用cocos2dx做一个简单的单机捕鱼达人游戏(4)

鱼写好了,开始写子弹,子弹和鱼的设计模式大概差不多
bullet.h

#ifndef _Bullet_H_
#define  _Bullet_H_
#include"cocos2d.h"
using namespace cocos2d;
enum BULLETTYPE
{
	BulletTypeOne,
	BulletTypeTwo
};
class Bullet:public cocos2d::Sprite
{
public:
	Bullet(BULLETTYPE t);
	~Bullet();
	bool init() override;
	static Bullet*create(BULLETTYPE t);
	//修改方向
	void setDir(float dir)
	{
		this->dir = dir;
	}
	//获取子弹的类型
	BULLETTYPE getBulletType()
	{
		return this->type;
	}
	void onEnter() override;
	void onExit() override;
	void setLive(bool isLive)
	{
		this->isLive = isLive;
	}
	double getAtt()
	{
		return att;
	}
	int getCostCoin()
	{
		return this->costCoin;
	}
	void bulletBack();//子弹死亡动画的回调函数
	void DeadCartoonOne();//子弹一的死亡动画
	void DeadCartoonTwo();//子弹二的死亡动画
	bool koufei;//用于gamelayer中子弹发出扣金币
private:
	BULLETTYPE type;//子弹种类
	void update(float dt);//默认调度函数
	float dir;//子弹的移动方向角度
	double att;//子弹的攻击值
	bool isLive;//是否存活
	int speed;//子弹的速度
	int costCoin;//子弹花费的金币
};
#endif // !_Bullet_H_

bullet.cpp

#include "Bullet.h"
#include"BulletManage.h"
Bullet::Bullet(BULLETTYPE t):
	type(t)
{
	switch (type)
	{
	case BulletTypeOne:
		att = 4;//子弹的攻击力
		costCoin = 7;//子弹花费的金币
		break;
	case BulletTypeTwo:
		att = 5;//子弹的攻击力
		costCoin = 1;//子弹花费的金币
		break;
	default:
		break;
	}
	speed = 700;//子弹的速度
}

Bullet::~Bullet()
{
}

bool Bullet::init()
{

	switch (type)
	{
	case BulletTypeOne:
		if (!initWithFile("/bullet/bullet1.png"))
		{
			return false;
		}
		break;
	case BulletTypeTwo:
		if (!initWithFile("/bullet/bullet2.png"))
		{
			return false;
		}
		break;
	default:
		break;
	}
	//开启默认调度器
	scheduleUpdate();
	 koufei=false;//用于gamelayer中子弹发出扣金币

	return true;
}

Bullet * Bullet::create(BULLETTYPE t)
{
	Bullet*ret = new(std::nothrow) Bullet(t);
	if (ret&&ret->init())
	{
		ret->autorelease();
	}
	else
	{
		delete ret;
		ret = nullptr;
	}
	return ret;
}

void Bullet::onEnter()
{
	Node::onEnter();//
	koufei = false;//用于gamelayer中子弹发出扣金币

	//重新将子弹的攻击力和金币花费还原还原
	switch (type)
	{
	case BulletTypeOne:
		this->costCoin = 7;
		this->att = 7;
			break;
	case BulletTypeTwo:
		this->costCoin = 1;
		this->att = 5;
		break;
	default:
		break;
	}
	//开启默认调度器
	scheduleUpdate();
	isLive = true;
}

void Bullet::onExit()
{
	Node::onExit();
}

void Bullet::bulletBack()
{
	BulletManage::getInstance()->collection(this);
}

void Bullet::DeadCartoonOne()
{
	//子弹的金币花费为0
	this->costCoin = 0;
	//子弹的攻击力赋为0
	this->att = 0;
	//1创建animation-ref
	Animation* act = Animation::create();
	//2添加精灵帧
	act->addSpriteFrameWithFile("/bullet/bullet1bom.png");
	//3设置动画的状态
	act->setDelayPerUnit(0.3);//设置帧速率
	act->setLoops(1);//设置循环的次数,-1表示一直循环
	act->setRestoreOriginalFrame(true);//设置是否在动画结束后回到原始帧
									   //4.Animation添加到Animate中(创建Animate)
	Animate* animate = Animate::create(act);

	CallFunc* callFunc = CallFunc::create(this,
		callfunc_selector(Bullet::bulletBack));//回调函数
	Sequence* seqAct = Sequence::create(animate, callFunc, nullptr);//序列动作:...传无限多个参数,以nullptr结尾
	this->runAction(seqAct);
}

void Bullet::DeadCartoonTwo()
{
	//子弹的金币花费为0
	this->costCoin = 0;
	//子弹的攻击力赋为0
	this->att = 0;
	//1创建animation-ref
	Animation* act = Animation::create();
	//2添加精灵帧
	act->addSpriteFrameWithFile("/bullet/bullet2bom.png");
	//3设置动画的状态
	act->setDelayPerUnit(0.3);//设置帧速率
	act->setLoops(1);//设置循环的次数,-1表示一直循环
	act->setRestoreOriginalFrame(true);//设置是否在动画结束后回到原始帧
									   //4.Animation添加到Animate中(创建Animate)
	Animate* animate = Animate::create(act);

	CallFunc* callFunc = CallFunc::create(this,
		callfunc_selector(Bullet::bulletBack));//回调函数
	Sequence* seqAct = Sequence::create(animate, callFunc, nullptr);//序列动作:...传无限多个参数,以nullptr结尾
	this->runAction(seqAct);
}

void Bullet::update(float dt)
{
	if (!isLive)//死亡
	{
		switch (type)
		{
		case BulletTypeOne:
			DeadCartoonOne();//第一种子弹的死亡动画
			break;
		case BulletTypeTwo:
			DeadCartoonTwo();//第二种子弹的死亡动画
			break;
		default:
			break;
		}
		return;
	}
	Vec2 pos = getPosition();//获取原先的位置
	Size winSize = Director::getInstance()->getWinSize();//屏幕的大小
													/*	 如果子弹碰了屏幕就开始反弹*/
	if ( getPositionX()<0 || getPositionX()>winSize.width||getPositionY()<0)
	{
		this->dir = -(dir);//方向改变
		this->setRotation(dir * 180 / 3.14159);//角度旋转
	}
	else if(getPositionY()>winSize.height)//子弹出了上边屏幕
	{
	
		 if (dir>=0)
		{
			this->dir = dir + 3.14159 / 2;//方向改变
			this->setRotation(dir * 180 / 3.14159);//角度旋转
		}
		else if(dir<0)
		{
			this->dir = dir - 3.14159 / 2;//方向改变
			this->setRotation(dir * 180 / 3.14159);//角度旋转
		}
	
	}else if(getPositionY()<=20)//子弹出了下边屏幕
	{
		 if (dir>=0)
		{
			this->dir = dir - 3.14159 / 2;//方向改变
			this->setRotation(dir * 180 / 3.14159);//角度旋转
		}
		 else if (dir<0)
		{
			this->dir = dir + 3.14159 / 2;//方向改变
			this->setRotation(dir * 180 / 3.14159);//角度旋转
		}
	}
	//子弹一直上升
	Vec2 Dir = (Vec2(sin(dir), cos(dir)));
	setPosition(getPosition() + Dir *dt*speed);
}

bulletFactory.h

#ifndef _BulletFactory_H_
#define _BulletFactory_H_
#include "Bullet.h"

class BulletFactory
{
public:
	BulletFactory();
	~BulletFactory();
	static Bullet*create(BULLETTYPE type);
private:

};
#endif // !1

bulletFactory.cpp

#include "BulletFactory.h"
#include"BulletManage.h"

BulletFactory::BulletFactory()
{
}

BulletFactory::~BulletFactory()
{
}

Bullet * BulletFactory::create(BULLETTYPE type)
{
	//定义一个子弹对象指针
	Bullet*pBullet = nullptr;
	//在管理类中查找是否有符合条件的子弹
	pBullet = BulletManage::getInstance()->findDeath(type);
	if (pBullet==nullptr)
	{
		//三种类型对应三个不同的攻击力
		pBullet =  Bullet::create(type);
	}
	//将引用计数+1,防止内存被释放
	pBullet->retain();
	//子弹添加到生存池
	BulletManage::getInstance()->add(pBullet);
	return pBullet;
}

bulletManage.h

#ifndef _BulletManage_H_
#define _BulletManage_H_
#include
class Bullet;
enum BULLETTYPE;
class BulletManage
{
public:
	~BulletManage();
	static BulletManage*getInstance()
	{
		if (pInstance == nullptr)
		{
			pInstance = new BulletManage;
		}
		return pInstance;
	}
	void add(Bullet*bullet);//添加子弹
	void collection(Bullet*bullet);//消除子弹
	//根据类型查找子弹
	Bullet*findDeath(BULLETTYPE type);
public:
	BulletManage();
	static BulletManage* pInstance;
	std::list BulletLive;//生存池
	std::listBulletDead;//死亡池
};

#endif // !_BulletManage_H_

bulletManage.cpp

#include "BulletManage.h"
#include"Bullet.h"
BulletManage*BulletManage::pInstance = nullptr;
BulletManage::~BulletManage()
{
	//引用计数减一
	for (Bullet*bullet : BulletLive)
		bullet->release();
	//清理链表
	BulletDead.clear();
	for (Bullet*bullet : BulletDead)
		bullet->release();
	BulletDead.clear();
}

void BulletManage::add(Bullet * bullet)
{
	BulletLive.push_back(bullet);//子弹添加到生存池
}

void BulletManage::collection(Bullet * bullet)
{
	bullet->removeFromParent();//子弹从父节点上移除
	BulletLive.remove(bullet);//生存池移除
	BulletDead.push_back(bullet);//死亡池添加
}

Bullet * BulletManage::findDeath(BULLETTYPE type)
{
	for (Bullet*bullet:BulletDead)
	{
		if (type==bullet->getBulletType())
		{
			BulletDead.remove(bullet);
			return bullet;
		}
	}
	return nullptr;
}

BulletManage::BulletManage()
{
}

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