cocos2d-x3.0打飞机发子弹

如有雷同,我是抄袭 偶尔e网事 童鞋的。偷笑

其实我就是讨厌cocos2d-x滥用单例类,作用划分的不清晰。。。。。

在GameLayer里加入planeLayer和BulletLayer。同时因为BulletLayer里子弹的初始位置在飞机sprite的头部,所以需要持有sprite,所以要把planeLayer的实例传给BulletLayer。

因此BulletLayer是酱紫:

class BulletLayer : public Layer
{
public:
	BulletLayer(PlaneLayer* apGameLayer);
	~BulletLayer();

	void AddBullet(float dt);
	void StartShoot(float dt);
	void MoveFinished(Node* pSender);

private:
	SpriteBatchNode* m_pBulletBatchNode;
	CCArray* m_pAllBulletArray;
	PlaneLayer* m_pPlaneLayer;
};
#include "BulletLayer.h"
#include "GameLayer.h"

#include <functional>

BulletLayer::BulletLayer(PlaneLayer* apGameLayer)
	: m_pPlaneLayer(apGameLayer)
{
	bool res = cocos2d::Layer::init();

	Texture2D* lpTexTure = TextureCache::sharedTextureCache()->addImage("shoot.png");
	m_pBulletBatchNode = SpriteBatchNode::createWithTexture(lpTexTure);
	addChild(m_pBulletBatchNode);

	m_pAllBulletArray = Array::create();
}

void BulletLayer::AddBullet( float dt )
{
	Sprite* bullet = Sprite::createWithSpriteFrameName("bullet1.png");
	m_pBulletBatchNode->addChild(bullet);

	Point planePoint = m_pPlaneLayer->getChildByTag(1)->getPosition();
	Size planeSize = m_pPlaneLayer->getChildByTag(1)->getContentSize();

	const Point bulletPos = ccp(planePoint.x, planePoint.y+planeSize.height/2); 
	bullet->setPosition(bulletPos);

	float length = CCDirector::sharedDirector()->getWinSize().height + planeSize.height/2-bulletPos.y;
	float velocity = 420/1;
	float realMoveDuration = length/velocity;

	FiniteTimeAction* actionMove = MoveTo::create(realMoveDuration,ccp(bulletPos.x
		,CCDirector::sharedDirector()->getWinSize().height + planeSize.height/2));

	FiniteTimeAction* actionDone = CCCallFuncN::create(this,callfuncN_selector(BulletLayer::MoveFinished));

	Sequence* sequence = Sequence::createWithTwoActions(actionMove,actionDone);

	bullet->runAction(sequence);
}

void BulletLayer::StartShoot( float dt )
{
	schedule(schedule_selector(BulletLayer::AddBullet),0.2f, kRepeatForever,dt);
}

void BulletLayer::MoveFinished(Node* pSender)
{
	Sprite* bullet = static_cast<Sprite*>(pSender);

	m_pBulletBatchNode->removeChild(bullet, true);
	bullet->release();
}

BulletLayer::~BulletLayer()
{
}

这里一点经验,如果有互相包含的话,一定要用前置声明,这里我偷懒了,不过编译没问题。好吧,大家要看源码,去下载吧。

http://pan.baidu.com/share/link?shareid=4044277731&uk=153311302



  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值