Cocos2d-x使用CCAnimation小实验——显示植物大战僵尸中的植物和僵尸

本文通过Cocos2d-x框架详细介绍了如何在游戏开发中使用CCAnimation展示植物大战僵尸中的植物和僵尸动画效果,包括PlantManager类的实现、植物类型枚举及其实现细节。
摘要由CSDN通过智能技术生成


PlantManager.h

#ifndef _PlantManager_H_
#define _PlantManager_H_

#include "cocos2d.h"
#include "cocos-ext.h"
#include "Character.h"
#include "EnumPlantType.h"
#include <vector>
using namespace std;

class PlantManager : public CCLayer
{
public:
	PlantManager();
	~PlantManager();

	CREATE_FUNC(PlantManager);
	virtual bool init();
	virtual void onExit();

	void createPlants(const vector<PlantType> &v, const vector<CCPoint> &vp);

private:
	CCArray* m_plants;
};

#endif


PlantManager.cpp

#include "PlantManager.h"
#include <cstring>

PlantManager::PlantManager()
{
	m_plants = NULL;
}

//

PlantManager::~PlantManager()
{
}

//

bool PlantManager::init()
{
	bool bRet = false;

	do{
		CC_BREAK_IF(! CCLayer::init());

		CCTexture2D::PVRImagesHavePremultipliedAlpha(true);
		CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("PvZres2/peashooter.plist");
		CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("PvZres2/plants_type.plist");

		bRet = true;
	}while(0);

	return bRet;
}

//

void PlantManager::onExit()
{
	CCSpriteFrameCache::sharedSpriteFrameCache()->removeSpriteFrameByName("PvZres2/peashooter.plist");
	CCSpriteFrameCache::sharedSpriteFrameCache()->removeSpriteFrameByName("PvZres2/plants_type.plist");
}

//

void PlantManager::createPlants(const vector<PlantType> &v,	const vector<CCPoint> &vp)
{
	m_plants = CCArray::createWithCapacity(v.size());

	for(int i=0; i<(int)v.size(); ++i)
	{
		char name[64], picture[64];
		int numFrames;

		switch(v[i])
		{
		case en_CherryBomb:
			numFrames = 8;
			strcpy(name, "CherryBomb");
			break;
		case en_ScaredyShroom:
			numFrames = 17;
			strcpy(name, "ScaredyShroom");
			break;
		case en_IcePea:
			numFrames = 15;
			strcpy(name, "IcePea");
			break;
		case en_SunFlower:
			numFrames = 18;
			strcpy(name, "SunFlower");
			break;
		case en_Threepeater:
			numFrames = 16;
			strcpy(name, "Threepeater");
			break;
		case en_WallNut:
			numFrames = 16;
			strcpy(name, "WallNut");
			break;
		case en_PeaShooter:
			numFrames = 13;
			strcpy(name, "peashooter");
			break;
		default:
			numFrames = 13;
			strcpy(name, "peashooter");
			break;
		}

		sprintf(picture, "%s%03d.png", name, 1);

		CCSprite* sprite = CCSprite::createWithSpriteFrameName(picture);
		sprite->setPosition(vp[i]);

		this->addChild(sprite);

		// put into array
		m_plants->addObject(sprite);

		CCArray* animFrames = CCArray::createWithCapacity(numFrames);
		for(int i=1; i<=numFrames/*magic number*/; ++i)
		{
			sprintf(picture, "%s%03d.png", name, i);
			CCSpriteFrame* frame = CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName(picture);
			animFrames->addObject(frame);
		}
		CCAnimation* animation = CCAnimation::createWithSpriteFrames(animFrames, 0.1f);
		animation->setLoops(-1);

		sprite->runAction(CCAnimate::create(animation));
	}
}


EnumPlantType.h

#ifndef _EnumPlantType_H_
#define _EnumPlantType_H_

enum PlantType
{
	en_PeaShooter = 1,
	en_CherryBomb,
	en_ScaredyShroom,
	en_IcePea,
	en_SunFlower,
	en_Threepeater,
	en_WallNut
};

enum ZombieType
{
	en_NormalZombie = 1,
	en_BucketheadZombie,
	en_ConeheadZombie,
	en_FlagZombie
};

#endif

  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
植物大战僵尸游戏需要掌握cocos2d-x引擎的基础知识,包括场景、图层、精灵、动画等,同时还需要了解游戏的规则和逻辑。下面是一个简单的植物大战僵尸游戏的实现思路: 1. 创建游戏场景和游戏图层 2. 加载游戏背景、植物僵尸等资源 3. 实现植物的种植和僵尸的出现 4. 实现植物攻击僵尸僵尸攻击植物 5. 实现游戏结束和胜利的判定 具体实现细节可以参考下面的代码示例: 1. 创建游戏场景和游戏图层 ``` auto scene = Scene::create(); auto layer = Layer::create(); scene->addChild(layer); ``` 2. 加载游戏资源 ``` auto bg = Sprite::create("bg.png"); auto sunflower = Sprite::create("sunflower.png"); auto zombie = Sprite::create("zombie.png"); ``` 3. 实现植物的种植和僵尸的出现 ``` auto addSunflower = CallFunc::create([&](){ auto sunflower = Sprite::create("sunflower.png"); sunflower->setPosition(Vec2(100, 100)); layer->addChild(sunflower); }); auto addZombie = CallFunc::create([&](){ auto zombie = Sprite::create("zombie.png"); zombie->setPosition(Vec2(500, 100)); layer->addChild(zombie); }); auto sequence = Sequence::create(addSunflower, DelayTime::create(5.0f), addZombie, nullptr); layer->runAction(RepeatForever::create(sequence)); ``` 4. 实现植物攻击僵尸僵尸攻击植物 ``` auto sunflowerAttack = CallFunc::create([&](){ // 植物攻击 auto bullet = Sprite::create("bullet.png"); bullet->setPosition(sunflower->getPosition()); layer->addChild(bullet); auto move = MoveTo::create(1.0f, zombie->getPosition()); auto remove = RemoveSelf::create(); bullet->runAction(Sequence::create(move, remove, nullptr)); }); auto zombieAttack = CallFunc::create([&](){ // 僵尸攻击 auto attack = Sprite::create("attack.png"); attack->setPosition(zombie->getPosition()); layer->addChild(attack); auto remove = RemoveSelf::create(); attack->runAction(Sequence::create(DelayTime::create(1.0f), remove, nullptr)); }); auto sunflowerSequence = Sequence::create(sunflowerAttack, DelayTime::create(1.0f), nullptr); sunflower->runAction(RepeatForever::create(sunflowerSequence)); auto zombieSequence = Sequence::create(zombieAttack, DelayTime::create(1.0f), nullptr); zombie->runAction(RepeatForever::create(zombieSequence)); ``` 5. 实现游戏结束和胜利的判定 ``` bool isGameOver = false; bool isGameWin = false; auto checkGameOver = CallFunc::create([&](){ if (isGameOver) { // 游戏结束 // ... } }); auto checkGameWin = CallFunc::create([&](){ if (isGameWin) { // 游戏胜利 // ... } }); auto gameOverSequence = Sequence::create(DelayTime::create(10.0f), checkGameOver, nullptr); auto gameWinSequence = Sequence::create(DelayTime::create(10.0f), checkGameWin, nullptr); layer->runAction(gameOverSequence); layer->runAction(gameWinSequence); ``` 以上就是一个简单的植物大战僵尸游戏的实现思路,具体实现还需要根据自己的需求进行调整和完善。
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值