如今消除类游戏很多,比如:消灭寿司,消灭星星等。这篇文章我就共享下我这方面的理解,希望对大家有帮助,如有不好的地方也希望大家指出。
这是我用到资源。同种颜色的2个或者2个以上的就可以消除,消除的越多分越高。
首先,我们来定义一些要用到的变量:
<pre class="cpp" name="code">static const int GRID_COUNT_LANDSCAPE = 10;//方块横总长度
static const int GRID_COUNT_PORTRAIT = 10;//方块竖总长度
static const string GRID_PIC_PATHS[GRID_TYPE_COUNT] = {string("hongse.png"), string("huangse.png"), string("lanse.png"), string("lvse.png"), string("zise.png")};
static const int GRID_TYPE_COUNT = 5;
static const int GRID_EMPTY_DATA = GRID_TYPE_COUNT+1;
char m_gridData[GRID_COUNT_LANDSCAPE * GRID_COUNT_PORTRAIT];
std::vector<GridPos> m_promptGrids;//提示的格子
bool m_scaledPromptGrids;//已经缩小的提示格子
cocos2d::gui::Widget *m_gridContentLayer;
struct GridPos{
GridPos(int x = 0, int y = 0):m_x(x), m_y(y){
}
int m_x;
int m_y;
};
struct EliminateGrid{
EliminateGrid(const GridPos &pos, int type):m_gridPos(pos), m_type(type){
}
GridPos m_gridPos;
int m_type;
};
在GaeScene中初始化:
bool GameScene::init(){
do{
C_BREAK_IF(!TouchGroup::init());
for (int i=0;i<GRID_COUNT_PORTRAIT * GRID_COUNT_LANDSCAPE; i++)
{
m_gridData[i] = GRID_EMPTY_DATA;
}
m_gridContentLayer = Widget::create();
CC_BREAK_IF(!m_gridContentLayer);
m_gridContentLayer->retain();
m_gridContentLayer->setAnchorPoint(ccp(0,0));
m_gridContentLayer->setPosition(ccp(0, 0));
this->addWidget(m_gridContentLayer);
return true;
}while(0);
return false;
}
得到屏幕上的像素坐标:
void GameScene::getGridPosition(int x, int y, CCPoint &point){
point.x = GRID_WIDTH / 2 + GRID_WIDTH * x;
point.y = GRID_HEIGHT / 2 + GRID_HEIGHT * y;
<span style="color:#000000;">}</span>
把屏幕上的像素坐标转换成我们的坐标
bool GameScene::getPointGridPos(const CCPoint &point, GridPos &pos){
float x = point.x - GRID_BEGIN_X;
float y = point.y - GRID_BEGIN_Y;
if (x < 0 || x > GRID_WIDTH * GRID_COUNT_LANDSCAPE
|| y < 0 || y > GRID