前段时间心血来潮看了下app游戏方面的东西
,对比了下各种技术和市场招聘情况,赶脚cocos2dx在2D游戏方向还算是大有所为,遂找了几个基础教程看看了解了解。并附上一个简单demo作为成果
环境搭建倒是重头戏,相关教程也比较多,我直接转个给大家参考吧(安装教程戳这里)。
找了个经典游戏是男人就坚持20秒,相信大家都接触过,游戏逻辑比较简单不外乎控制飞机躲避子弹,这里就山寨它吧
可以看到组成部分只有计时器,子弹和小鸟(为什么选小鸟呢,因为圆形图标做碰撞检测比较简单,本来用飞机的,但是飞机的空白地方不好处理,简单实例就用简单的方法吧)
1、计时器
int time=0; CCLabelTTF* timelb;//文本框 schedule(schedule_selector(manfor20s::timecount), 1.0f);//每秒执行的计时器 //每秒累加 void manfor20s::timecount(float dt) { time= time+1; CCString* ns=CCString::createWithFormat("%d", manfor20s::time); timelb->setString(ns->getCString() ); }
2、子弹的生成和碰撞检测
CCArray* listSpirit;//获取页面上所有元素的容器 CCSprite* plane;//小鸟 schedule(schedule_selector(manfor20s::update));//每一帧执行 void manfor20s::update(float dt) { CCSprite *pl = plane ; CCRect targetRect = CCRectMake( pl->getPosition().x - (pl->getContentSize().width/2), pl->getPosition().y - (pl->getContentSize().height/2), pl->getContentSize().width, pl->getContentSize().height); CCRect win=CCRectMake(0,0,visibleSize.width,visibleSize.height); listSpirit=this->getChildren();//获取所有元素 for (int i=listSpirit->count()-1;i>=0;i--) { CCSprite* it=(CCSprite*)listSpirit->objectAtIndex(i); if(it->getTag()==2)//tag为2则为子弹 { /* CCSprite *sp = dynamic_cast<CCSprite*>(it); */ CCRect projectileRect = CCRectMake( it->getPosition().x - (it->getContentSize().width/2), it->getPosition().y - (it->getContentSize().height/2), it->getContentSize().width, it->getContentSize().height); if ( ccpDistance(it->getPosition(),plane->getPosition())<15) //子弹和小鸟圆心点相距小于15则认为碰撞了 { CCMessageBox("被击中了","alert"); menuCloseCallback();//关闭 break; } if(!win.intersectsRect(projectileRect))//如果子弹超出窗体则删除 { this->removeChild(it); } } } #pragma region 产生弹道 随机生成各个方向的子弹 if(getRand(1,10)>8)//随机因子 { //get directer int di =getRand(0,3); CCSprite * pu =CCSprite::create("p.png"); pu->setTag(2); CCPoint from; CCPoint to; switch(di) { case 0://up to down { from=ccp(getRand(0,visibleSize.width),visibleSize.height); to=ccp(getRand(-visibleSize.width,visibleSize.width*2),-10); } break; case 1://down to up { from=ccp(getRand(0,visibleSize.width),0); to=ccp(getRand(-visibleSize.width,visibleSize.width*2),visibleSize.height+10); } break; case 2://left to right { from=ccp(0,getRand(0,visibleSize.height)); to=ccp(visibleSize.width+10,getRand(-visibleSize.height,visibleSize.height*2)); } break; case 3://right to left { from=ccp(visibleSize.width,getRand(0,visibleSize.height)); to=ccp(-10,getRand(-visibleSize.height,visibleSize.height*2)); } break; default:break; } pu->setPosition(from); this->addChild(pu); int distance=cocos2d::ccpDistance(from,to); CCActionInterval *forward = CCMoveTo::create(distance/50,to); //moveto 速度控制 pu->runAction(forward); } #pragma endregion } //random int manfor20s::getRand(int start,int end) { float i = CCRANDOM_0_1()*(end-start+1)+start; //get random from start to end return (int)i; }
3、小鸟的移动
bool manfor20s::ccTouchBegan(CCTouch * touch,CCEvent* event) { CCPoint heropos = plane->getPosition(); CCPoint location = touch->getLocationInView(); location = CCDirector::sharedDirector()->convertToGL(location); if (location.x > heropos.x - 24 && location.x < heropos.x + 24 && location.y > heropos.y - 24 && location.y < heropos.y + 24) { isControl = true; deltax = location.x - heropos.x; deltay = location.y - heropos.y; } return true; } void manfor20s::ccTouchMoved(CCTouch * touch,CCEvent* event) { if (isControl) { CCPoint location = touch->getLocationInView(); location = CCDirector::sharedDirector()->convertToGL(location); float x = location.x - deltax; float y = location.y - deltay; plane->setPosition(ccp(x,y)); } } void manfor20s::ccTouchEnded(CCTouch * touch, CCEvent * event) { isControl = false; }
大体逻辑就是这样,第一次做c++项目,分不清:: . ->的概念,幸好项目比较小问题不大,希望有机会能接触高大上一点的项目做做,哈哈,不知道怎么传代码,就吧.h文件和.cpp文件都贴上来吧
#ifndef __manfor20s_SCENE_H__ #define __manfor20s_SCENE_H__ #include "cocos2d.h" class manfor20s:public cocos2d::CCLayer { public: virtual bool init(); // there's no 'id' in cpp, so we recommend returning the class instance pointer static cocos2d::CCScene* scene(); // a selector callback void menuCloseCallback(); // implement the "static node()" method manually CREATE_FUNC(manfor20s); void timecount(float dt); void update(float dt); int getRand(int start,int end) ; int time; bool isControl; int deltax; int deltay; //触屏响应重写这三个方法 virtual bool ccTouchBegan(cocos2d::CCTouch* touch, cocos2d::CCEvent* event);//按下 virtual void ccTouchMoved(cocos2d::CCTouch* touch, cocos2d::CCEvent* event);//拖动 virtual void ccTouchEnded(cocos2d::CCTouch* touch, cocos2d::CCEvent* event);//松开 }; #endif
#include "manfor20s.h" #include "MainPage.h" USING_NS_CC; CCLabelTTF* timelb; CCSize visibleSize; CCArray* listSpirit; CCSprite* plane; CCScene* manfor20s::scene(){ CCScene *scene = CCScene::create(); manfor20s *layer = manfor20s::create(); scene->addChild(layer); return scene; } bool manfor20s::init() { if ( !CCLayer::init() ) { return false; } this->setTouchEnabled(true); CCDirector::sharedDirector()->getTouchDispatcher()->addTargetedDelegate(this,0,true); visibleSize = CCDirector::sharedDirector()->getVisibleSize(); CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin(); timelb=CCLabelTTF::create("0", "Arial", 20); timelb->setPosition(ccp(origin.x+10,origin.y +visibleSize.height-20)); this->addChild(timelb); manfor20s::time=0; plane=CCSprite::create("bird.png"); plane->setTag(1); plane->setPosition(ccp(origin.x+visibleSize.width/2,origin.y + visibleSize.height/2)); this->addChild(plane); schedule(schedule_selector(manfor20s::update)); schedule(schedule_selector(manfor20s::timecount), 1.0f); return true; } void manfor20s::update(float dt) { CCSprite *pl = plane ; CCRect targetRect = CCRectMake( pl->getPosition().x - (pl->getContentSize().width/2), pl->getPosition().y - (pl->getContentSize().height/2), pl->getContentSize().width, pl->getContentSize().height); CCRect win=CCRectMake(0,0,visibleSize.width,visibleSize.height); listSpirit=this->getChildren(); for (int i=listSpirit->count()-1;i>=0;i--) { CCSprite* it=(CCSprite*)listSpirit->objectAtIndex(i); if(it->getTag()==2) { /* CCSprite *sp = dynamic_cast<CCSprite*>(it); */ CCRect projectileRect = CCRectMake( it->getPosition().x - (it->getContentSize().width/2), it->getPosition().y - (it->getContentSize().height/2), it->getContentSize().width, it->getContentSize().height); if ( ccpDistance(it->getPosition(),plane->getPosition())<15) { CCMessageBox("被击中了","alert"); menuCloseCallback(); break; } if(!win.intersectsRect(projectileRect))//delete if over the windows { this->removeChild(it); } } } #pragma region 产生弹道 if(getRand(1,10)>8)//随机因子 { //get directer int di =getRand(0,3); CCSprite * pu =CCSprite::create("p.png"); pu->setTag(2); CCPoint from; CCPoint to; switch(di) { case 0://up to down { from=ccp(getRand(0,visibleSize.width),visibleSize.height); to=ccp(getRand(-visibleSize.width,visibleSize.width*2),-10); } break; case 1://down to up { from=ccp(getRand(0,visibleSize.width),0); to=ccp(getRand(-visibleSize.width,visibleSize.width*2),visibleSize.height+10); } break; case 2://left to right { from=ccp(0,getRand(0,visibleSize.height)); to=ccp(visibleSize.width+10,getRand(-visibleSize.height,visibleSize.height*2)); } break; case 3://right to left { from=ccp(visibleSize.width,getRand(0,visibleSize.height)); to=ccp(-10,getRand(-visibleSize.height,visibleSize.height*2)); } break; default:break; } pu->setPosition(from); this->addChild(pu); int distance=cocos2d::ccpDistance(from,to); CCActionInterval *forward = CCMoveTo::create(distance/50,to); //moveto 速度控制 pu->runAction(forward); } #pragma endregion } void manfor20s::timecount(float dt) { manfor20s::time= manfor20s::time+1; CCString* ns=CCString::createWithFormat("%d", manfor20s::time); timelb->setString(ns->getCString() ); } int manfor20s::getRand(int start,int end) { float i = CCRANDOM_0_1()*(end-start+1)+start; //get random from start to end return (int)i; } //close button void manfor20s::menuCloseCallback() { this->removeAllChildren(); this->unscheduleAllSelectors(); CCDirector* pDirector = CCDirector::sharedDirector(); CCEGLView* pEGLView = CCEGLView::sharedOpenGLView(); pDirector->setOpenGLView(pEGLView); // turn on display FPS pDirector->setDisplayStats(true); // set FPS. the default value is 1.0/60 if you don't call this pDirector->setAnimationInterval(1.0 / 60); // create a scene. it's an autorelease object CCScene *pScene = MainPage::scene(); pDirector->replaceScene(pScene); } bool manfor20s::ccTouchBegan(CCTouch * touch,CCEvent* event) { CCPoint heropos = plane->getPosition(); CCPoint location = touch->getLocationInView(); location = CCDirector::sharedDirector()->convertToGL(location); if (location.x > heropos.x - 24 && location.x < heropos.x + 24 && location.y > heropos.y - 24 && location.y < heropos.y + 24) { isControl = true; deltax = location.x - heropos.x; deltay = location.y - heropos.y; } return true; } void manfor20s::ccTouchMoved(CCTouch * touch,CCEvent* event) { if (isControl) { CCPoint location = touch->getLocationInView(); location = CCDirector::sharedDirector()->convertToGL(location); float x = location.x - deltax; float y = location.y - deltay; plane->setPosition(ccp(x,y)); } } void manfor20s::ccTouchEnded(CCTouch * touch, CCEvent * event) { isControl = false; }
#ifndef __MainPage_SCENE_H__ #define __MainPage_SCENE_H__ #include "cocos2d.h" class MainPage : public cocos2d::CCLayer { public: // Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone virtual bool init(); // there's no 'id' in cpp, so we recommend returning the class instance pointer static cocos2d::CCScene* scene(); // a selector callback void menuCloseCallback(CCObject* pSender); // a selector callback void menustartGame(CCObject* pSender); // implement the "static node()" method manually CREATE_FUNC(MainPage); }; #endif // __HELLOWORLD_SCENE_H__
#include "MainPage.h" #include "manfor20s.h" USING_NS_CC; CCScene* MainPage::scene() { // 'scene' is an autorelease object CCScene *scene = CCScene::create(); // 'layer' is an autorelease object MainPage *layer = MainPage::create(); // add layer as a child to scene scene->addChild(layer); // return the scene return scene; } // on "init" you need to initialize your instance bool MainPage::init() { ////////////////////////////// // 1. super init first if ( !CCLayer::init() ) { return false; } //获取原始尺寸 CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize(); CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin(); //开始和退出按钮 CCLabelTTF *label1 = CCLabelTTF::create("Start", "Arial", 20); // create a exit botton CCMenuItemLabel *start_game = CCMenuItemLabel::create(label1, this, menu_selector(MainPage::menustartGame) ); CCLabelTTF *label2 = CCLabelTTF::create("Exit", "Arial", 20); // create a exit botton CCMenuItemLabel *exit_game = CCMenuItemLabel::create(label2, this, menu_selector(MainPage::menuCloseCallback) ); start_game->setPosition(ccp((origin.x + visibleSize.width - start_game->getContentSize().width)/2 , origin.y+visibleSize.height/2 + start_game->getContentSize().height/2)); exit_game->setPosition(ccp((origin.x + visibleSize.width - exit_game->getContentSize().width)/2 , origin.y+visibleSize.height/2 + exit_game->getContentSize().height/2-50)); // create menu, it's an autorelease object CCMenu* pMenu = CCMenu::create(start_game,exit_game, NULL); pMenu->setPosition(CCPointZero); this->addChild(pMenu, 1); //标题 CCLabelTTF* pLabel = CCLabelTTF::create("can you hold 20 sec?", "Arial", 28); // position the label on the center of the screen pLabel->setPosition(ccp(origin.x + visibleSize.width/2, origin.y + visibleSize.height - pLabel->getContentSize().height)); // add the label as a child to this layer this->addChild(pLabel, 1); //背景图片 CCSprite* pSprite = CCSprite::create("background.jpg"); pSprite->setPosition(ccp(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y)); this->addChild(pSprite, 0); return true; } void MainPage::menuCloseCallback(CCObject* pSender) { #if (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) || (CC_TARGET_PLATFORM == CC_PLATFORM_WP8) CCMessageBox("You pressed the close button. Windows Store Apps do not implement a close button.","Alert"); #else CCDirector::sharedDirector()->end(); #if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS) exit(0); #endif #endif } void MainPage::menustartGame(CCObject* psender) { CCDirector* pDirector = CCDirector::sharedDirector(); CCEGLView* pEGLView = CCEGLView::sharedOpenGLView(); pDirector->setOpenGLView(pEGLView); // turn on display FPS pDirector->setDisplayStats(true); // set FPS. the default value is 1.0/60 if you don't call this pDirector->setAnimationInterval(1.0 / 60); // create a scene. it's an autorelease object CCScene *pScene = manfor20s::scene(); pDirector->replaceScene(pScene); }
下载代码戳这里