近期才開始学cocos2dx,买了几本书还有看大神(主要是 笨木头)的博客。然后就自己尝试用cocos2d-x实现了一下...
(新手,勿喷...)
先看执行效果 http://pan.baidu.com/s/1hqBsCYS
转载请注明出处:http://blog.csdn.net/joueu
你看那仅仅笨鸟好逼真啊(事实上是叫FlappyRect啦)
TollgateScene.cpp
// // TollgateScene.cpp // FlappyRect // // Created by Joueu on 14-10-7. // // #include "TollgateScene.h" #include "Pipe.h" #include "shareHeader.h" #include "MenuScene.h" bool TollgateScene::init() { if (!Layer::init()) { return false; } createOprUI(); Size visibleSize = Director::getInstance() -> getVisibleSize(); Point visiblePoint = Director::getInstance() -> getVisibleOrigin(); m_bird = Bird::create(); m_bird -> setPosition(visibleSize.width * 0.2f, visibleSize.height * 0.5f); this -> addChild(m_bird); m_pipesLayer = PipesLayer ::create(); m_pipesLayer -> setPosition(0, 170); this -> addChild(m_pipesLayer); schedule(schedule_selector(TollgateScene::logic)); // auto contactListener = EventListenerPhysicsContact::create(); // contactListener -> onContactBegin = CC_CALLBACK_1(TollgateScene::onContactBegin, this); // _eventDispatcher -> addEventListenerWithSceneGraphPriority(contactListener, this); auto contactListener = EventListenerPhysicsContact::create(); contactListener -> onContactBegin = CC_CALLBACK_1(TollgateScene::onContactBegin, this); _eventDispatcher -> addEventListenerWithSceneGraphPriority(contactListener, this); return true; } void TollgateScene::createOprUI() { Node *UI = timeline::NodeReader::getInstance() -> loadNodeWithFile("Flappy_1.ExportJson"); m_flyBtn = (Button *)Helper::seekWidgetByName((Widget *)UI, "flyBtn"); m_flyBtn -> addTouchEventListener(this, toucheventselector(TollgateScene::flyBtnPressed)); Size btnSize = Size(640,210); PhysicsBody *body = PhysicsBody::createBox(btnSize); body -> setDynamic(false); body -> setCollisionBitmask(1); body -> setCategoryBitmask(1); body -> setContactTestBitmask(1); m_flyBtn -> setPhysicsBody(body); // m_bg1 = (Sprite *)Helper::seekWidgetByName((Widget *)UI, "borderImg"); m_bg1 =(Sprite *) UI -> getChildren().at(2); m_bg2 = Sprite::create("border.png"); m_bg2 -> setPosition(960,m_bg1 -> getPositionY()); this -> addChild(m_bg2); this -> addChild(UI); } void TollgateScene::flyBtnPressed(Ref *sender,TouchEventType type) { switch (type) { case TouchEventType::TOUCH_EVENT_ENDED: m_bird -> jump(); break; default: break; } } Scene *TollgateScene::scene() { Scene *scene = Scene::createWithPhysics(); Vect gravity(0,-500.0f); scene -> getPhysicsWorld() -> setGravity(gravity); TollgateScene *layer = TollgateScene::create(); scene -> addChild(layer); return scene; } void TollgateScene::logic(float dt) { int PosX1 = m_bg1 -> getPositionX(); int PosX2 = m_bg2 -> getPositionX(); int iSpeed = 4; PosX1 -= iSpeed; PosX2 -= iSpeed; int visibleWidth = Director::getInstance() -> getVisibleSize().width; if (PosX1 < - 0.5f * visibleWidth) { PosX2 = 0.5f * visibleWidth; PosX1 = 1.5f * visibleWidth; } if (PosX2 < -0.5f * visibleWidth) { PosX1 = 0.5f * visibleWidth; PosX2 = 1.5f * visibleWidth; } m_bg1 -> setPositionX(PosX1); m_bg2 -> setPositionX(PosX2); } TollgateScene::~TollgateScene() { } bool TollgateScene::onContactBegin(PhysicsContact &contact) { auto nodeA =(Sprite *) contact.getShapeA() -> getBody() -> getNode(); auto nodeB = (Sprite *)contact.getShapeB() -> getBody() -> getNode(); if (nodeA == NULL && nodeB == NULL) { return false; } if ((nodeA -> getTag() == shareHeader_BirdTag && nodeB -> getTag() == shareHeader_PipeTag) || (nodeA -> getTag() == shareHeader_PipeTag && nodeB -> getTag() == shareHeader_BirdTag)) { Director::getInstance() -> replaceScene(TransitionSlideInT::create(1.0f,MenuScene::scene())); } return true; } void TollgateScene::onExit() { Layer :: onExit(); _eventDispatcher -> removeEventListenersForTarget(this); }
TollgateScene.h
// // TollgateScene.h // FlappyRect // // Created by Joueu on 14-10-7. // // #ifndef __FlappyRect__TollgateScene__ #define __FlappyRect__TollgateScene__ #include "cocos2d.h" #include "cocostudio/Cocostudio.h" #include "editor-support/cocostudio/CCSGUIReader.h" #include "ui/CocosGUI.h" #include "Bird.h" #include "PipesLayer.h" using namespace cocos2d::ui; using namespace cocostudio; USING_NS_CC; class TollgateScene : public Layer { public: CREATE_FUNC(TollgateScene); virtual bool init(); static Scene *scene(); ~TollgateScene(); virtual void onExit() override; private: void flyBtnPressed(Ref *sender,TouchEventType type); void createOprUI(); Button *m_flyBtn; Bird *m_bird; void logic(float dt); Sprite *m_bg1; Sprite *m_bg2; PipesLayer *m_pipesLayer; bool onContactBegin (PhysicsContact &contact); }; #endif /* defined(__FlappyRect__TollgateScene__) */
PipesLayer.cpp
// // PipesLayer.cpp // FlappyRect // // Created by Joueu on 14-10-7. // // #include "PipesLayer.h" PipesLayer::PipesLayer() { } PipesLayer::~PipesLayer() { } bool PipesLayer::init() { // srand(time(0)); m_TimeCount = 0; schedule(schedule_selector(PipesLayer::logic)); return true; } int gameRand(int vMin,int vMax){ return (2.0f*random() / 0xFFFFFFFFu) * ((vMax+1)-vMin) + vMin; } void PipesLayer::logic(float dt) { Size visibleSize = Director::getInstance() -> getVisibleSize(); m_TimeCount += dt; if (m_TimeCount > 4) { // log("%d",rand() % 700); // int randomPosition = rand() % 700; int randomPosition = gameRand(80, 600); m_TimeCount -= 4; Pipe *pipe = Pipe::create(randomPosition); pipe -> setPosition(Vec2(visibleSize.width * 1.5f, this -> getContentSize().height * 0.5f)); this -> addChild(pipe); m_vector.pushBack(pipe); } for (Pipe *p : m_vector){ p -> setPositionX(p -> getPositionX() - shareHeader_speed); if (p -> getPositionX() < -visibleSize.width * 0.5) { m_vector.eraseObject(p); // p -> getPhysicsBody() -> removeFromWorld(); p -> removeFromParent(); } } }
// // PipesLayer.h // FlappyRect // // Created by Joueu on 14-10-7. // // #ifndef __FlappyRect__PipesLayer__ #define __FlappyRect__PipesLayer__ #include "cocos2d.h" #include "Pipe.h" #include "shareHeader.h" USING_NS_CC; class PipesLayer:public Node { public: PipesLayer(); ~PipesLayer(); virtual bool init(); CREATE_FUNC(PipesLayer); void logic(float dt); private: float m_TimeCount; Vector<Pipe *>m_vector; }; #endif /* defined(__FlappyRect__PipesLayer__) */
// // Bird.cpp // FlappyRect // // Created by Joueu on 14-10-7. // // #include "Bird.h" #include "shareHeader.h" Bird::Bird() { } Bird::~Bird() { } bool Bird::init() { if (!Layer::init()) { return false; } this -> setTag(shareHeader_BirdTag); Sprite *sprite = Sprite::create("rect.jpg"); Size spriteSize = sprite -> getContentSize(); this -> setContentSize(spriteSize); PhysicsBody *body = PhysicsBody::createBox(spriteSize); // body -> setDynamic(false); // body -> setRotationEnable(false); body -> setCategoryBitmask(1); body -> setCollisionBitmask(1); body -> setContactTestBitmask(1); this -> setPhysicsBody(body); this -> addChild(sprite); return true; } void Bird::jump() { // this -> getPhysicsBody() -> applyImpulse(Vect(0,100000)); this -> getPhysicsBody() -> setVelocity(Vect(0,300)); }
Brid.h
// // Bird.h // FlappyRect // // Created by Joueu on 14-10-7. // // #ifndef __FlappyRect__Bird__ #define __FlappyRect__Bird__ #include "cocos2d.h" USING_NS_CC; class Bird : public Layer { public: Bird(); ~Bird(); CREATE_FUNC(Bird); virtual bool init(); void jump(); }; #endif /* defined(__FlappyRect__Bird__) */
Pipe.cpp
<pre name="code" class="cpp">// // Pipe.cpp // FlappyRect // // Created by Joueu on 14-10-7. // // #include "Pipe.h" #include "shareHeader.h" bool Pipe::init(int randomPosition) { m_lowerPipe = Sprite::create("pipe.png"); float pipeHeight = m_lowerPipe -> getContentSize().height; float pipeWidth = m_lowerPipe -> getContentSize().width; m_lowerPipe -> setScaleY( (randomPosition) / pipeHeight); m_lowerPipe -> setPosition(Vec2(pipeWidth * 0.5f, pipeHeight * 0.5f *m_lowerPipe -> getScaleY())); this -> setContentSize(Size(pipeWidth,shareHeader_gameSceneHeight)); m_lowerPipe -> setTag(shareHeader_PipeTag); m_upperPipe = Sprite::create("pipe.png"); m_upperPipe -> setScaleY((shareHeader_gameSceneHeight - (m_lowerPipe -> getScaleY() * pipeHeight) - shareHeader_emptyHeight)/ pipeHeight); m_upperPipe -> setPosition(Vec2(pipeWidth * 0.5f,shareHeader_gameSceneHeight - pipeHeight * m_upperPipe -> getScaleY() * 0.5)); m_upperPipe -> setFlippedY(true); m_upperPipe -> setTag(shareHeader_PipeTag); PhysicsBody *lowerbody = PhysicsBody::createBox(Size(pipeWidth,pipeHeight *m_lowerPipe -> getScaleY())); lowerbody -> setDynamic(false); lowerbody -> setCategoryBitmask(1); lowerbody -> setCollisionBitmask(1); lowerbody -> setContactTestBitmask(1); m_lowerPipe -> setPhysicsBody(lowerbody); PhysicsBody *upperbody = PhysicsBody::createBox(Size(pipeWidth,pipeHeight *m_upperPipe -> getScaleY())); upperbody -> setDynamic(false); upperbody -> setCategoryBitmask(1); upperbody -> setCollisionBitmask(1); upperbody -> setContactTestBitmask(1); m_upperPipe -> setPhysicsBody(upperbody); this -> addChild(m_upperPipe); this -> addChild(m_lowerPipe); return true; } Pipe *Pipe::create(int randomPosition) { auto pipe = new Pipe(); if (pipe && pipe -> init(randomPosition)) { pipe -> autorelease(); }else { CC_SAFE_DELETE(pipe); } return pipe; } Pipe::~Pipe() { }
Pipe.h
// // Pipe.h // FlappyRect // // Created by Joueu on 14-10-7. // // #ifndef __FlappyRect__Pipe__ #define __FlappyRect__Pipe__ #include "cocos2d.h" USING_NS_CC; class Pipe: public Node { public: static Pipe*create(int randomPosition); bool init(int randomPosition); ~Pipe(); private: Sprite *m_upperPipe; Sprite *m_lowerPipe; }; #endif /* defined(__FlappyRect__Pipe__) */
MenuScene.cpp
// // MenuScene.cpp // FlappyRect // // Created by Joueu on 14-10-7. // // #include "MenuScene.h" #include "TollgateScene.h" bool MenuScene::init() { auto visibleSize = Director :: getInstance() -> getVisibleSize(); auto labelStart = Label::create("Start Game", "Monaco", 40); MenuItemLabel *label = MenuItemLabel::create(labelStart,CC_CALLBACK_1(MenuScene::labelPressed, this)); auto menu = Menu::create(label, NULL); this -> addChild(menu); return true; } Scene *MenuScene::scene() { Scene *scene = Scene::create(); MenuScene *layer = MenuScene::create(); scene -> addChild(layer); return scene; } void MenuScene::labelPressed(Ref *sender) { Director::getInstance() -> replaceScene(TransitionFade::create(1.0f, TollgateScene::scene())); }
MenuScene.h
// // MenuScene.h // FlappyRect // // Created by Joueu on 14-10-7. // // #ifndef __FlappyRect__MenuScene__ #define __FlappyRect__MenuScene__ #include "cocos2d.h" USING_NS_CC; class MenuScene :public Layer { public: CREATE_FUNC(MenuScene); virtual bool init(); static Scene *scene(); private: void labelPressed(Ref *sender); }; #endif /* defined(__FlappyRect__MenuScene__) */
shareHeader.h
// // shareHeader.h // FlappyRect // // Created by Joueu on 14-10-7. // // #ifndef FlappyRect_shareHeader_h #define FlappyRect_shareHeader_h #define shareHeader_bottomHeight 170 #define shareHeader_gameSceneHeight 960 #define shareHeader_emptyHeight 250 #define shareHeader_speed 3 #define shareHeader_BirdTag 1001 #define shareHeader_PipeTag 1002 #endif
AppDelegate.cpp
#include "AppDelegate.h" #include "HelloWorldScene.h" #include "TollgateScene.h" #include "MenuScene.h" USING_NS_CC; AppDelegate::AppDelegate() { } AppDelegate::~AppDelegate() { } bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = GLView::create("My Game"); director->setOpenGLView(glview); } glview -> setDesignResolutionSize(640, 1136, ResolutionPolicy::EXACT_FIT); // turn on display FPS director->setDisplayStats(true); // set FPS. the default value is 1.0/60 if you don't call this director->setAnimationInterval(1.0 / 60); // create a scene. it's an autorelease object // auto scene = HelloWorld::createScene(); auto scene = MenuScene::scene(); // run director->runWithScene(scene); return true; } // This function will be called when the app is inactive. When comes a phone call,it's be invoked too void AppDelegate::applicationDidEnterBackground() { Director::getInstance()->stopAnimation(); // if you use SimpleAudioEngine, it must be pause // SimpleAudioEngine::getInstance()->pauseBackgroundMusic(); } // this function will be called when the app is active again void AppDelegate::applicationWillEnterForeground() { Director::getInstance()->startAnimation(); // if you use SimpleAudioEngine, it must resume here // SimpleAudioEngine::getInstance()->resumeBackgroundMusic(); }因为写得比較仓促,就没有写凝视了,不要介意哈...
图片资源在这里:图片资源