Cocos2dx学习笔记3---LittleRunner

1. 写笔记主要是为了同强大的忘性作斗争,学习《Cocos2d-x 3.x游戏开发之旅》所记。

2. 以下参照书本,跑出来的效果图,所以主要还是把代码贴上来,方便日后查询。



3.下面开始贴代码

创建基类,为人物和金币所继承.Entity 继承与Node.

#ifndef _ENTITY_H_
#define _ENTITY_H_

#include"cocos2d.h"
USING_NS_CC;

class Entity : public Node
{
public:
	Entity();
	~Entity();
	Sprite* getSprite();
	void bindSprite(Sprite* sprite);
private:
	Sprite* m_sprite;
};
#endif

#include"Entity.h"
#include"Player.h"

Entity::Entity()
{
	m_sprite = NULL;
}

Entity::~Entity()
{
}

Sprite* Entity::getSprite()
{
	return this->m_sprite;
}

void Entity::bindSprite(Sprite* sprite)
{
	this->m_sprite = sprite;
	this->addChild(m_sprite);
        /*由于需要做碰撞检测,而Node的默认宽高属性(0,0),所以需要获取精灵的宽高,设置给Entity.这样Entity就有了Sprite对象的宽高。*/
	Size size = m_sprite->getContentSize();
	m_sprite->setPosition(Point(size.width*0.5f, size.height*0.5f));
	this->setContentSize(size);
}

2.创建主角类Player和金币类Monster.

#ifndef _PLAYER_H_
#define _PLAYER_H_
#include"cocos2d.h"
#include"Entity.h"

using namespace cocos2d;

#define JUMP_ACTION_TAG 1
class Player : public Entity
{
public:
	Player();
	~Player();
	CREATE_FUNC(Player);
	virtual bool init();
	void jump();
	void hit();
	int getiHP();
	void resetData();
private:
	bool b_isJumping;
	int m_iHP;
};
#endif

#include"Player.h"
//#include"FlowWord.h"
Player::Player()
{
	b_isJumping = false;
	m_iHP = 1000;
}

Player::~Player()
{}

bool Player::init()
{
	return true;
}

void Player::hit()//碰撞时,人物的动作
{
	if(getSprite() == NULL)
	{
		return;
	}

	m_iHP -= 15;
	if(m_iHP < 0)
	{
		m_iHP = 0;
	}

	//FlowWord* flowWord = FlowWord::create();
	//this->addChild(flowWord);
	//flowWord->showWord("-15",GetSpoolFileHandle);

	auto backMove = MoveBy::create(0.1f, Point(-20, 0));
	auto forwardMove = MoveBy::create(0.1f, Point(20, 0));
	auto backRotate = RotateBy::create(0.1f, -5, 0);
	auto forwardRotate = RotateBy::create(0.1f, 5, 0);

	auto backAction = Spawn::create(backMove, backRotate, NULL);
	auto forwardAction = Spawn::create(forwardMove, forwardRotate, NULL);
	auto actions = Sequence::create(backAction, forwardAction, NULL);

	stopAllActions();
	resetData();
	runAction(actions);
}

void Player::resetData()
{
	if(b_isJumping)
	{
		b_isJumping = false;
	}
	setPosition(Point(200, 140));
	setScale(1.0f);
	setRotation(0);
}

int Player::getiHP()
{
	return m_iHP;
}

void Player::jump()
{
	if(getSprite() == NULL)
		return;

	if(b_isJumping)
		return;

	b_isJumping = true;

	auto jump = JumpBy::create(2.0f, Point(0, 0), 250, 1);//原地跳跃,高度250像素,跳跃一次
	auto callFunc = CallFunc::create([&]()
	{
		b_isJumping = false;
	});

	auto jumpAction = Sequence::create(jump, callFunc,NULL);
	this->runAction(jumpAction);
}
<pre name="code" class="cpp">#ifndef _MONSTER_H_
#define _MONSTER_H_
#include"Entity.h"
#include"Player.h"
class Monster:public Entity
{
public:
	Monster();
	~Monster();
	CREATE_FUNC(Monster);
	virtual bool init();
public:
	void show();
	void hide();
	void reset();
	bool isAlive();
	bool isCollideWithPlayer(Player* player);
private:
	bool b_isAlive;
};
#endif

#include"Monster.h"

Monster::Monster()
{
	b_isAlive = false;
}

Monster::~Monster()
{}

bool Monster::init()
{
	return true;
}
void Monster::show()
{
	if(getSprite() != NULL)
	{
		setVisible(true);
		b_isAlive = true;
	}
}

void Monster::hide()
{
	if(getSprite() != NULL)
	{
		setVisible(false);
		reset();
		b_isAlive = false;
	}
}

void Monster::reset()
{
	if(getSprite() != NULL)
	{
		setPosition(Point(800+CCRANDOM_0_1() * 2000, 200-CCRANDOM_0_1()*100));
	}

}

bool Monster::isAlive()
{
 	return b_isAlive;
}

bool Monster::isCollideWithPlayer(Player* player)
{
	if(player == NULL || getSprite() == NULL)
		return false;
	Rect entityRect = player->getBoundingBox();//获取碰撞检测对象的boundingBox
	Point monsterPos = getPosition();
	return entityRect.containsPoint(monsterPos);
}

3.金币管理类,负责金币的创建,管理。

 
#ifndef _MANAGERMONSTER_H_
#define _MANAGERMONSTER_H_

#include "cocos2d.h"
#include "Monster.h"

USING_NS_CC;

#define MAX_MONSTER_NUM 10
class MonsterManager:public Node
{
public:
	CREATE_FUNC(MonsterManager);
	virtual bool init();
	virtual void update(float dt);

private :
	void createMonster();
public:
	void bindPlayer(Player* player);
private: 
	Vector<Monster*> m_monsterArr;//Vector容器的应用
	Player* m_player;
};
#endif

#include"MonsterManager.h"
#include"Player.h"
#include"Monster.h"

bool MonsterManager::init()
{
	createMonster();
	this->scheduleUpdate();
	return true;
}

void MonsterManager::createMonster()
{
	Monster* monster = NULL;
	Sprite* sprite = NULL;

	for(int i = 0; i < MAX_MONSTER_NUM; i++)
	{
		monster = Monster::create();
		monster->bindSprite(Sprite::create("monster.png"));
		monster->reset();
		this->addChild(monster);
		m_monsterArr.pushBack(monster);
	}
}
 void MonsterManager::update(float dt)
 {
	 for(auto monster:m_monsterArr)
	 {
		 if(monster == NULL)
			 continue;
		 if(monster->isAlive())
		 {
			 monster->setPositionX(monster->getPositionX() - 4);

			 if(monster->getPositionX() < 0)
			 {
				 monster->hide();
			 }
		 }
		 else
		 {
			 monster->show();
		 }

		if(monster->getPositionX() < 0)
		{
			monster->hide();
		}
		else if(monster->isCollideWithPlayer(m_player))
		{
			m_player->hit();
			monster->hide();
		}
	 }
 }

 void MonsterManager::bindPlayer(Player* player)
 {
	m_player = player;
 }

4.创建场景类

#ifndef _TOLLGATESCENE_H_
#define _TOLLGATESCENE_H_

#include "cocos2d.h"
using namespace cocos2d;

#include"editor-support/cocostudio/CCSGUIReader.h"
#include"ui/CocosGUI.h"

using namespace cocos2d::ui;
using namespace cocostudio; 
class Player;

class TollgateScene : public Layer
{
public:
	static Scene* createScene();
    virtual bool init();
	CREATE_FUNC(TollgateScene);
	virtual void update(float delta);//update函数的调用
private:
	void initBG();
	void loadUI();
	void jumpEvent(Ref*, TouchEventType type);

private:
	Sprite* m_bg1;
	Sprite* m_bg2;
	Player* m_player;
	int m_iScore;
	Text* m_scoreLab;
	LoadingBar* m_hpBar;
};
#endif

#include"TollgateScene.h"
#include"Player.h"
#include"Entity.h"
#include"cocos2d.h"
#include"MonsterManager.h"

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

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

    // return the scene
    return scene;
}

bool TollgateScene::init()
{
	if(!Layer::init())
	{
		return false;
	}
        //尽量不要使用多线程,Cocos2d-x的Node对象提供了一个update函数,在游戏的每一帧都会调用update函数,我们只要调用它便可以
	this->scheduleUpdate();//这句表示我们开启调用update函数的功能

	Size visibleSize = Director::getInstance()->getVisibleSize();

	Sprite* titleSprite = Sprite::create("title.png");
	titleSprite->setPosition(Point(visibleSize.width/2, visibleSize.height-50));
	this->addChild(titleSprite, 2);

	m_player = Player::create();
	m_player->bindSprite(Sprite::create("sprite.png"));
	m_player->setPosition(Point(200, visibleSize.height / 4));
	this->addChild(m_player, 3);

	initBG();

	MonsterManager* monsterMgr = MonsterManager::create();
	this->addChild(monsterMgr, 4);

	monsterMgr->bindPlayer(m_player);

	m_iScore = 0;

	return true;
}

void TollgateScene::initBG()
{
	Size visibleSize = Director::getInstance()->getVisibleSize();
	m_bg1 = Sprite::create("tollgateBG.jpg");
	m_bg1->setPosition(Point(visibleSize.width/2, visibleSize.height/2));
	this->addChild(m_bg1,0);

	m_bg2 = Sprite::create("tollgateBG.jpg");
	m_bg2->setPosition(Point(visibleSize.width+visibleSize.width/2,visibleSize.height/2));
	m_bg2->setFlippedX(true);
	this->addChild(m_bg2,0);
	loadUI();
}

void TollgateScene::update(float delta)  //<span style="font-family: Arial, Helvetica, sans-serif;">开启调用update函数的功能,需要加this->scheduleUpdate()</span>
{
	int posX1 = m_bg1->getPositionX();
	int posX2 = m_bg2->getPositionX();

	int speed = 1;

	posX1 -= speed;
	posX2 -= speed;

	m_bg1->setPositionX(posX1);
	m_bg2->setPositionX(posX2);

	Size mapsize = m_bg1->getContentSize();

	if(posX1 <= -mapsize.width/2)
	{
		posX1 = mapsize.width + mapsize.width/2;
	}

	if(posX2 <= -mapsize.width/2)
	{
		posX2 = mapsize.width + mapsize.width/2;
	}

	m_bg1->setPositionX(posX1);
	m_bg2->setPositionX(posX2);

	m_iScore += 1;
	m_scoreLab->setText(Value(m_iScore).asString());
	//m_hpBar->setPercent(100);
	m_hpBar->setPercent(m_player->getiHP()/1000.0f*100);
}

void TollgateScene::loadUI()//加载cocostudio的控件
{
	auto UI = cocostudio::GUIReader::getInstance()->widgetFromJsonFile("LittleRunnerUI_1.ExportJson");
	this->addChild(UI);

	auto jumpBtn = (Button*)Helper::seekWidgetByName(UI, "JumpBtn");
	jumpBtn->setTitleText("Jump");
	jumpBtn->addTouchEventListener(this, toucheventselector(TollgateScene::jumpEvent));//跳跃动作的监听

	m_scoreLab = (Text*)Helper::seekWidgetByName(UI, "scoreLab");
	m_hpBar = (LoadingBar*)Helper::seekWidgetByName(UI, "ProgressBar_11");
}

void TollgateScene::jumpEvent(Ref*, TouchEventType type)
{
	switch(type)
	{
	case TouchEventType::TOUCH_EVENT_ENDED:
		m_player->jump();
		break;
	}
}

5 启动

#ifndef  _APP_DELEGATE_H_
#define  _APP_DELEGATE_H_

#include "cocos2d.h"

/**
@brief    The cocos2d Application.

The reason for implement as private inheritance is to hide some interface call by Director.
*/
class  AppDelegate : private cocos2d::Application
{
public:
    AppDelegate();
    virtual ~AppDelegate();

    /**
    @brief    Implement Director and Scene init code here.
    @return true    Initialize success, app continue.
    @return false   Initialize failed, app terminate.
    */
    virtual bool applicationDidFinishLaunching();

    /**
    @brief  The function be called when the application enter background
    @param  the pointer of the application
    */
    virtual void applicationDidEnterBackground();

    /**
    @brief  The function be called when the application enter foreground
    @param  the pointer of the application
    */
    virtual void applicationWillEnterForeground();
};

#endif // _APP_DELEGATE_H_

#include "AppDelegate.h"
#include "HelloWorldScene.h"
#include "TollgateScene.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");
		glview->setFrameSize(800, 500);//只针对windos平台,移植到手机后这些设置是无效的。由手机屏幕来决定大小
        director->setOpenGLView(glview);
    }

    // turn on display FPS
    director->setDisplayStats(false);

    // 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 = TollgateScene::createScene();

    // 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();
}

6.不要在写代码的时候,把所有的功能都往一个类里面写,多分开几个类来写,多写一些注释,以便后面要修改或者查阅看不懂。









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