分析:
1.项目场景跳转
2.背景滚动
3.飞机动画和触屏移动
4.发射子弹
5.创建敌机
6.碰撞检测
7.爆炸效果
8.粒子和音乐
9.游戏结束判定
==========================================================
HelloWorldScene.h
#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__
#include "cocos2d.h"
class HelloWorld : public cocos2d::Layer
{
public:
// 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();
// a selector callback
void menuCloseCallback(cocos2d::Ref* pSender);
// implement the "static create()" method manually
CREATE_FUNC(HelloWorld);
};
#endif // __HELLOWORLD_SCENE_H__
======================================================================================
HelloWorldScene.cpp
#include "HelloWorldScene.h"
#include "GameScene.h"
#include "HelpScene.h"
#include "AboutScene.h"
#include "SimpleAudioEngine.h"
USING_NS_CC;
using namespace CocosDenshion;
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;
}
Size visibleSize = Director::getInstance()->getVisibleSize();
Point origin = Director::getInstance()->getVisibleOrigin();
/////////////////////////////
// 2. add a menu item with "X" image, which is clicked to quit the program
// you may modify it.
// add a "close" icon to exit the progress. it's an autorelease object
auto closeItem = MenuItemImage::create(
"CloseNormal.png",
"CloseSelected.png",
CC_CALLBACK_1(HelloWorld::menuCloseCallback, this));
closeItem->setPosition(Point(origin.x + visibleSize.width - closeItem->getContentSize().width/2 ,
origin.y + closeItem->getContentSize().height/2));
closeItem->setTag(10);
//新增菜单条目
auto gameItem=MenuItemFont::create("StartGame",CC_CALLBACK_1(HelloWorld::menuCloseCallback,this));
auto helpItem=MenuItemFont::create("Help",CC_CALLBACK_1(HelloWorld::menuCloseCallback,this));
auto aboutItem=MenuItemFont::create("About",CC_CALLBACK_1(HelloWorld::menuCloseCallback,this));
gameItem->setPosition(Point(origin.x + visibleSize.width/2 - closeItem->getContentSize().width/2,200 ));
helpItem->setPosition(Point(origin.x + visibleSize.width/2 - closeItem->getContentSize().width/2,150 ));
aboutItem->setPosition(Point(origin.x + visibleSize.width/2 - closeItem->getContentSize().width/2,100 ));
gameItem->setColor(Color3B::BLACK);
helpItem->setColor(Color3B::BLACK);
aboutItem->setColor(Color3B::BLACK);
gameItem->setTag(11);
helpItem->setTag(12);
aboutItem->setTag(13);
// create menu, it's an autorelease object
auto menu = Menu::create(closeItem,gameItem,helpItem,aboutItem, NULL);
menu->setPosition(Point::ZERO);
this->addChild(menu, 1);
/////////////////////////////
// 3. add your codes below...
// add a label shows "Hello World"
// create and initialize a label
auto label = LabelTTF::create("Hello World", "Arial", 24);
// position the label on the center of the screen
label->setPosition(Point(origin.x + visibleSize.width/2,
origin.y + visibleSize.height - label->getContentSize().height));
// add the label as a child to this layer
this->addChild(label, 1);
// add "HelloWorld" splash screen"
auto sprite = Sprite::create("menu.png");
// position the sprite on the center of the screen
sprite->setPosition(Point(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y));
// add the sprite as a child to this layer
this->addChild(sprite, 0);
return true;
}
void HelloWorld::menuCloseCallback(Ref* pSender)
{ MenuItem * nowItem=(MenuItem *)pSender;
//播放音效
SimpleAudioEngine::getInstance()->playEffect("select.wav");
switch(nowItem->getTag())
{
case 10:
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WP8) || (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
MessageBox("You pressed the close button. Windows Store Apps do not implement a close button.","Alert");
return;
#endif
Director::getInstance()->end();
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
exit(0);
#endif
break;
case 11://game
Director::getInstance()->replaceScene(GameScene::createScene());
break;
case 12://help
Director::getInstance()->replaceScene( TransitionFlipY::create(1,HelpScene::createScene()));
break;
case 13://about
Director::getInstance()->replaceScene( TransitionFlipY::create(1,AboutScene::createScene()));
break;
}
}
======================================================================
GameScene.h
#ifndef GAME_SCENE
#define GAME_SCENE
#include "cocos2d.h"
using namespace cocos2d;
class GameScene:Layer{
public:
bool init();
CREATE_FUNC(GameScene);
static Scene * createScene();
void moveBackground(float t);//滚动背景
virtual bool onTouchBegan(Touch *touch, Event *unused_event);
virtual void onTouchMoved(Touch *touch, Event *unused_event);
virtual void onTouchEnded(Touch *touch, Event *unused_event);
int px,py;//飞机的坐标
Vector<Sprite *> allBullet;//所有子弹
void newBullet(float t);
void moveBullet(float t);
Vector<Sprite *> allEnemy;//所有敌机
void newEnemy(float t);
void moveEnemy(float t);
void update(float t);
int score;//分数
void newBomb(int x,int y);//爆炸效果
void killMe(Node * pSender);//删除自己
void jumpToMenu();//跳转到主菜单
};
#endif
=================================================================
GameScene.cpp
#include "GameScene.h"
#include "SimpleAudioEngine.h"
#include "HelloWorldScene.h"
using namespace CocosDenshion;
bool GameScene::init(){
if(!Layer::init())
{
return false;
}
//添加背景层
auto spbk=Sprite::create("background4.png");
spbk->setAnchorPoint(Point::ZERO);
spbk->setPosition(Point::ZERO);
this->addChild(spbk);
spbk->setTag(10);
auto spbk02=Sprite::create("background4.png");
spbk02->setAnchorPoint(Point::ZERO);
spbk02->setPosition(Point::ZERO);
spbk02->setPositionY(spbk->getPositionY()+680);
this->addChild(spbk02);
spbk02->setTag(11);
//添加分数显示
score=0;
auto labScore=Label::create("score:0","Marker Felt",20);
labScore->setPosition(Point(30,440));
labScore->setColor(Color3B::RED);
this->addChild(labScore);
labScore->setTag(120);
//添加飞机动画
auto spPlane=Sprite::create();
spPlane->setTag(110);
spPlane->setPosition(Point(160,240));
this->addChild(spPlane);
Vector<SpriteFrame*> allframe;//保存所有帧
for(int i=0;i<4;i++)
{
SpriteFrame * sf=SpriteFrame::create("player.png",Rect(i*47,0,47,56));
allframe.pushBack(sf);
}
Animation * ani=Animation::createWithSpriteFrames(allframe,0.1);
spPlane->runAction(RepeatForever::create(Animate::create(ani)));
//通过触摸事件 控制飞机移动
EventListenerTouchOneByOne * event=EventListenerTouchOneByOne::create();
event->setSwallowTouches(true);
event->onTouchBegan=CC_CALLBACK_2(GameScene::onTouchBegan,this);
event->onTouchMoved=CC_CALLBACK_2(GameScene::onTouchMoved,this);
event->onTouchEnded=CC_CALLBACK_2(GameScene::onTouchEnded,this);
_eventDispatcher->addEventListenerWithSceneGraphPriority(event,this);
//计划任务
//背景滚动
this->schedule(schedule_selector(GameScene::moveBackground),0.01);
//处理子弹发射
this->schedule(schedule_selector(GameScene::newBullet),0.5);
this->schedule(schedule_selector(GameScene::moveBullet),0.01);
//处理敌机的飞行
this->schedule(schedule_selector(GameScene::newEnemy),0.5);
this->schedule(schedule_selector(GameScene::moveEnemy),0.01);
//处理碰撞检测和游戏逻辑
this->scheduleUpdate();
//播放背景音乐
SimpleAudioEngine::getInstance()->playBackgroundMusic("game.mp3",true);
return true;
}
Scene * GameScene::createScene(){
auto scene=Scene::create();
auto layer=GameScene::create();
scene->addChild(layer);
return scene;
}
void GameScene::moveBackground(float t)//滚动背景
{
auto spbk=this->getChildByTag(10);
auto spbk02=this->getChildByTag(11);
spbk->setPositionY(spbk->getPositionY()-1);
if(spbk->getPositionY()<-680)
{
spbk->setPositionY(0);
}
spbk02->setPositionY(spbk->getPositionY()+680);
}
bool GameScene::onTouchBegan(Touch *touch, Event *unused_event){
px=touch->getLocation().x;
py=touch->getLocation().y;
return true;
}
void GameScene::onTouchMoved(Touch *touch, Event *unused_event){
int mx=(touch->getLocation().x-px);
int my=(touch->getLocation().y-py);
auto spPlane=this->getChildByTag(110);
spPlane->runAction(MoveBy::create(0,Point(mx,my)));
px=touch->getLocation().x;
py=touch->getLocation().y;
}
void GameScene::onTouchEnded(Touch *touch, Event *unused_event){
}
void GameScene::newBullet(float t){
auto spPlane=this->getChildByTag(110);
Sprite * bullet=Sprite::create("bullet3.png");
bullet->setPosition(spPlane->getPosition());
this->addChild(bullet);
this->allBullet.pushBack(bullet);
}
void GameScene::moveBullet(float t){
//for (auto nowbullet:allBullet)
for(int i=0;i<allBullet.size();i++)
{ auto nowbullet=allBullet.at(i);
nowbullet->setPositionY(nowbullet->getPositionY()+3);
if(nowbullet->getPositionY()>Director::getInstance()->getWinSize().height)
{
nowbullet->removeFromParent();
allBullet.eraseObject(nowbullet);
i--;
}
}
}
void GameScene::newEnemy(float t){
Sprite * enemy=nullptr;
int num=rand()%10;
if(num>=3)
{
enemy=Sprite::create("aaa.png");
enemy->setTag(1000);
}
else
{ enemy=Sprite::create("ccc.png");
enemy->setTag(2000);
}
enemy->setPosition(Point(rand()%300+10,500));
this->addChild(enemy);
this->allEnemy.pushBack(enemy);
}
void GameScene::moveEnemy(float t){
for(int i=0;i<allEnemy.size();i++)
{ auto nowenemy=allEnemy.at(i);
nowenemy->setPositionY(nowenemy->getPositionY()-3);
if(nowenemy->getPositionY()<0)
{
nowenemy->removeFromParent();
allEnemy.eraseObject(nowenemy);
i--;
}
}
}
void GameScene::update(float t){
//碰撞检测
auto spPlane=this->getChildByTag(110);
Rect rp(spPlane->getPositionX(),spPlane->getPositionY(),47,56);
for(int i=0;i<allEnemy.size();i++)
{ auto nowenemy=allEnemy.at(i);
Rect er(nowenemy->getPositionX(),nowenemy->getPositionY(),40,50);
//和飞机碰撞检测
if(rp.intersectsRect(er))
{
// //爆炸效果
newBomb(spPlane->getPositionX(),spPlane->getPositionY());
//敌机消失
nowenemy->removeFromParent();
allEnemy.eraseObject(nowenemy);
i--;
//播放音乐
SimpleAudioEngine::getInstance()->playEffect("explo.wav");
//跳转到GAMEOVER
//Director::getInstance()->getActionManager()->pauseAllRunningActions();
this->pauseSchedulerAndActions();
auto spover=Sprite::create("end.png");
spover->setPosition(Point::ZERO);
spover->setAnchorPoint(Point::ZERO);
this->addChild(spover);
auto act=Sequence::create(
DelayTime::create(2),
CallFunc::create(this,callfunc_selector(GameScene::jumpToMenu)),
NULL
);
this->runAction(act);
}
//和子弹碰撞检测
for(int j=0;j<allBullet.size();j++)
{ auto nowbullet=allBullet.at(j);
Rect br(nowbullet->getPositionX(),nowbullet->getPositionY(),20,20);
if(er.intersectsRect(br))
{//子弹碰到了敌机
Label * labScore=(Label*)this->getChildByTag(120);
score+=nowenemy->getTag();
//爆炸效果
newBomb(nowbullet->getPositionX(),nowbullet->getPositionY());
//粒子系统
auto ps=ParticleSystemQuad::create("bomb.plist");
ps->setPosition(Point(nowbullet->getPositionX(),nowbullet->getPositionY()));
this->addChild(ps);
//加分
labScore->setString(String::createWithFormat("score:%d",score)->_string);
//子弹消失
nowbullet->removeFromParent();
allBullet.eraseObject(nowbullet);
//敌机消失
nowenemy->removeFromParent();
allEnemy.eraseObject(nowenemy);
i--;
//播放音乐
SimpleAudioEngine::getInstance()->playEffect("explo.wav");
break;
}
}
}
}
void GameScene::newBomb(int x,int y)//爆炸效果
{
Vector<SpriteFrame*> allframe;
for(int i=0;i<7;i++)
{
SpriteFrame * sf=SpriteFrame::create("boom.png",Rect(i*44,0,44,47));
allframe.pushBack(sf);
}
Animation * ani=Animation::createWithSpriteFrames(allframe,0.03);
auto sprite=Sprite::create();
Action * act=Sequence::create(
Animate::create(ani), //动画
CCCallFuncN::create(sprite,callfuncN_selector(GameScene::killMe)), //删除自己
NULL);
this->addChild(sprite);
sprite->setPosition(Point(x,y));
sprite->runAction(act);
}
void GameScene::killMe(Node * pSender)//删除自己
{
pSender->removeFromParentAndCleanup(true);
}
void GameScene::jumpToMenu()//跳转到主菜单
{
SimpleAudioEngine::getInstance()->stopBackgroundMusic();
Director::getInstance()->replaceScene(HelloWorld::createScene());
}
=========================================================================
HelpScene.h
#ifndef HELP_SCENE
#define HELP_SCENE
#include "cocos2d.h"
using namespace cocos2d;
class HelpScene:Layer{
public:
bool init();
CREATE_FUNC(HelpScene);
static Scene * createScene();
};
#endif
============================================================================
HelpScene.cpp
#include "HelpScene.h"
#include "HelloWorldScene.h"
bool HelpScene::init(){
if(!Layer::init())
{
return false;
}
auto spbk=Sprite::create("help.png");
spbk->setPosition(Point::ZERO);
spbk->setAnchorPoint(Point::ZERO);
this->addChild(spbk);
EventListenerTouchOneByOne * touch=EventListenerTouchOneByOne::create();
touch->onTouchBegan=[](Touch * touch,Event * event){
return true;
};
touch->onTouchMoved=[](Touch * touch,Event * event){
Director::getInstance()->replaceScene( HelloWorld::createScene());
};
_eventDispatcher->addEventListenerWithSceneGraphPriority(touch,this);
return true;
}
Scene * HelpScene::createScene(){
auto scene=Scene::create();
auto layer=HelpScene::create();
scene->addChild(layer);
return scene;
}
=========================================================================
AboutScene.h
#ifndef ABOUT_SCENE
#define ABOUT_SCENE
#include "cocos2d.h"
using namespace cocos2d;
class AboutScene:Layer{
public:
bool init();
CREATE_FUNC(AboutScene);
static Scene * createScene();
};
#endif
=============================================================
AboutScene.cpp
#include "AboutScene.h"
#include "HelloWorldScene.h"
bool AboutScene::init(){
if(!Layer::init())
{
return false;
}
auto spbk=Sprite::create("about.png");
spbk->setPosition(Point::ZERO);
spbk->setAnchorPoint(Point::ZERO);
this->addChild(spbk);
EventListenerTouchOneByOne * touch=EventListenerTouchOneByOne::create();
touch->onTouchBegan=[](Touch * touch,Event * event){
return true;
};
touch->onTouchMoved=[](Touch * touch,Event * event){
Director::getInstance()->replaceScene(HelloWorld::createScene());
};
_eventDispatcher->addEventListenerWithSceneGraphPriority(touch,this);
return true;
}
Scene * AboutScene::createScene(){
auto scene=Scene::create();
auto layer=AboutScene::create();
scene->addChild(layer);
return scene;
}