给宝宝做一个cocos免费游戏
第一章 背景和开发框架介绍
第二章 Node树和场景制作
第三章 UI、地图和关卡文本制作(一)
第三章 UI、地图和关卡文本制作(二)
第四章 摇杆、按键和角色动画制作
第五章 敌人和AI制作
第六章 角色和敌人行为互动脚本制作
第七章 游戏打包、发布和调试
COCOS UI、地图和关卡文本制作(二)
一、地图
主流的小游戏可以使用tipmap工具进行地图编辑,由于考虑要实现动态的地图,后面有野心+时间就要做个地图编辑器,所以我还是选用json+复制node的方法(性能未比较)
1.地图数据
沿用JSON,js和json方法都会了肯定有好处学多点嘛
{
"mapobj" : [
{"sname":"mainMap","type":"floor", "name":"fl","posx":"-500","posy":"-100","rotation":"0"},
{"sname":"mainMap","type":"floor", "name":"f2","posx":"-480","posy":"-100","rotation":"0"},
{"sname":"mainMap","type":"floor", "name":"f3","posx":"-450","posy":"-100","rotation":"0"},
{"sname":"mainMap","type":"floor", "name":"f4","posx":"-420","posy":"-100","rotation":"0"},
{"sname":"mainMap","type":"floor", "name":"f5","posx":"-390","posy":"-100","rotation":"0"},
{"sname":"mainMap","type":"floor", "name":"f6","posx":"-360","posy":"-100","rotation":"0"},
{"sname":"mainMap","type":"floor", "name":"f7","posx":"-320","posy":"-100","rotation":"0"},
{"sname":"mainMap","type":"floor", "name":"f8","posx":"-290","posy":"-100","rotation":"0"},
{"sname":"mainMap","type":"floor", "name":"f9","posx":"-100","posy":"-100","rotation":"0"},
{"sname":"mainMap","type":"floor", "name":"fl0","posx":"0","posy":"-100","rotation":"0"},
{"sname":"mainMap","type":"floor", "name":"fl1","posx":"400","posy":"-100","rotation":"0"},
{"sname":"mainMap","type":"wall", "name":"wl0","posx":"100","posy":"-100","rotation":"0"},
{"sname":"mainMap","type":"wall", "name":"wl0","posx":"100","posy":"-40","rotation":"0"},
{"sname":"mainMap","type":"tree", "name":"tr0","posx":"-450","posy":"-33","rotation":"0"},
{"sname":"mainMap","type":"box", "name":"bo0","posx":"100","posy":"0","rotation":"0"},
{"sname":"mainMap","type":"enemis","name":"en1","posx":"300","posy":"100","rotation":"0"},
{"sname":"mainMap","type":"water", "name":"wt0","posx":"300","posy":"-200","rotation":"0"}
]
}
2.制作预制体
dool预制体(由于之前了解到读取json是异步的然后读取spriteframe会出现时间不同步而导致读完只能显示在最后的记录,这里使用固定sprite方法来做,也算是第二种代替方案,麻烦点)
(1)textpacker打包地图图片(wall、floor等最小单位)
把打包后的png和plist文件丢进去项目的"resources\texttrue\map"
(2)添加floor预制体
mapNode节点右击创建一个sprite节点命名floor,拖动png到spriteframe
然后添加碰撞组件(方便后面主角和敌人接触时候产生动作)
选定组为map,这样能够跟player等碰撞
最后拖动到prefab文件夹,完成prefab制作
同理做好其他地图对象的prefab后,添加到Cavas节点,进入马上加载方便实例化复制
3.根据数据散布map、obj
//map controller
loadMapObj: function (e) {
var scenename = cc.director.getScene().name;
var url = 'json/main';//resources/json/..
cc.loader.loadRes(url, cc.RawAsset, function (err, res) {
if (!err) {
var rs = res.json.mapobj;//loop
for (var i = 0; i < rs.length; i++) {
if (rs[i].sname == scenename && rs[i].type) {
// cc.log(rs[i].name);
var obj;
switch (rs[i].type) {
case 'floor':
obj = cc.instantiate(this.floor);//prefab预制体
break;
case 'tree':
obj = cc.instantiate(this.tree);
break;
case 'stone':
obj = cc.instantiate(this.stone);
break;
case 'box':
obj = cc.instantiate(this.box);
break;
case 'water':
obj = cc.instantiate(this.water);
break;
case 'wall':
obj = cc.instantiate(this.wall);
break;
case 'enemis':
obj = cc.instantiate(this.enemis);
break;
case 'trigger':
obj = cc.instantiate(this.trigger);
break;
}
if (obj) {
// obj.getComponent(cc.spriteFrame).spriteFrame = '';
obj.name = rs[i].name;
obj.angle = - rs[i].rotation;//方向
obj.parent = this.mainmap;
obj.setPosition(cc.v3(rs[i].posx, rs[i].posy, 0));//位置 注意是否需要转换世界坐标 []字符串位数,不准
}
}
}
//
} else { cc.log(err); } //异步 往往会执行后面之后再回调函数
});
// cc.log(rs);
},
最终的效果:
二、关卡预制体和文本
1.预制体与碰撞
产生交互的主要有box这类-接触弹出物品,门-接触后打开或者关闭、转入别的场景、人物聊天,特殊点触发剧情等等。可以在这些预制体加上js检测碰撞来实现
(1)章节预载体
在mapNode节点添加一个sprite节点命名guider,组设置为maps,新建一个aijs.js脚本,然后在这个节点添加aijs.js,添加碰撞组件(后面ai脚本也准备写在这里,毕竟都是碰撞反应类代码)
这样的话,考虑在canvas节点的canvasjs.js组件添加一个trigger(触发)作为map兑现,后面可以在json维护进去,这样在map指定位置就能触发了
(2)JSON写入
在json的mapobj中写入:
{"sname":"mainMap","type":"trigger", "name":"tr01","posx":"-300","posy":"-50","rotation":"0"}
在guider的aijs.js脚本写入
properties: {
reacttype:'guid', //guid-guid文本 dialog-对话 player-用户ai enemy-en的ai story-剧情(文本、动画)
lv:10001,//章节最大9999个对话 不同的章节用20001 30001...
},
onLoad() {
//开启碰撞检测
var collider = cc.director.getCollisionManager();
collider.enabled = true;
}
//持续碰撞检测
onCollisionStay:function(other,self){
if(other.node.group == 'players'){
switch(this.reacttype){
case 'guid' : break;
self.node.getChildByName('RichText').getComponent(cc.RichText).string = '您好开发者,欢迎来到新手村';
self.node.getChildByName('RichText').active = true;
}
}
},
2.剧情文本存储
专业的gamer会有专业的文本框架或者工具,我们菜鸟,手把手做吧。还是使用JSON吧,应该不会出现在异步里面调用异步的情形。
"txt":[
{"id":"s1","desc":"Hello,dear fresh,请选择您的职业","source":"","callback":""},
{"id":"s2","desc":"1.剑人","source":"s1","callback":"1"} ,
{"id":"s3","desc":"2.法克","source":"s1","callback":"2"} ,
{"id":"s2","desc":"3.箭人","source":"s1","callback":"3"}
]
2.读入数据
还是使用cc.loader.loadRes()读取,不详细说明了。后面找时间做一个角色对话专题吧。连主角还没做呢,重头戏啊
总结
这一章终于完成了,后面制作角色控制方面的内容,搞了这么久终于到角色和ai的重点环节了