【cocos2d-x 3.7 飞机大战】 决战南海I (一) 开始界面

        好久没写过博客了,现在把刚做的游戏发上来吧,以后要注意更新博客啦~!

游戏截图

【cocos2d-x 3.7 飞机大战】 决战南海I (一) 开始界面_第1张图片【cocos2d-x 3.7 飞机大战】 决战南海I (一) 开始界面_第2张图片【cocos2d-x 3.7 飞机大战】 决战南海I (一) 开始界面_第3张图片


游戏整体结构图

【cocos2d-x 3.7 飞机大战】 决战南海I (一) 开始界面_第4张图片


第一步 在 AppDelegate 中设定游戏界面大小以及缩放方式

cocos2d-x3.7新生成的项目中,AppDelegate有默认的界面大小以及缩放方式,这里,我对其作出一些更改,使其适应本项目

 Size frameSize = glview->getFrameSize();
	
	Size winSize=Size(450,750);
	
	float widthRate = frameSize.width/winSize.width;
	float heightRate = frameSize.height/winSize.height;
	
    if (widthRate > heightRate)
    {        
		glview->setDesignResolutionSize(winSize.width,
			winSize.height*heightRate/widthRate, ResolutionPolicy::NO_BORDER);
    }
 
    else
    { 
		glview->setDesignResolutionSize(winSize.width*widthRate/heightRate, winSize.height,
			ResolutionPolicy::NO_BORDER);
    }

游戏背景图片大小为 450*750,所以,这里以背景图片为标准,设置不同的缩放比例


第二步 更改HelloWorld类,使其成为启动界面

自带的HelloWorld类里面并没有太多内容,只要将其删除即可,然后,设计主界面

HelloWorld();

~HelloWorld();

// there's no 'id' in cpp, so we recommend returning the class instance pointer
static cocos2d::Scene* createScene();

// Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone
virtual bool init();
    
// implement the "static create()" method manually
CREATE_FUNC(HelloWorld);

在每一个场景中,一般都会出现上面的函数,以后在介绍其他类的时候,除非特殊情况,否则不再说明。


通过文章一开始的图片,我们可以看到,启动界面包含四个菜单项按钮,以及初始动画

	//预加载声音和图片
	void preLoadSoundAndPicture();

	//开始游戏
	void startGame(Ref* pSender);

	//高分记录
	void highScore(Ref* pSender);

	//游戏说明
	void aboutGame(Ref* pSender);

	//退出游戏
	void menuCloseCallback(cocos2d::Ref* pSender);

	//启动界面动画
	Animate* startMainAnimate();

	//卸载不必要的资源
	virtual void onExit();

	//响应键盘(主要针对Android)
	void onKeyReleased(EventKeyboard::KeyCode keyCode, Event* event);


下面这个变量可以不必在头文件中声明,我们后面介绍另一种方式
EventListenerKeyboard* m_listener;



下面是cpp文件的实现

#include "HelloWorldScene.h"
#include "TollgateOne.h"
#include "ScoreScene.h"
#include "AboutGame.h"

USING_NS_CC;

HelloWorld::HelloWorld()
{

}

HelloWorld::~HelloWorld()
{
	Director::getInstance()->getEventDispatcher()->removeEventListener(m_listener);<span style="white-space:pre">	</span>//一定要记得在析构函数中移除
}

Scene* HelloWorld::createScene()
{
    // 'scene' is an autorelease object
    auto scene = Scene::create();
    
    // 'layer' is an autorelease object
    auto layer = HelloWorld::create();

    // add layer as a child to scene
    scene->addChild(layer);

    // return the scene
    return scene;
}

// on "init" you need to initialize your instance
bool HelloWorld::init()
{
    //////////////////////////////
    // 1. super init first
    if ( !Layer::init() )
    {
        return false;
    }

	//预加载声音 图片
	preLoadSoundAndPicture();

	//播放背景音乐
	CocosDenshion::SimpleAudioEngine::getInstance()->playBackgroundMusic("sound/game_start.mp3",true);
    
    Size visibleSize = Director::getInstance()->getVisibleSize();
    Vec2 origin = Director::getInstance()->getVisibleOrigin();

	//加载背景
	auto m_background = Sprite::createWithSpriteFrame(
		SpriteFrameCache::getInstance()->getSpriteFrameByName("backgroundStartGame.jpg"));
	m_background->setPosition(Vec2(origin.x + visibleSize.width / 2, visibleSize.height / 2));
	m_background->setAnchorPoint(Vec2(0.5, 0.5));
	this->addChild(m_background);

	//加载启动界面动画
	auto startSprite = Sprite::createWithSpriteFrameName("backgroundAnimate1.png");
	startSprite->setPosition(Vec2(origin.x + visibleSize.width / 2, visibleSize.height / 2));
	this->addChild(startSprite, 1);

	startSprite->runAction(this->startMainAnimate());


    /////////////////////////////
    // 2. add a menu item with "X" image, which is clicked to quit the program
    //    you may modify it.

	//开始游戏 按钮
	auto tempStart1 = Sprite::createWithSpriteFrameName("StartGame_nor.png");
	auto tempStart2 = Sprite::createWithSpriteFrameName("StartGame_touched.png");

	auto startItem = MenuItemSprite::create(
		tempStart1, tempStart2, CC_CALLBACK_1(HelloWorld::startGame, this)
		);

	//高分记录 按钮
	auto tempScore1 = Sprite::createWithSpriteFrameName("GameScore_nor.png");
	auto tempScore2 = Sprite::createWithSpriteFrameName("GameScore_touched.png");

	auto highScoreItem = MenuItemSprite::create(
		tempScore1, tempScore2, CC_CALLBACK_1(HelloWorld::highScore, this)
		);

	//游戏说明 按钮
	auto tempHelp1 = Sprite::createWithSpriteFrameName("GameHelp_nor.png");
	auto tempHelp2 = Sprite::createWithSpriteFrameName("GameHelp_touched.png");

	auto aboutGameItem = MenuItemSprite::create(
		tempHelp1, tempHelp2, CC_CALLBACK_1(HelloWorld::aboutGame, this)
		);

    //退出游戏 按钮
	auto tempOver1 = Sprite::createWithSpriteFrameName("GameOver_nor.png");
	auto tempOver2 = Sprite::createWithSpriteFrameName("GameOver_touched.png");

	auto closeItem = MenuItemSprite::create(
		tempOver1, tempOver2, CC_CALLBACK_1(HelloWorld::menuCloseCallback, this)
		);

    // create menu, it's an autorelease object
	auto menu = Menu::create(startItem, highScoreItem, aboutGameItem,closeItem, NULL);
	menu->alignItemsVerticallyWithPadding(closeItem->getContentSize().height/2);
	menu->setPosition(Vec2(origin.x + visibleSize.width / 2, visibleSize.height / 2));
    this->addChild(menu, 1);

	//监听手机键盘
	m_listener = EventListenerKeyboard::create();
	m_listener->onKeyReleased = CC_CALLBACK_2(HelloWorld::onKeyReleased, this);
	Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(
		m_listener, this);

    return true;
}

//预加载声音 图片
void HelloWorld::preLoadSoundAndPicture()
{
	//加载声音
	CocosDenshion::SimpleAudioEngine::getInstance()->preloadBackgroundMusic("sound/game_start.mp3");
	CocosDenshion::SimpleAudioEngine::getInstance()->preloadBackgroundMusic("sound/game_over.wav");
	CocosDenshion::SimpleAudioEngine::getInstance()->preloadBackgroundMusic("sound/BackgroundMusic.wav");

	CocosDenshion::SimpleAudioEngine::getInstance()->preloadEffect("sound/achievement.mp3");
	CocosDenshion::SimpleAudioEngine::getInstance()->preloadEffect("sound/bullet.wav");
	CocosDenshion::SimpleAudioEngine::getInstance()->preloadEffect("sound/button.mp3");
	CocosDenshion::SimpleAudioEngine::getInstance()->preloadEffect("sound/enemy1_down.wav");
	CocosDenshion::SimpleAudioEngine::getInstance()->preloadEffect("sound/enemy2_down.wav");
	CocosDenshion::SimpleAudioEngine::getInstance()->preloadEffect("sound/enemy3_down.wav");
	CocosDenshion::SimpleAudioEngine::getInstance()->preloadEffect("sound/get_bomb.mp3");
	CocosDenshion::SimpleAudioEngine::getInstance()->preloadEffect("sound/get_double_laser.mp3");
	CocosDenshion::SimpleAudioEngine::getInstance()->preloadEffect("sound/out_porp.mp3");
	CocosDenshion::SimpleAudioEngine::getInstance()->preloadEffect("sound/use_bomb.mp3");

	
	//加载图片
	SpriteFrameCache::getInstance()->addSpriteFramesWithFile("ui/background.plist");
	SpriteFrameCache::getInstance()->addSpriteFramesWithFile("ui/plane.plist");
}
//开始游戏
void HelloWorld::startGame(Ref* pSender)
{
	CocosDenshion::SimpleAudioEngine::getInstance()->stopBackgroundMusic();

	Director::getInstance()->replaceScene(TollgateOne::createScene());
}
//高分记录
void HelloWorld::highScore(Ref* pSender)
{
	Director::getInstance()->pushScene(
		TransitionProgressRadialCCW::create(1.0f, ScoreScene::createScene()));
}
//游戏说明
void HelloWorld::aboutGame(Ref* pSender)
{
	Director::getInstance()->pushScene(
		TransitionJumpZoom::create(1.0f, AboutGame::createScene()));
}

void HelloWorld::menuCloseCallback(Ref* pSender)
{
	Director::getInstance()->end();

#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
	exit(0);
#endif
}

//启动界面动画
Animate* HelloWorld::startMainAnimate()
{
	Vector<SpriteFrame*> vecStartAnimate;
	for (int i = 0; i < 5; i++)
	{
		auto tempString = __String::createWithFormat("backgroundAnimate%d.png", i + 1);
		auto tempAnimate = SpriteFrameCache::getInstance()->getSpriteFrameByName(tempString->getCString());

		vecStartAnimate.pushBack(tempAnimate);
	}

	auto animate = Animate::create(Animation::createWithSpriteFrames(
		vecStartAnimate, 0.5f, -1));

	return animate;
}

//卸载不必要的资源
void HelloWorld::onExit()
{
	Layer::onExit();
	Director::getInstance()->getTextureCache()->removeUnusedTextures();
}


//响应键盘(主要针对Android)
void HelloWorld::onKeyReleased(EventKeyboard::KeyCode keyCode, Event* event)
{
	if (keyCode == EventKeyboard::KeyCode::KEY_ESCAPE)
		Director::getInstance()->end();
}

之前一直用cocos2d-x2.2.6,现在换成3.7了,感觉变化挺大的。


游戏中用到的所有资源文件,会在最后上传。





你可能感兴趣的:(cocos2d-x,游戏开发)