【iphone游戏开发】Iphone游戏开发之五:游戏场景切换,点阵字的实现和Hiero工具的利用


Andy--清风 原创,转载请注明,谢谢

一、游戏场景切换

在iPhone游戏开发中,游戏之间的场景开发中有很多动画可以实现,具体实现的动画如下:

 

[csharp]  view plain copy
  1. CCTransitionRotoZoom//从大到小画面缩小并跳动进入  
  2.   
  3. CCTransitionJumpZoom//立体从左边缩小跳动进入  
  4.   
  5. CCTransitionMoveInL//从左边移动进入右边  
  6.   
  7. CCTransitionMoveInR//从右边移动进入左边  
  8.   
  9. CCTransitionMoveInT//从上边移动到入下边  
  10.   
  11. CCTransitionMoveInB//从下边移动到入上边  
  12.   
  13. CCTransitionSlideInL//从左边移动入右边  
  14.   
  15. CCTransitionSlideInR//从右边移动入左边  
  16.   
  17. CCTransitionSlideInT//从上边移动入下边  
  18.   
  19. CCTransitionSlideInB//从下边移动入上边  
  20.   
  21. CCTransitionShrinkGrow//从大到小在中间缩小进入  
  22.   
  23. CCTransitionFlipX//从X轴方向立体翻转  
  24.   
  25. CCTransitionFlipY//从Y轴方向立体翻转  
  26.   
  27.    
  28.   
  29. CCTransitionFlipAngular//从右边头翻转进入  
  30.   
  31. CCTransitionZoomFlipX//从X轴方向立体跳动翻转  
  32.   
  33. CCTransitionZoomFlipY//从Y轴方向立体跳动翻转  
  34.   
  35. CCTransitionZoomFlipAngular//从右边立体缩小翻转进入  
  36.   
  37. CCTransitionFade//从中间渐变进入  
  38.   
  39. CCTransitionCrossFade//从外围渐变进入  
  40.   
  41. CCTransitionTurnOffTiles//从格子覆盖上层进入  
  42.   
  43. CCTransitionSplitCols//竖直分三个方块切入  
  44.   
  45. CCTransitionSplitRows//横向分三个方块切入  
  46.   
  47. CCTransitionFadeTR//从左下角向右上角格子渐变进入  
  48.   
  49. CCTransitionFadeBL//从右上角角向左下角格子渐变进入  
  50.   
  51. CCTransitionFadeUp//从下向上渐变进入  
  52.   
  53. CCTransitionFadeDown//从上向下渐变进入  


 

 

上面的每个动画都作了解释,当调用的时候要写入如下代码:

[csharp]  view plain copy
  1. CCScene*sc = [CCScene node];  
  2.   
  3. [scaddChild:[HelloWorld scene]];  
  4.   
  5. [[CCDirectorsharedDirector] replaceScene:[CCTransitionZoomFlipXtransitionWithDuration:ttime  scene:sc]];  


 

画面中提供了二十六种场景切换的动作,我将贴上demo给大家分享。

 

 

二、点阵字的实现

在iPhone开发中,我们要实现不同类型的字体,不同变相的字体,我们除了用Photoshop画好图片加载进入之外还可以做点贴字来实现。

(1)点阵字介绍

点阵字能使用OpenGL ES将文本渲染到屏幕上。在点阵字中每个字符由一张图像表示,我们可以通过Hiero生成的点阵字精灵表来实现。Hiero的下载地址为:(http://n4te.com/hiero/hiero.jnlp),我们在windows平台还能利用BMFont(http://www.anglecode.com/products/bmfont)从TrueType生成点阵字。它提供的功能比Hiero多。

(2)Hiero介绍

Hiero主界面

 

从左边的Font里面选择system里面的字体,或者可以加载文件里面的字体,并设置字体的大小或者黑体,斜体等,然后选择在右边的Effects,选择你喜欢的,然后在Rendering设置要用的宽度和高度,之后我们可以选择Reset Cache,设置后的如下:

 

然后我们点击File的save bmfont files,如下图:

 

 

这样我们就可以得到BMFont的文件了,一个png的精灵表使用的图片和一个fnt的控制文件。

(3)如何使用CCLabelBMFont解析并显示

 

在初始化里面写入如下代码:

 

[csharp]  view plain copy
  1. CCLabelTTF*label = [CCLabelTTF labelWithString:@"I'm Andy From CCLabelTTFclass" fontName:@"Marker Felt" fontSize:33];  
  2.   
  3.    
  4.   
  5. CCLabelBMFont*label1 = [CCLabelBMFont labelWithString:@"I'm Andy"fntFile:@"Andy.fnt"];  
  6.   
  7.          
  8.   
  9. CCLabelBMFont*label2 = [CCLabelBMFont labelWithString:@"I'm Andy2"fntFile:@"Andy2.fnt"];  
  10.   
  11.             // ask director the the window size  
  12.   
  13. CGSizesize = [[CCDirector sharedDirector] winSize];  
  14.   
  15.        
  16.   
  17.             // position the label on the centerof the screen  
  18.   
  19. label1.position=  ccp( size.width /2 , size.height/2+60);  
  20.   
  21. label.position=  ccp( size.width /2 , size.height/2 );  
  22.   
  23. label2.position=  ccp( size.width /2 , size.height/2-60);  
  24.   
  25.              
  26.   
  27.             // add the label as a child to thisLayer  
  28.   
  29.  [self addChild: label1];  
  30.   
  31.  [self addChild: label];  
  32.   
  33.  [self addChild: label2];  


 

这样我们就可以得到我们像上图那样模拟器的显示结果了,这节课讲了场景切换和点阵字,主要是场景的动画实现和如何制作我们想要的点阵字。好了,这节就讲到这里啦,欢迎大家支持哈。

附上源代码:

http://download.csdn.net/detail/qiaoshe/3793714

http://download.csdn.net/detail/qiaoshe/3793719


http://blog.csdn.net/qiaoshe/article/details/6968761

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/* * This Code Was Created By Jeff Molofee 2000 * A HUGE Thanks To Fredric Echols For Cleaning Up * And Optimizing The Base Code, Making It More Flexible! * If You've Found This Code Useful, Please Let Me Know. * Visit My Site At nehe.gamedev.net */ #include <stdio.h>> #include <windows.h> // Header File For Windows #include <gl\gl.h> // Header File For The OpenGL32 Library #include <gl\glu.h> // Header File For The GLu32 Library #include <gl\glaux.h> // Header File For The Glaux Library HDC hDC=NULL; // Private GDI Device Context HGLRC hRC=NULL; // Permanent Rendering Context HWND hWnd=NULL; // Holds Our Window Handle HINSTANCE hInstance; // Holds The Instance Of The Application int ax[10000]; bool keys[256]; // Array Used For The Keyboard Routine bool active=TRUE; // Window Active Flag Set To TRUE By Default bool fullscreen=TRUE; // Fullscreen Flag Set To Fullscreen Mode By Default int a=0; int b=0; int c=0; LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window { if (height==0) // Prevent A Divide By Zero By { height=1; // Making Height Equal One } glViewport(0,0,width,height); // Reset The Current Viewport glMatrixMode(GL_PROJECTION); // Select The Projection Matrix glLoadIdentity(); // Reset The Projection Matrix // Calculate The Aspect Ratio Of The Window gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,1000.0f); glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix glLoadIdentity(); // Reset The Modelview Matrix } int InitGL(GLvoid) // All Setup For OpenGL Goes Here { int axa,axb,axc; axa=axb=axc=0; while(axa<=9999) { ax[axa]=1; axa++; } glShadeModel(GL_SMOOTH); // Enable Smooth Shading glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background glClearDepth(1.0f); // Depth Buffer Setup glEnable(GL_DEPTH_TEST); // Enables Depth Testing glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations return TRUE; // Initialization Went OK } int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing { int ba,bb,bc,bd; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer glLoadIdentity(); // Reset The Current Modelview Matrix glTranslatef(0.0f,0.0f,-300.0f); // Move Left 1.5 Units And Into The Screen 6.0 bc=bb=ba=0; glColor3f(0.0,1.0,0.0); while(bc<=9999) { if(ax[bc]==1) { ba=bc%100; bb=(bc-ba)/100; glBegin(GL_QUADS); // Draw A Quad glVertex3f(-0.5f+ba, -0.5f+bb, -1.0f); // Top Left glVertex3f( -0.5f+ba, 0.5f+bb, -1.0f); // Top Right glVertex3f( 0.5f+ba,0.5f+bb, -1.0f); // Bottom Right glVertex3f(0.5f+ba,-0.5f+bb, -1.0f); // Bottom Left glEnd(); // Done Drawing The Quad } bc++; } return TRUE; // Keep Going } GLvoid KillGLWindow(GLvoid) // Properly Kill The Window { if (fullscreen) // Are We In Fullscreen Mode? { ChangeDisplaySettings(NULL,0); // If So Switch Back To The Desktop ShowCursor(TRUE); // Show Mouse Pointer } if (hRC) // Do We Have A Rendering Context? { if (!wglMakeCurrent(NULL,NULL)) // Are We Able To Release The DC And RC Contexts? { MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); } if (!wglDeleteContext(hRC)) // Are We Able To Delete The RC? { MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); } hRC=NULL; // Set RC To NULL } if (hDC && !ReleaseDC(hWnd,hDC)) // Are We Able To Release The DC { MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); hDC=NULL; // Set DC To NULL } if (hWnd && !DestroyWindow(hWnd)) // Are We Able To Destroy The Window? { MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); hWnd=NULL; // Set hWnd To NULL } if (!UnregisterClass("OpenGL",hInstance)) // Are We Able To Unregister Class { MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); hInstance=NULL; // Set hInstance To NULL } } /* This Code Creates Our OpenGL Window. Parameters Are: * * title - Title To Appear At The Top Of The Window * * width - Width Of The GL Window Or Fullscreen Mode * * height - Height Of The GL Window Or Fullscreen Mode * * bits - Number Of Bits To Use For Color (8/16/24/32) * * fullscreenflag - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE) */ BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag) { GLuint PixelFormat; // Holds The Results After Searching For A Match WNDCLASS wc; // Windows Class Structure DWORD dwExStyle; // Window Extended Style DWORD dwStyle; // Window Style RECT WindowRect; // Grabs Rectangle Upper Left / Lower Right Values WindowRect.left=(long)0; // Set Left Value To 0 WindowRect.right=(long)width; // Set Right Value To Requested Width WindowRect.top=(long)0; // Set Top Value To 0 WindowRect.bottom=(long)height; // Set Bottom Value To Requested Height fullscreen=fullscreenflag; // Set The Global Fullscreen Flag hInstance = GetModuleHandle(NULL); // Grab An Instance For Our Window wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw On Size, And Own DC For Window. wc.lpfnWndProc = (WNDPROC) WndProc; // WndProc Handles Messages wc.cbClsExtra = 0; // No Extra Window Data wc.cbWndExtra = 0; // No Extra Window Data wc.hInstance = hInstance; // Set The Instance wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); // Load The Default Icon wc.hCursor = LoadCursor(NULL, IDC_ARROW); // Load The Arrow Pointer wc.hbrBackground = NULL; // No Background Required For GL wc.lpszMenuName = NULL; // We Don't Want A Menu wc.lpszClassName = "OpenGL"; // Set The Class Name if (!RegisterClass(&wc)) // Attempt To Register The Window Class { MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if (fullscreen) // Attempt Fullscreen Mode? { DEVMODE dmScreenSettings; // Device Mode memset(&dmScreenSettings,0,sizeof(dmScreenSettings)); // Makes Sure Memory's Cleared dmScreenSettings.dmSize=sizeof(dmScreenSettings); // Size Of The Devmode Structure dmScreenSettings.dmPelsWidth = width; // Selected Screen Width dmScreenSettings.dmPelsHeight = height; // Selected Screen Height dmScreenSettings.dmBitsPerPel = bits; // Selected Bits Per Pixel dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT; // Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar. if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL) { // If The Mode Fails, Offer Two Options. Quit Or Use Windowed Mode. if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES) { fullscreen=FALSE; // Windowed Mode Selected. Fullscreen = FALSE } else { // Pop Up A Message Box Letting User Know The Program Is Closing. MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP); return FALSE; // Return FALSE } } } if (fullscreen) // Are We Still In Fullscreen Mode? { dwExStyle=WS_EX_APPWINDOW; // Window Extended Style dwStyle=WS_POPUP; // Windows Style ShowCursor(FALSE); // Hide Mouse Pointer } else { dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window Extended Style dwStyle=WS_OVERLAPPEDWINDOW; // Windows Style } AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle); // Adjust Window To True Requested Size // Create The Window if (!(hWnd=CreateWindowEx( dwExStyle, // Extended Style For The Window "OpenGL", // Class Name title, // Window Title dwStyle | // Defined Window Style WS_CLIPSIBLINGS | // Required Window Style WS_CLIPCHILDREN, // Required Window Style 0, 0, // Window Position WindowRect.right-WindowRect.left, // Calculate Window Width WindowRect.bottom-WindowRect.top, // Calculate Window Height NULL, // No Parent Window NULL, // No Menu hInstance, // Instance NULL))) // Dont Pass Anything To WM_CREATE { KillGLWindow(); // Reset The Display MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } static PIXELFORMATDESCRIPTOR pfd= // pfd Tells Windows How We Want Things To Be { sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor 1, // Version Number PFD_DRAW_TO_WINDOW | // Format Must Support Window PFD_SUPPORT_OPENGL | // Format Must Support OpenGL PFD_DOUBLEBUFFER, // Must Support Double Buffering PFD_TYPE_RGBA, // Request An RGBA Format bits, // Select Our Color Depth 0, 0, 0, 0, 0, 0, // Color Bits Ignored 0, // No Alpha Buffer 0, // Shift Bit Ignored 0, // No Accumulation Buffer 0, 0, 0, 0, // Accumulation Bits Ignored 16, // 16Bit Z-Buffer (Depth Buffer) 0, // No Stencil Buffer 0, // No Auxiliary Buffer PFD_MAIN_PLANE, // Main Drawing Layer 0, // Reserved 0, 0, 0 // Layer Masks Ignored }; if (!(hDC=GetDC(hWnd))) // Did We Get A Device Context? { KillGLWindow(); // Reset The Display MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd))) // Did Windows Find A Matching Pixel Format? { KillGLWindow(); // Reset The Display MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if(!SetPixelFormat(hDC,PixelFormat,&pfd)) // Are We Able To Set The Pixel Format? { KillGLWindow(); // Reset The Display MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if (!(hRC=wglCreateContext(hDC))) // Are We Able To Get A Rendering Context? { KillGLWindow(); // Reset The Display MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if(!wglMakeCurrent(hDC,hRC)) // Try To Activate The Rendering Context { KillGLWindow(); // Reset The Display MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } ShowWindow(hWnd,SW_SHOW); // Show The Window SetForegroundWindow(hWnd); // Slightly Higher Priority SetFocus(hWnd); // Sets Keyboard Focus To The Window ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen if (!InitGL()) // Initialize Our Newly Created GL Window { KillGLWindow(); // Reset The Display MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } return TRUE; // Success } LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This Window UINT uMsg, // Message For This Window WPARAM wParam, // Additional Message Information LPARAM lParam) // Additional Message Information { FILE *F; switch (uMsg) // Check For Windows Messages { case WM_ACTIVATE: // Watch For Window Activate Message { if (!HIWORD(wParam)) // Check Minimization State { active=TRUE; // Program Is Active } else { active=FALSE; // Program Is No Longer Active } return 0; // Return To The Message Loop } case WM_SYSCOMMAND: { switch (wParam) { case SC_SCREENSAVE: case SC_MONITORPOWER: return 0; } break; } case WM_CLOSE: // Did We Receive A Close Message? { PostQuitMessage(0); // Send A Quit Message return 0; // Jump Back } case WM_CHAR: // Is A Key Being Held Down? { switch (wParam) { case 'w': { F=fopen("e:/a.gertt","rb"); fread(ax,sizeof(int),10000,F); fclose(F); break; } } return 0; } case WM_KEYUP: // Has A Key Been Released? { return 0; // Jump Back } case WM_SIZE: // Resize The OpenGL Window { ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); // LoWord=Width, HiWord=Height return 0; // Jump Back } } // Pass All Unhandled Messages To DefWindowProc return DefWindowProc(hWnd,uMsg,wParam,lParam); } int WINAPI WinMain( HINSTANCE hInstance, // Instance HINSTANCE hPrevInstance, // Previous Instance LPSTR lpCmdLine, // Command Line Parameters int nCmdShow) // Window Show State { MSG msg; // Windows Message Structure BOOL done=FALSE; // Bool Variable To Exit Loop // Ask The User Which Screen Mode They Prefer if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO) { fullscreen=FALSE; // Windowed Mode } // Create Our OpenGL Window if (!CreateGLWindow("NeHe's First Polygon Tutorial",640,480,16,fullscreen)) { return 0; // Quit If Window Was Not Created } while(!done) // Loop That Runs While done=FALSE { if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Is There A Message Waiting? { if (msg.message==WM_QUIT) // Have We Received A Quit Message? { done=TRUE; // If So done=TRUE } else // If Not, Deal With Window Messages { TranslateMessage(&msg); // Translate The Message DispatchMessage(&msg); // Dispatch The Message } } else // If There Are No Messages { // Draw The Scene. Watch For ESC Key And Quit Messages From DrawGLScene() if ((active && !DrawGLScene()) || keys[VK_ESCAPE]) // Active? Was There A Quit Received? { done=TRUE; // ESC or DrawGLScene Signalled A Quit } else // Not Time To Quit, Update Screen { SwapBuffers(hDC); // Swap Buffers (Double Buffering) } if (keys[VK_F1]) // Is F1 Being Pressed? { keys[VK_F1]=FALSE; // If So Make Key FALSE KillGLWindow(); // Kill Our Current Window fullscreen=!fullscreen; // Toggle Fullscreen / Windowed Mode // Recreate Our OpenGL Window if (!CreateGLWindow("NeHe's First Polygon Tutorial",800,600,32,fullscreen)) { return 0; // Quit If Window Was Not Created } } } } // Shutdown KillGLWindow(); // Kill The Window return (msg.wParam); // Exit The Program }
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