今天我们介绍最后两个类
GameOverLayer类
GameLayer类
GameLayer类是整个游戏中最重要的类,因为是整个游戏的中央系统,控制着各个类(层)之间的交互,这个类中实现了猪脚小鸟和它的敌人(管道和草地- . -)碰撞检测,说道物理引擎的碰撞检测,我也是第一次接触,也没多大难度,就直接调用了cocos2d-x的接口,这个类就是游戏的主场景,游戏就是在这里进行的。
GameOverLayer类,游戏结束后一些分数的显示,还有就是奖牌的实现(楼主写的很简单......),这边比较有意思的就是加分效果的实现,这个楼主以前在写AS3的时候经常用到,最后就是两个按钮,一个重新开始按钮,一个排名按钮,排名按钮没有写功能,这个要跟手机的游戏中心配合。这边放一张游戏结束后的图片:
差不多了,这个游戏所有的类都介绍的差不多了,游戏的源码和图片:
http://download.csdn.net/detail/u011373759/7941891
下面是这两个类的源码分析,谢谢大家,结束
//GameOverLayer.h
#pragma once
#include "cocos2d.h"
class GameOverLayer:public cocos2d::Layer
{
public:
GameOverLayer();
~GameOverLayer();
bool init();
//回调函数
void callBack();
//再来一次
void gameAgain();
//获取排名
void getRank();
//显示分数
void showScore(float);
CREATE_FUNC(GameOverLayer);
private:
//计分板精灵
cocos2d::Sprite * box;
//最终分数label
cocos2d::Label * numberLabel;
int score;
int highScore;
};
//GameOverLayer.cpp
#include "GameOverLayer.h"
#include "define.h"
#include "GameLayer.h"
#include "NumberLayer.h"
#include "GetLocalScore.h"
USING_NS_CC;
GameOverLayer::GameOverLayer()
{
}
GameOverLayer::~GameOverLayer()
{
}
bool GameOverLayer::init()
{
if (!Layer::init())
{
return false;
}
auto origin=Director::getInstance()->getVisibleOrigin();
auto visibleSize=Director::getInstance()->getVisibleSize();
//历史最高分
highScore=GetLocalScore::getInstance()->getHighScore();
//计分板
box=Sprite::createWithSpriteFrameName("score_panel.png");
box->setPosition(Point(origin.x+visibleSize.width/2,origin.y-visibleSize.height/2));
this->addChild(box);
//游戏结束后,计分板要从屏幕底部向上运动出现
//动画结束后要显示分数和两个按钮(在回调函数里)
auto moveto=MoveTo::create(SCORECARD_SHOW_TIME,Point(origin.x+visibleSize.width/2,origin.y+visibleSize.height*0.5));
auto callback=CallFuncN::create(CC_CALLBACK_0(GameOverLayer::callBack,this));
auto sequence=Sequence::create(moveto,callback,NULL);
box->runAction(sequence);
//动画的声音
CocosDenshion::SimpleAudioEngine::getInstance()->playEffect("sounds/sfx_swooshing.mp3");
//gameover 字
auto gameover=Sprite::createWithSpriteFrameName("text_game_over.png");
gameover->setPosition(Point(origin.x+visibleSize.width/2,origin.y+visibleSize.height+gameover->getContentSize().height/2));
//gameover精灵也要执行相同的动画,不过它是从上到下运动
auto moveto2=MoveTo::create(SCORECARD_SHOW_TIME,Point(origin.x+visibleSize.width/2,origin.y+visibleSize.height*0.7));
gameover->runAction(moveto2);
this->addChild(gameover);
return true;
}
void GameOverLayer::callBack()
{
log("callback");
auto origin=Director::getInstance()->getVisibleOrigin();
auto visibleSize=Director::getInstance()->getVisibleSize();
//排名和再来一次按钮
//计分板和gameover精灵执行完动画后,出现按钮
auto again=Sprite::createWithSpriteFrameName("button_play.png");
auto menuAgain=MenuItemSprite::create(again,again,CC_CALLBACK_0(GameOverLayer::gameAgain,this));
auto rank=Sprite::createWithSpriteFrameName("button_score.png");
auto menuRank=MenuItemSprite::create(rank,rank,CC_CALLBACK_0(GameOverLayer::getRank,this));
//两个按钮坐标的设定
int l=(visibleSize.width-again->getContentSize().width*2)/3;
menuAgain->setPosition(Point(origin.x+l+again->getContentSize().width/2,origin.y+visibleSize.height*0.3));
menuRank->setPosition(Point(origin.x+visibleSize.width-l-again->getContentSize().width/2,origin.y+visibleSize.height*0.3));
//把按钮放到菜单中去
auto menu=Menu::create(menuAgain,menuRank,NULL);
menu->setAnchorPoint(Point::ANCHOR_BOTTOM_LEFT);
menu->setPosition(Point::ZERO);
this->addChild(menu);
//分数显示
score=0;
auto str=__String::createWithFormat("%d",score);
numberLabel=Label::createWithBMFont("font2.fnt",str->getCString());
numberLabel->setPosition(Point(origin.x+visibleSize.width/2+65,origin.y+visibleSize.height*0.5+10));
this->addChild(numberLabel);
//当分数大于0时执行一个分数从0到n的动画
if (NumberLayer::getInstance()->getScore()>0)
{
this->schedule(schedule_selector(GameOverLayer::showScore),ADDSCORE_FRE);
}
//历史最高分
auto str1=__String::createWithFormat("%d",highScore);
auto highScoreLabel=Label::createWithBMFont("font2.fnt",str1->getCString());
highScoreLabel->setPosition(Point(origin.x+visibleSize.width/2+65,origin.y+visibleSize.height*0.5-30));
this->addChild(highScoreLabel);
//如果当前分数大于历史最高分,则会出现new的字样
if (NumberLayer::getInstance()->getScore()>highScore)
{
GetLocalScore::getInstance()->setHighScore(NumberLayer::getInstance()->getScore());
auto picNew=Sprite::createWithSpriteFrameName("new.png");
picNew->setPosition(Point(origin.x+visibleSize.width/2+37,origin.y+visibleSize.height*0.5-4));
this->addChild(picNew);
}
//奖牌显示
//这边的奖牌显示是自己定的
//各个奖牌之间要达到多少分数请看define.h
int l2=(visibleSize.width-box->getContentSize().width)/2;
if (NumberLayer::getInstance()->getScore()<MEDALS_0)
{
return;
}
Sprite * medals;
if (NumberLayer::getInstance()->getScore()>=MEDALS_0&&NumberLayer::getInstance()->getScore()<MEDALS_1)
{
medals=Sprite::createWithSpriteFrameName("medals_0.png");
}
if (NumberLayer::getInstance()->getScore()>=MEDALS_1&&NumberLayer::getInstance()->getScore()<MEDALS_2)
{
medals=Sprite::createWithSpriteFrameName("medals_1.png");
}
if (NumberLayer::getInstance()->getScore()>=MEDALS_2&&NumberLayer::getInstance()->getScore()<MEDALS_3)
{
medals=Sprite::createWithSpriteFrameName("medals_2.png");
}
if (NumberLayer::getInstance()->getScore()>=MEDALS_3)
{
medals=Sprite::createWithSpriteFrameName("medals_3.png");
}
medals->setPosition(Point(origin.x+l2+54,origin.y+visibleSize.height*0.49));
this->addChild(medals);
}
//再来一次,场景切换
void GameOverLayer::gameAgain()
{
Director::getInstance()->replaceScene(TransitionFade::create(CHANGESCENE_TIME,GameLayer::createScene()));
}
//排名按钮的回调,这里没写,因为这里要调用的是手机游戏中心的资料
void GameOverLayer::getRank()
{
log("get rank");
}
//分数显示动画
void GameOverLayer::showScore( float )
{
score++;
auto str=__String::createWithFormat("%d",score);
numberLabel->setString(str->getCString());
if (score==NumberLayer::getInstance()->getScore())
{
this->unschedule(schedule_selector(GameOverLayer::showScore));
}
}
//GameLayer.h
#pragma once
#include "cocos2d.h"
#include "SpriteBird.h"
class GameLayer:public cocos2d::Layer
{
public:
GameLayer();
~GameLayer();
static cocos2d::Scene * createScene();
bool init();
//游戏开始
void startGame();
CREATE_FUNC(GameLayer);
private:
//猪脚层
SpriteBird * bird;
//物理碰撞侦听
cocos2d::EventListenerPhysicsContact * contactListener;
};
//GameLayer.cpp
#include "GameLayer.h"
#include "define.h"
#include "HelpLayer.h"
#include "PipeLayer.h"
#include "LandLayer.h"
#include "NumberLayer.h"
#include "GameOverLayer.h"
USING_NS_CC;
GameLayer::GameLayer()
{
}
GameLayer::~GameLayer()
{
}
cocos2d::Scene * GameLayer::createScene()
{
//注意我们这边创造的是物理场景
auto scene=Scene::createWithPhysics();
//加入了重力,GRAVITY的值为(0,-980)
//跟我们的世界重力加速度是一样的,比较真实
scene->getPhysicsWorld()->setGravity(GRAVITY);
auto gameLayer=GameLayer::create();
scene->addChild(gameLayer);
return scene;
}
bool GameLayer::init()
{
if (!Layer::init())
{
return false;
}
auto origin=Director::getInstance()->getVisibleOrigin();
auto visibleSize=Director::getInstance()->getVisibleSize();
//背景图片,根据时间加载晚上和白天的图片
time_t t=time(NULL);
tm * lt=localtime(&t);
int hour=lt->tm_hour;
Sprite * bg;
if (hour>=6&&hour<=17)
{
bg=Sprite::createWithSpriteFrameName("bg_day.png");
}
else
{
bg=Sprite::createWithSpriteFrameName("bg_night.png");
}
bg->setPosition(Point(origin.x+visibleSize.width/2,origin.y+visibleSize.height/2));
this->addChild(bg);
//下面就是我们前几章讲的各个类的实例的运用了
//这个游戏就像贴纸一样,一层一层叠起来,各层执行各层的逻辑
//靠这个游戏层来控制各层的之间的交互
//草底层
auto landLayer=LandLayer::create();
landLayer->setAnchorPoint(Point::ANCHOR_BOTTOM_LEFT);
landLayer->setPosition(Point::ZERO);
this->addChild(landLayer,2);
//帮助界面
auto helpLayer=HelpLayer::create();
helpLayer->setAnchorPoint(Point::ANCHOR_BOTTOM_LEFT);
helpLayer->setPosition(Point::ZERO);
this->addChild(helpLayer);
//管子层
auto pipeLayer=PipeLayer::create();
pipeLayer->setAnchorPoint(Point::ANCHOR_BOTTOM_LEFT);
pipeLayer->setPosition(Point::ZERO);
this->addChild(pipeLayer,1);
//主角
bird=SpriteBird::createBird();
bird->setAnchorPoint(Point::ANCHOR_BOTTOM_LEFT);
bird->setPosition(Point::ZERO);
this->addChild(bird,2);
bird->changeState(ACTION_STATE_IDLE);
//这里创建了触控侦听
//当玩家点击屏幕时,游戏开始,并移除这个侦听
auto listener=EventListenerTouchOneByOne::create();
listener->setSwallowTouches(false);
listener->onTouchBegan=[=](Touch * t,Event * e)
{
log("GameLayer touch begin");
return true;
};
listener->onTouchEnded=[=](Touch * t,Event * e)
{
pipeLayer->startPipe();
startGame();
_eventDispatcher->removeEventListener(listener);
};
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener,this);
//碰撞检测侦听
contactListener=EventListenerPhysicsContact::create();
contactListener->onContactBegin=[=](const PhysicsContact& contact)
{
log("1111111111111111111111111");
//当检测到碰撞的时候,播放hit声音
//小鸟要么撞到草地,要么撞到管道
CocosDenshion::SimpleAudioEngine::getInstance()->playEffect("sounds/sfx_hit.mp3");
//管道停止运动
pipeLayer->stopPipe();
//草地停止运动
landLayer->stopLand();
//小鸟改变状态
bird->changeState(ACTION_STATE_DIE);
//移除积分器
this->removeChild(NumberLayer::getInstance());
//游戏结束后计分板出现
auto scorecard=GameOverLayer::create();
scorecard->setAnchorPoint(Point::ANCHOR_BOTTOM_LEFT);
scorecard->setPosition(Point::ZERO);
this->addChild(scorecard,99);
_eventDispatcher->removeEventListener(contactListener);
return true;
};
_eventDispatcher->addEventListenerWithSceneGraphPriority(contactListener,this);
return true;
}
void GameLayer::startGame()
{
//游戏开始,小鸟转换到飞行状态
bird->changeState(ACTION_STATE_FLY);
//加入积分器并初始化
NumberLayer::getInstance()->initScore();
this->addChild(NumberLayer::getInstance(),10);
}