Cocos creator实现飞机大战空中大战《战击长空》小游戏资源及代码

Cocos creator实现飞机大战空中大战小游戏资源及代码
最近在学习Cocos Creator,作为新手,刚刚开始学习Cocos Creator,刚刚入门,这里记录一下飞机大战小游戏实现。搜索微信小游戏:战击长空。

在这里插入图片描述
在这里插入图片描述

https://wxaurl.cn/VEgRy2eTMyi

一 安装CocosDashBoard

这里就不介绍如何安装了

二 新建2D项目FlyWar

2.1、管理项目目录
在资源管理器中新建文件夹

anim 动画
preb 预制体
res 图片、语音资源
scene 场景
scripts 脚本资源
将资源文件拖到res目录下

在这里插入图片描述

三、关键步骤

3.1 实现背景的移动代码

背景的星空会有移动的效果

import GameConstant from "./GameConstant";

const {ccclass, property} = cc._decorator;

@ccclass
export default class MoveBackground extends cc.Component {    
    bgs : cc.Node[];

    @property
    speed : number = 50;

    canvasWidth: number;
    canvasHeight: number;

    onLoad () {
        let canvas = cc.find('Canvas');
        this.canvasWidth = canvas.width;
        this.canvasHeight = canvas.height;
    
        // 注册特定事件
        cc.director.on(GameConstant.kUpdateGameStatus, this.listenGameStatus, this);
    }

    listenGameStatus() {
        
    }

    start () {
        this.node.width= this.canvasWidth;
        this.node.height = this.canvasHeight;

        this.bgs = this.node.children;
        for (let index = 0; index < this.bgs.length; index++) {
            let element = this.bgs[index];
            element.width = this.canvasWidth;
            element.height = this.canvasHeight;
        }

        // 设置默认
        if (this.bgs.length >= 2) {
            this.bgs[1].y = this.bgs[0].y + this.bgs[0].height; 
        }
    }

    update (dt) {
        this.bgs[0].y -= this.speed * dt;
        this.bgs[1].y -= this.speed * dt;
        if (this.bgs[0].y < -this.canvasHeight) {
            this.bgs[0].y = this.bgs[1].y + this.bgs[1].height;
        }

        if (this.bgs[1].y < -this.canvasHeight) {
            this.bgs[1].y = this.bgs[0].y + this.bgs[0].height;
        }
    }
}
3.2 实现自己飞机的绑定击碰撞检测

在这里插入图片描述

首先将load方法中开启碰撞检测

// 碰撞检测
cc.director.getCollisionManager().enabled = true;

将手指移动飞机

start() {
        // touch input
        this.node.on(cc.Node.EventType.TOUCH_START, this.onTouchBegan, this);
        this.node.on(cc.Node.EventType.TOUCH_END, this.onTouchEnded, this);
        this.node.on(cc.Node.EventType.TOUCH_CANCEL, this.onTouchEnded, this);
        this.node.on(cc.Node.EventType.TOUCH_MOVE, this.onTouchMove, this);
    }

    // touch事件
    onTouchBegan(event) {
        if (this.isSelected == true) {
            return;
        }
        let position = event.getLocation();
        this.isSelected = true;
        this.touchStartX = position.x;
        this.touchStartY = position.y;
    }

    onTouchEnded() {
        this.isSelected = false;
    }

    onTouchMove(e: cc.Event.EventTouch) {
        let gameStatus = GameStateManager.instance().getGameStatus();
        if (this.isSelected && (GameConstant.GameStatus.BOSSBOOMFINISH != gameStatus)) {
            let position = e.getLocation();
            let moveX = position.x;
            let moveY = position.y;
            let disX = (moveX - this.touchStartX);
            let disY = (moveY - this.touchStartY);
            this.updateNodeX(disX, disY);

            this.touchStartX = position.x;
            this.touchStartY = position.y;
        }
    }

    // 更新位置
    updateNodeX(distanceX, distanceY) {
        this.playerRoot.x += distanceX;
        if (this.playerRoot.x < -this.canvasWidth / 2) {
            this.playerRoot.x = -this.canvasWidth / 2;
        }

        if (this.playerRoot.x > this.canvasWidth / 2) {
            this.playerRoot.x = this.canvasWidth / 2;
        }

        this.playerRoot.y += distanceY;
        if (this.playerRoot.y < -this.canvasHeight / 2) {
            this.playerRoot.y = -this.canvasHeight / 2;
        }

        if (this.playerRoot.y > this.canvasHeight / 2) {
            this.playerRoot.y = this.canvasHeight / 2;
        }

        this.playerBulletRoot.x = this.playerRoot.x;
        this.playerBulletRoot.y = this.playerRoot.y + 50;
    }

玩家飞机的碰撞,当碰撞到不同的敌机就会出现血量减少的

onCollisionEnter(other, self) {
        if (this.isDead == true) {
            return;
        }
        let deltax = 0;

        if (other.tag == 999) {
            // 撞击到敌机BOSS
            // dead,游戏结束,跳转到结果页面
            this.isDead = true;
            this.showPlaneBoom();
            return;
        }

        if (other.tag == 888) {
            // 获得金币,每个金币50分
            this.updateScore();
        }

        if (other.tag == 911) {
            // 获得血量
            this.updateBlood();
        }

        if (other.tag == 100 || other.tag == 914) {
            // 默认子弹 -1
            // 减去血量
            this.bloodNumber -= 1;
            deltax = 1;
        } else if (other.tag == 101 || other.tag == 102) {
            // boss大炮弹 -5
            this.bloodNumber -= 5;
            deltax = 5;
        } else if ((other.tag == 90 || other.tag == 91)) {
            // 敌机 -2
            this.bloodNumber -= 2;
            deltax = 2;
        }

        if (this.bloodNumber <= 0) {
            // dead,游戏结束,跳转到结果页面
            this.isDead = true;
            this.showPlaneBoom();
        }

        if (this.bloodNumber < 0) {
            this.bloodNumber = 0;
        }

        this.updateBloodUI(deltax);
    }

// 血量控制参考
https://blog.csdn.net/gloryFlow/article/details/130898462

3.2 实现当前飞机发射子弹的效果

在这里插入图片描述

当前子弹发射会有角度设置,代码如下

import EnemyPlane from "./EnemyPlane";

const {ccclass, property} = cc._decorator;

// 直线的Bullet类型
@ccclass
export default class BulletLiner extends cc.Component {

    // 角度,默认90
    @property(Number)
    rotation: number = 90;

    // 速度
    @property(Number)
    speed: number = 1000;

    // 时间
    @property(Number)
    time: number = 0.0;

    // 时间点
    lifeTime: number = 2.5;
    // LIFE-CYCLE CALLBACKS:

    // 初始位置
    originPos: any;

    canvasWidth: number;
    canvasHeight: number;

    isDead: boolean = false;

    onLoad() {
        let canvas = cc.find('Canvas');
        this.canvasWidth = canvas.width;
        this.canvasHeight = canvas.height;
    }

    start () {
        this.originPos = this.node.position;
    }

    update (dt) {
        this.onMove(dt);
    }

    // 移动
    onMove(dt) {
        let distance = dt * this.speed;
        let radian = this.rotation * Math.PI / 180;

        let v2 = this.node.position; 
        let delta = cc.v2(distance * Math.cos(radian), distance * Math.sin(radian));
        v2.x += delta.x;
        v2.y += delta.y;
        this.node.position = v2;

        if (v2.y > this.canvasHeight) {
            this.node.removeFromParent();
            this.node.destroy();
        }
    }

    onCollisionEnter(other, self) {
        if ((other.tag != 110 && other.tag != 1111 && other.tag != 9911 && other.tag != 911 && other.tag != 888) && !this.isDead) {
            this.die();
        }
    }

    die() {
        this.isDead = true;
        this.node.removeFromParent();
        this.destroy();
    }
}
3.4 敌机的移动击及碰撞检测
import GameStateManager from "./GameStateManager";

const { ccclass, property } = cc._decorator;

// 敌人飞机
@ccclass
export default class EnemyPlane extends cc.Component {

    // 角度,默认90
    @property(Number)
    rotation: number = 90;

    // 速度
    @property(Number)
    speed: number = 1000;

    // 时间
    @property(Number)
    time: number = 0.0;

    // 时间点
    lifeTime: number = 2.5;
    // LIFE-CYCLE CALLBACKS:

    // 初始位置
    originPos: any;

    canvasWidth: number;
    canvasHeight: number;

    @property(cc.Prefab)
    enemyBoom: cc.Prefab = null;

    @property(cc.Prefab)
    enemyBullet: cc.Prefab = null;

    @property([cc.Prefab])
    coinPrebs: cc.Prefab[] = [];

    // 音效资源
    @property(cc.AudioClip)
    boomAudio: cc.AudioClip = null;

    isDead: boolean = false;
    isBoomAnimating: boolean = false;

    onLoad() {
        let canvas = cc.find('Canvas');
        this.canvasWidth = canvas.width;
        this.canvasHeight = canvas.height;
    }

    start() {
        this.originPos = this.node.position;
        this.enemyBulletSchedule();
    }

    update(dt) {
        this.onMove(dt);
    }

    // 移动
    onMove(dt) {
        // this.time += dt;
        // if (this.time >= this.lifeTime) {
        //     this.node.position = this.originPos;
        //     this.time = 0;
        // }

        let distance = dt * this.speed;
        let radian = this.rotation * Math.PI / 180;

        let v2 = this.node.position;
        let delta = cc.v2(distance * Math.cos(radian), distance * Math.sin(radian));
        v2.x -= delta.x;
        v2.y -= delta.y;
        this.node.position = v2;

        if (v2.y < -this.canvasHeight) {
            this.node.removeFromParent();
            this.node.destroy();
        }
    }

    // 动效效果
    showPlaneBoom() {
        if (this.isBoomAnimating) {
            return;
        }

        // 调用声音引擎播放声音
        cc.audioEngine.playEffect(this.boomAudio, false);

        this.isBoomAnimating = true;
        // 播放动画
        let boom;
        let callFunc = cc.callFunc(function () {
            this.createCoin();

            boom = cc.instantiate(this.enemyBoom);
            this.node.parent.addChild(boom);
            boom.setPosition(this.node.position);

            this.node.removeFromParent();

            let anim = boom.getComponent(cc.Animation);
            anim.play('enemy_boom');
        }, this);

        let aTime = cc.delayTime(0.1);

        let finish = cc.callFunc(function () {
            boom.removeFromParent();
            boom.destroy();
            this.isBoomAnimating = false;
            this.removeFromParent();
            this.destroy();
        }, this);

        // 创建一个缓动
        var tween = cc.tween()
            // 按顺序执行动作
            .sequence(callFunc, aTime, finish);

        cc.tween(this.node).then(tween).start();
    }

    onCollisionEnter(other, self) {
        if ((other.tag == 110 || other.tag == 1111) && !this.isDead) {
            this.die();
        }
    }

    die() {
        this.isDead = true;
        this.showPlaneBoom();
        this.updateScore();
    }

    // 更新得分
    updateScore() {
        // 每个敌机得分为10
        GameStateManager.instance().updateScore(10);
    }

    // 创建金币 每个金币10分
    createCoin() {
        let delta = 50;
        for (let index = 0; index < this.coinPrebs.length; index++) {
            let coin = cc.instantiate(this.coinPrebs[index]);
            this.node.parent.addChild(coin);
            coin.setPosition(this.node.position);
            coin.x = this.node.x + Math.random() * delta;
            coin.y = this.node.y;
        }
    }

    // 倒计时
    enemyBulletSchedule() {
        this.schedule(this.onCreateEnemyBullet, 1.5);
    }

    onCreateEnemyBullet() {
        let bullet = cc.instantiate(this.enemyBullet);
        this.node.parent.addChild(bullet);
        bullet.setPosition(this.node.position);
        bullet.x = this.node.x;
        bullet.y = this.node.y;
    }

    stopSchedule() {
        this.unschedule(this.onCreateEnemyBullet);
    }

    protected onDestroy(): void {
        this.stopSchedule();
    }
}
3.5 敌机BOSS

敌机BOSS有血量
在这里插入图片描述

当前敌机BOSS只要血量为0时候就是击败了该BOSS

// Learn TypeScript:
//  - https://docs.cocos.com/creator/2.4/manual/en/scripting/typescript.html
// Learn Attribute:
//  - https://docs.cocos.com/creator/2.4/manual/en/scripting/reference/attributes.html
// Learn life-cycle callbacks:
//  - https://docs.cocos.com/creator/2.4/manual/en/scripting/life-cycle-callbacks.html

import EnemyBossBoom from "./EnemyBossBoom";
import GameConstant from "./GameConstant";
import GameStateManager from "./GameStateManager";

const {ccclass, property} = cc._decorator;

@ccclass
export default class EnemyBossPlane extends cc.Component {

    @property(cc.Prefab)
    bloodBarPreb: cc.Prefab = null;

    // boss爆炸效果
    @property(cc.Prefab)
    bossBoomPreb: cc.Prefab = null;

    // 血量
    @property(Number)
    bloodCount: number = 100;

    @property(Number)
    bloodNumber: number = 100;

    // LIFE-CYCLE CALLBACKS:
    bloodBar: cc.ProgressBar = null;

    isDead: boolean = false;

    onLoad () {
        // 不同等级boss的血量不同
        // this.bloodNumber = 100;
        // this.bloodCount = 100;

        let blood = cc.instantiate(this.bloodBarPreb);
        blood.y = 100;
        blood.x = 0;
        this.node.addChild(blood);
        this.bloodBar = blood.getComponent(cc.ProgressBar);

        this.bloodBar.progress = 1.0;
        this.bloodBar.getComponentInChildren(cc.Label).string = ""+this.bloodNumber;
    }

    start () {
        this.bloodBar.getComponentInChildren(cc.Label).string = ""+this.bloodNumber;
    }

    update (dt) {}

    // 更新血量
    updateBloodCount(aBloodCount) {
        this.bloodNumber = aBloodCount;
        this.bloodCount = aBloodCount;
    }

    onCollisionEnter(other, self) {
        if (this.isDead == true) {
            return;
        }

        let deltax = 0;
        if (other.tag == 110) {
            // 默认子弹 -1
            // 减去血量
            this.bloodNumber -= 1;
            deltax = 1;
        } 
        if (this.bloodNumber <= 0) {
            // dead,游戏结束,跳转到结果页面
            this.isDead = true;
            this.startBossBoom();
        }

        if (this.bloodNumber < 0) {
            this.bloodNumber = 0;
        }

        this.bloodBar.getComponentInChildren(cc.Label).string = ""+this.bloodNumber;
        let progress = this.bloodNumber/this.bloodCount;

        let totalLength = this.bloodBar.totalLength;
        this.bloodBar.getComponentInChildren(cc.Label).node.x -= deltax*(totalLength/this.bloodCount);
        
        this.bloodBar.progress = progress;
    }

    // boss爆炸了
    startBossBoom() {
        GameStateManager.instance().updateGameStatus(GameConstant.GameStatus.BOSSDISMISSING);
        let bossBoom = cc.instantiate(this.bossBoomPreb);
        bossBoom.y = 0;
        bossBoom.x = 0;
        this.node.addChild(bossBoom);

        bossBoom.getComponent(EnemyBossBoom).setBossBoomFinished(()=>{
            this.updateScore();
            this.bossBoomFinish();
        });
        bossBoom.getComponent(EnemyBossBoom).startPlayAnimation();
    }

    // 爆炸效果结束了
    bossBoomFinish() {
        this.node.removeAllChildren();
        this.node.removeFromParent();
        this.node.destroy();
        
        // 通知移除全部子弹、敌机飞机、暂停玩家飞机发射子弹后,
        GameStateManager.instance().updateIsWin(true);
        // 玩家飞机向上飞行后提示通关,继续创下一关
        GameStateManager.instance().updateGameStatus(GameConstant.GameStatus.BOSSBOOMFINISH);
    }

    // 更新得分
    updateScore() {
        // 每个BOSS得分为血量
        GameStateManager.instance().updateScore(this.bloodCount);
    }
}

3.6 敌机BOSS来回移动并且发射导弹
// 左右移动
    moveLeftRight() {
        // 让节点左右来回移动并一直重复
        var seq = cc.repeatForever(
            cc.sequence(
                cc.moveTo(5, cc.v2(-this.canvasWidth / 2, this.node.y)),
                cc.moveTo(5, cc.v2(this.canvasWidth / 2, this.node.y))
            ));
        this.node.runAction(seq);
    }
// 每次创建一波Boss子弹
    startCreateBossBullet() {
        var time = 0.5;
        this.schedule(this.onCreateBossBullet, time);
    }

    onCreateBossBullet() {
        var bullet = cc.instantiate(this.getBossBullet());
        this.node.parent.addChild(bullet);
        var x = this.node.x;
        var y = this.node.y - this.node.height + bullet.height;
        bullet.setPosition(cc.v2(x, y));
    }

    stopSchedule() {
        this.unschedule(this.onCreateDBullet);
        this.unschedule(this.onCreateBossBullet);
    }

    onDestroy() {
        this.stopSchedule();
    }

四、最后可以扫码看下效果。

搜索微信小游戏:战击长空

五、下载地址

https://gitee.com/baibaime/plane-war.git

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