本篇博客出自阿修罗道,转载请注明出处:http://blog.csdn.net/fansongy/article/details/8881664
游戏么,得有输赢、敌人。
地图编辑的一些方法,传送门:http://www.cnblogs.com/andyque/archive/2011/05/07/2039481.html
下面加入敌人:
void HelloWorld::addEnemy(int x,int y)
{
CCSprite* enemy = CCSprite::create("enemy1.png");
enemy->setPosition(ccp(x,y));
addChild(enemy);
//moveEnemy(enemy);
m_enemies->addObject(enemy);
}
接下来使敌人移动,这里跟官方的不太一样。我采用的是在屏幕上显示的怪能移动。
做出来的有点小问题:isRunning函数似乎有问题,不能用。嫌麻烦自己没写类。
所以有个小Bug,有兴趣的读者可以改改,自己写个子类,然后设置个动没动的标志。
void HelloWorld::moveEnemy(CCSprite* enemy)
{
CCPoint diff = ccpSub(m_player->getPosition(),enemy->getPosition());
float angleRadians = atanf((float)diff.y / (float)diff.x);
float angleDegrees = CC_RADIANS_TO_DEGREES(angleRadians);
float cocosAngle =-1* angleDegrees;
if (diff.x <0) {
cocosAngle +=180;
}
enemy->setRotation(cocosAngle);
int x = m_player->getPosition().x;
int y = m_player->getPosition().y;
CCActionInterval* move = CCMoveBy::create(3.0f, ccpSub(m_player->getPosition(),enemy->getPosition()));
enemy->runAction(CCSequence::create(move,
CCCallFuncN::create(this,callfuncN_selector(HelloWorld::enemyMoveFinished)),NULL));
}
循环的回调是必要的,因为玩家的位置会更改,目标坐标会改变。
//此处如此设计因为玩家位置会发生变化,需要重复获取
void HelloWorld::enemyMoveFinished(CCNode* node)
{
CCSprite* enemy = (CCSprite*)node;
moveEnemy(enemy);
}
void HelloWorld::checkMoveEnemy(CCPoint center)
{
CCSize winSize = CCDirector::sharedDirector()->getWinSize();
center = convertToNodeSpace(center);
CCRect screen = CCRectMake(center.x-winSize.width/2,center.y-winSize.height/2,winSize.width,winSize.height);
CCObject* e = NULL;
CCARRAY_FOREACH(m_enemies,e)
{
CCSprite* enemy = dynamic_cast<CCSprite*>(e);
CCPoint temp = enemy->getPosition();
CCPoint pos = convertToNodeSpace(temp);
if(screen.containsPoint(pos))
{
//此处会有重复调用的问题,即对已经移动的怪调用runAction
//if(enemy->isRunning()) //这个函数不能用?
moveEnemy(enemy);
}
}
}
有怪了就得打,接下来是发射飞镖。
因为是触控,没法用键盘那么高端,这里采用切换模式的方法,即移动和发射飞镖两种模式切换。
切换的显示要用CCMenuItemToggle来做,把它放在CCMenu中,再放在ScoreLayer中。
发射飞镖就用之前那个最简易的忍者游戏的代码就行。
void HelloWorld::sendProjectile(CCSprite* projectile,CCPoint pos)
{
int realX;
CCPoint diff = ccpSub(pos, m_player->getPosition());
if (diff.x >0)
{
realX = (m_tileMap->getContentSize().width) +
(projectile->getContentSize().width/2);
}
else {
realX =-(m_tileMap->getContentSize().width) -
(projectile->getContentSize().width/2);
}
float ratio = (float) diff.y / (float) diff.x;
int realY = ((realX - projectile->getPositionX()) * ratio) + projectile->getPositionY();
CCPoint realDest = ccp(realX, realY);
// Determine the length of how far we're shooting
int offRealX = realX - projectile->getPositionX();
int offRealY = realY - projectile->getPositionY();
float length = sqrtf((offRealX*offRealX) + (offRealY*offRealY));
float velocity =480/1; // 480pixels/1sec
float realMoveDuration = length/velocity;
CCActionInterval* throwProjectile = CCMoveTo::create(realMoveDuration,realDest);
projectile->runAction(CCSequence::create(throwProjectile,
CCCallFuncN::create(this,callfuncN_selector(HelloWorld::projectileMoveFinished)),NULL));
}
void HelloWorld::projectileMoveFinished(CCNode* object)
{
CCSprite* p = (CCSprite* )object;
if(p)
{
removeChild(p,true);
m_projectiles->removeObject(p);
}
}
碰撞检测也一样,检查飞镖与敌人是否相遇,另外要加入敌人与玩家相遇的逻辑。
void HelloWorld::checkHit(float dt)
{
CCArray* projectilesToDelete = new CCArray;
CCArray* targetToDelete = new CCArray;
CCObject* it = NULL;
CCObject* jt = NULL;
CCRect playerRect = CCRectMake(
m_player->getPositionX() - m_player->getContentSize().width/2,
m_player->getPositionY() - m_player->getContentSize().height/2,
m_player->getContentSize().width,
m_player->getContentSize().height);
CCARRAY_FOREACH(m_projectiles,it)
{
CCSprite * projectile = dynamic_cast<CCSprite*>(it);
CCRect projectileRect = CCRectMake(
projectile->getPositionX() - projectile->getContentSize().width/2,
projectile->getPositionY() - projectile->getContentSize().height/2,
projectile->getContentSize().width,
projectile->getContentSize().height);
CCARRAY_FOREACH(m_enemies,jt)
{
CCSprite* target = dynamic_cast<CCSprite*>(jt);
CCRect targetRect = CCRectMake(
target->getPositionX() - target->getContentSize().width/2,
target->getPositionY() - target->getContentSize().height/2,
target->getContentSize().width,
target->getContentSize().height);
if(projectileRect.intersectsRect(targetRect))
{
targetToDelete->addObject(target);
}
}
CCARRAY_FOREACH(targetToDelete,jt)
{
CCSprite* delTarget = dynamic_cast<CCSprite*>(jt);
m_enemies->removeObject(delTarget,true);
this->removeChild(delTarget,true);
}
if(targetToDelete->count() >0)
{
projectilesToDelete->addObject(projectile);
}
targetToDelete->removeAllObjects();
}
CCARRAY_FOREACH(projectilesToDelete,it)
{
CCSprite* delProject = dynamic_cast<CCSprite*>(it);
m_projectiles->removeObject(delProject);
this->removeChild(delProject,true);
}
CCARRAY_FOREACH(m_enemies,jt)
{
CCSprite* target = dynamic_cast<CCSprite*>(jt);
CCRect targetRect = CCRectMake(
target->getPositionX() - target->getContentSize().width/2,
target->getPositionY() - target->getContentSize().height/2,
target->getContentSize().width,
target->getContentSize().height);
if(playerRect.intersectsRect(targetRect))
{
GameOverSecne *gameOverScene = GameOverSecne::create();
gameOverScene->getLayer()->getLabel()->setString("You Lose!");
CCDirector::sharedDirector()->replaceScene(gameOverScene);
}
}
targetToDelete->release();
projectilesToDelete->release();
}
最后加上输赢界面:吃掉西瓜就赢,碰到怪物就输。
用的之前简易忍者游戏的那个GameOverScene。具体可以看我的源码。
编译运行吧,少年。
我感觉我这版游戏,关卡设计还是有点难的,打了半天才赢...
源码:http://download.csdn.net/detail/fansongy/5327755