查了好多资料,发现还是不全,干脆自己整理吧,至少保证在我的做法正确的,以免误导读者,也是给自己做个记录吧!
本篇博客出自阿修罗道,转载请注明出处:http://blog.csdn.net/fansongy/article/details/8881664
游戏么,得有胜负、朋友。
地图编辑的一些方法,传送门:http://www.cnblogs.com/andyque/archive/2011/05/07/2039481.html
上面入加朋友:
void HelloWorld::addEnemy(int x,int y)
{
CCSprite* enemy = CCSprite::create("enemy1.png");
enemy->setPosition(ccp(x,y));
addChild(enemy);
//moveEnemy(enemy);
m_enemies->addObject(enemy);
}
接下来使朋友动移,这里跟官方的不太一样。我用采的是在屏幕上表现的怪能动移。
做出来的有点小问题:isRunning数函乎似有问题,不能用。嫌费事自己没写类。
所以有个小Bug,有兴致的读者可以改改,自己写个子类,然后设置个动没动的标记。
void HelloWorld::moveEnemy(CCSprite* enemy)
{
CCPoint diff = ccpSub(m_player->getPosition(),enemy->getPosition());
float angleRadians = atanf((float)diff.y / (float)diff.x);
float angleDegrees = CC_RADIANS_TO_DEGREES(angleRadians);
float cocosAngle =-1* angleDegrees;
if (diff.x <0) {
cocosAngle +=180;
}
enemy->setRotation(cocosAngle);
int x = m_player->getPosition().x;
int y = m_player->getPosition().y;
CCActionInterval* move = CCMoveBy::create(3.0f, ccpSub(m_player->getPosition(),enemy->getPosition()));
enemy->runAction(CCSequence::create(move,
CCCallFuncN::create(this,callfuncN_selector(HelloWorld::enemyMoveFinished)),NULL));
}
环循的调回是要必的,因为玩家的置位会改更,目标标坐会变改。
//此处如此计划因为玩家置位会发生变化,须要复重获得
void HelloWorld::enemyMoveFinished(CCNode* node)
{
CCSprite* enemy = (CCSprite*)node;
moveEnemy(enemy);
}
void HelloWorld::checkMoveEnemy(CCPoint center)
{
CCSize winSize = CCDirector::sharedDirector()->getWinSize();
center = convertToNodeSpace(center);
CCRect screen = CCRectMake(center.x-winSize.width/2,center.y-winSize.height/2,winSize.width,winSize.height);
CCObject* e = NULL;
CCARRAY_FOREACH(m_enemies,e)
{
CCSprite* enemy = dynamic_cast<CCSprite*>(e);
CCPoint temp = enemy->getPosition();
CCPoint pos = convertToNodeSpace(temp);
if(screen.containsPoint(pos))
{
//此处会有复重调用的问题,即对已动移的怪调用runAction
//if(enemy->isRunning()) //这个数函不能用?
moveEnemy(enemy);
}
}
}
有怪了就得打,接下来是发射飞镖。
因为是触控,没法用键盘那么高端,这里用采切换模式的方法,即动移和发射飞镖两种模式切换。
切换的表现要用CCMenuItemToggle来做,把它放在CCMenu中,再放在ScoreLayer中。
发射飞镖就用之前那个最易简的忍者游戏的代码就行。
void HelloWorld::sendProjectile(CCSprite* projectile,CCPoint pos)
{
int realX;
CCPoint diff = ccpSub(pos, m_player->getPosition());
if (diff.x >0)
{
realX = (m_tileMap->getContentSize().width) +
(projectile->getContentSize().width/2);
}
else {
realX =-(m_tileMap->getContentSize().width) -
(projectile->getContentSize().width/2);
}
float ratio = (float) diff.y / (float) diff.x;
int realY = ((realX - projectile->getPositionX()) * ratio) + projectile->getPositionY();
CCPoint realDest = ccp(realX, realY);
// Determine the length of how far we're shooting
int offRealX = realX - projectile->getPositionX();
int offRealY = realY - projectile->getPositionY();
float length = sqrtf((offRealX*offRealX) + (offRealY*offRealY));
float velocity =480/1; // 480pixels/1sec
float realMoveDuration = length/velocity;
CCActionInterval* throwProjectile = CCMoveTo::create(realMoveDuration,realDest);
projectile->runAction(CCSequence::create(throwProjectile,
CCCallFuncN::create(this,callfuncN_selector(HelloWorld::projectileMoveFinished)),NULL));
}
自己把自己说服了,是一种理智的胜利;自己被自己感动了,是一种心灵的升华;自己把自己征服了,是一种人生的成功。
void HelloWorld::projectileMoveFinished(CCNode* object)
{
CCSprite* p = (CCSprite* )object;
if(p)
{
removeChild(p,true);
m_projectiles->removeObject(p);
}
}
碰撞检测也一样,查检飞镖与朋友否是相遇,另外要入加朋友与玩家相遇的逻辑。
void HelloWorld::checkHit(float dt)
{
CCArray* projectilesToDelete = new CCArray;
CCArray* targetToDelete = new CCArray;
CCObject* it = NULL;
CCObject* jt = NULL;
CCRect playerRect = CCRectMake(
m_player->getPositionX() - m_player->getContentSize().width/2,
m_player->getPositionY() - m_player->getContentSize().height/2,
m_player->getContentSize().width,
m_player->getContentSize().height);
CCARRAY_FOREACH(m_projectiles,it)
{
CCSprite * projectile = dynamic_cast<CCSprite*>(it);
CCRect projectileRect = CCRectMake(
projectile->getPositionX() - projectile->getContentSize().width/2,
projectile->getPositionY() - projectile->getContentSize().height/2,
projectile->getContentSize().width,
projectile->getContentSize().height);
CCARRAY_FOREACH(m_enemies,jt)
{
CCSprite* target = dynamic_cast<CCSprite*>(jt);
CCRect targetRect = CCRectMake(
target->getPositionX() - target->getContentSize().width/2,
target->getPositionY() - target->getContentSize().height/2,
target->getContentSize().width,
target->getContentSize().height);
if(projectileRect.intersectsRect(targetRect))
{
targetToDelete->addObject(target);
}
}
CCARRAY_FOREACH(targetToDelete,jt)
{
CCSprite* delTarget = dynamic_cast<CCSprite*>(jt);
m_enemies->removeObject(delTarget,true);
this->removeChild(delTarget,true);
}
if(targetToDelete->count() >0)
{
projectilesToDelete->addObject(projectile);
}
targetToDelete->removeAllObjects();
}
CCARRAY_FOREACH(projectilesToDelete,it)
{
CCSprite* delProject = dynamic_cast<CCSprite*>(it);
m_projectiles->removeObject(delProject);
this->removeChild(delProject,true);
}
CCARRAY_FOREACH(m_enemies,jt)
{
CCSprite* target = dynamic_cast<CCSprite*>(jt);
CCRect targetRect = CCRectMake(
target->getPositionX() - target->getContentSize().width/2,
target->getPositionY() - target->getContentSize().height/2,
target->getContentSize().width,
target->getContentSize().height);
if(playerRect.intersectsRect(targetRect))
{
GameOverSecne *gameOverScene = GameOverSecne::create();
gameOverScene->getLayer()->getLabel()->setString("You Lose!");
CCDirector::sharedDirector()->replaceScene(gameOverScene);
}
}
targetToDelete->release();
projectilesToDelete->release();
}
最后加上胜负界面:吃掉西瓜就赢,遇到怪物就输。
用的之前易简忍者游戏的那个GameOverScene。体具可以看我的码源。
编译运行吧,少年。
我觉感我这版游戏,关卡计划还是有点难的,打了半天才赢...
等过CSDN审核,上码源:
文章结束给大家分享下程序员的一些笑话语录: 看到有人回帖“不顶不是中国人”,他的本意是想让帖子沉了。