Cocos2dx-角色创建与动画实现

本文转载于:http://www.cnblogs.com/zisou/p/cocos2d-x_arpg1.html

继续上一篇文章继续聊吧,这章内容会比较多,也会附上代码,很多朋友加了群,大家在群里面探讨了很多东西,这让大家都觉得受益匪浅,这便是极好的,废话不多了,精灵是游戏的重要组成部分,那ARPG里面的精灵必然是要做得很细的,因为精灵要能动,能跑,能打,甚至要能做各种交互动作等等。

      大家可以看一下下面的题,是精灵制作的流程思路:

  Cocos2dx-角色创建与动画实现_第1张图片

 

  上图的人物素材来自于网络流传的梦幻西游,地图还有其他素材是以前公司同事制作的,如果游戏正式上线,会换一套完整的自制的素材。图中大家可以看到一个人物有很多部件组合而成,高端一点的游戏甚至部件多达几十上百种,甚至做出骨骼动画。不过以我现在的做法是按照帧动画方式实现各个人物的动作,人物的body部分细节处理会很多,还有大家看到图中的字体(字体渲染描边,我做的是最简单的了,两个LABEL合成在一起,效果能达到就行),由于人物要有方向,而且我们一次性就做8方向的人物动画,那就需要8个方向的连帧图片:

Cocos2dx-角色创建与动画实现_第2张图片

  首先,要组装起来我们首先要建一个实体角色类,这个类里面不放别的,就统一放角色的部件属性:

  

MainRoledata.h类
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#ifndef _MAIN_ROLE_DATA_
#define _MAIN_ROLE_DATA_

#include "cocos2d.h"
#include "../Commen_ActionToDo.h"
#include "../Commen_Direction.h"
USING_NS_CC;

class MainRoledata
{
public :

    //人物的TAG
    int tags;
    //人物姓名
    CCString* spiritname;
    //人物初始坐标
    CCPoint nowpoint;
    //人物默认像素图
    CCString* spiritUrl;
    //人物站立像素图路径
    CCString* spiritUrl_zhan;
    //人物跑动像素图路径
    CCString* spiritUrl_pao;
    //人物攻击像素图路径
    CCString* spiritUrl_attack;
    //人物施法像素图路径/增加人物BUF
    CCString* spiritUrl_magic;
    //人物站立最大帧
    int maxcut_zhan;
    //人物跑动最大帧
    int maxcut_pao;
    //人物战斗最大帧
    int maxcut_attack;
    //人物施法最大帧
    int maxcut_magic;
    //人物当前动作
    Commen_ActionToDo acttodo;
    //人物当前朝向
    Commen_Direction dir;
    //动画时间
    float actiontime;
    
};

#endif
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枚举几个方向,和动作的类:

复制代码
enum Commen_Direction
{
    up=0,
    down=1,
    lefts=2,
    rigth=3,
    rigth_up=4,
    rigth_down=5,
    left_down=6,
    left_up=7
};
复制代码
复制代码
enum Commen_ActionToDo
{
    run=1,
    stand=2,
    attack=3,
    death=4,
    funny=5,
    magicup=6
};
复制代码

OK,然后配置精灵数据,建了一个GetNPCData.cpp,GetNPCData.h,主要就是拿来初始化数据,大致的思路是要将上面的Model填充数据,相信大家

能够用很多种方式去实现,填充数据(读取XML配置文件,直接写在代码中配置);

接下来我们正式组装完整的八面玲珑的精灵,建立SpiritsPlayer.cpp,SpiritsPlayer.h;

 文件内容如下:

复制代码
#ifndef _SPIRIT_PLAYER_
#define _SPIRIT_PLAYER_

#include "cocos2d.h"
#include "../Commen_ActionToDo.h"
#include "../Commen_Direction.h"
#include "../GameData/MainRoledata.h"
#include "../Commen/PublicShowUI.h"
#include "../Effects/EffectsCommen.h"

USING_NS_CC;

class SpiritsPlayer : cocos2d::CCSprite 
{
public: 
    
    CCSprite* npc;
    CCSprite* yinzi;
    CCSprite* sp_liaotianbd;

    PublicShowUI* p_ui_name;
    
    CCArray *stringArray;
    CCAnimate* playdonghua;
    CCAnimate* playdonghua2;
    Commen_Direction move_dir;

    bool endflag;
    bool endflag2;
    bool thiszhujiao_flag;


    void Spirits_talkabout_hid();

    SpiritsPlayer(MainRoledata roledata,int zOrder,bool zhujiaoflag);
    ~SpiritsPlayer(void);
    CCAnimation* getNowAnt(MainRoledata roledata);
    CCAnimate* updateNowAnt(MainRoledata roledata);
    void updateNpcPoint(CCPoint newpoint);
    void moveTomap_dir(CCPoint newpoint);
    void moveTomap_move(int uestime,CCPoint newpoint,bool npcflag);
    //人物移动完成的回调
    void moveoverCallBack(void);
    //普通NPC移动完成的回调
    void moveoverCallBackforNpc(void);
    //根据点击坐标获得人物的朝向
    Commen_Direction getNowPointDir(CCPoint newpoint);
    // 触摸点是否在精灵上
    bool isTouchInside(CCPoint thisPos);
    //移动方式
    void movemethod(int uestime,CCPoint newpoint);

private:
    //角色基本数据
    MainRoledata thisroledata;
    CCFiniteTimeAction *actall;
    CCActionInterval* act_moveto_zi;
    CCActionInterval* act_moveto_npc;
    CCActionInterval* act_moveto_yinzi;
    CCActionInterval* act_moveto_eff;
    CCActionInterval* act_moveto_eff_zhujiao;
    CCFiniteTimeAction *actbackfun; 
    int flag ;

private:
    CCRect rect();
    
 
};
#endif//_SPIRIT_PLAYER_


  
复制代码
复制代码
#include "../ImagePaths.h"
#include "../GameData/GetNPCData.h"
#include "../Commen/FontChina.h"

SpiritsPlayer::SpiritsPlayer(MainRoledata roledata,int zOrder,bool zhujiaoflag)
{

    //先初始化部分数据
    thisroledata = roledata;
    act_moveto_zi =NULL;
    act_moveto_npc =NULL;
    act_moveto_yinzi =NULL;
    actall=NULL;
    thiszhujiao_flag = zhujiaoflag;
    p_ui_name = new PublicShowUI();
    flag = 0;

    npc = SpiritsPlayer::create(roledata.spiritUrl->getCString());
    if(npc==NULL)
    {
        CCLog("图层路径有误,请检查路径");
        return;
    }
    //设置NPC初始位置坐标(该坐标取决于当前画层)
    npc->setPosition(roledata.nowpoint);
    //NPC动画设置
    playdonghua = SpiritsPlayer::updateNowAnt(roledata);
    npc->runAction(playdonghua);

    /**开始添加角色各部件**/
    //添加角色名称
    CCLabelTTF* label = CCLabelTTF::create(roledata.spiritname->getCString(), "微软雅黑",12);
    label->setColor(ccWHITE);
    label->setDirty(true);
    label->setPosition(ccp(npc->getContentSize().width/2,npc->getContentSize().height+6));

    CCLabelTTF* labelback = CCLabelTTF::create(roledata.spiritname->getCString(), "微软雅黑",12);
    labelback->setColor(ccBLACK);
    labelback->setDirty(true);
    labelback->setPosition(ccp(npc->getContentSize().width/2+1,npc->getContentSize().height+6-1));

    //添加NPC人物脚下阴影
    yinzi = CCSprite::create(p_yinzi);
    if(yinzi==NULL)
    {
        CCLog("图层路径有误,请检查路径");
        return;
    }
    if(zhujiaoflag==true)
    {
        yinzi->setPosition(ccp(npc->getContentSize().width/2,12));
    }
    else
    {
        yinzi->setPosition(ccp(npc->getContentSize().width/2,1));
    }

    npc->addChild(yinzi,-1,110);
    npc->addChild(label,2,111);
    npc->addChild(labelback,1,112);
    
}


cocos2d::CCRect SpiritsPlayer::rect()
{
    //获取精灵区域大小
    return CCRectMake(npc->getPositionX()- npc->getContentSize().width  * npc->getAnchorPoint().x,npc->getPositionY()-npc->getContentSize().height* npc->getAnchorPoint().y,npc->getContentSize().width, npc->getContentSize().height); 

}

bool SpiritsPlayer::isTouchInside(CCPoint thisPos)
{
    CCPoint localPos = thisPos;
    CCRect rc = rect();
    bool isTouched = rc.containsPoint(localPos);
    if (isTouched == true) {
        CCLog(FontChina::G2U("触发点击"));

    }else
    {
        CCLog(FontChina::G2U("未点击"));
    }
    return isTouched;
}



void SpiritsPlayer::Spirits_talkabout_hid()
{
    CCLog(FontChina::G2U("************调用了*****************"));
}


CCAnimate* SpiritsPlayer::updateNowAnt(MainRoledata roledata)
{
    //NPC动画
    CCAnimation* donghua = SpiritsPlayer::getNowAnt(roledata);
    if(roledata.actiontime>0)
    {
        donghua->setDelayPerUnit(roledata.actiontime/roledata.maxcut_zhan);
    }
    else  
    {
        donghua->setDelayPerUnit(2.0f/15.0f);//执行默认时间
    }
    donghua->setRestoreOriginalFrame(true);
    donghua->setLoops(-1);
    CCAnimate* playdonghua = CCAnimate::create(donghua);

    return playdonghua;
}


/*************
* 主角位移移动
*************/
void SpiritsPlayer::moveTomap_move(int uestime, CCPoint newpoint,bool npcflag)
{
    if(npcflag==true)
    {
        actbackfun = CCCallFunc::create(this, callfunc_selector(SpiritsPlayer::moveoverCallBackforNpc));
    }
    else
    {
        actbackfun = CCCallFunc::create(this, callfunc_selector(SpiritsPlayer::moveoverCallBack));
    }
    movemethod(uestime,newpoint);
}

void SpiritsPlayer::movemethod(int uestime,CCPoint newpoint)
{
    npc->stopAction(actall);
    act_moveto_npc = CCMoveTo::create(uestime,ccp(newpoint.x,newpoint.y+20));
    actall = CCSequence::create(act_moveto_npc,actbackfun,NULL);
    npc->runAction(actall);
}


/*************
* 改变移动方向
*************/
void SpiritsPlayer::moveTomap_dir(CCPoint newpoint)
{
    GetNPCData npcdata = GetNPCData();
    npcdata.GetNPCchapter1();
    move_dir=SpiritsPlayer::getNowPointDir(newpoint);
    npcdata.role_player.dir=move_dir;
    npcdata.role_player.acttodo = run;
    npcdata.role_player.actiontime=0.5;
    npc->stopAction(playdonghua);
    playdonghua = SpiritsPlayer::updateNowAnt(npcdata.role_player);
    npc->runAction(playdonghua);
}


/*************
* 根据点击坐标获得人物的朝向
*************/
Commen_Direction SpiritsPlayer::getNowPointDir(CCPoint newpoint)
{
    Commen_Direction thisdir = rigth_down; //默认为右下
    //计算移动数据
    float center_x,center_y,npc_x,npc_y;
    int move_x,move_y;
    //更新NPC方向,状态
    CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin();
    CCSize size = CCDirector::sharedDirector()->getWinSize();

    center_x = size.width/2;
    center_y = size.height/2;
    npc_x = npc->getPositionX();
    npc_y = npc->getPositionY();
     
    move_x =  (int)(npc_x -newpoint.x );
    move_y =  (int)(npc_y -newpoint.y - 20);

    if(move_x>=10&&move_y<=-10)
    {
        //左上
        thisdir = left_up;
    }
    else if(move_x>=10&&move_y>=10)
    {
        //左下
        thisdir = left_down;
    }
    else if(move_x<=-10&&move_y<=-10)
    {
        //右上
        thisdir = rigth_up;
    }
    else if(move_x<=-10&&move_y>=10)
    {
        //右下
        thisdir =rigth_down;
    }
    else if(move_x>-10&&move_x<10&&move_y>0)
    {
        //下
        thisdir =down;
    }
    else if(move_x>-10&&move_x<10&&move_y<0)
    {
        //上
        thisdir =up;
    }
    else if(move_x>0&&move_y>-10&&move_y<10)
    {
        //左
        thisdir = lefts;
    }
    else if(move_x<0&&move_y>-10&&move_y<10)
    {
        //右
        thisdir =rigth;
    }
    return thisdir;
}

/*************
* 移动完成后的回调
*************/
void SpiritsPlayer::moveoverCallBack()
{
    //移动完成之后恢复站立状态
    GetNPCData npcdata = GetNPCData();
    npcdata.GetNPCchapter1();
    npcdata.role_player.dir=move_dir;
    npcdata.role_player.acttodo = stand;
    npcdata.role_player.actiontime=1.1f;
    npc->stopAction(playdonghua);
    playdonghua = SpiritsPlayer::updateNowAnt(npcdata.role_player);
    npc->runAction(playdonghua);
}

/*************
* 普通NPC移动完成后的回调
*************/
void SpiritsPlayer::moveoverCallBackforNpc()
{

}

/*************
* 点击瞬移至此
*************/
void SpiritsPlayer::updateNpcPoint(CCPoint newpoint)
{
    p_ui_name->updataGameText(ccp(newpoint.x,newpoint.y+npc->getContentSize().height/2+10));
    npc->setPosition(newpoint);
    yinzi->setPosition(ccp(newpoint.x,newpoint.y-npc->getContentSize().height/2+5));
}


/*********************
* 八方向人物动作合成器
*********************/
CCAnimation* SpiritsPlayer::getNowAnt(MainRoledata roledata)
{
    CCAnimation* thisdonghua = CCAnimation::create();
    switch (roledata.dir)
    {
    case up:

        switch (roledata.acttodo)
        {
        case run:
            for(int i = 0; i<=roledata.maxcut_pao ; i++)
            {
                char donghuaurl[100] = {0};
                sprintf(donghuaurl,"%s06%03d.png",roledata.spiritUrl_pao->getCString(),i);
                thisdonghua->addSpriteFrameWithFileName(donghuaurl);
            }
            break;
        case stand:
            for(int i = 0; i<=roledata.maxcut_zhan ; i++)
            {
                char donghuaurl[100] = {0};
                sprintf(donghuaurl,"%s06%03d.png",roledata.spiritUrl_zhan->getCString(),i);
                thisdonghua->addSpriteFrameWithFileName(donghuaurl);
            }
            break;
        case attack:
            break;
        case death:
            break;
        case funny:
            break;
        default:
            break;
        }

        break;
    case down:
        switch (roledata.acttodo)
        {
        case run:
            for(int i = 0; i<=roledata.maxcut_pao ; i++)
            {
                char donghuaurl[100] = {0};
                sprintf(donghuaurl,"%s04%03d.png",roledata.spiritUrl_pao->getCString(),i);
                thisdonghua->addSpriteFrameWithFileName(donghuaurl);
            }
            break;
        case stand:
            for(int i = 0; i<=roledata.maxcut_zhan ; i++)
            {
                char donghuaurl[100] = {0};
                sprintf(donghuaurl,"%s04%03d.png",roledata.spiritUrl_zhan->getCString(),i);
                thisdonghua->addSpriteFrameWithFileName(donghuaurl);
            }
            break;
        case attack:
            break;
        case death:
            break;
        case funny:
            break;
        default:
            break;
        }
        break;
    case lefts:
        switch (roledata.acttodo)
        {
        case run:
            for(int i = 0; i<=roledata.maxcut_pao ; i++)
            {
                char donghuaurl[100] = {0};
                sprintf(donghuaurl,"%s05%03d.png",roledata.spiritUrl_pao->getCString(),i);
                thisdonghua->addSpriteFrameWithFileName(donghuaurl);
            }
            break;
        case stand:
            for(int i = 0; i<=roledata.maxcut_zhan ; i++)
            {
                char donghuaurl[100] = {0};
                sprintf(donghuaurl,"%s05%03d.png",roledata.spiritUrl_zhan->getCString(),i);
                thisdonghua->addSpriteFrameWithFileName(donghuaurl);
            }
            break;
        case attack:
            break;
        case death:
            break;
        case funny:
            break;
        default:
            break;
        }
        break;
    case rigth:
        switch (roledata.acttodo)
        {
        case run:
            for(int i = 0; i<=roledata.maxcut_pao ; i++)
            {
                char donghuaurl[100] = {0};
                sprintf(donghuaurl,"%s07%03d.png",roledata.spiritUrl_pao->getCString(),i);
                thisdonghua->addSpriteFrameWithFileName(donghuaurl);
            }
            break;
        case stand:
            for(int i = 0; i<=roledata.maxcut_zhan ; i++)
            {
                char donghuaurl[100] = {0};
                sprintf(donghuaurl,"%s07%03d.png",roledata.spiritUrl_zhan->getCString(),i);
                thisdonghua->addSpriteFrameWithFileName(donghuaurl);
            }
            break;
        case attack:
            break;
        case death:
            break;
        case funny:
            break;
        default:
            break;
        }
        break;
    case rigth_up:
        switch (roledata.acttodo)
        {
        case run:
            for(int i = 0; i<=roledata.maxcut_pao ; i++)
            {
                char donghuaurl[100] = {0};
                sprintf(donghuaurl,"%s03%03d.png",roledata.spiritUrl_pao->getCString(),i);
                thisdonghua->addSpriteFrameWithFileName(donghuaurl);
            }
            break;
        case stand:
            for(int i = 0; i<=roledata.maxcut_zhan ; i++)
            {
                char donghuaurl[100] = {0};
                sprintf(donghuaurl,"%s03%03d.png",roledata.spiritUrl_zhan->getCString(),i);
                thisdonghua->addSpriteFrameWithFileName(donghuaurl);
            }
            break;
        case attack:
            for(int i = 0; i<=roledata.maxcut_attack ; i++)
            {
                char donghuaurl[100] = {0};
                sprintf(donghuaurl,"%s03%03d.png",roledata.spiritUrl_attack->getCString(),i);
                thisdonghua->addSpriteFrameWithFileName(donghuaurl);
            }
            break;
        case magicup:
            for(int i = 0; i<=roledata.maxcut_magic ; i++)
            {
                char donghuaurl[100] = {0};
                sprintf(donghuaurl,"%s03%03d.png",roledata.spiritUrl_magic->getCString(),i);
                thisdonghua->addSpriteFrameWithFileName(donghuaurl);
            }
            break;
        case death:
            break;
        case funny:
            break;
        default:
            break;
        }
        break;
    case rigth_down:
        switch (roledata.acttodo)
        {
        case run:
            for(int i = 0; i<=roledata.maxcut_pao ; i++)
            {
                char donghuaurl[1000] = {0};
                sprintf(donghuaurl,"%s00%03d.png",roledata.spiritUrl_pao->getCString(),i);
                thisdonghua->addSpriteFrameWithFileName(donghuaurl);
            }
            break;
        case stand:
            for(int i = 0; i<=roledata.maxcut_zhan ; i++)
            {
                char donghuaurl[100] = {0};
                sprintf(donghuaurl,"%s00%03d.png",roledata.spiritUrl_zhan->getCString(),i);
                thisdonghua->addSpriteFrameWithFileName(donghuaurl);
            }
            break;
        case attack:
            for(int i = 0; i<=roledata.maxcut_attack ; i++)
            {
                char donghuaurl[100] = {0};
                sprintf(donghuaurl,"%s00%03d.png",roledata.spiritUrl_attack->getCString(),i);
                thisdonghua->addSpriteFrameWithFileName(donghuaurl);
            }
            break;
        case magicup:
            for(int i = 0; i<=roledata.maxcut_magic ; i++)
            {
                char donghuaurl[100] = {0};
                sprintf(donghuaurl,"%s00%03d.png",roledata.spiritUrl_magic->getCString(),i);
                thisdonghua->addSpriteFrameWithFileName(donghuaurl);
            }
            break;
        case death:
            break;
        case funny:
            break;
        default:
            break;
        }
        break;
    case left_down:
        switch (roledata.acttodo)
        {
        case run:
            for(int i = 0; i<=roledata.maxcut_pao ; i++)
            {
                char donghuaurl[100] = {0};
                sprintf(donghuaurl,"%s01%03d.png",roledata.spiritUrl_pao->getCString(),i);
                thisdonghua->addSpriteFrameWithFileName(donghuaurl);
            }
            break;
        case stand:
            for(int i = 0; i<=roledata.maxcut_zhan ; i++)
            {
                char donghuaurl[100] = {0};
                sprintf(donghuaurl,"%s01%03d.png",roledata.spiritUrl_zhan->getCString(),i);
                thisdonghua->addSpriteFrameWithFileName(donghuaurl);
            }
            break;
        case attack:
            for(int i = 0; i<=roledata.maxcut_attack ; i++)
            {
                char donghuaurl[100] = {0};
                sprintf(donghuaurl,"%s01%03d.png",roledata.spiritUrl_attack->getCString(),i);
                thisdonghua->addSpriteFrameWithFileName(donghuaurl);
            }
            break;
        case magicup:
            for(int i = 0; i<=roledata.maxcut_magic ; i++)
            {
                char donghuaurl[100] = {0};
                sprintf(donghuaurl,"%s01%03d.png",roledata.spiritUrl_magic->getCString(),i);
                thisdonghua->addSpriteFrameWithFileName(donghuaurl);
            }
            break;
        case death:
            break;
        case funny:
            break;
        default:
            break;
        }
        break;
    case left_up:
        switch (roledata.acttodo)
        {
        case run:
            for(int i = 0; i<=roledata.maxcut_pao ; i++)
            {
                char donghuaurl[100] = {0};
                sprintf(donghuaurl,"%s02%03d.png",roledata.spiritUrl_pao->getCString(),i);
                thisdonghua->addSpriteFrameWithFileName(donghuaurl);
            }
            break;
        case stand:
            for(int i = 0; i<=roledata.maxcut_zhan ; i++)
            {
                char donghuaurl[100] = {0};
                sprintf(donghuaurl,"%s02%03d.png",roledata.spiritUrl_zhan->getCString(),i);
                thisdonghua->addSpriteFrameWithFileName(donghuaurl);
            }
            break;
        case attack:
            for(int i = 0; i<=roledata.maxcut_attack ; i++)
            {
                char donghuaurl[100] = {0};
                sprintf(donghuaurl,"%s02%03d.png",roledata.spiritUrl_attack->getCString(),i);
                thisdonghua->addSpriteFrameWithFileName(donghuaurl);
            }
            break;
        case magicup:
            for(int i = 0; i<=roledata.maxcut_magic ; i++)
            {
                char donghuaurl[100] = {0};
                sprintf(donghuaurl,"%s02%03d.png",roledata.spiritUrl_magic->getCString(),i);
                thisdonghua->addSpriteFrameWithFileName(donghuaurl);
            }
            break;
        case death:
            break;
        case funny:
            break;
        default:
            break;
        }
        break;
    default:
        break;
    }

    return thisdonghua;
}

SpiritsPlayer::~SpiritsPlayer(void)
{
}
复制代码

sprintf(donghuaurl,"%s06%03d.png",roledata.spiritUrl_pao->getCString(),i);

总体思路就是,我们通过了帧连接的拼接来构成动画,通过我们之前写好的model数据来定义我们任务的朝向等问题

比如00000代表右,01000就代表右上,这个也得根据自己素材的模型来写不同的处理逻辑,万变不离其中;

如果我们的图片是在一张大图的集合中,我们可以同过CCRect来处理获取帧图片方式!

CCAnimation* getNowAnt(MainRoledata roledata);
CCAnimate* updateNowAnt(MainRoledata roledata);

通过这两个方法集合,我们就能获取到八面玲珑的朝向,甚至我们连,后续的动画机制也加入了,比如,跑动,打斗,做各种动作等!

Commen_Direction SpiritsPlayer::getNowPointDir(CCPoint newpoint); //获取朝向

void SpiritsPlayer::moveTomap_dir(CCPoint newpoint) //改变朝向方法

以上两个方法,我们是专门处理,之后精灵移动,移动完之后还得恢复到站立状态,移动过程中改变人物朝向问题!所以要考虑的很清楚

很清晰,思路清楚了,才能方便以后的拓展。

OK了,有了以上的精灵类,将其实例化到一个简单的图片地图上,他就会动了;

添加的时候我们直接addchild方法!!

SpiritsPlayer* role_main = new SpiritsPlayer(basedatas->role_player,1,false);

nowmap->addChild(role_main->npc, 999);

nowmap 暂且可以用一张图片CCSprite代替!!!

下一篇博客我会非常详细的将地图制作方法写出来给大家一起分享,由于其实我之前都是C#,JAVA做的很多,很多地方和细节还需要重构

还需要大家多指点一下,这也是我学习的好机会;

 

游戏demo及素材下载地址(demo里面包含了所有的素材资料);

http://pan.baidu.com/share/link?shareid=4012433582&uk=4097703620&third=15

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