今天对飞机游戏的BOSS加入运动动画(左右摇摆),用的是cocos内部的API中的MoveTo和MoveBy对它进行位移。
<span style="white-space:pre"> </span>auto enemy = Sprite::create("e_b_01.png");
enemy->setPosition(Vec2(visibleSize.width / 2, visibleSize.height/1.2));
auto move = MoveTo::create(3, Vec2(350, visibleSize.height / 1.2));
auto enemy1_go1 = EaseInOut::create(move->clone(), 0.65f);
auto enemy1_back1 = MoveBy::create(3, Vec2(-220, 0));
this->addChild(enemy);
auto delay = DelayTime::create(0.25f);
auto seq1 = Sequence::create(enemy1_go1, delay, enemy1_back1, delay->clone(), nullptr);
enemy->runAction(RepeatForever::create(seq1));
后,主要的是己方飞机的移动:用上cocos里对方块API进行移动:
bool Hero::init()
{
Size visibleSize = Director::getInstance()->getVisibleSize();
Vec2 origin = Director::getInstance()->getVisibleOrigin();
auto hero = Sprite::create("e_13.png");
hero->setPosition(Vec2(visibleSize.width / 2,0)); //设置飞机初始坐标
hero->runAction(Sequence::create(MoveBy::create(1, Vec2(0, visibleSize.height /5)), ScaleTo::create(2, 5), ScaleTo::create(2, 1), nullptr)); //飞机出场特效
addChild(hero);
/*下面都是飞机的点击状态*/
auto listener1 = EventListenerTouchOneByOne::create();
listener1->setSwallowTouches(true);
listener1->onTouchBegan = [](Touch* touch, Event* event){
auto target = static_cast<Sprite*>(event->getCurrentTarget());
Vec2 locationInNode = target->convertToNodeSpace(touch->getLocation());
Size s = target->getContentSize();
Rect rect = Rect(0, 0, s.width, s.height);
if (rect.containsPoint(locationInNode))
{
return true;
}
return false;
};
listener1->onTouchMoved = [](Touch* touch, Event* event){
Size visibleSize = Director::getInstance()->getVisibleSize(); // 全都要这两句获取场景大小
Vec2 origin = Director::getInstance()->getVisibleOrigin();
auto target = static_cast<Sprite*>(event->getCurrentTarget());
target->setPosition(target->getPosition() + touch->getDelta());
/*X轴边界*/
if (target->getPositionX() + touch->getDelta().x >= visibleSize.width - target->getContentSize().width / 2){
target->setPositionX(visibleSize.width - target->getContentSize().width / 2);
}
else if (target->getPositionX() + touch->getDelta().x <= target->getContentSize().width / 2){
target->setPositionX(target->getContentSize().width / 2);
}
else{
target->setPositionX(target->getPositionX() + touch->getDelta().x);
}
/*Y轴边界*/
if (target->getPositionY() + touch->getDelta().y >= visibleSize.height - target->getContentSize().height / 2){
target->setPositionY(visibleSize.height - target->getContentSize().height / 2);
}
else if (target->getPositionY() + touch->getDelta().y <= target->getContentSize().height / 2){
target->setPositionY(target->getContentSize().height / 2);
}
else{
target->setPositionY(target->getPosition().y + touch->getDelta().y);
}
};
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener1, hero);
return false;
}
里面的X轴Y轴加入了场景边界的限制,让飞机不能拖出场景之外。
另外加入了飞机的子弹动画和子弹音效:
#include "HelloWorldScene.h"
#include "HeroBullet.h"
#include "AudioEngine.h"
using namespace std;
using namespace cocos2d::experimental;
USING_NS_CC;
HeroBullet::HeroBullet(){
this->schedule(CC_SCHEDULE_SELECTOR(HeroBullet::autoremove), 0.1f);
}
void HeroBullet::autoremove(float dt){
Size visibleSize = Director::getInstance()->getVisibleSize();
Vec2 origin = Director::getInstance()->getVisibleOrigin();
auto bullet = Sprite::create("blt_09.png");
bullet->setPosition(Vec2(visibleSize.width / 2, visibleSize.height / 6));
this->addChild(bullet);
auto actionTo = MoveBy::create(3, Point(0, visibleSize.height));
bullet->runAction(actionTo);
//加载子弹声
int _audioID = AudioEngine::play2d("biu.mp3", false, 0.2); //文件路径,是否循环播放,播放音量
}