我们今天来完成数字方块的创建以及把方块添加到主场景中,完成4行4列矩阵方块的添加
1.数字方块的创建
1.1 新增方块精灵
我们在Classes目录上右键添加新建项,如下图
注意,点击浏览,统一把代码放到Classes目录下,
一次添加源文件
如图
1.2 分析游戏,编写方块精灵头文件
第一步:首先我们的数字方块其实就是一个一个的精灵,总共是4X4=16个精灵,所以我们的SquareSprite类是继承与CCSprite的
#ifndef _SQUARE_SPRITE_H_
#define _SQUARE_SPRITE_H_
#include "cocos2d.h"
using namespace cocos2d;
class SquareSprite:public CCSprite
{
public:
SquareSprite();
private:
};
#endif // !_SQUARE_SPRITE_H_
第二步:创建的方块需要多大?方块需要摆放在什么位置上?16个方块都是在不同位置的,然后,方块显示的数字是多少?
分析 得出,我们需要定义几个变量和方块创建的方法
变量:m_number(方块中的数字)
m_lablenumber(显示数字的标签)
m_layercolor(带颜色的层,用于显示方块)
形参:pointx(方块的X轴)
pointy(方块的Y轴)
width(方块的宽度)
height(方块的高度)
方法:createSquareSprite(创建方块精灵的方法)
initSquareSprite(初始化方块精灵的方法)
getNumber(获得方块中数字)setNumber
#ifndef _SQUARE_SPRITE_H_
#define _SQUARE_SPRITE_H_
#include "cocos2d.h"
using namespace cocos2d;
class SquareSprite:public CCSprite
{
public:
SquareSprite();
static SquareSprite* createSquareSprite(int number,float pointx,float pointy,int width,int height);
int getNumber();
void setNumber(int number);
CREATE_FUNC(SquareSprite);
private:
int m_number;
CCLabelTTF* m_lablenumber;
CCLayerColor* m_layercolor;
void initSquareSprite(int number,float pointx,float pointy,int width,int height);
};
#endif // !_SQUARE_SPRITE_H_
1.3 编写方块精灵的实现
一个个来实现
第一:实现构造函数,初始化成员变量
#include "SquareSprite.h"
SquareSprite::SquareSprite()
:m_number(0)
,m_lablenumber(NULL)
,m_layercolor(NULL)
{
}
第二
:实现创建方块精灵的函数(creteSquareSprite)
我们可以在基类CCSprite中找到create源码,复制一份,在改成如下:
SquareSprite* SquareSprite::createSquareSprite(int number,float pointx,float pointy,int width,int height)
{
SquareSprite *pSprite = new SquareSprite();
if (pSprite && pSprite->init())
{
pSprite->autorelease();
return pSprite;
}
CC_SAFE_DELETE(pSprite);
return NULL;
}
第三:实现getNumber和setNumber
int SquareSprite::getNumber()
{
return m_number;
}
void SquareSprite::setNumber(int number)
{
m_number=number;
m_lablenumber->setString("");
if (m_number>0)
{
m_lablenumber->setString(CCString::createWithFormat("%i",m_number)->getCString());
}
}
第四
:实现initSquareSprite
void SquareSprite::initSquareSprite(int number,float pointx,float pointy,int width,int height)
{
m_number=number;
m_layercolor=CCLayerColor::create(ccc4(200,190,180,255),width,height);
m_layercolor->setPosition(ccp(pointx,pointy));
this->addChild(m_layercolor);
//创建字体
m_lablenumber=CCLabelTTF::create("","arial.ttf",50);
m_lablenumber->setColor(ccc3(0,0,0));
m_lablenumber->setPosition(ccp(m_layercolor->getContentSize().width/2,m_layercolor->getContentSize().height/2));
m_layercolor->addChild(m_lablenumber);
setNumber(number);
}
第五:修改createSquareSprite和HelloWorldScene中的init
测试创建的精灵
此时createSquareSprite代码如下:
SquareSprite* SquareSprite::createSquareSprite(int number,float pointx,float pointy,int width,int height)
{
SquareSprite *pSprite = new SquareSprite();
if (pSprite && pSprite->init())
{
pSprite->autorelease();
pSprite->initSquareSprite( number, pointx, pointy, width, height);
return pSprite;
}
CC_SAFE_DELETE(pSprite);
return NULL;
}
HelloWorld:Scene.cpp中的init如下:
bool HelloWorld::init()
{
//
// 1. super init first
if ( !CCLayer::init() )
{
return false;
}
CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize();
CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin();
SquareSprite* pSquareSprite=SquareSprite::createSquareSprite(2,50,50,100,100);
this->addChild(pSquareSprite);
return true;
}
运行看看效果:
还不错,呵呵
我们再来优化优化方块,不同的字体显示不同的颜色
第六:修改setNumber,优化方块颜色
void SquareSprite::setNumber(int number)
{
m_number=number;
m_lablenumber->setString("");
m_layercolor->setColor(ccc3(200,190,180));
if (m_number>0)
{
m_lablenumber->setString(CCString::createWithFormat("%i",m_number)->getCString());
//设置卡片颜色
switch (m_number)
{
case 2:
m_layercolor->setColor(ccc3(255,245,238));
break;
case 32:
case 4:
m_layercolor->setColor(ccc3(255,0,0));
break;
case 8:
m_layercolor->setColor(ccc3(244,164,96));
break;
case 16:
m_layercolor->setColor(ccc3(255,69,0));
break;
case 64:
m_layercolor->setColor(ccc3(250,128,114));
break;
case 128:
m_layercolor->setColor(ccc3(255,228,181));
break;
case 256:
m_layercolor->setColor(ccc3(240,230,140));
break;
case 512:
m_layercolor->setColor(ccc3(255,250,205));
break;
case 1024:
m_layercolor->setColor(ccc3(255,160,122));
break;
case 2048:
m_layercolor->setColor(ccc3(250,240,230));
break;
case 4096:
m_layercolor->setColor(ccc3(255,228,225));
break;
case 8192:
m_layercolor->setColor(ccc3(188,143,143));
break;
case 16384:
m_layercolor->setColor(ccc3(205,92,92));
break;
default:
break;
}
}
}
现在我们改下number的值看看效果
嗯,最终修改完成后,我们的方块代码头文件如下:
#ifndef _SQUARE_SPRITE_H_
#define _SQUARE_SPRITE_H_
#include "cocos2d.h"
using namespace cocos2d;
class SquareSprite:public CCSprite
{
public:
SquareSprite();
static SquareSprite* createSquareSprite(int number,float pointx,float pointy,int width,int height);
int getNumber();
void setNumber(int number);
CREATE_FUNC(SquareSprite);
private:
int m_number;
CCLabelTTF* m_lablenumber;
CCLayerColor* m_layercolor;
void initSquareSprite(int number,float pointx,float pointy,int width,int height);
};
#endif // !_SQUARE_SPRITE_H_
源文件:
#include "SquareSprite.h"
SquareSprite::SquareSprite()
:m_number(0)
,m_lablenumber(NULL)
,m_layercolor(NULL)
{
}
SquareSprite* SquareSprite::createSquareSprite(int number,float pointx,float pointy,int width,int height)
{
SquareSprite *pSprite = new SquareSprite();
if (pSprite && pSprite->init())
{
pSprite->autorelease();
pSprite->initSquareSprite( number, pointx, pointy, width, height);
return pSprite;
}
CC_SAFE_DELETE(pSprite);
return NULL;
}
int SquareSprite::getNumber()
{
return m_number;
}
void SquareSprite::setNumber(int number)
{
m_number=number;
m_lablenumber->setString("");
m_layercolor->setColor(ccc3(200,190,180));
if (m_number>0)
{
m_lablenumber->setString(CCString::createWithFormat("%i",m_number)->getCString());
//设置卡片颜色
switch (m_number)
{
case 2:
m_layercolor->setColor(ccc3(255,245,238));
break;
case 32:
case 4:
m_layercolor->setColor(ccc3(255,0,0));
break;
case 8:
m_layercolor->setColor(ccc3(244,164,96));
break;
case 16:
m_layercolor->setColor(ccc3(255,69,0));
break;
case 64:
m_layercolor->setColor(ccc3(250,128,114));
break;
case 128:
m_layercolor->setColor(ccc3(255,228,181));
break;
case 256:
m_layercolor->setColor(ccc3(240,230,140));
break;
case 512:
m_layercolor->setColor(ccc3(255,250,205));
break;
case 1024:
m_layercolor->setColor(ccc3(255,160,122));
break;
case 2048:
m_layercolor->setColor(ccc3(250,240,230));
break;
case 4096:
m_layercolor->setColor(ccc3(255,228,225));
break;
case 8192:
m_layercolor->setColor(ccc3(188,143,143));
break;
case 16384:
m_layercolor->setColor(ccc3(205,92,92));
break;
default:
break;
}
}
}
void SquareSprite::initSquareSprite(int number,float pointx,float pointy,int width,int height)
{
m_number=number;
m_layercolor=CCLayerColor::create(ccc4(200,190,180,255),width,height);
m_layercolor->setPosition(ccp(pointx,pointy));
this->addChild(m_layercolor);
//创建字体
m_lablenumber=CCLabelTTF::create("","arial.ttf",50);
m_lablenumber->setColor(ccc3(0,0,0));
m_lablenumber->setPosition(ccp(m_layercolor->getContentSize().width/2,m_layercolor->getContentSize().height/2));
m_layercolor->addChild(m_lablenumber);
setNumber(number);
}
添加方块到主场景
2.1 修改整个窗体的大小,让它更像手机竖屏
main.cpp中的这么一句
eglView->setFrameSize(320, 480);
设置FPS隐藏,AppDelagate.cpp中
pDirector->setDisplayStats(false);
有点像了哼
2.2 新增方法用来初始化4X4矩阵
首先我们根据下图来分析一下,因为我们的方块得根据手机屏幕来自适应的,所以不能像测试一样给定死咯
我们的窗体是320宽度,其中每个方块之间的间隔是10,故而,我们得出计算方块的算法是什么呢??
很简单: (窗体的宽度-5*间隔)/4
大小计算出来了,然后双重循环遍历,创建方块
在创建的时候,还记得我们有什么参数吗??
现在我们缺少的参数有,方块位置的起点
怎么破呢??
这里需要注意,我们用了Layer作为精灵,CCLayer的锚点不是0.5了 而是0 即左下角
起点X的算法:
空隙+方块的横向下标*方块的宽度+方块的横向下标*空隙
不理解??上图
起点Y的算法: 这个其实和X是一样的,这里最下面一片的这个间隔可以自己调,这个不能居中,因为最后我们还得在顶部增加用了显示总分数的
// on "init" you need to initialize your instance
bool HelloWorld::init()
{
//
// 1. super init first
if ( !CCLayer::init() )
{
return false;
}
CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize();
CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin();
initMatrix(visibleSize);
return true;
}
void HelloWorld::initMatrix(CCSize size)
{
//两个方块之间的空隙
int space=10;
int SquareSize=(size.width-space*5)/4;
for (int x = 0; x < 4; x++)
{
for (int y = 0; y < 4; y++)
{
float pointx=space+x*SquareSize+x*space;
float pointy=40+y*SquareSize+y*space;
SquareSprite* pSquareSprite=SquareSprite::createSquareSprite(0,pointx,pointy,SquareSize,SquareSize);
this->addChild(pSquareSprite);
}
}
}
当然,你如果觉得太挤了也可以改成这样:
void HelloWorld::initMatrix(CCSize size)
{
//两个方块之间的空隙
int space=10;
//2*20 最左边和最右边的空隙
int SquareSize=(size.width-space*3-2*20)/4;
for (int x = 0; x < 4; x++)
{
for (int y = 0; y < 4; y++)
{
float pointx=20+x*SquareSize+x*space;
float pointy=40+y*SquareSize+y*space;
SquareSprite* pSquareSprite=SquareSprite::createSquareSprite(0,pointx,pointy,SquareSize,SquareSize);
this->addChild(pSquareSprite);
}
}
}
2.3 定义数组用了存储每个方块
//二维数组存储方块
SquareSprite* m_squarearray[4][4];
void HelloWorld::initMatrix(CCSize size)
{
//两个方块之间的空隙
int space=10;
int SquareSize=(size.width-space*5)/4;
for (int x = 0; x < 4; x++)
{
for (int y = 0; y < 4; y++)
{
float pointx=space+x*SquareSize+x*space;
float pointy=40+y*SquareSize+y*space;
SquareSprite* pSquareSprite=SquareSprite::createSquareSprite(0,pointx,pointy,SquareSize,SquareSize);
this->addChild(pSquareSprite);
m_squarearray[x][y]=pSquareSprite;
}
}
}
2.4 创建随机产生方块的方法 (其实就是随机产生数字而已)
void HelloWorld::initMatrix(CCSize size)
{
//两个方块之间的空隙
int space=10;
int SquareSize=(size.width-space*5)/4;
for (int x = 0; x < 4; x++)
{
for (int y = 0; y < 4; y++)
{
float pointx=space+x*SquareSize+x*space;
float pointy=40+y*SquareSize+y*space;
SquareSprite* pSquareSprite=SquareSprite::createSquareSprite(0,pointx,pointy,SquareSize,SquareSize);
this->addChild(pSquareSprite);
m_squarearray[x][y]=pSquareSprite;
}
}
//刚开始游戏,创建两个方块
autoSquare();
autoSquare();
}
void HelloWorld::autoSquare()
{
int x=CCRANDOM_0_1()*4;
int y=CCRANDOM_0_1()*4;
if (m_squarearray[x][y]->getNumber()>0)
{
autoSquare();
}
else
{
m_squarearray[x][y]->setNumber(2);
}
}
2.5 搞点背景色
//搞点背景
CCLayerColor* layerColorBG= CCLayerColor::create(ccc4(180,170,160,255));
this->addChild(layerColorBG,0);
最后代码就不传了,反正也没用到任何资源,就直接贴出来算了
SquareSprite.h
#ifndef _SQUARE_SPRITE_H_
#define _SQUARE_SPRITE_H_
#include "cocos2d.h"
using namespace cocos2d;
class SquareSprite:public CCSprite
{
public:
SquareSprite();
static SquareSprite* createSquareSprite(int number,float pointx,float pointy,int width,int height);
int getNumber();
void setNumber(int number);
CREATE_FUNC(SquareSprite);
private:
int m_number;
CCLabelTTF* m_lablenumber;
CCLayerColor* m_layercolor;
void initSquareSprite(int number,float pointx,float pointy,int width,int height);
};
#endif // !_SQUARE_SPRITE_H_
SquareSprite.cpp
#include "SquareSprite.h"
SquareSprite::SquareSprite()
:m_number(0)
,m_lablenumber(NULL)
,m_layercolor(NULL)
{
}
SquareSprite* SquareSprite::createSquareSprite(int number,float pointx,float pointy,int width,int height)
{
SquareSprite *pSprite = new SquareSprite();
if (pSprite && pSprite->init())
{
pSprite->autorelease();
pSprite->initSquareSprite( number, pointx, pointy, width, height);
return pSprite;
}
CC_SAFE_DELETE(pSprite);
return NULL;
}
int SquareSprite::getNumber()
{
return m_number;
}
void SquareSprite::setNumber(int number)
{
m_number=number;
m_lablenumber->setString("");
m_layercolor->setColor(ccc3(200,190,180));
if (m_number>0)
{
m_lablenumber->setString(CCString::createWithFormat("%i",m_number)->getCString());
//设置卡片颜色
switch (m_number)
{
case 2:
m_layercolor->setColor(ccc3(255,245,238));
break;
case 32:
case 4:
m_layercolor->setColor(ccc3(255,0,0));
break;
case 8:
m_layercolor->setColor(ccc3(244,164,96));
break;
case 16:
m_layercolor->setColor(ccc3(255,69,0));
break;
case 64:
m_layercolor->setColor(ccc3(250,128,114));
break;
case 128:
m_layercolor->setColor(ccc3(255,228,181));
break;
case 256:
m_layercolor->setColor(ccc3(240,230,140));
break;
case 512:
m_layercolor->setColor(ccc3(255,250,205));
break;
case 1024:
m_layercolor->setColor(ccc3(255,160,122));
break;
case 2048:
m_layercolor->setColor(ccc3(250,240,230));
break;
case 4096:
m_layercolor->setColor(ccc3(255,228,225));
break;
case 8192:
m_layercolor->setColor(ccc3(188,143,143));
break;
case 16384:
m_layercolor->setColor(ccc3(205,92,92));
break;
default:
break;
}
}
}
void SquareSprite::initSquareSprite(int number,float pointx,float pointy,int width,int height)
{
m_number=number;
m_layercolor=CCLayerColor::create(ccc4(200,190,180,255),width,height);
m_layercolor->setPosition(ccp(pointx,pointy));
this->addChild(m_layercolor);
//创建字体
m_lablenumber=CCLabelTTF::create("","arial.ttf",30);
m_lablenumber->setColor(ccc3(0,0,0));
m_lablenumber->setPosition(ccp(m_layercolor->getContentSize().width/2,m_layercolor->getContentSize().height/2));
m_layercolor->addChild(m_lablenumber);
setNumber(number);
}
HelloWorldScene.h
#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__
#include "cocos2d.h"
#include "SimpleAudioEngine.h"
#include "SquareSprite.h"
using namespace CocosDenshion;
using namespace cocos2d;
class HelloWorld : public cocos2d::CCLayer
{
public:
HelloWorld();
// Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone
virtual bool init();
// there's no 'id' in cpp, so we recommend returning the class instance pointer
static cocos2d::CCScene* scene();
// implement the "static node()" method manually
CREATE_FUNC(HelloWorld);
public:
virtual void onEnter();
virtual bool ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent);
virtual void ccTouchEnded(CCTouch *pTouch, CCEvent *pEvent);
//上下左右滑动时调用
bool doTop();
bool doDown();
bool doReight();
bool doLeft();
//初始化矩阵
void initMatrix(CCSize size);
//随机产生方块
void autoSquare();
private:
//启点的X坐标,Y坐标
//起点到终点X的距离,Y的距离
int m_StartX,m_StartY,m_RangeX,m_RangeY;
//二维数组存储方块
SquareSprite* m_squarearray[4][4];
};
#endif // __HELLOWORLD_SCENE_H__
HelloWorldScene.cpp
#include "HelloWorldScene.h"
USING_NS_CC;
HelloWorld::HelloWorld()
:m_StartX(0)
,m_StartY(0)
,m_RangeX(0)
,m_RangeY(0)
{
}
CCScene* HelloWorld::scene()
{
// 'scene' is an autorelease object
CCScene *scene = CCScene::create();
// 'layer' is an autorelease object
HelloWorld *layer = HelloWorld::create();
// add layer as a child to scene
scene->addChild(layer);
// return the scene
return scene;
}
// on "init" you need to initialize your instance
bool HelloWorld::init()
{
//
// 1. super init first
if ( !CCLayer::init() )
{
return false;
}
CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize();
CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin();
initMatrix(visibleSize);
//搞点背景
CCLayerColor* layerColorBG= CCLayerColor::create(ccc4(180,170,160,255));
this->addChild(layerColorBG,0);
return true;
}
void HelloWorld::initMatrix(CCSize size)
{
//两个方块之间的空隙
int space=10;
int SquareSize=(size.width-space*5)/4;
for (int x = 0; x < 4; x++)
{
for (int y = 0; y < 4; y++)
{
float pointx=space+x*SquareSize+x*space;
float pointy=40+y*SquareSize+y*space;
SquareSprite* pSquareSprite=SquareSprite::createSquareSprite(0,pointx,pointy,SquareSize,SquareSize);
this->addChild(pSquareSprite,1);
m_squarearray[x][y]=pSquareSprite;
}
}
//刚开始游戏,创建两个方块
autoSquare();
autoSquare();
}
void HelloWorld::autoSquare()
{
int x=CCRANDOM_0_1()*4;
int y=CCRANDOM_0_1()*4;
if (m_squarearray[x][y]->getNumber()>0)
{
autoSquare();
}
else
{
m_squarearray[x][y]->setNumber(2);
}
}
void HelloWorld::onEnter()
{
CCLayer::onEnter();
this->setTouchMode(kCCTouchesOneByOne);
this->setTouchEnabled(true);
}
bool HelloWorld::ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent)
{
m_StartX=pTouch->getLocation().x;
m_StartY=pTouch->getLocation().y;
return true;
}
void HelloWorld::ccTouchEnded(CCTouch *pTouch, CCEvent *pEvent)
{
CCPoint point= pTouch->getLocation();
m_RangeX=m_StartX-point.x;
m_RangeY=m_StartY-point.y;
if (abs(m_RangeX)>abs(m_RangeY))
{
//X大于Y 左右移动
if (m_RangeX>5)
{
//正数 向左
doLeft();
}
else if(m_RangeX<-5)
{
//负数 向右
doReight();
}
}
else
{
//否则 上下移动
if (m_RangeY>5)
{
//正数 向下
doDown();
}
else if(m_RangeY<-5)
{
//负数 向上
doTop();
}
}
}
bool HelloWorld::doTop()
{
CCLOG("doTop Runing");
return true;
}
bool HelloWorld::doDown()
{
CCLOG("doDown Runing");
return true;
}
bool HelloWorld::doReight()
{
CCLOG("doReight Runing");
return true;
}
bool HelloWorld::doLeft()
{
CCLOG("doLeft Runing");
return true;
}
OK,今天先到这来,写的有点多,其实内容不多,说的比较细而已,
最起码,我认为,认真看完就完全能理解变为自己的东西,就算没有此博文,自己也能写出来代码,这才是硬道理
而不像其他的博文,看完还是不理解,云里雾里的,不看着博文写自己完全无从下手
下一篇就开始写游戏的逻辑了,反正偶觉得这个游戏逻辑不是一般的复杂啊,
上次写了两个下午,最后因为JNI问题,移植了2小时,往Android上一安装,测试一下,居然还有BUG
这次写这个系列的博客,也是为了把自己的思路理一理
FROM: http://www.58player.com/blog-2537-90021.html