cocos2dx实例开发之飞机大战

曾经,微信里面可以玩一个打飞机的小游戏,很有趣,后来又没有了,这里基于原版素材写了一个高仿微信打飞机的小游戏

预览

工程结构

环境

  • Mac os Mojave
  • xcode 7.0
  • cocos2dx 3.17

代码目录
cocos2dx实例开发之飞机大战_第1张图片

游戏架构
cocos2dx实例开发之飞机大战_第2张图片
主要包括以下场景

  • 主菜单
  • 游戏(天空、玩家、敌机、子弹、道具)

步骤

菜单场景

游戏主菜单界面,进入游戏的入口界面

bool MainMenuScene::init()
{
    //
    // 1. super init first
    if ( !Scene::init() )
    {
        return false;
    }

    auto visible_size = Director::getInstance()->getVisibleSize();
    auto visible_origin = Director::getInstance()->getVisibleOrigin();

	// 添加背景图
    Sprite* background = Sprite::create("img/background.png");
    background->setContentSize(visible_size);
    background->setPosition(visible_origin.x + visible_size.width / 2,
                            visible_origin.y + visible_size.height / 2);
    addChild(background);
    
    Sprite* title = Sprite::create("img/title.png");
    title->setScale(1.5); // 尺寸适当调整
    title->setPosition(visible_origin.x + visible_size.width / 2,
                            visible_origin.y + visible_size.height / 2 + 40);
    addChild(title);

    // 添加按钮
    Button* start_btn = Button::create("img/game_resume_nor.png", "img/game_resume_pressed.png", "img/game_resume_nor.png"); // 指定好各种状态图的按钮
    start_btn->setScale(1.5); // 尺寸适当调整
    start_btn->setPosition(Vec2(visible_origin.x + visible_size.width / 2,
                                visible_origin.y + visible_size.height / 2));
    start_btn->addTouchEventListener([&](Ref* sender, Widget::TouchEventType type){
        // 按钮点击事件
        switch (type)
        {
            case ui::Widget::TouchEventType::BEGAN:
                // 播放音效
                SimpleAudioEngine::getInstance()->playEffect("sound/button.wav");
                break;
            case ui::Widget::TouchEventType::ENDED:
            {
                // 切换到主游戏场景
                auto game_scene = GameScene::createScene();
                TransitionScene* transition_scene = TransitionFade::create(0.5, game_scene);
                Director::getInstance()->replaceScene(transition_scene);
            }
                break;
            default:
                break;
        }
    });
    addChild(start_btn);
    
    return true;
}

游戏场景

游戏场景就是主要的游戏逻辑,控制玩家飞机发射子弹攻击敌机,拾取道具等

数据结构

在场景中,玩家、敌机、子弹、道具、天空背景都是不同的对象,分别具有不同的行为

玩家

class Player : public cocos2d::Sprite
{
public:
    virtual bool init();
    
    CREATE_FUNC(Player);
    
public:
    Bullet* shootSingle(); // 射击一次,产生一颗子弹
    cocos2d::Vector<Bullet*> shootDouble(); // 射击一次,产生双子弹
    void fetchWeapon(WeaponType weapon_type); // 拾取道具
    void destroy(); // 玩家over
    
    BulletType m_bullet_type; // 根据子弹类型改变子弹
};
  • 射击(不同子弹类型)
  • 拾取道具
  • 被摧毁

子弹

enum BulletType
{
    BASE, // 单子弹
    POWER // 双子单
};

class Bullet : public cocos2d::Sprite
{
public:
    virtual bool init();
    void initWithType(BulletType bullet_type); // 根据子弹类型设置纹理
    CREATE_FUNC(Bullet);
    void pauseMove();
    void resumeMove();
    
public:
    int m_kill_hp; // 子弹的杀伤力
    bool m_hit_flag; // 标记子弹是否已击中
    
private:
    void move(float tm);
    float m_speed;
};
  • 不同类型
  • 子弹飞行
  • 不同的速度
  • 不同的杀伤力

敌机

enum EnemyType
{
    SMALL,  // 小飞机
    MEDIUM, // 中等飞机
    BIG     // 大飞船
};

class Enemy : public cocos2d::Sprite
{
public:
    virtual bool init();
    
    CREATE_FUNC(Enemy);
    void pauseMove();
    void resumeMove();
    
    void initWithType(EnemyType enemy_type);
    void move(float tm);
    void hit(int reduce_hp); // 敌机被子弹打中
    void die(); // 敌机死亡
    
    int m_hp; // 敌机总血量
	EnemyType m_type;
    
private:
    float m_speed;
};
  • 不同类型
  • 敌机飞行
  • 不同的速度
  • 被子弹击中
  • 不同的生命值
  • 减生命值
  • 被摧毁

道具

enum WeaponType
{
    AMMO,
    BOMB
};

class Weapon : public cocos2d::Sprite
{
public:
    virtual bool init();
    
    CREATE_FUNC(Weapon);
    void initWithType(WeaponType weapon_type);
    void pauseMove();
    void resumeMove();
    
    WeaponType m_type;
    
private:
    void move(float tm);
};
  • 不同类型
  • 道具飞行

背景滚动

天空背景实际上只有一张图,构造两张图循环移动,产生天空无限移动的效果

  • 定时器调度移动
  • 在关键位置两张图位移重置
bool SkyBackground::init()
{
    if (!Node::init())
        return false;
    
    Size visible_size = Director::getInstance()->getVisibleSize();
    Point visible_origin = Director::getInstance()->getVisibleOrigin();
    
    // 增加两张背景图,循环交替,构造连续滚动效果
    m_background1 = Sprite::create("img/background.png");
    m_background1->setContentSize(visible_size); // 与屏幕适应
    m_background1->setAnchorPoint(Point::ZERO); // 锚点设为左下坐标点,方便计算
    m_background1->setPosition(visible_origin); // 一定要设置初始位置
    addChild(m_background1);
    m_background2 = Sprite::create("img/background.png");
    m_background2->setContentSize(visible_size);
    m_background2->setAnchorPoint(Point::ZERO);
    m_background2->setPosition(visible_origin.x, visible_origin.y + visible_size.height);
    addChild(m_background2);
    
    // 调度两张图的移动
    schedule(schedule_selector(SkyBackground::backgroundRotate), kFrameUpdateInterval); // delta time smaller, move more smooth
    
    return true;
}

void SkyBackground::backgroundRotate(float tm)
{
    Size visible_size = Director::getInstance()->getVisibleSize();
    Point visible_origin = Director::getInstance()->getVisibleOrigin();
    
    // 背景2在背景1上方无缝衔接,当背景2到达底部时候,将背景1重新归位
    m_background1->setPositionY(m_background1->getPositionY() - 0.3); // rotate speed
    m_background2->setPositionY(m_background1->getPositionY() + visible_size.height);
    if (m_background2->getPositionY() <= visible_origin.y)
        m_background1->setPositionY(visible_origin.y);
}

玩家控制

玩家飞机根据触摸移动进行相应的移动

  • 伴随动画
  • 跟随触摸位置
  • 产生射击子弹
bool GameScene::onTouchBegan(cocos2d::Touch *touch, cocos2d::Event *event)
{
    if (m_is_over)
        return true;
    
    CCLOG("onTouchBegan");
    m_pretouch_pos = touch->getLocation();
    m_preplayer_pos = m_player->getPosition();
    
    return true;
}

void GameScene::onTouchMoved(cocos2d::Touch *touch, cocos2d::Event *event)
{
    if (m_is_over)
        return;
    CCLOG("onTouchMoved");
    Point current_touch_pos = touch->getLocation();
    Vec2 move_delta = current_touch_pos - m_pretouch_pos;
    m_player->setPosition(m_preplayer_pos + move_delta);
}

void GameScene::onTouchEnded(cocos2d::Touch *touch, cocos2d::Event *event)
{
    if (m_is_over)
        return;
    
    CCLOG("onTouchEnded");
    m_pretouch_pos = kInitPoint;
}
Bullet* Player::shootSingle()
{
    // 发射子弹音效
    SimpleAudioEngine::getInstance()->playEffect("sound/bullet.wav");
    
    // 子弹从飞机头部打出来
    Bullet* bullet = Bullet::create();
    bullet->initWithType(BulletType::BASE);
    bullet->setPosition(getPositionX(), getPositionY() + getContentSize().height / 2);
    return bullet;
}

Vector<Bullet*> Player::shootDouble()
{
    // 发射子弹音效
    SimpleAudioEngine::getInstance()->playEffect("sound/bullet.wav");
    
    Vector<Bullet*> double_bullets;
    // 子弹都从飞机头部打出来,左右两个子弹分布在机头
    Bullet* bullet_left = Bullet::create();
    bullet_left->initWithType(BulletType::POWER);
    bullet_left->setPosition(getPositionX() - getContentSize().width / 4, getPositionY() + getContentSize().height / 2);
    double_bullets.pushBack(bullet_left);
    
    Bullet* bullet_right = Bullet::create();
    bullet_right->initWithType(BulletType::POWER);
    bullet_right->setPosition(getPositionX() + getContentSize().width / 4, getPositionY() + getContentSize().height / 2);
    double_bullets.pushBack(bullet_right);
    
    return double_bullets;
}

void Player::fetchWeapon(WeaponType weapon_type)
{
    // 如果道具是子弹,且之前是单子弹,切换子弹,并持续一段时间
    if (m_bullet_type == BulletType::BASE && weapon_type == WeaponType::AMMO)
    {
        m_bullet_type = BulletType::POWER;
        // 播放音效
        SimpleAudioEngine::getInstance()->playEffect("sound/get_double_laser.wav");
        
        // 子弹有效时间,用lambda做单次定时器回调
        scheduleOnce([&](float delay){
            m_bullet_type = BulletType::BASE;
            SimpleAudioEngine::getInstance()->playEffect("sound/out_porp.wav");
        }, kPowerTime, "power_status");
    }
    else if (weapon_type == WeaponType::BOMB)
    {
        // 播放音效
        SimpleAudioEngine::getInstance()->playEffect("sound/get_bomb");
        
        // TODO: 储存炸弹
    }
}

子弹生成

子弹是由场景通过定时器调度的,每次固定时间间隔根据当前玩家的子弹类型生成新的子弹

  • 子弹射出后就自动飞行
  • 子弹产生的位置都在玩家飞机头部
void GameScene::generateBullet(float interval)
{
    if (m_is_over)
        return;
    
    // 由定时器触发产生子弹,也可以由某个按键触发
    // 根据玩家子弹状态产生不同的子弹,加到场景和管理器
    if (m_player->m_bullet_type == BulletType::BASE)
    {
        Bullet* bullet = m_player->shootSingle();
        addChild(bullet, kBattleZorder);
        m_bullets.pushBack(bullet);
    }
    else if (m_player->m_bullet_type == BulletType::POWER)
    {
        Vector<Bullet*> double_bullets = m_player->shootDouble();
        for (Bullet* bullet : double_bullets)
        {
            addChild(bullet, kBattleZorder);
            m_bullets.pushBack(bullet);
        }
    }
}

敌机生成

敌机会随机从顶部生成出来,也是由定时器调度

  • 位置随机
  • 类型根据概率来,越厉害的飞机越少出现
  • 飞机出现后会飞行
  • 飞船有伴随动画
void GameScene::generateEnemy(float interval)
{
    if (m_is_over)
        return;
    
    Size visible_size = Director::getInstance()->getVisibleSize();
    Point visible_origin = Director::getInstance()->getVisibleOrigin();
    
    // 定时器触发产生道具,根据概率生成不同类型
    // 加载到场景和管理器
    EnemyType enemy_type;
    float random_factor = CCRANDOM_0_1();
    if (random_factor >= 0.9)
        enemy_type = EnemyType::BIG;
    else if (random_factor >= 0.6 && random_factor < 0.9)
        enemy_type = EnemyType::MEDIUM;
    else
        enemy_type = EnemyType::SMALL;

    Enemy* enemy = Enemy::create();
    enemy->initWithType(enemy_type);
    
    // 生成随机位置,但要保证敌机显示完整,所以左右各留出半个敌机身位
    float random_x = enemy->getContentSize().width / 2 +
                    (visible_size.width - enemy->getContentSize().width) * CCRANDOM_0_1();
    
    enemy->setPosition(visible_origin.x + random_x,
                       visible_origin.y + visible_size.height + enemy->getContentSize().height / 2);
    addChild(enemy, kBattleZorder);
    m_enemies.pushBack(enemy);
}

道具生成

道具有子弹和炸弹两种,由定时器调度

  • 道具出现位置随机
  • 道具类型根据概率来,炸弹概率较小
  • 道具出现后会飞行

碰撞检测

判断敌机是否死亡、道具拾取、玩家是否被摧毁都要做碰撞检测

  • 敌机碰撞到子弹后,先减生命值,生命值为则死亡
  • 道具拾取后,如果是子弹,则玩家射击的子弹专版为加强版,维持一段时间,如果是炸弹,则立即炸毁场景里所有存活的飞机
  • 玩家碰撞到任何敌机就被摧毁
  • 碰撞会有多种动画伴随
// --- 碰撞监测 ---
// 判断玩家
for (Enemy* enemy : m_enemies)
{
    if (enemy->m_hp > 0 && enemy->getBoundingBox().intersectsRect(m_player->getBoundingBox()))
    {
        // 玩家飞机撞了
        m_is_over = true;
        m_player->destroy();

// 游戏结束,处理后续(延迟等到玩家飞机t摧毁动画结束)
        scheduleOnce([&](float delay){
            gameOver();
        }, 2.0, "game over");

        return;
    }
}

// 判断敌机被子弹击中
Vector<Bullet*> hit_bullets;
for (Bullet* bullet : m_bullets)
{
    for (Enemy* enemy : m_enemies)
    {
        // 注意,某个子弹撞击了后要消失,并且不可再参与碰撞检测
        if (!bullet->m_hit_flag
            && enemy->m_hp > 0
            && bullet->getBoundingBox().intersectsRect(enemy->getBoundingBox()))
        {
            enemy->hit(bullet->m_kill_hp);
            if (enemy->m_hp <= 0)
            {
	// 先更新分数,再移除飞机
	getScore(enemy->m_type);

                enemy->die(); // 这里面做了对象销毁
                m_enemies.eraseObject(enemy); // 这里可以先于动画放完就移出管理器
            }
            
            // 移除子弹, 先标记起来放到移除列表
            bullet->m_hit_flag = true;
            hit_bullets.pushBack(bullet);
        }
    }
}
// 这里统一移除子弹,避免边判断边移除导致的内存问题
for (Bullet* bullet : hit_bullets)
{
    m_bullets.eraseObject(bullet);
    bullet->removeFromParent();
}
hit_bullets.clear();

// 判断拾取道具
for (Weapon* weapon : m_weapons)
{
    if (weapon->getBoundingBox().intersectsRect(m_player->getBoundingBox()))
    {
        if (weapon->m_type == WeaponType::AMMO)
            m_player->fetchWeapon(WeaponType::AMMO);
        else if (weapon->m_type == WeaponType::BOMB)
        {
            // 炸掉所有敌机
            SimpleAudioEngine::getInstance()->playEffect("sound/use_bomb.wav");
            CCLOG("before bomb enemy number = %d", m_enemies.size());
            for (Enemy* enemy : m_enemies)
            {
	// 先更新分数,再移除飞机
	getScore(enemy->m_type);

                enemy->m_hp = 0; // 先把血量置空
                enemy->die(); // 这里面做了对象销毁
            }
            m_enemies.clear(); // 一定要放在这里统一清空
            CCLOG("after bomb enemy number = %d", m_enemies.size());
        }
        
        // 道具本身也要消失
        m_weapons.eraseObject(weapon);
        weapon->removeFromParent();
    }
}

元素管理

场景里看不见的元素需要销毁做内存回收

  • 监测子弹、敌机、道具如果出了平面就销毁回收内存
  • 这种销毁不需要播放动画
// --- 元素管理 ---
for (Bullet* bullet : m_bullets)
{
    // 若飞行的子弹出了屏幕,则移除
    if (bullet->getPositionY() > visible_origin.y +
                                visible_size.height + bullet->getContentSize().height / 2)
    {
        m_bullets.eraseObject(bullet); // erase from vector should before itself cleanup
        bullet->removeFromParent();
    }
}
CCLOG("current bullets count: %d", m_bullets.size());

for (Enemy* enemy : m_enemies)
{
    // 若存活敌机出了平面,则移除
    if (enemy->getPositionY() < visible_origin.y - enemy->getContentSize().height / 2)
    {
        m_enemies.eraseObject(enemy);
        enemy->removeFromParent();
    }
}
CCLOG("alive enemy count: %d", m_enemies.size());

for (Weapon* weapon : m_weapons)
{
    // 若未拾取的道具出了屏幕,则移除
    if (weapon->getPositionY() < visible_origin.y - weapon->getContentSize().height / 2)
    {
        m_weapons.eraseObject(weapon);
        weapon->removeFromParent();
    }
}
CCLOG("unfetched weapon count: %d", m_weapons.size());

计分

在摧毁敌机或者炸掉敌机时都要更新游戏分数

  • 不同类型敌机得分不同
  • 获得里程碑分数会有成就音效
void GameScene::getScore(EnemyType enemy_type)
{
	// 根据不同敌机类别得不同分数
    static int phase = 0;
	switch (enemy_type)
	{
	case EnemyType::SMALL:
		m_score += kSmallPlaneScore;
		break;
	case EnemyType::MEDIUM:
		m_score += kMediumPlaneScore;
		break;
	case EnemyType::BIG:
		m_score += kBigPlaneScore;
		break;
	default:
		break;
	}

	// 如果分数达到一定阶段,播放成就音效
    int new_phase = m_score / kAchievementScoreUnit;
	if (new_phase > phase)
    {
        SimpleAudioEngine::getInstance()->playEffect("sound/achievement.wav");
        phase = new_phase;
    }

	// 刷新UI
    m_score_label->setString(__String::createWithFormat("score: %d", m_score)->_string);
//    m_score_label->setString(StringUtils::format("score: %d", m_score)); // the same
}

游戏状态管理

游戏结束、暂停、恢复

  • 游戏结束出现新画面
  • 游戏暂停和恢复要保证场景里所有元素同时动作
void GameScene::gameOver()
{
    CCLOG("player hit, game over");
    
    Size visible_size = Director::getInstance()->getVisibleSize();
    Point visible_origin = Director::getInstance()->getVisibleOrigin();
    
    // 停止背景音乐
    // FIXME: stop background music may cause crash
    if (SimpleAudioEngine::getInstance()->isBackgroundMusicPlaying())
        SimpleAudioEngine::getInstance()->pauseBackgroundMusic();
    
    // 停止所有的调度器
    unschedule(schedule_selector(GameScene::generateEnemy));
    unschedule(schedule_selector(GameScene::generateWeapon));
    unschedule(schedule_selector(GameScene::generateBullet));
    
    // 添加结束画面
    Sprite* game_over_background = Sprite::create("img/gameover.png");
    game_over_background->setContentSize(visible_size);
    game_over_background->setAnchorPoint(Point::ZERO);
    game_over_background->setPosition(visible_origin);
    addChild(game_over_background, kGameoverZorder);
    
    Label* final_score_label = Label::createWithTTF(std::to_string(m_score), "fonts/Marker Felt.ttf", 14);
    final_score_label->setColor(Color3B::BLACK);
    final_score_label->setPosition(visible_origin.x + visible_size.width / 2,
                               visible_origin.y + visible_size.height / 2);
    addChild(final_score_label, kGameoverZorder);
    
    // 重新开始按钮
    Button* restart_btn = Button::create("img/restart.png"); // 只添加一张背景图按钮
    restart_btn->setScale(1.5);
    restart_btn->setPosition(Vec2(visible_origin.x + visible_size.width / 2,
                                  visible_origin.y + visible_size.height / 2 - 30));
    restart_btn->addTouchEventListener([&](Ref* sender, Widget::TouchEventType type){
        // 按钮点击事件
        switch (type)
        {
            case ui::Widget::TouchEventType::BEGAN:
                // 播放音效
                SimpleAudioEngine::getInstance()->playEffect("sound/button.wav");
                break;
            case ui::Widget::TouchEventType::ENDED:
            {
                // 重载主游戏场景
                auto game_scene = GameScene::createScene();
                TransitionScene* transition_scene = TransitionFade::create(0.5, game_scene);
                Director::getInstance()->replaceScene(transition_scene);
            }
                break;
            default:
                break;
        }
    });
    addChild(restart_btn, kGameoverZorder);
    
    // 结束游戏按钮
    Button* quit_btn = Button::create("img/quit.png"); // 只添加一张背景图按钮
    quit_btn->setScale(1.5);
    quit_btn->setPosition(Vec2(visible_origin.x + visible_size.width / 2,
                                  visible_origin.y + visible_size.height / 2 - 60));
    quit_btn->addTouchEventListener([&](Ref* sender, Widget::TouchEventType type){
        // 按钮点击事件
        switch (type)
        {
            case ui::Widget::TouchEventType::BEGAN:
                // 播放音效
                SimpleAudioEngine::getInstance()->playEffect("sound/button.wav");
                break;
            case ui::Widget::TouchEventType::ENDED:
            {
                // 返回到菜单场景
                auto main_menu_scene = MainMenuScene::createScene();
                TransitionScene* transition_scene = TransitionFade::create(0.5, main_menu_scene);
                Director::getInstance()->replaceScene(main_menu_scene);
            }
                break;
            default:
                break;
        }
    });
    addChild(quit_btn, kGameoverZorder);
}

void GameScene::gamePause()
{
    // 暂停背景音乐
    SimpleAudioEngine::getInstance()->pauseBackgroundMusic();
    
    // 暂停游戏标志
    m_is_pause = true;
    
    // 暂停所有调度器
    unschedule(schedule_selector(GameScene::generateEnemy));
    unschedule(schedule_selector(GameScene::generateWeapon));
    unschedule(schedule_selector(GameScene::generateBullet));
    
    // 暂停所有的元素移动
    m_sky_background->pauseRotate();
    for (Enemy* enemy : m_enemies)
        enemy->pauseMove();
    for (Bullet* bullet : m_bullets)
        bullet->pauseMove();
    for (Weapon* weapon : m_weapons)
        weapon->pauseMove();
}

void GameScene::gameResume()
{
    // 恢复背景音乐
    SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
    
    // 恢复游戏标志
    m_is_pause = false;
    
    // 恢复所有调度器
    schedule(schedule_selector(GameScene::generateEnemy), kEnemyGenerateInterval);
    schedule(schedule_selector(GameScene::generateWeapon), kWeaponGenerateInterval);
    schedule(schedule_selector(GameScene::generateBullet), kBulletGenerateInterval);
    
    // 恢复所有的元素移动
    m_sky_background->resumeRotate();
    for (Enemy* enemy : m_enemies)
        enemy->resumeMove();
    for (Bullet* bullet : m_bullets)
        bullet->resumeMove();
    for (Weapon* weapon : m_weapons)
        weapon->resumeMove();
}

效果图

cocos2dx实例开发之飞机大战_第3张图片
cocos2dx实例开发之飞机大战_第4张图片
cocos2dx实例开发之飞机大战_第5张图片
cocos2dx实例开发之飞机大战_第6张图片

代码

csdn:飞机大战
github:飞机大战

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