//in the HelloWorld class -(void)addEnemyAtX:(int)x y:(int)y { CCSprite *enemy = [CCSprite spriteWithFile:@"enemy1.png"]; enemy.position = ccp(x, y); [self addChild:enemy]; } // in the init method - after creating the player // iterate through objects, finding all enemy spawn points // create an enemy for each one NSMutableDictionary * spawnPoint; for (spawnPoint in [objects objects]) { if ([[spawnPoint valueForKey:@"Enemy"] intValue] ==1){ x = [[spawnPoint valueForKey:@"x"] intValue]; y = [[spawnPoint valueForKey:@"y"] intValue]; [self addEnemyAtX:x y:y]; } }第一个循环遍历对象列表,判断它是否是一个敌人出现的位置点。如果是,则获得它的x和y坐标值,然后调用addEnemyAtX:Y方法把它们加入到合适的地方去。
// callback. starts another iteration of enemy movement. - (void) enemyMoveFinished:(id)sender { CCSprite *enemy = (CCSprite *)sender; [self animateEnemy: enemy]; } // a method to move the enemy 10 pixels toward the player - (void) animateEnemy:(CCSprite*)enemy { // speed of the enemy ccTime actualDuration =0.3; // Create the actions id actionMove = [CCMoveBy actionWithDuration:actualDuration position:ccpMult(ccpNormalize(ccpSub(_player.position,enemy.position)), 10)]; id actionMoveDone = [CCCallFuncN actionWithTarget:self selector:@selector(enemyMoveFinished:)]; [enemy runAction: [CCSequence actions:actionMove, actionMoveDone, nil]]; } // add this at the end of addEnemyAtX:y: // Use our animation method and // start the enemy moving toward the player [self animateEnemy:enemy];animateEnemy:方法创建两个action。第一个action使之朝敌人移动10个像素,时间为0.3秒。你可以改变这个时间使之移动得更快或者更慢。第二个action将会调用enemyMoveFinished:方法。我们使用CCSequence action来把它们组合起来,这样的话,当敌人停止移动的时候就立马可以执行enemyMoveFinished:方法就可以被调用了。在addEnemyAtX:Y:方法里面,我们调用animateEnemy:方法来使敌人朝着玩家(player)移动。(其实这里是个递归的调用,每次移动10个像素,然后又调用enemyMoveFinished:方法)
//immediately before creating the actions in animateEnemy //rotate to face the player CGPoint diff = ccpSub(_player.position,enemy.position); float angleRadians = atanf((float)diff.y / (float)diff.x); float angleDegrees = CC_RADIANS_TO_DEGREES(angleRadians); float cocosAngle =-1* angleDegrees; if (diff.x <0) { cocosAngle +=180; } enemy.rotation = cocosAngle这个代码计算每次玩家相对于敌人的角度,然后旋转敌人来使之面朝玩家。
// at the top of the file add a forward declaration for HelloWorld, // because our two layers need to reference each other @class HelloWorld; // inside the HelloWorldHud class declaration HelloWorld *_gameLayer; // After the class declaration @property (nonatomic, assign) HelloWorld *gameLayer; // Inside the HelloWorld class declaration int _mode; // After the class declaration @property (nonatomic, assign) int mode;
// At the top of the HelloWorldHud implementation @synthesize gameLayer = _gameLayer; // At the top of the HelloWorld implementation @synthesize mode = _mode; // in HelloWorld's init method _mode =0; // in HelloWorld's scene method // after layer.hud = hud hud.gameLayer = layer;如果想知道在cocos2d里面如何使用按钮,可以参照我翻译的另外一篇教程 《在cocos2d里面如何制作按钮:简单按钮、单选按钮和开关按钮》。
Add the folowing code, which defines a button, to HelloWorldScene.m: // in HelloWorldHud's init method // define the button CCMenuItem *on; CCMenuItem *off; on = [[CCMenuItemImage itemFromNormalImage:@"projectile-button-on.png" selectedImage:@"projectile-button-on.png" target:nil selector:nil] retain]; off = [[CCMenuItemImage itemFromNormalImage:@"projectile-button-off.png" selectedImage:@"projectile-button-off.png" target:nil selector:nil] retain]; CCMenuItemToggle *toggleItem = [CCMenuItemToggle itemWithTarget:self selector:@selector(projectileButtonTapped:) items:off, on, nil]; CCMenu *toggleMenu = [CCMenu menuWithItems:toggleItem, nil]; toggleMenu.position = ccp(100, 32); [self addChild:toggleMenu]; // in HelloWorldHud //callback for the button //mode 0 = moving mode //mode 1 = ninja star throwing mode - (void)projectileButtonTapped:(id)sender { if (_gameLayer.mode ==1) { _gameLayer.mode =0; } else { _gameLayer.mode =1; } }编译并运行。这时会在左下角出现一个按钮,并且你可以打开或者关闭之。但是这并不会对游戏造成任何影响。我们的下一步就是增加飞镖的发射。
if (_mode ==0) { // old contents of ccTouchEnded:withEvent: } else { // code to throw ninja stars will go here }
// Find where the touch is CGPoint touchLocation = [touch locationInView: [touch view]]; touchLocation = [[CCDirector sharedDirector] convertToGL: touchLocation]; touchLocation = [self convertToNodeSpace:touchLocation]; // Create a projectile and put it at the player's location CCSprite *projectile = [CCSprite spriteWithFile:@"Projectile.png"]; projectile.position = _player.position; [self addChild:projectile]; // Determine where we wish to shoot the projectile to int realX; // Are we shooting to the left or right? CGPoint diff = ccpSub(touchLocation, _player.position); if (diff.x >0) { realX = (_tileMap.mapSize.width * _tileMap.tileSize.width) + (projectile.contentSize.width/2); } else { realX =-(_tileMap.mapSize.width * _tileMap.tileSize.width) - (projectile.contentSize.width/2); } float ratio = (float) diff.y / (float) diff.x; int realY = ((realX - projectile.position.x) * ratio) + projectile.position.y; CGPoint realDest = ccp(realX, realY); // Determine the length of how far we're shooting int offRealX = realX - projectile.position.x; int offRealY = realY - projectile.position.y; float length = sqrtf((offRealX*offRealX) + (offRealY*offRealY)); float velocity =480/1; // 480pixels/1sec float realMoveDuration = length/velocity; // Move projectile to actual endpoint id actionMoveDone = [CCCallFuncN actionWithTarget:self selector:@selector(projectileMoveFinished:)]; [projectile runAction: [CCSequence actionOne: [CCMoveTo actionWithDuration: realMoveDuration position: realDest] two: actionMoveDone]];这段代码会在用户点击屏幕的方向发射飞镖。对于这段代码的完整的细节,可以查看我翻译的另一个文章 《如何使用cocos2d来做一个简单的iphone游戏教程(第一部分)》。当然,查看原作者的文章后面的注释会更加清楚明白一些。
NSMutableArray *_enemies; NSMutableArray *_projectiles;
// at the end of the launch projectiles section of ccTouchEnded:withEvent: [_projectiles addObject:projectile]; // at the end of projectileMoveFinished: [_projectiles removeObject:sprite];
[_enemies addObject:enemy];
- (void)testCollisions:(ccTime)dt { NSMutableArray *projectilesToDelete = [[NSMutableArray alloc] init]; // iterate through projectiles for (CCSprite *projectile in _projectiles) { CGRect projectileRect = CGRectMake( projectile.position.x - (projectile.contentSize.width/2), projectile.position.y - (projectile.contentSize.height/2), projectile.contentSize.width, projectile.contentSize.height); NSMutableArray *targetsToDelete = [[NSMutableArray alloc] init]; // iterate through enemies, see if any intersect with current projectile for (CCSprite *target in _enemies) { CGRect targetRect = CGRectMake( target.position.x - (target.contentSize.width/2), target.position.y - (target.contentSize.height/2), target.contentSize.width, target.contentSize.height); if (CGRectIntersectsRect(projectileRect, targetRect)) { [targetsToDelete addObject:target]; } } // delete all hit enemies for (CCSprite *target in targetsToDelete) { [_enemies removeObject:target]; [self removeChild:target cleanup:YES]; } if (targetsToDelete.count >0) { // add the projectile to the list of ones to remove [projectilesToDelete addObject:projectile]; } [targetsToDelete release]; } // remove all the projectiles that hit. for (CCSprite *projectile in projectilesToDelete) { [_projectiles removeObject:projectile]; [self removeChild:projectile cleanup:YES]; } [projectilesToDelete release]; }最后,初始化敌人来飞镖数组,并且调度testCollisions:方法,把这些代码加在HelloWorld类的init方法中。
// you need to put these initializations before you add the enemies, // because addEnemyAtX:y: uses these arrays. _enemies = [[NSMutableArray alloc] init]; _projectiles = [[NSMutableArray alloc] init]; [self schedule:@selector(testCollisions:)];上面的所有的代码,关于具体是如何工作的,可以在我的博客上查找 《如何使用COCOS2D制作一个简单的iphone游戏》 教程。当然,原作者的文章注释部分的讨论更加清晰,所以我翻译的教程,也希望大家多讨论啊。代码尽量自己用手敲进去,不要为了省事,alt+c,alt+v,这样不好,真的!
#import "cocos2d.h" @interface GameOverLayer : CCColorLayer { CCLabel *_label; } @property (nonatomic, retain) CCLabel *label; @end @interface GameOverScene : CCScene { GameOverLayer *_layer; } @property (nonatomic, retain) GameOverLayer *layer; @end
#import "GameOverScene.h" #import "HelloWorldScene.h" @implementation GameOverScene @synthesize layer = _layer; - (id)init { if ((self = [super init])) { self.layer = [GameOverLayer node]; [self addChild:_layer]; } return self; } - (void)dealloc { [_layer release]; _layer = nil; [super dealloc]; } @end @implementation GameOverLayer @synthesize label = _label; -(id) init { if( (self=[super initWithColor:ccc4(255,255,255,255)] )) { CGSize winSize = [[CCDirector sharedDirector] winSize]; self.label = [CCLabel labelWithString:@"" fontName:@"Arial" fontSize:32]; _label.color = ccc3(0,0,0); _label.position = ccp(winSize.width/2, winSize.height/2); [self addChild:_label]; [self runAction:[CCSequence actions: [CCDelayTime actionWithDuration:3], [CCCallFunc actionWithTarget:self selector:@selector(gameOverDone)], nil]]; } return self; } - (void)gameOverDone { [[CCDirector sharedDirector] replaceScene:[HelloWorld scene]]; } - (void)dealloc { [_label release]; _label = nil; [super dealloc]; } @endGameOverLayer仅仅只是在屏幕中间旋转一个label,然后调度一个transition隔3秒后回到HelloWorld场景中。
// put the number of melons on your map in place of the '2' if (_numCollected ==2) { [self win]; }
- (void) win { GameOverScene *gameOverScene = [GameOverScene node]; [gameOverScene.layer.label setString:@"You Win!"]; [[CCDirector sharedDirector] replaceScene:gameOverScene]; }
#import "GameOverScene.h"编译并运行,当你吃完所有的西瓜后,就会出现如下画面:
for (CCSprite *target in _enemies) { CGRect targetRect = CGRectMake( target.position.x - (target.contentSize.width/2), target.position.y - (target.contentSize.height/2), target.contentSize.width, target.contentSize.height ); if (CGRectContainsPoint(targetRect, _player.position)) { [self lose]; } }
- (void) lose { GameOverScene *gameOverScene = [GameOverScene node]; [gameOverScene.layer.label setString:@"You Lose!"]; [[CCDirector sharedDirector] replaceScene:gameOverScene]; }编译并运行,一旦有一个敌人碰到你,你就会看到下面的场景: