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:
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:
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
#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
枚举几个方向,和动作的类:
enum Commen_Direction { up=0, down=1, lefts=2, rigth=3, rigth_up=4, rigth_down=5, left_down=6, left_up=7 };
enum Commen_ActionToDo { run=1, stand=2, attack=3, death=4, funny=5, magicup=6 };
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:
#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_
#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) { }
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