正如木头所说的,这一章将之前学的知识都使用上了
创建主角精灵
1.将类分类存放,创建筛选器,有点像eclipse的包名,不过vs的是虚拟的,没有改变文件路径的。
2.创建实体基类,当游戏中存在多种实体时,我们可以创建一个基类
习惯将所有要引用的头文件放到类的头文件中,
//头文件
#ifndef _ENTITY_H_
#define _ENTITY_H_
#include "cocos2d.h"
USING_NS_CC;
class Entity : public Node
{
public:
Entity();
~Entity();
Sprite* getSprite();
void bindSprite(Sprite* sprite);
private:
Sprite* m_sprite;
};
#endif
#include "Entity.h"
Entity::Entity()
{
m_sprite = NULL;
}
Entity::~Entity()
{
}
Sprite* Entity::getSprite(){
return this->m_sprite;
}
void Entity::bindSprite(Sprite* sprite){
this->m_sprite = sprite;
this->addChild(m_sprite);
}
//实现了精灵的绑定
3.创建主角类
主角类暂时没有做什么事情。
#ifndef _PLAYER_H_
#define _PLAYER_H_
#include "cocos2d.h"
#include "Entity.h"
USING_NS_CC;
class Player : public Entity
{
public:
Player();
~Player();
CREATE_FUNC(Player);
virtual bool init();
private:
};
#endif
#include "Player.h"
Player::Player()
{
}
Player::~Player()
{
}
bool Player::init(){
return true;
}
4.创建游戏场景
#ifndef _TOLLGATE_SCENE_H_
#define _TOLLGATE_SCENE_H_
#include "cocos2d.h"
#include "Player.h"
USING_NS_CC;
class TollgateScene : public Layer
{
public:
static Scene* createScene();//创建场景
virtual bool init();//初始化
CREATE_FUNC(TollgateScene);//
virtual void update(float delta);//定时的操作
private:
void initBG();//初始化关卡背景
private:
Sprite* m_bgSprite1;//背景精灵1
Sprite* m_bgSprite2;//背景精灵2
Player* m_player;//主角
};
#endif
#include "TollgateScene.h"
Scene* TollgateScene::createScene(){
Scene* scene = Scene::create();
scene->addChild(TollgateScene::create());
return scene;
}
bool TollgateScene::init(){
if (!Layer::init())
{
return false;
}
Size visibleSize = Director::getInstance()->getVisibleSize();
Sprite* titleSprite = Sprite::create("title.png");
titleSprite->setPosition(Point(visibleSize.width/2,visibleSize.height - 50));
this->addChild(titleSprite,2);
m_player = Player::create();//创建主角
m_player->bindSprite(Sprite::create("sprite.png"));
m_player->setPosition(Point(200,visibleSize.height/4));
this->addChild(m_player,3);//加入到最前面的
initBG();//初始化背景
this->scheduleUpdate();//注册定时器
return true;
}
void TollgateScene::initBG(){
Size visibileSize = Director::getInstance()->getVisibleSize();
m_bgSprite1 = Sprite::create("tollgateBG.jpg");
m_bgSprite1->setPosition(visibileSize.width/2,visibileSize.height/2);
this->addChild(m_bgSprite1,0);
m_bgSprite2 = Sprite::create("tollgateBG.jpg");
//将背景往右边平移屏幕个宽度,完全移出屏幕了
m_bgSprite2->setPosition(visibileSize.width+visibileSize.width/2,visibileSize.height/2);
m_bgSprite2->setFlippedX(true);//水平翻转,是图片衔接看起来更平滑
this->addChild(m_bgSprite2,0);
}
//启动定时器,让背景图片定时刷新,即移动
void TollgateScene::update(float delta){
log("%f",delta);
int pos1 = m_bgSprite1->getPositionX();//获取当前位置,理解为中心点的位置
int pos2 = m_bgSprite2->getPositionX();
int speed = 1;//速度为1
pos1 -= speed;//像左移动1个速度
pos2 -= speed;
//背景图片的size
Size mapSize = m_bgSprite1->getContentSize();
//当背景图片的中心点移动到-mapSize.width/2的位置时,说明背景图片完全移出了屏幕,
//就再次把背景图片放到右边的屏幕外
if (pos1<=-mapSize.width/2)
{
pos1 = mapSize.width + mapSize.width/2;
}
if (pos2<=-mapSize.width/2)
{
pos2 = mapSize.width + mapSize.width/2;
}
//更新位置
m_bgSprite1->setPositionX(pos1);
m_bgSprite2->setPositionX(pos2);
}
5.修改屏幕大小
背景图片是800x500的规格,所以我们也将窗口设置成800x500的
glview->setFrameSize(800,500);