主角出场:
初始化主角
hero = new GameObjHero(); hero->setScale(0.5); hero->setPosition(ccp(100,160)); hero->setVisible(false); addChild(hero,1);
进入GameObjHero类ccp文件
创建主角及动作
this->setContentSize(CCSizeMake(85,90)); //接收触摸事件 CCDirector* pDirector = CCDirector::sharedDirector(); pDirector->getTouchDispatcher()->addTargetedDelegate(this, 0, true); CCSprite * obj = CCSprite::create("s_hurt.png");//受伤 hurt = obj->getTexture(); obj = CCSprite::create("s_jump.png"); //跳跃 jump = obj->getTexture(); mainsprite = CCSprite::create("s_1.png"); //第1个动作 //主角奔跑的动画帧 CCAnimation * animation = CCAnimation::create(); animation->addSpriteFrameWithFileName("s_1.png"); animation->addSpriteFrameWithFileName("s_2.png"); animation->addSpriteFrameWithFileName("s_3.png"); animation->addSpriteFrameWithFileName("s_4.png"); animation->addSpriteFrameWithFileName("s_5.png"); animation->addSpriteFrameWithFileName("s_6.png"); animation->setDelayPerUnit(0.1f); animation->setRestoreOriginalFrame(true); //运行动画,无限循环 mainsprite->runAction(CCRepeatForever::create(CCAnimate::create(animation))); state = 0; addChild(mainsprite);
本层触摸事件处理,触摸开始函数设置主角跳跃
bool GameObjHero::ccTouchBegan(CCTouch* touch, CCEvent* event) { if(((GameMain *)this->getParent())->isover)//游戏结束则不响应 return false; //setTheState(1); //设置运动状态 this->setTheState(1); return true; }
setTheState函数用来设置主角几种运动状态,1表示跳跃、2表示受伤、0表示奔跑
void GameObjHero::setTheState(short var){ CCLOG("State = %d",state); if(state == var) return; state = var; switch(state){ case 1://跳跃 //先停止奔跑 this->stopAllActions(); mainsprite->stopAllActions(); //跳跃空中的姿势 mainsprite->setTexture(jump); //运行跳跃动作,完成后继续奔跑 this->runAction(CCSequence::create(CCJumpBy::create(2.5,ccp(0,0),100,1),CCCallFuncN::create(this, callfuncN_selector(GameObjHero::jumpend)),NULL));//跳跃完继续奔跑 break; case 2://受伤 this->stopAllActions(); mainsprite->stopAllActions(); mainsprite->setTexture(hurt);//受伤时姿势 this->runAction(CCSequence::create(CCBlink::create(3, 10),CCCallFuncN::create(this, callfuncN_selector(GameObjHero::hurtend)),NULL));//受伤了闪烁,然后继续奔跑 ((GameMain *)this->getParent())->setover(); //受伤了游戏结束 break; case 0://奔跑动画 this->stopAllActions(); mainsprite->stopAllActions(); CCAnimation * animation = CCAnimation::create(); animation->addSpriteFrameWithFileName("s_1.png"); animation->addSpriteFrameWithFileName("s_2.png"); animation->addSpriteFrameWithFileName("s_3.png"); animation->addSpriteFrameWithFileName("s_4.png"); animation->addSpriteFrameWithFileName("s_5.png"); animation->addSpriteFrameWithFileName("s_6.png"); animation->setDelayPerUnit(0.1f); animation->setRestoreOriginalFrame(true); mainsprite->runAction(CCRepeatForever::create(CCAnimate::create(animation))); break; } }
游戏分数
gamemark = new GameMark(); addChild(gamemark,4);
游戏结束语
gameover = CCSprite::create("gameover.png"); gameover->setAnchorPoint(ccp(0.5,0.5)); gameover->setPosition(ccp(0,0)); gameover->setPosition(ccp(size.width/2,size.height/2 + 70)); gameover->setVisible(false); gameover->setScale(0.5); addChild(gameover,5);
游戏结束上一步菜单
CCMenuItemImage *pCloseItem = CCMenuItemImage::create("back.png","back.png", this, menu_selector(GameMain::menuBackCallback) ); pCloseItem->setPosition( ccp(size.width/2,size.height/2 - 50) ); pCloseItem->setScale(0.5); CCMenu *pMenu = CCMenu::create(pCloseItem, NULL); pMenu->setPosition( CCPointZero ); this->addChild(pMenu,5,25); pMenu->setVisible(false); pMenu->setEnabled(false);
游戏主页面中update函数用来检测主角是否掉下悬崖、主角是否吃了星星
//奔跑时检测主角是否掉下 if(hero->state == 0) isherodrop(); //检测 void GameMain::isherodrop(){ // 获取背景图的的坐标(前面创建背景连接的2张图) CCPoint p1 = (map->getChildByTag(0))->getPosition(); CCPoint p2 = (map->getChildByTag(1))->getPosition(); int temp; if(p1.x <= 100 && (p1.x + 480) >= 100) //主角在第1张背景图,主角x坐标100 { temp = (100 - p1.x) / 64;//获取图块编号 if(bg1shu[temp] == -1){//没有在图块上,则是掉下悬崖了 CCLog("this one"); hero->setTheState(2);//受伤 } }else{//背景图2 temp = (100 - p2.x) / 64; if(bg2shu[temp] == -1) { CCLog("this two"); hero->setTheState(2); } } }
主角吃星星
CCPoint p1 = (map->getChildByTag(0))->getPosition(); CCPoint p2 = (map->getChildByTag(1))->getPosition(); for (int i = 0; i < 5; i++) { if (p1.x <= 100 && (p1.x + 480) > 100) { GameObjStar *obj = (GameObjStar *)(map->stars1)->objectAtIndex(i); //获取单个星星 if(obj->get_visable() && isCollion(ccp(100,hero->getPosition().y + 62.5),ccp(p1.x + 86 + 96 * i,280),40,35,18.25,17.75))//星星可见且碰撞了 { obj->set_visable(false);//星星消失 gamemark->addnumber(200);//加分 } } else { GameObjStar *obj = (GameObjStar *)(map->stars2)->objectAtIndex(i); if(obj->get_visable() && isCollion(ccp(100,hero->getPosition().y + 62.5),ccp(p2.x + 86 + 96 * i,280),40,35,18.25,17.75)){ obj->set_visable(false); gamemark->addnumber(200); } } }
主角与星星碰撞 bool GameMain::isCollion(CCPoint p1,CCPoint p2,int w1,int h1,int w2,int h2){ //CCLOG("p1p2x(%f,%f) , p1.x-p2.x=%f w1+w2=%d",p1.x,p2.x,abs(p1.x-p2.x),(w1 + w2)); if(abs(p1.x - p2.x) < w1 + w2 && abs(p1.y - p2.y) < h1 + h2) { return true; } return false; };