今天,让我们一起来看一下关于使用Cocos2D-x引擎开发运行在iOS设备上的《植物大战僵尸》简易版本,我所做的就设计了两关,开始动画、菜单界面、游戏界面、游戏成功失败界面,菜单界面上有开始游戏按钮、退出游戏按钮、关于按钮、帮助按钮、游戏界面上有暂停和返回按钮。所用到的技术等做完之后再进行总结,现在就从开始一点一点讲述我所做的过程。
首先,环境搭建这方面我就不多说了,不懂的可以网上找一些资料,这方面的资料还是很多的,我采用Cocos2D-x的版本是2.2.2,环境是Mac Xcode4.6.2,因此建立工程的时候,在终端下进入/Users/tjj/Desktop/cocos2d-x/cocos2d-x-2.2.2/tools/project-creator目录下,输入如下指令:python ./create_project.py -project PlantsVSZombies -package com.hdc.edu -language cpp然后点击回车,工程即可建好,然后在projects目录下找到你所建的项目名称PlantsVSZombies,用Xcode打开即可。
下面新建一个StartLayer类,实现开始动画界面
/* *********************StartLayer.h********************* */
#ifndef __PlantsVSZombies__StartLayer__
#define __PlantsVSZombies__StartLayer__
#include <iostream>
#include "cocos2d.h"
#include "cocos-ext.h"
USING_NS_CC;
USING_NS_CC_EXT;
using namespace std;
class StartLayer : public CCLayer
{
public:
static CCScene* scene();
CREATE_FUNC(StartLayer);
virtual bool init();
void loadUI();
void replaceScene();
private:
CCSize _winSize;
};
#endif
/* *********************StartLayer.cpp******************** */
#include "StartLayer.h"
#include "MenuLayer.h"
CCScene* StartLayer::scene()
{
CCScene* scene = CCScene::create();
StartLayer* layer = StartLayer::create();
scene -> addChild(layer);
return scene;
}
bool StartLayer::init()
{
if(!CCLayer::init())
{
return false;
}
_winSize = CCDirector::sharedDirector() -> getWinSize();
loadUI();
return true;
}
void StartLayer::loadUI()
{
CCSprite* bgSprite = CCSprite::create("titlescreen.png");
bgSprite -> setPosition(ccp(_winSize.width/2,_winSize.height/2));
this -> addChild(bgSprite);
CCSprite* titleSprite = CCSprite::create("pvz_logo.png");
titleSprite -> setPosition(ccp(_winSize.width/2,_winSize.height/4 * 3 + 30));
this -> addChild(titleSprite);
CCSprite* downSprite = CCSprite::create("down.png");
downSprite -> setPosition(ccp(_winSize.width/2 - 20,_winSize.height/5 - 20));
this -> addChild(downSprite);
CCSprite* logoSprite = CCSprite::create("popcap.png");
logoSprite -> setPosition(ccp(_winSize.width - 60,_winSize.height/4 - 10));
logoSprite -> setScale(0.5f);
this -> addChild(logoSprite);
//添加绿草地滚动动画,滚动结束之后进入到菜单界面
CCSprite* scrollgrassSprite = CCSprite::create("scrollgrass.png");
scrollgrassSprite -> setPosition(ccp(70,80));
scrollgrassSprite -> setScale(0.8f);
CCR
首先,环境搭建这方面我就不多说了,不懂的可以网上找一些资料,这方面的资料还是很多的,我采用Cocos2D-x的版本是2.2.2,环境是Mac Xcode4.6.2,因此建立工程的时候,在终端下进入/Users/tjj/Desktop/cocos2d-x/cocos2d-x-2.2.2/tools/project-creator目录下,输入如下指令:python ./create_project.py -project PlantsVSZombies -package com.hdc.edu -language cpp然后点击回车,工程即可建好,然后在projects目录下找到你所建的项目名称PlantsVSZombies,用Xcode打开即可。
下面新建一个StartLayer类,实现开始动画界面
/* *********************StartLayer.h********************* */
#ifndef __PlantsVSZombies__StartLayer__
#define __PlantsVSZombies__StartLayer__
#include <iostream>
#include "cocos2d.h"
#include "cocos-ext.h"
USING_NS_CC;
USING_NS_CC_EXT;
using namespace std;
class StartLayer : public CCLayer
{
public:
static CCScene* scene();
CREATE_FUNC(StartLayer);
virtual bool init();
void loadUI();
void replaceScene();
private:
CCSize _winSize;
};
#endif
/* *********************StartLayer.cpp******************** */
#include "StartLayer.h"
#include "MenuLayer.h"
CCScene* StartLayer::scene()
{
CCScene* scene = CCScene::create();
StartLayer* layer = StartLayer::create();
scene -> addChild(layer);
return scene;
}
bool StartLayer::init()
{
if(!CCLayer::init())
{
return false;
}
_winSize = CCDirector::sharedDirector() -> getWinSize();
loadUI();
return true;
}
void StartLayer::loadUI()
{
CCSprite* bgSprite = CCSprite::create("titlescreen.png");
bgSprite -> setPosition(ccp(_winSize.width/2,_winSize.height/2));
this -> addChild(bgSprite);
CCSprite* titleSprite = CCSprite::create("pvz_logo.png");
titleSprite -> setPosition(ccp(_winSize.width/2,_winSize.height/4 * 3 + 30));
this -> addChild(titleSprite);
CCSprite* downSprite = CCSprite::create("down.png");
downSprite -> setPosition(ccp(_winSize.width/2 - 20,_winSize.height/5 - 20));
this -> addChild(downSprite);
CCSprite* logoSprite = CCSprite::create("popcap.png");
logoSprite -> setPosition(ccp(_winSize.width - 60,_winSize.height/4 - 10));
logoSprite -> setScale(0.5f);
this -> addChild(logoSprite);
//添加绿草地滚动动画,滚动结束之后进入到菜单界面
CCSprite* scrollgrassSprite = CCSprite::create("scrollgrass.png");
scrollgrassSprite -> setPosition(ccp(70,80));
scrollgrassSprite -> setScale(0.8f);
CCR