同类型的敌机 void GameScene::newEnemy(float t){ Sprite * enemy=nullptr; int num=rand()%10;//随机数0-9 if(num>=3) { enemy=Sprite::create("aaa.png"); enemy->setTag(1000); } else { enemy=Sprite::create("ccc.png"); enemy->setTag(2000); } enemy->setPosition(Point(rand()%300+10,500)); this->addChild(enemy); this->allEnemy.pushBack(enemy); } void GameScene::moveEnemy(float t){
for(int i=0;i { auto nowenemy=allEnemy.at(i); nowenemy->setPositionY(nowenemy->getPositionY()-3); if(nowenemy->getPositionY()<0) { nowenemy->removeFromParent(); allEnemy.eraseObject(nowenemy); i--; } } } 八、碰撞检測和加分 8.1 加入和引擎主线程fps一致的任务处理方法update this->scheduleUpdate(); void GameScene::update(float t){
auto spPlane=this->getChildByTag(110); Rect rp(spPlane->getPositionX(),spPlane->getPositionY(),47,56); for(int i=0;i { auto nowenemy=allEnemy.at(i); Rect er(nowenemy->getPositionX(),nowenemy->getPositionY(),40,50); if(rp.intersectsRect(er)) { //爆炸 newBomb(spPlane->getPositionX(),spPlane->getPositionY()); //移除敌机 nowenemy->removeFromParent(); allEnemy.eraseObject(nowenemy); i--; //播放音乐 SimpleAudioEngine::getInstance()->playEffect("explo.wav"); //停止全部任务和动作 //Director::getInstance()->getActionManager()->pauseAllRunningActions(); this->pauseSchedulerAndActions(); auto spover=Sprite::create("end.png"); spover->setPosition(Point::ZERO); spover->setAnchorPoint(Point::ZERO); this->addChild(spover); auto act=Sequence::create( DelayTime::create(2), //等待2秒 CallFunc::create(this,callfunc_selector(GameScene::jumpToMenu)),//运行跳转方法 NULL ); this->runAction(act); } //敌机和子弹碰撞检測 for(int j=0;j { auto nowbullet=allBullet.at(j); Rect br(nowbullet->getPositionX(),nowbullet->getPositionY(),20,20); if(er.intersectsRect(br)) {//改动分数 Label * labScore=(Label*)this->getChildByTag(120); score+=nowenemy->getTag(); //爆炸效果 newBomb(nowbullet->getPositionX(),nowbullet->getPositionY()); //粒子效果 auto ps=ParticleSystemQuad::create("bomb.plist"); ps->setPosition(Point(nowbullet->getPositionX(),nowbullet->getPositionY())); this->addChild(ps); labScore->setString(String::createWithFormat("score:%d",score)->_string); //移除子弹层 nowbullet->removeFromParent(); allBullet.eraseObject(nowbullet); //移除敌机层 nowenemy->removeFromParent(); allEnemy.eraseObject(nowenemy); i--; //音效 SimpleAudioEngine::getInstance()->playEffect("explo.wav");
break; } } } } 九、爆炸效果 当碰撞检測到,在飞机位置产生一个新的爆炸效果层,播放动画。动画播放完毕自己主动删除自己。 void GameScene::newBomb(int x,int y) { Vector for(int i=0;i<7;i++) { SpriteFrame * sf=SpriteFrame::create("boom.png",Rect(i*44,0,44,47)); allframe.pushBack(sf); } Animation * ani=Animation::createWithSpriteFrames(allframe,0.03); auto sprite=Sprite::create(); Action * act=Sequence::create( Animate::create(ani), //动画 CCCallFuncN::create(sprite,callfuncN_selector(GameScene::killMe)),//调用自删除方法 NULL); this->addChild(sprite); sprite->setPosition(Point(x,y)); sprite->runAction(act);
} void GameScene::killMe(Node * pSender)//自删除 pSender就是sprite这里是CallFunN,会传递节点过来 { pSender->removeFromParentAndCleanup(true); } 十、粒子特效和音乐播放 10.1 首先使用粒子编辑器编辑粒子文件bomb.plist(详见源代码) 10.2 加载粒子层 auto ps=ParticleSystemQuad::create("bomb.plist"); ps->setPosition(Point(nowbullet->getPositionX(),nowbullet->getPositionY())); this->addChild(ps); 10.3 播放音乐和音效 首先要引入声音处理头文件和命名空间 #include "SimpleAudioEngine.h" using namespace CocosDenshion; SimpleAudioEngine::getInstance()->playBackgroundMusic("game.mp3",true); //播放背景音乐 SimpleAudioEngine::getInstance()->playEffect("explo.wav"); //播放音效 十一、判定死亡 在Update方法中,眼下仅仅增加了当敌机和飞机碰撞则死亡,实际游戏中可能有多有条件 如:敌机子弹和飞机碰撞、时间计数等, void GameScene::update(float t){
auto spPlane=this->getChildByTag(110); Rect rp(spPlane->getPositionX(),spPlane->getPositionY(),47,56); for(int i=0;i { auto nowenemy=allEnemy.at(i); Rect er(nowenemy->getPositionX(),nowenemy->getPositionY(),40,50); if(rp.intersectsRect(er)) { //爆炸 newBomb(spPlane->getPositionX(),spPlane->getPositionY()); //移除敌机 nowenemy->removeFromParent(); allEnemy.eraseObject(nowenemy); i--; //播放音乐 SimpleAudioEngine::getInstance()->playEffect("explo.wav"); //停止全部任务和动作 //Director::getInstance()->getActionManager()->pauseAllRunningActions(); this->pauseSchedulerAndActions(); auto spover=Sprite::create("end.png"); spover->setPosition(Point::ZERO); spover->setAnchorPoint(Point::ZERO); this->addChild(spover); auto act=Sequence::create( DelayTime::create(2), //等待2秒 CallFunc::create(this,callfunc_selector(GameScene::jumpToMenu)),//运行跳转方法 NULL ); this->runAction(act); } 。。。 void GameScene::jumpToMenu()//ï◊™µΩ÷˜≤Àµ• {
SimpleAudioEngine::getInstance()->stopBackgroundMusic(); Director::getInstance()->replaceScene(HelloWorld::createScene()); } 十二、移植到Android平台 12.1 eclipse导入项目 在VS2012中开发好项目之后,使用adt工具(ecplise)导入项目,import 桌面\game2014\plangame\proj.android 12.2 改动jni/android.mk文件 加入编译的文件 LOCAL_PATH := $(call my-dir) LOCAL_C_INCLUDES := $(LOCAL_PATH)/../../Classes 12.3 进入cmd命令提示符 进入项目文件夹 cd c:/Users/Administrator/Desktop/game2014/planegame 编译当前项目 cocos compile -p android (等吧。 。。最后会在c:/Users/Administrator/Desktop/game2014/planegame/proj.android/libs/armsabi/生成一个.so文件。 成功了! ) 12.4 拷贝Cocos2d-x android库文件 到 c:/Users/Administrator/Desktop/game2014/planegame/cocos/2d/platform/android/java/src/ 拷贝org目录到 c:/Users/Administrator/Desktop/game2014/planegame/proj.android/src 文件夹 在adt中刷新项目(这时候项目的错误会消除) 12.5 打包项目 使用手机数据线连接电脑,开启调试模式 能够直接通过run,来把该项目安装到手机。 之后使用android打包向导打包生成apk。 大功告成,大家最好还是投入半天时间做个《微信飞机大战》。下节课讲《2048》的开发。
include $(CLEAR_VARS)
LOCAL_MODULE := cocos2dcpp_shared
LOCAL_MODULE_FILENAME := libcocos2dcpp
LOCAL_SRC_FILES := hellocpp/main.cpp \
../../Classes/AppDelegate.cpp \
../../Classes/GameScene.cpp \
../../Classes/HelpScene.cpp \
../../Classes/HelloWorldScene.cpp \
../../Classes/AboutScene.cpp
LOCAL_WHOLE_STATIC_LIBRARIES := cocos2dx_static
LOCAL_WHOLE_STATIC_LIBRARIES += cocosdenshion_static
LOCAL_WHOLE_STATIC_LIBRARIES += box2d_static
include $(BUILD_SHARED_LIBRARY)
$(call import-module,2d)
$(call import-module,audio/android)
$(call import-module,Box2D)