cocos3.5塔防游戏开发---复习cocos2dx结束(明天重启仙剑)

前几天想复习一下cocos2dx和c++,所以网上down了几段代码,不过win32下的工程比较难找,所以找了一些都是mac下的代码,上一篇2048就是其中一个,mac的项目移植到win32下,首先问题就是转码,不过转完码还是不能直接运行的,比如说在cocos2dx2.0时代,回调函数的参数问题,这个在3.0之后因为全新的根类ref出现回调麻烦减少了很多,不过好在源码也是c++的,改的难度也不算大,先看下最后的效果,代码比较完整,几乎游戏该有的部分都实现了,具体代码我就不讲了,后面会直接贴出来,我这么说说里面几个我受益的地方,首先是移植过程中遇到的一个问题,就是数组初始化

这个在mac下的数组定义在win32下就么有办法在vs2012下初始化了,我上网查了一下c++11的特性里面明明有这个的添加,mac下的ide直接对数组进行了初始化,但在vs2012下就不行,所以我们还是回到vs传统的数组初始化方式上我们在cpp中的init里面加入一个for循环来给int mapinfo[9][16];来赋值,其他需要注意的地方就不多了,需要的自己建工程看吧,以前也写过一个塔防游戏,之所以移植这个塔防是因为这个游戏里面使用了一些我认为不错的东西,首先用关卡文件来设定关卡,第一次使用关卡文件的读取方式,这里可以看下,

<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
	<key>levelmap</key>
	<dict>
		<key>mapfile</key>
		<string>tilemap0.tmx</string>
		<key>tildfile</key>
		<string>tiles.png</string>
		<key>bgimg</key>
		<string>playbg.png</string>
	</dict>
	<key>levelinfo</key>
	<dict>
		<key>levelnum</key>
		<integer>1</integer>
		<key>money</key>
		<integer>500</integer>
		<key>npcgroup</key>
		<array>
			<array>
				<dict>
					<key>npc_HP</key>
					<integer>10</integer>
					<key>npc_Speed</key>
					<string>0.5</string>
					<key>npc_Price</key>
					<string>100</string>
					<key>npc_Type</key>
					<string>1</string>
				</dict>
				<dict>
					<key>npc_HP</key>
					<integer>10</integer>
					<key>npc_Speed</key>
					<string>0.5</string>
					<key>npc_Price</key>
					<string>100</string>
					<key>npc_Type</key>
					<string>1</string>
				</dict>
				<dict>
					<key>npc_HP</key>
					<integer>10</integer>
					<key>npc_Speed</key>
					<string>0.5</string>
					<key>npc_Price</key>
					<string>100</string>
					<key>npc_Type</key>
					<string>1</string>
				</dict>
				<dict>
					<key>npc_HP</key>
					<integer>10</integer>
					<key>npc_Speed</key>
					<string>0.5</string>
					<key>npc_Price</key>
					<string>100</string>
					<key>npc_Type</key>
					<string>1</string>
				</dict>
				<dict>
					<key>npc_HP</key>
					<integer>10</integer>
					<key>npc_Speed</key>
					<string>0.5</string>
					<key>npc_Price</key>
					<string>100</string>
					<key>npc_Type</key>
					<string>1</string>
				</dict>
				<dict>
					<key>npc_HP</key>
					<integer>10</integer>
					<key>npc_Speed</key>
					<string>0.5</string>
					<key>npc_Price</key>
					<string>100</string>
					<key>npc_Type</key>
					<string>1</string>
				</dict>
				<dict>
					<key>npc_HP</key>
					<integer>10</integer>
					<key>npc_Speed</key>
					<string>0.5</string>
					<key>npc_Price</key>
					<string>100</string>
					<key>npc_Type</key>
					<string>1</string>
				</dict>
				<dict>
					<key>npc_HP</key>
					<integer>10</integer>
					<key>npc_Speed</key>
					<string>0.5</string>
					<key>npc_Price</key>
					<string>100</string>
					<key>npc_Type</key>
					<string>1</string>
				</dict>
				<dict>
					<key>npc_HP</key>
					<integer>10</integer>
					<key>npc_Speed</key>
					<string>0.5</string>
					<key>npc_Price</key>
					<string>100</string>
					<key>npc_Type</key>
					<string>1</string>
				</dict>
				<dict>
					<key>npc_HP</key>
					<integer>10</integer>
					<key>npc_Speed</key>
					<string>0.5</string>
					<key>npc_Price</key>
					<string>100</string>
					<key>npc_Type</key>
					<string>1</string>
				</dict>
			</array>
			<array>
				<dict>
					<key>npc_HP</key>
					<integer>10</integer>
					<key>npc_Speed</key>
					<string>0.5</string>
					<key>npc_Price</key>
					<string>100</string>
					<key>npc_Type</key>
					<string>1</string>
				</dict>
				<dict>
					<key>npc_HP</key>
					<integer>10</integer>
					<key>npc_Speed</key>
					<string>0.5</string>
					<key>npc_Price</key>
					<string>100</string>
					<key>npc_Type</key>
					<string>1</string>
				</dict>
				<dict>
					<key>npc_HP</key>
					<integer>10</integer>
					<key>npc_Speed</key>
					<string>0.5</string>
					<key>npc_Price</key>
					<string>100</string>
					<key>npc_Type</key>
					<string>1</string>
				</dict>
				<dict>
					<key>npc_HP</key>
					<integer>10</integer>
					<key>npc_Speed</key>
					<string>0.5</string>
					<key>npc_Price</key>
					<string>100</string>
					<key>npc_Type</key>
					<string>1</string>
				</dict>
				<dict>
					<key>npc_HP</key>
					<integer>10</integer>
					<key>npc_Speed</key>
					<string>0.5</string>
					<key>npc_Price</key>
					<string>100</string>
					<key>npc_Type</key>
					<string>1</string>
				</dict>
				<dict>
					<key>npc_HP</key>
					<integer>10</integer>
					<key>npc_Speed</key>
					<string>0.5</string>
					<key>npc_Price</key>
					<string>100</string>
					<key>npc_Type</key>
					<string>1</string>
				</dict>
				<dict>
					<key>npc_HP</key>
					<integer>10</integer>
					<key>npc_Speed</key>
					<string>0.5</string>
					<key>npc_Price</key>
					<string>100</string>
					<key>npc_Type</key>
					<string>1</string>
				</dict>
				<dict>
					<key>npc_HP</key>
					<integer>10</integer>
					<key>npc_Speed</key>
					<string>0.5</string>
					<key>npc_Price</key>
					<string>100</string>
					<key>npc_Type</key>
					<string>1</string>
				</dict>
				<dict>
					<key>npc_HP</key>
					<integer>10</integer>
					<key>npc_Speed</key>
					<string>0.5</string>
					<key>npc_Price</key>
					<string>100</string>
					<key>npc_Type</key>
					<string>1</string>
				</dict>
				<dict>
					<key>npc_HP</key>
					<integer>10</integer>
					<key>npc_Speed</key>
					<string>0.5</string>
					<key>npc_Price</key>
					<string>100</string>
					<key>npc_Type</key>
					<string>1</string>
				</dict>
			</array>
			<array>
				<dict>
					<key>npc_HP</key>
					<integer>10</integer>
					<key>npc_Speed</key>
					<string>0.5</string>
					<key>npc_Price</key>
					<string>100</string>
					<key>npc_Type</key>
					<string>2</string>
				</dict>
				<dict>
					<key>npc_HP</key>
					<integer>10</integer>
					<key>npc_Speed</key>
					<string>0.5</string>
					<key>npc_Price</key>
					<string>100</string>
					<key>npc_Type</key>
					<string>1</string>
				</dict>
				<dict>
					<key>npc_HP</key>
					<integer>30</integer>
					<key>npc_Speed</key>
					<string>0.5</string>
					<key>npc_Price</key>
					<string>100</string>
					<key>npc_Type</key>
					<string>2</string>
				</dict>
				<dict>
					<key>npc_HP</key>
					<integer>10</integer>
					<key>npc_Speed</key>
					<string>0.5</string>
					<key>npc_Price</key>
					<string>100</string>
					<key>npc_Type</key>
					<string>1</string>
				</dict>
				<dict>
					<key>npc_HP</key>
					<integer>30</integer>
					<key>npc_Speed</key>
					<string>0.5</string>
					<key>npc_Price</key>
					<string>100</string>
					<key>npc_Type</key>
					<string>2</string>
				</dict>
				<dict>
					<key>npc_HP</key>
					<integer>10</integer>
					<key>npc_Speed</key>
					<string>0.5</string>
					<key>npc_Price</key>
					<string>100</string>
					<key>npc_Type</key>
					<string>1</string>
				</dict>
				<dict>
					<key>npc_HP</key>
					<integer>30</integer>
					<key>npc_Speed</key>
					<string>0.5</string>
					<key>npc_Price</key>
					<string>100</string>
					<key>npc_Type</key>
					<string>2</string>
				</dict>
				<dict>
					<key>npc_HP</key>
					<integer>10</integer>
					<key>npc_Speed</key>
					<string>0.5</string>
					<key>npc_Price</key>
					<string>100</string>
					<key>npc_Type</key>
					<string>1</string>
				</dict>
				<dict>
					<key>npc_HP</key>
					<integer>30</integer>
					<key>npc_Speed</key>
					<string>0.5</string>
					<key>npc_Price</key>
					<string>100</string>
					<key>npc_Type</key>
					<string>2</string>
				</dict>
				<dict>
					<key>npc_HP</key>
					<integer>10</integer>
					<key>npc_Speed</key>
					<string>0.5</string>
					<key>npc_Price</key>
					<string>100</string>
					<key>npc_Type</key>
					<string>1</string>
				</dict>
			</array>
			<array>
				<dict>
					<key>npc_HP</key>
					<integer>40</integer>
					<key>npc_Speed</key>
					<string>0.5</string>
					<key>npc_Price</key>
					<string>100</string>
					<key>npc_Type</key>
					<string>3</string>
				</dict>
				<dict>
					<key>npc_HP</key>
					<integer>10</integer>
					<key>npc_Speed</key>
					<string>0.5</string>
					<key>npc_Price</key>
					<string>100</string>
					<key>npc_Type</key>
					<string>1</string>
				</dict>
				<dict>
					<key>npc_HP</key>
					<integer>30</integer>
					<key>npc_Speed</key>
					<string>0.5</string>
					<key>npc_Price</key>
					<string>100</string>
					<key>npc_Type</key>
					<string>2</string>
				</dict>
				<dict>
					<key>npc_HP</key>
					<integer>10</integer>
					<key>npc_Speed</key>
					<string>0.5</string>
					<key>npc_Price</key>
					<string>100</string>
					<key>npc_Type</key>
					<string>1</string>
				</dict>
				<dict>
					<key>npc_HP</key>
					<integer>30</integer>
					<key>npc_Speed</key>
					<string>0.5</string>
					<key>npc_Price</key>
					<string>100</string>
					<key>npc_Type</key>
					<string>2</string>
				</dict>
				<dict>
					<key>npc_HP</key>
					<integer>10</integer>
					<key>npc_Speed</key>
					<string>0.5</string>
					<key>npc_Price</key>
					<string>100</string>
					<key>npc_Type</key>
					<string>1</string>
				</dict>
				<dict>
					<key>npc_HP</key>
					<integer>30</integer>
					<key>npc_Speed</key>
					<string>0.5</string>
					<key>npc_Price</key>
					<string>100</string>
					<key>npc_Type</key>
					<string>2</string>
				</dict>
				<dict>
					<key>npc_HP</key>
					<integer>40</integer>
					<key>npc_Speed</key>
					<string>0.5</string>
					<key>npc_Price</key>
					<string>100</string>
					<key>npc_Type</key>
					<string>3</string>
				</dict>
				<dict>
					<key>npc_HP</key>
					<integer>30</integer>
					<key>npc_Speed</key>
					<string>0.5</string>
					<key>npc_Price</key>
					<string>100</string>
					<key>npc_Type</key>
					<string>2</string>
				</dict>
				<dict>
					<key>npc_HP</key>
					<integer>10</integer>
					<key>npc_Speed</key>
					<string>0.5</string>
					<key>npc_Price</key>
					<string>100</string>
					<key>npc_Type</key>
					<string>1</string>
				</dict>
			</array>
		</array>
	</dict>
</dict>
</plist>
第一关的关卡文件,读取方式我们看下代码
 //添加背景
	  ValueMap levelInfo=FileUtils::getInstance()->getValueMapFromFile(StringUtils::format("level_00%d.plist",nowLevel));   
	  //获取背景地图
	  std::string bg=levelInfo["levelmap"].asValueMap()["bgimg"].asString();
     auto sp=Sprite::create(bg);
	sp->setPosition(Vec2(Director::getInstance()->getWinSize().width/2,(Director::getInstance()->getWinSize().height/2)));
	this->addChild(sp);
	
	 //添加地图
	 std::string mapf=levelInfo["levelmap"].asValueMap()["mapfile"].asString();
	auto map=TMXTiledMap::create(mapf);
	this->addChild(map);
	map->setTag(888);
	//加载所有点
	initAllPoint(map);
	产生敌人
	this->schedule(schedule_selector(GameScene::newEnemy),3);
	//this->enemyCount=20;
	auto spritetool=Sprite::createWithSpriteFrameName("toolbg.png");
	spritetool->setAnchorPoint(Point(0.5f,1));
	spritetool->setPosition(Vec2(Director::getInstance()->getWinSize().width/2,Director::getInstance()->getWinSize().height));
	this->addChild(spritetool);
	spritetool->setTag(2000);
	
	//初始化钱
	int startmoney=levelInfo["levelinfo"].asValueMap()["money"].asInt();
	this->money=startmoney;//金币
	auto moneyLabel=Label::createWithBMFont("fonts/bitmapFontChinese.fnt"," ");
	moneyLabel->setPosition(Vec2(spritetool->getContentSize().width/8,spritetool->getContentSize().height/2));
	moneyLabel->setAnchorPoint(Point(0,0.5f));
	moneyLabel->setTag(2002);
	auto moneyText=std::to_string(money);
	moneyLabel->setString(moneyText);
	spritetool->addChild(moneyLabel);
		//当前关卡一共给多少波, 每波的数量
	this->levelAllNpc=levelInfo["levelinfo"].asValueMap()["npcgroup"].asValueVector();//怪物总共波数
调用上面读取的文件数据
  //读取关卡信息中的数据,获取当前波数,当前怪物
       int type=0;
	   int hp=0;
	   if(npcNumber_index<npcNumberCount){
	   type=levelAllNpc.at(this->npcGroup_index).asValueVector().at(npcNumber_index).asValueMap()["npc_Type"].asInt();
	   CCLOG("newEnemytype=%d",type);
	     hp=levelAllNpc.at(this->npcGroup_index).asValueVector().at(npcNumber_index).asValueMap()["npc_HP"].asInt();
	   CCLOG("newEnemyhp=%d",hp);
<pre name="code" class="cpp">price=levelAllNpc.at(this->npcGroup_index).asValueVector().at(npcNumber_index).asValueMap()["npc_Price"].asInt();
speed=levelAllNpc.at(this->npcGroup_index).asValueVector().at(npcNumber_index).asValueMap()["npc_Speed"].asInt();


 

 看一下.h中的定义 

int nowLevel;//当前关卡编号
	int npcGroupCount;//当前关共有多少波怪物
	int npcNumberCount;//当前波共有多少怪物
	void initLevel();//初始化当前关卡
	int npcGroup_index;//当前第几波
	int npcNumber_index;//当前第几个
	ValueVector levelAllNpc;//当前关卡的所有怪物定义
使用这种方法大大的简化了程序的工作量,真的很不错,另外,开始菜单使用了
#include "MenuScene.h"
#include"GameScene.h"
Scene * MenuScene::createScene(){
	auto scene=Scene::create();
    auto layer=MenuScene::create();
    scene->addChild(layer);
    return scene;
}
bool MenuScene:: init(){
	if(!Layer::init()){
		return false;
	}
	//加载ui编辑器编辑好的ui
	auto node= GUIReader::getInstance()->widgetFromJsonFile("NewUi_1/NewUi_1.json");//从组件中得到一个josn
	this->addChild(node);
	Button*btStart=(Button*)node->getChildByTag(7);
	btStart->addTouchEventListener(CC_CALLBACK_2(MenuScene::onclick,this));

	return true;
}
void MenuScene:: onclick(Ref* obj,Widget::TouchEventType t){
	switch (t)
	{
	case Widget::TouchEventType::ENDED:
		{
		auto scene=GameScene::createScene();
		Director::getInstance()->replaceScene(TransitionFlipX::create(0.5f,scene));}
		break;
	default:
		break;
	}

}


cocos stdio1.6来编辑,上面是调用代码,其他方面的代码跟正常情况区别不是很大,我这里直接贴出来就行了, 代码下载点这里





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