分享一个《捕鱼》的客户端游戏

  今天一天用cocos2d做了一个捕鱼系统的demo,资源取自广为流传的android小游戏叫做年年有余,哎,无论叫做什么吧!之前是用android写的,今天一天用cocos2d从新写了一遍!大家可以用来做为学习cocos2d的demo,或者开发自己捕鱼系统的demo!

  先来几张效果图片:

  

  玩法很简单,用手按住鱼,鱼就被抓紧了网内,然后再网破掉之前,将鱼放到鱼缸!就这样!

  下面对代码进行解析:

  首先定义Fish类:

//Fish 头文件
#pragma once

#include "cocos2d.h"
#include "cocos-ext.h"
#include <vector>

using namespace std;
using namespace cocos2d;
using namespace cocos2d::extension;

class Fish : public CCSprite
{
public:
	Fish(void);
	
	~Fish(void);

	bool init();

	CCPoint getPoint();
	
	void wander();

	int get_score();

	void setCoord(int x,int y);

private:

	int image_index ;
	
	double coord_x;
	
	double coord_y;

	CCSprite* _image;

	vector<CCTexture2D*> _textture_vec;

	int fish_num;
};

//Fish 实现代码:
#include "Fish.h"
#include "GameStruct.h"

Fish::Fish(void)
{
	this->fish_num = rand()%3;
	this->_image = NULL;
	this->coord_x = rand()%200;
	this->coord_y = rand()%200;
	this->image_index = 0;
}


Fish::~Fish(void)
{

}

bool Fish::init()
{
	CCSprite::init();
	this->_image = CCSprite::create(fish_image[this->fish_num][0].c_str());
	this->setContentSize(CCSize(60,16));
	this->_image->setPosition(CCPoint(30,8));
	this->addChild(this->_image);

	
	for(int i = 0;i<3;i++)
	{
		CCSprite * temp_obj = CCSprite::create(fish_image[this->fish_num][i].c_str());  
		CCTexture2D *hero_hit = temp_obj->getTexture();  
		this->_textture_vec.push_back(hero_hit);
	}

	return true;

}

void Fish::setCoord(int x,int y)
{
	this->coord_x = x;
	this->coord_y = y;
}

int Fish::get_score()
{
	return this->image_index*2 + 1;
}

void Fish::wander()
{
	this->image_index ++;
	if(this->image_index >= 3)
	{
		this->image_index = 0;
	}
	this->_image->setTexture(this->_textture_vec.at(this->image_index));

	float degrees = rand()/rand();
	this->setRotation(degrees);

	int len = 6;

	double len_x = len*sin(degrees);
	double len_y = len*cos(degrees);

	this->coord_x += len_y;
	this->coord_y += len_x;
}

CCPoint Fish::getPoint()
{
	return CCPoint(coord_x,coord_y);
}

   Fish,就是鱼,继承自CCSprite,最终要的一个函数就是wander();用来实现鱼在鱼池中游荡!首先先随机出一个角度来,然后再对Fish进行旋转(rotate),然后再向着头部的防线行走!更新x,y坐标!再移动的同时,要不断变换鱼的图片,因为尾巴要不断的摆动吗!

  然后就是FishNet类,故名思议,渔网类

//头文件
#pragma once

#include "cocos2d.h"
#include "cocos-ext.h"

#include "Fish.h"

#include <vector>

using namespace std;
using namespace cocos2d;
using namespace cocos2d::extension;

class HelloWorld;

#define FISHNETSIZE	CCSize(90,90)

class FishNet :	public CCSprite
{
public:
	FishNet(HelloWorld* scene);

	~FishNet(void);

	bool init();

	void add_fish(Fish* fish);

	void reset();

	void update(float tick);

	void enable();

	void disable();

	bool is_enable();

	void scatter();

	void recycle();

private:

	int _image_index;

	CCSprite* _image;

	vector<CCTexture2D*> _textture_vector;

	vector<Fish*> fish_vect;

	bool _enable;

	HelloWorld* _scene;
};

//实现代码
#include "FishNet.h"
#include "HelloWorldScene.h"
#include "GameStruct.h"

FishNet::FishNet(HelloWorld* scene)
{
	this->_image = NULL;
	this->_image_index = 0;
	this->_enable = false;
	this->_scene = scene;
}


FishNet::~FishNet(void)
{

}

void FishNet::reset()
{
	this->_image_index = 0;
}

bool FishNet::init()
{
	CCSprite::init();

	this->setContentSize(FISHNETSIZE);

	this->_image = CCSprite::create("fish_net0.png");
	this->_image->setPosition(CCSize(FISHNETSIZE.width/2,FISHNETSIZE.height/2));
	this->addChild(this->_image);

	for(int i=0;i<7;i++)
	{
		CCSprite* image = CCSprite::create(fish_net_image[i].c_str());
		CCTexture2D *textture = image->getTexture();
		this->_textture_vector.push_back(textture);
	}

	return true;
}

void FishNet::add_fish(Fish* fish)
{
	fish->setPosition(CCSize(FISHNETSIZE.width/2,FISHNETSIZE.height/2));
	this->fish_vect.push_back(fish);
	this->addChild(fish);
}

void FishNet::scatter()
{

	for(vector<Fish*>::iterator iter = this->fish_vect.begin();iter != this->fish_vect.end();iter++)
	{
		this->removeChild(*iter,true);
		//(*iter)->setPosition(this->getPosition());
		(*iter)->setCoord(this->getPositionX(),this->getPositionY());
		this->_scene->generate_fish(*iter);
		
	}
	this->fish_vect.clear();
}

void FishNet::recycle()
{
	if(this->is_enable())
	{
		for(vector<Fish*>::iterator iter = this->fish_vect.begin();iter != this->fish_vect.end();iter++)
		{
			this->removeChild(*iter,true);
			this->_scene->add_score((*iter)->get_score());
		}
		this->fish_vect.clear();
	}
}

void FishNet::update(float tick)
{
	this->_image_index ++;
	if(this->_image_index == 7)
	{
		this->_image_index = 0;
		this->disable();
		return ;
	}

	this->_image->setTexture(this->_textture_vector.at(this->_image_index));
}

void FishNet::enable()
{
	this->_enable = true;
}

void FishNet::disable()
{
	this->_enable = false;
	this->scatter();
	this->_scene->recycle_fish_net();
}

bool FishNet::is_enable()
{
	return this->_enable;
}

    FIshNet同样继承子CCSprite,几个注意的点:update函数,不断更新渔网的状态!scatter函数,当渔网破裂时,要将渔网里面的鱼全部释放掉!recycle,当渔网达到鱼缸时,并且渔网还没有破裂,那么玩家要得分!

  下面是最核心的HelloWorld类,其实更加应该称为池塘类,但是以为是在HelloWorld那个工程上修改了,所以就没有调整!HelloWorld继承子CCLayer!

  

#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__

#include "cocos2d.h"
#include "cocos-ext.h"
#include "Fish.h"
#include "FishNet.h"

#include <vector>


#define FONT_NAME_DEFAULT	"msyh"
#define FONT_SIZE_24	24


using namespace std;
using namespace cocos2d;

class HelloWorld : public cocos2d::CCLayerColor,public CCTouchDelegate
{
public: 
    virtual bool init();  


    static cocos2d::CCScene* scene();
    
    void menuCloseCallback(CCObject* pSender);

	void reset();

	void add_score(int inc);

	void update(float tick);
    
    CREATE_FUNC(HelloWorld);

	void random_generate_fish();

	void generate_fish(Fish* fish);

	void recycle_fish(Fish* fish);

	void recycle_fish_net();

	virtual void ccTouchesBegan(CCSet *pTouches, CCEvent *pEvent);	//处理用户按下事件

    virtual void ccTouchesMoved(CCSet *pTouches, CCEvent *pEvent);   //处理Touch Move 事件

    virtual void ccTouchesEnded(CCSet *pTouches, CCEvent *pEvent);		//处理用户放开事件

    virtual void ccTouchesCancelled(CCSet *pTouches, CCEvent *pEvent);	 //处理Touch被打断事件,如来电话了。

private:

	int score;

	vector<Fish*> fish_vec;

	FishNet* fish_net;

	CCLabelTTF* score_hint;

	CCLabelTTF* score_label;

};

#endif // __HELLOWORLD_SCENE_H__


#include "HelloWorldScene.h"

#include <math.h>

USING_NS_CC;


CCScene* HelloWorld::scene()
{
    // 'scene' is an autorelease object
    CCScene *scene = CCScene::create();
    
    // 'layer' is an autorelease object
    HelloWorld *layer = HelloWorld::create();

    // add layer as a child to scene
    scene->addChild(layer);

    // return the scene
    return scene;
}


bool HelloWorld::init()
{
    
	if(! CCLayerColor:: initWithColor(ccc4(255, 255, 255,255)))
	{
		return false;
	}
    
    CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize();
    CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin();

	CCScale9Sprite* board = CCScale9Sprite::create("board.png");
	board->setPosition(CCSize(visibleSize.width/2,20));
	this->addChild(board);

	this->score_hint = CCLabelTTF::create("score : ","Arial",20.0);
	this->score_hint->setPosition(CCSize(visibleSize.width - 100,20));
	this->addChild(this->score_hint);

	this->score_label = CCLabelTTF::create("0","Arial",20.0);
	this->score_label->setPosition(CCSize(this->score_hint->getPositionX() + 70,20));
	this->addChild(this->score_label);
	
	CCScale9Sprite* tank = CCScale9Sprite::create("fish_tank.png");
	tank->setPosition(CCSize(30,30));
	this->addChild(tank);

	for(int i=0;i<10;i++)
	{
		Fish* fish = new Fish();
		fish->init();
		fish->setPosition(fish->getPoint());
		this->addChild(fish);
		this->fish_vec.push_back(fish);
	}

	this->setTouchEnabled(true);
	CCDirector::sharedDirector()->getTouchDispatcher()->addTargetedDelegate(this, 0, true);

	this->fish_net = new FishNet(this);
	this->fish_net->init();

	this->schedule(schedule_selector(HelloWorld::update),0.2);

	this->score = 0;
    return true;
}

void HelloWorld::reset()
{
	this->score = 0;
}

void HelloWorld::add_score(int inc)
{
	this->score += inc;
	CCString* str = CCString::createWithFormat("%d",this->score);
	this->score_label->setString(str->getCString());
}

void HelloWorld::update(float tick)
{

	CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize();

	int generate_cnt = 0;

	for(vector<Fish*>::iterator iter = this->fish_vec.begin();iter != this->fish_vec.end();iter++)
	{
		Fish* fish = *iter;
		fish->wander();
		fish->setPosition(fish->getPoint());
		
		if(fish->getPositionX() > visibleSize.width || fish->getPositionY() > visibleSize.height)
		{
			iter = this->fish_vec.erase(iter);
			this->removeChild(fish,true);
			generate_cnt++;
		}

	}

	for(int i=0;i<generate_cnt;i++)
	{
		random_generate_fish();
	}

	if(this->fish_net->is_enable())
	{
		this->fish_net->update(tick);
	}



}

void HelloWorld::random_generate_fish()
{
	Fish* fish = new Fish();
	fish->init();
	fish->setPosition(fish->getPoint());
	this->addChild(fish);
	this->fish_vec.push_back(fish);
}

void HelloWorld::generate_fish(Fish* fish)
{
	this->fish_vec.push_back(fish);
	this->addChild(fish);
}

void HelloWorld::recycle_fish(Fish* fish)
{
	this->removeChild(fish,true);
}

void HelloWorld::recycle_fish_net()
{
	this->removeChild(this->fish_net,true);
}

void HelloWorld::ccTouchesBegan(CCSet *pTouches, CCEvent *pEvent)
{
	
	CCSetIterator it = pTouches->begin();  
    CCTouch* touch = (CCTouch*)(*it);
	CCPoint point = convertTouchToNodeSpace(touch);
	
	this->fish_net->reset();
	this->fish_net->enable();
	this->fish_net->setPosition(point);
	this->addChild(this->fish_net);

	for(vector<Fish*>::iterator iter = this->fish_vec.begin();iter != this->fish_vec.end();)
	{
		Fish* fish = *iter;

		if(abs(fish->getPositionX() - point.x) <= 15 &&
			abs(fish->getPositionY() - point.y) <= 15)
		{
			iter = this->fish_vec.erase(iter);
			this->removeChild(fish,true);
			this->fish_net->add_fish(fish);
			continue;
		}
		iter++;
	}


	
}


void HelloWorld::ccTouchesMoved(CCSet *pTouches, CCEvent *pEvent)
{
	CCSetIterator it = pTouches->begin();  
    CCTouch* touch = (CCTouch*)(*it);
	CCPoint point = convertTouchToNodeSpace(touch);
	this->fish_net->setPosition(point);
	
	if(this->fish_net->is_enable())
	{
		if(this->fish_net->getPositionX() < 90 && this->fish_net->getPositionY() < 90)
		{
			this->fish_net->recycle();
			this->fish_net->disable();
		}
	}

}

void HelloWorld::ccTouchesEnded(CCSet *pTouches, CCEvent *pEvent)
{

	this->fish_net->disable();
	
}

void HelloWorld::ccTouchesCancelled(CCSet *pTouches, CCEvent *pEvent) 
{

}


void HelloWorld::menuCloseCallback(CCObject* pSender)
{
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) || (CC_TARGET_PLATFORM == CC_PLATFORM_WP8)
	CCMessageBox("You pressed the close button. Windows Store Apps do not implement a close button.","Alert");
#else
    CCDirector::sharedDirector()->end();
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
    exit(0);
#endif
#endif
}

   代码中几个函数体现的很明显了!1:random_generate_fish:不断的随机产生新的鱼;update : 心跳函数,每秒执行5次,不断验证是否有鱼出界,如果出界就回收掉!不断判断渔网是否到达鱼缸,如果到达就回收掉渔网里面的鱼儿,并且给玩家加分! 不断验证渔网是否破坏掉,如果已经损坏,就将渔网里面的鱼放到池塘里面去!

  感兴趣的,可以问我要整个工程,原android版的也有!另外太久不写C++了,命名和stl有点生疏了!

  希望对大家有帮助,原android工程的年年有余项目,大家也可以找我!

  

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