飞机发射子弹:
弹幕,是雷电游戏的精华。这就需要对子弹的运动轨迹进行控制。
先做一个最简单的子弹发射,后面再添加各种弹幕(实际上主要是研究弹幕)
说是最简单,其实也是最普通的子弹发射,产生一个颗子弹移动就OK了。
方法:做一个子弹发射的计时器,产生子弹,子弹做MoveBy动作就OK了。
代码:
GameLayer.cpp
void GameLayer::fireSchedule(float dt)
{
Size screenSize = Director::getInstance()->getWinSize() ;
Vec2 crePos = m_pPlayerPlane->getPosition() ;//子弹的初始位置
float flyTime = 1.0f ;
Sprite * pBullet = Sprite::create("bullet1.png") ;
pBullet->setPosition(crePos) ;
addChild(pBullet,ZORDER_BULLET) ;
flyTime = ((screenSize.height - crePos.y) / screenSize.height)*flyTime ;//移动的时间跟,发射的距离相关
pBullet->runAction(
Sequence::create(
MoveBy::create(flyTime,Vec2(0,screenSize.height - crePos.y)),
RemoveSelf::create(true),nullptr)
) ;
}
敌人新建了一个类,因为,到后面敌人可能还需要有一些自己的属性。
EnermySprite.h
#ifndef _ENERMY_SPRITE_H_
#define _ENERMY_SPRITE_H_
#include "cocos2d.h"
USING_NS_CC ;
typedef enum
{
kEnermyTypeNone = 0,
kEnermyType1,
kEnermyType2,
kEnermyType3,
kEnermyType4,
}EnermyType;
class EnermySprite : public Sprite
{
public:
static EnermySprite * createByType(EnermyType type);
static const char * getImageNameByType(EnermyType type);
public:
EnermySprite();
~EnermySprite();
private:
};
#endif
EnermySprite.cpp
#include "EnermySprite.h"
EnermySprite * EnermySprite::createByType(EnermyType type)
{
const char * pImage = getImageNameByType(type) ;
EnermySprite * pRet = new EnermySprite() ;
pRet->initWithFile(pImage) ;
pRet->autorelease() ;
return pRet ;
}
const char * EnermySprite::getImageNameByType(EnermyType type)
{
const char* pImageName = nullptr;
switch (type)
{
case kEnermyType1:
pImageName = "enemy1.png" ;
break;
case kEnermyType2:
pImageName = "enemy2.png" ;
break;
case kEnermyType3:
pImageName = "enemy3.png" ;
break;
case kEnermyType4:
pImageName = "enemy4.png" ;
break;
default:
break;
}
return pImageName ;
}
EnermySprite::EnermySprite()
{
}
EnermySprite::~EnermySprite()
{
}
添加到游戏中:
GameLayer.h
void GameLayer::createEneSchedule(float dt)
{
int ran = CCRANDOM_0_1() * 4 + 1 ;
EnermyType type ;
switch (ran)
{
case 1:
type = kEnermyType1;
break;
case 2:
type = kEnermyType2;
break;
case 3:
type = kEnermyType3;
break;
case 4:
type = kEnermyType4;
break;
default:
break;
}
auto pEne = EnermySprite::createByType(type) ;
float x = CCRANDOM_0_1()*(Director::getInstance()->getWinSize().width - pEne->getBoundingBox().size.width / 2) + pEne->getBoundingBox().size.width / 2;
float y = Director::getInstance()->getWinSize().height + pEne->getBoundingBox().size.height / 2 ;
float flyTime = 2.0f ;
pEne->runAction(
Sequence::create(
MoveBy::create(flyTime,Vec2(0,-(Director::getInstance()->getWinSize().height + pEne->getBoundingBox().size.height))),
CallFuncN::create(CC_CALLBACK_1(GameLayer::enermyMoveEndCallback,this)),
RemoveSelf::create(true),nullptr
)
) ;
addChild(pEne) ;
pEne->setPosition(x,y) ;
m_pEnermyVec.pushBack(pEne) ;
}
void GameLayer::enermyMoveEndCallback(Node * pNode)
{
EnermySprite * pEnermy = dynamic_cast<EnermySprite*>(pNode) ;
m_pEnermyVec.eraseObject(pEnermy);
}
又是一个计时器,记得要添加一个敌人的vector来存放敌人。