学习cocos2d-x之路(12)--添加敌人和战斗

使用Tiled地图编辑器编辑原本的地图,在地图中添加enemy图层,并添加图块,即可完成敌人的添加。

为了完成Hero与Enemy的碰撞检测,创建一个Enemy类用来保存Enemy的Gid和position

class CEnemy : public CCObject
{
public:
	CEnemy();
	~CEnemy();
	virtual bool init();
	CCPoint getPos() { return m_pos;};
	void	setPos(CCPoint cp) { m_pos=cp; };
	int		getGid() { return m_gid; };
	void    setGid(int gid) { m_gid=gid; };
	CREATE_FUNC(CEnemy);
protected:
	CCPoint		m_pos;
	int			m_gid;

};


在Gamemap添加enemeylayer,并在初始化中遍历地图,并存储Enemy到CCArray中

enemyLayer=this->layerNamed("enemy");
	CCSize  size=enemyLayer->getLayerSize();
	for (int i=0;itileGIDAt(ccp(i,j));
			if (gid!=0)
			{
				CEnemy * enemy;
				enemy=CEnemy::create();
				enemy->setGid(gid);
				enemy->setPos(ccp(i,j));
				m_enemyArray->addObject(enemy);
			}
		}
	}

 

接下来在游戏中添加战斗,英雄碰到敌人后会自动发生战斗,敌人在战斗时会改变颜色,在英雄头上显示被扣的生命,战斗结束后怪物消失,

首先创建战斗时效果,发生战斗时,取得正在战斗的敌人,并创建一个定时器,使得敌人反复变成红白两色5次,然后销毁定时器

 

void GameMap::showEnemyHit(CCPoint cp)
{
	m_fightCount=0;
	m_fightingEnemy=enemyLayer->tileAt(cp);
	if (m_fightingEnemy==NULL)
	{
		return;
	}
	m_fightingEnemy->setColor(ccRED);
	this->schedule(schedule_selector(GameMap::updateEnemyHit),0.2f);

}

void GameMap::updateEnemyHit(float dt)
{
	m_fightCount++;
	if (m_fightCount % 2 ==1)
	{
		m_fightingEnemy->setColor(ccWHITE);
		CCLOG("%d",m_fightCount);
	}
	else{
		m_fightingEnemy->setColor(ccRED);
	}
	if(m_fightCount==5)
		unschedule(schedule_selector(GameMap::updateEnemyHit));
}


创建一个文本标签,将会在战斗时显示英雄掉血,并创建一个回调函数,当战斗完成时销毁标签并使当前敌人消失

bool Hero::showTip(const char * tip,CCPoint startPos)
{
	CCLabelTTF * tipLabel=CCLabelTTF::create(tip,"Arial",20);
	tipLabel->setPosition(ccpAdd(startPos,ccp(16,16)));
	this->addChild(tipLabel,KTip,KTip);	
	CCAction * action=CCSequence::create(
		CCMoveBy::create(0.5,ccp(0,32)),
		CCDelayTime::create(0.5f),
		CCFadeOut::create(0.2f),
		CCCallFuncN::create(this,callfuncN_selector(Hero::onShowTipDown)),
		NULL
		);
	tipLabel->runAction(action);
	return true;
}

void Hero::onShowTipDown(CCNode* pSender)
{
	this->getChildByTag(KTip)->removeFromParentAndCleanup(true);
	
	GClassManagerInstance->g_gameMap->getEnemyLayer()->removeTileAt(m_targetPos);
}


创建战斗调用,此时英雄掉血只是一个固定的数据

void Hero::fight()
{
	char temp[30]={0};
	sprintf(temp,"lost hp : -%d",100);
	showTip(temp,getPosition());
	
}

最后在碰撞检测中进行相关调用

if(GClassManagerInstance->g_gameMap->checkCollision(targetPosition)==Enemy)
 {
  fight();
 }

 

CollisionType GameMap::checkCollision(CCPoint heroPotion)
{
 CCPoint tileCoord=positionToTileCoord(heroPotion);
/*``````````

````````````*/
 tileGid=this->getEnemyLayer()->tileGIDAt(tileCoord);
 if (tileGid)
 {
  showEnemyHit(tileCoord);
  return Enemy;
 }
 
 return Moveble;
}

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