Cocos2d 植物大战僵尸游戏解析

一、创建主界面
1)把cocos2d.jar拷贝的libs目录,
2)把图片拷贝的asserts目录
Logo界面

public class MainActivity extends BaseActivity {

    private CCScene mScene;
    //导演
    private CCDirector mDirector;

    @Override
    protected void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
        //创建画布
        CCGLSurfaceView surfaceView = new CCGLSurfaceView(this);
        setContentView(surfaceView);

        mDirector = CCDirector.sharedDirector();
        //开启线程
        mDirector.attachInView(surfaceView);
        //显示帧率
        mDirector.setDisplayFPS(true);
        //设置屏幕大小
        mDirector.setScreenSize(800, 600);
        //水平
        mDirector.setDeviceOrientation(CCDirector.kCCDeviceOrientationLandscapeLeft);
        //添加场景
        mScene = CCScene.node();
        //添加欢迎界面
        mScene.addChild(new WelcomeLayer());
        //运行场景
        mDirector.runWithScene(mScene);

    }

    @Override
    protected void onResume() {
        mDirector.onResume();
        super.onResume();
    }

    @Override
    protected void onPause() {
        mDirector.onPause();
        super.onPause();
    }

    @Override
    protected void onDestroy() {
        mDirector.end();
        super.onDestroy();
    }
}

二、创建欢迎图层
1)加载logo
2)加载welcome界面
Loading界面

public void loadWelcome() {
        mWelcomeSprite = CCSprite.sprite("image/welcome.jpg");
        mWelcomeSprite.setAnchorPoint(0.0f, 0.0f);
        this.addChild(mWelcomeSprite);      
        loading();
    }

3)添加loading,因为loading是由帧动画实现的,在加载完loading精灵后,必须实现其帧动画

private void loading() {
        mLoadingSprite = CCSprite.sprite("image/loading/loading_01.png");
        mLoadingSprite.setPosition(mWinSize.width / 2, 50);
        this.addChild(mLoadingSprite);

        //创建桢动画
        createFrameAnimate();
    }

4)加载开始按钮,加载是按钮是隐藏的

private void loadStart() {
        mStartSprite = CCSprite.sprite("image/loading/loading_start.png");
        mStartSprite.setPosition(mWinSize.width / 2, 50);
        mStartSprite.setVisible(false);
        this.addChild(mStartSprite);
}

5)创建一个异步类,实现在loading加载完后显示start按钮
开始界面

private class Task extends AsyncTask<Void, Void, Void> {
        private CCSprite startSprite;

        public Task(CCSprite startSprite) {
            this.startSprite = startSprite;
        }

        @Override
        protected Void doInBackground(Void... params) {
            // init();
            SystemClock.sleep(8000);
            return null;
        }

        @Override
        protected void onPostExecute(Void result) {
            startSprite.setVisible(true);
            setIsTouchEnabled(true);
            super.onPostExecute(result);
        }

    }

使用:
在构造方法里
new Task(mStartSprite).execute();

详细代码如下:

public class WelcomeLayer extends CCLayer {

    private CCSprite mLogoSprite;
    private CCSprite mWelcomeSprite;
    private CGSize mWinSize;
    private CCSprite mLoadingSprite;
    private CCSprite mStartSprite;

    public WelcomeLayer() {
        mWinSize = CCDirector.sharedDirector().getWinSize();
        init();
        new Task().execute();

    }

    private void init() {
        loadLogo();
    }

    /**
     * 加载logo界面
     */
    public void loadLogo() {
        mLogoSprite = CCSprite.sprite("image/popcap_logo.png");
        // logo在中间位置
        mLogoSprite.setPosition(mWinSize.width / 2, mWinSize.height / 2);
        // 添加到图层
        this.addChild(mLogoSprite);

        CCHide ccHide = CCHide.action();// 隐藏
        CCDelayTime delayTime = CCDelayTime.action(2);// 延时1秒

        // 慢慢地隐藏,然后调用loadWelcome方法
        CCSequence sequence = CCSequence.actions(delayTime, ccHide, delayTime, CCCallFunc.action(this, "loadWelcome"));
        mLogoSprite.runAction(sequence);
    }

    /**
     * 加载欢迎界面
     */
    public void loadWelcome() {
        mWelcomeSprite = CCSprite.sprite("image/welcome.jpg");
        mWelcomeSprite.setAnchorPoint(0.0f, 0.0f);
        this.addChild(mWelcomeSprite);

        loading();
    }

    /**
     * 加载进度条
     */
    private void loading() {
        mLoadingSprite = CCSprite.sprite("image/loading/loading_01.png");
        mLoadingSprite.setPosition(mWinSize.width / 2, 50);
        this.addChild(mLoadingSprite);

        // 创建桢动画
        createFrameAnimate();

    }

    private void loadStart() {
        mStartSprite = CCSprite.sprite("image/loading/loading_start.png");
        mStartSprite.setPosition(mWinSize.width / 2, 50);
        mStartSprite.setVisible(false);
        this.addChild(mStartSprite);
    }

    private void createFrameAnimate() {
        ArrayList<CCSpriteFrame> frames = new ArrayList<CCSpriteFrame>();
        String str = "image/loading/loading_%02d.png";
        for (int i = 1; i <= 9; i++) {
            CCSpriteFrame frame = CCSprite.sprite(String.format(str, i)).displayedFrame();
            frames.add(frame);
        }
        CCAnimation animation = CCAnimation.animation("", 0.2f, frames);
        // 表示不需要永不停止播放
        CCAnimate animate = CCAnimate.action(animation, false);
        mLoadingSprite.runAction(animate);

        // 加载开始按钮
        loadStart();
    }

    @Override
    public boolean ccTouchesBegan(MotionEvent event) {
        // 判断是否点击了开始按钮
        CGRect boundingBox = mStartSprite.getBoundingBox();
        CGPoint cgPoint = this.convertTouchToNodeSpace(event);
        if (CGRect.containsPoint(boundingBox, cgPoint)) {
            //切换界面
            GameUtil.switfLayer(new MenuLayer());
        }
        return super.ccTouchesBegan(event);
    }

    private class Task extends AsyncTask<Void, Void, Void> {
        @Override
        protected Void doInBackground(Void... params) {
            SystemClock.sleep(6000);
            return null;
        }

        @Override
        protected void onPostExecute(Void result) {
            if (mStartSprite != null) {
                mStartSprite.setVisible(true);
                setIsTouchEnabled(true);
            }
            super.onPostExecute(result);
        }

    }
}

菜单图层:

public class MenuLayer extends CCLayer {
    private CGSize mWinSize;

    public MenuLayer() {
        init();
    }

    private void init() {
        mWinSize = CCDirector.sharedDirector().getWinSize();
        CCSprite sprite = CCSprite.sprite("image/menu/main_menu_bg.jpg");
        sprite.setAnchorPoint(0.0f, 0.0f);
        this.addChild(sprite);

        addMenu();
    }

    private void addMenu() {
        CCSprite normalSprite = CCSprite.sprite("image/menu/start_adventure_default.png");
        CCSprite selectSprite = CCSprite.sprite("image/menu/start_adventure_press.png");
        CCMenuItem items = CCMenuItemSprite.item(normalSprite, selectSprite, this, "onClick");
        CCMenu menu = CCMenu.menu(items);
        menu.setPosition(mWinSize.width/2 - 25, mWinSize.height/2 - 110);
        menu.setScale(0.5f);
        this.addChild(menu);
    }

    /**
     * @param object 用于反射,代表点击的条目
     */
    public void onClick(Object object) {
        //切换到对战图层
        GameUtil.switfLayer(new FightLayer());
    }
}

对战图层:
对战界面
1)加载地图

private void loadMap() {
        CCTMXTiledMap  map = CCTMXTiledMap.tiledMap("image/fight/map_day.tmx");
        map.setAnchorPoint(0.5f, 0.5f);
        CGSize contentSize = map.getContentSize();
        map.setPosition(contentSize.width /2 , contentSize.height / 2);
        this.addChild(map);
    }

2)移动地图

private void moveMap() {
        CGPoint pos = ccp(-(mMapSize.width - mWinSize.width), 0);
        CCMoveBy moveBy = CCMoveBy.action(2, pos);
        //停留4秒再移动 
        CCSequence sequence = CCSequence.actions(CCDelayTime.action(4), moveBy);
        mMap.runAction(sequence);
    }

3)显示僵尸

private void showZombiles() {
        for (int i = 0; i < mZombiesPoints.size(); i++) {
            CGPoint cgPoint = mZombiesPoints.get(i);
            ZombiesSprite zombiesSprite = new ZombiesSprite();
            zombiesSprite.setPosition(cgPoint);
            mMap.addChild(zombiesSprite);
        }
    }

4)加载道具

CCSequence sequence = CCSequence.actions(CCDelayTime.action(4), moveBy, CCDelayTime.action(4), CCCallFunc.action(this, "loadContainer"));

public void loadContainer(){
        //加载以选择的容器
        CCSprite choseSprite = CCSprite.sprite("image/fight/chose/fight_chose.png");
        choseSprite.setAnchorPoint(0f,1.0f);//左上角
        choseSprite.setPosition(0, mWinSize.height);
        this.addChild(choseSprite);

        //加载可选择的容器
        CCSprite chooseSprite = CCSprite.sprite("image/fight/chose/fight_choose.png");
        chooseSprite.setAnchorPoint(0, 0);
        this.addChild(chooseSprite);//底部
    }

5)加载植物,重点是计算植物的位置
这里写图片描述

private void loadPlant() {
        for (int i = 1; i <= 9; i++) {
            Plant plant = new Plant(i);
            CCSprite plantSprite = plant.getPlantSprite();
            float x = 16 + ((i - 1))%4 * 54;
            float y = 175 -((i - 1))%4 * 59;
            plantSprite.setPosition(x, y);
            mChooseSprite.addChild(plantSprite);//添加植物
        }
    }

植物实体类

public class Plant {
    private static Map<Integer, HashMap<String, String>> mDatas;
    private static CCSprite mPlantSprite;

    //查询数据库 获取植物
    static{
        //模拟数据库
        mDatas = new HashMap<Integer, HashMap<String,String>>();
        String path = "image/fight/chose/choose_default%02d.png";
        for (int i = 1; i <= 9; i++) {
            HashMap<String,String> data = new HashMap<String, String>();
            data.put("path", String.format(path, i));//路径
            data.put("sun", 50+"");//阳光数
            mDatas.put(i, data);
        }
    }

    public Plant(int id){
        HashMap<String, String> data = mDatas.get(id);
        String path = data.get("path");
        mPlantSprite = CCSprite.sprite(path);
    }

    /**
     * 获得植物精灵
     * @return
     */
    public CCSprite getPlantSprite(){
        return mPlantSprite;
    }
}

效果图
这里写图片描述

工具类:
场景动画
这里写图片描述

public class GameUtil {

    public static void switfLayer(CCLayer layer){
        //
        CCScene sence = CCScene.node();
        sence.addChild(layer);
        //跳跃式的切换
        //CCJumpZoomTransition transition = CCJumpZoomTransition.transition(2, sence);
        //CCFadeTRTransition transition = CCFadeTRTransition.transition(2f, sence);
        //CCSplitColsTransition transition = CCSplitColsTransition.transition(2, sence);
        CCFlipAngularTransition transition = CCFlipAngularTransition.transition(3, sence, 1);
        //切换场景
        CCDirector.sharedDirector().replaceScene(transition);
    }

}

源码下载

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植物大战僵尸游戏需要掌握cocos2d-x引擎的基础知识,包括场景、图层、精灵、动画等,同时还需要了解游戏的规则和逻辑。下面是一个简单的植物大战僵尸游戏实现思路: 1. 创建游戏场景和游戏图层 2. 加载游戏背景、植物、僵尸等资源 3. 实现植物的种植和僵尸的出现 4. 实现植物攻击僵尸和僵尸攻击植物 5. 实现游戏结束和胜利的判定 具体实现细节可以参考下面的代码示例: 1. 创建游戏场景和游戏图层 ``` auto scene = Scene::create(); auto layer = Layer::create(); scene->addChild(layer); ``` 2. 加载游戏资源 ``` auto bg = Sprite::create("bg.png"); auto sunflower = Sprite::create("sunflower.png"); auto zombie = Sprite::create("zombie.png"); ``` 3. 实现植物的种植和僵尸的出现 ``` auto addSunflower = CallFunc::create([&](){ auto sunflower = Sprite::create("sunflower.png"); sunflower->setPosition(Vec2(100, 100)); layer->addChild(sunflower); }); auto addZombie = CallFunc::create([&](){ auto zombie = Sprite::create("zombie.png"); zombie->setPosition(Vec2(500, 100)); layer->addChild(zombie); }); auto sequence = Sequence::create(addSunflower, DelayTime::create(5.0f), addZombie, nullptr); layer->runAction(RepeatForever::create(sequence)); ``` 4. 实现植物攻击僵尸和僵尸攻击植物 ``` auto sunflowerAttack = CallFunc::create([&](){ // 植物攻击 auto bullet = Sprite::create("bullet.png"); bullet->setPosition(sunflower->getPosition()); layer->addChild(bullet); auto move = MoveTo::create(1.0f, zombie->getPosition()); auto remove = RemoveSelf::create(); bullet->runAction(Sequence::create(move, remove, nullptr)); }); auto zombieAttack = CallFunc::create([&](){ // 僵尸攻击 auto attack = Sprite::create("attack.png"); attack->setPosition(zombie->getPosition()); layer->addChild(attack); auto remove = RemoveSelf::create(); attack->runAction(Sequence::create(DelayTime::create(1.0f), remove, nullptr)); }); auto sunflowerSequence = Sequence::create(sunflowerAttack, DelayTime::create(1.0f), nullptr); sunflower->runAction(RepeatForever::create(sunflowerSequence)); auto zombieSequence = Sequence::create(zombieAttack, DelayTime::create(1.0f), nullptr); zombie->runAction(RepeatForever::create(zombieSequence)); ``` 5. 实现游戏结束和胜利的判定 ``` bool isGameOver = false; bool isGameWin = false; auto checkGameOver = CallFunc::create([&](){ if (isGameOver) { // 游戏结束 // ... } }); auto checkGameWin = CallFunc::create([&](){ if (isGameWin) { // 游戏胜利 // ... } }); auto gameOverSequence = Sequence::create(DelayTime::create(10.0f), checkGameOver, nullptr); auto gameWinSequence = Sequence::create(DelayTime::create(10.0f), checkGameWin, nullptr); layer->runAction(gameOverSequence); layer->runAction(gameWinSequence); ``` 以上就是一个简单的植物大战僵尸游戏实现思路,具体实现还需要根据自己的需求进行调整和完善。
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