文章目录
飞机展示在游戏引擎中
1.创建敌机材质
2.创建敌机空节点plane02并将敌机模型挂上
3.敌机设置为预制资源
4.将敌机挂载到gameManager
gameManager.ts
/** 关联敌机 */
@property(Prefab)
public enemy01:Prefab = null;
@property(Prefab)
public enemy02:Prefab = null;
敌机移动
1. 定义一个Constant类用来存放游戏常用类型
在这个游戏中,比如飞机类型,子弹类型,以及飞机组合等等
export class Constant{
/**
* 敌机类型
*/
public static EnemyType = {
TYPE1:1,
TYPE2:2,
}
/**
* 组合类型
*/
public static Combination = {
PLAN1:1,
PLAN2:2,
PLAN3:3,
}
}
2. 创建敌机脚本
//EnemyPlane.ts
import { _decorator, Component, Node } from 'cc';
const { ccclass, property } = _decorator;
// 敌机销毁位置
const OUTOFBOUNCE = 50
@ccclass('EnemyPlane')
export class EnemyPlane extends Component {
// 敌机速度
@property
private _enemySpeed = 0;
update(deltaTime: number) {
const pos = this.node.position
const movePos = pos.z + this._enemySpeed
// 因为敌机向西飞所以为正向
this.node.setPosition(pos.x, pos.y, movePos)
if(movePos > OUTOFBOUNCE){//超出边界销毁
this.node.destroy()
}
}
/**
* 设置飞机移动速度
* @param speed 移动速度
*/
show(speed:number){
this._enemySpeed = speed
}
}
3. GameManager填入敌机一些配置
import { _decorator, Component, Node, Prefab, instantiate, math } from 'cc';
import { Bullet } from '../bullet/Bullet';
import { EnemyPlane } from '../plane/EnemyPlane';
import { Constant } from './Constant';
const { ccclass, property } = _decorator;
@ccclass('GameManager')
export class GameManager extends Component {
// 关联玩家飞机
@property(Node)
public playerPlane: Node = null;
// 关联所有子弹
@property(Prefab)
public bullet01: Prefab = null;
@property(Prefab)
public bullet02: Prefab = null;
@property(Prefab)
public bullet03: Prefab = null;
@property(Prefab)
public bullet04: Prefab = null;
@property(Prefab)
public bullet05: Prefab = null;
// 射击周期
@property
public shootTime = 0.3;
// 子弹移动速度
@property
public bulletSpeed = 1;
/** 关联敌机 */
@property(Prefab)
public enemy01: Prefab = null;
@property(Prefab)
public enemy02: Prefab = null;
@property
public createEnemtTime = 1;//创建敌机时间
@property
public enemy1Speed = 0.5;//敌机1速度
@property
public enemy2Speed = 0.7;//敌机2速度
//子弹管理节点
@property(Node)
public bulletRoot: Node = null;
private _currShootTime = 0;
// 是否触摸屏幕
private _isShooting = false;
private _currCreateEnemyTime = 0//当前创建的敌机时间
private _combinationInterval = Constant.Combination.PLAN1//组合间隔状态
start() {
this._init();
}
update(deltaTime: number) {
// 这步加时间是为了发射子弹
this._currShootTime += deltaTime;
// 判断是触摸状态 并且射击时间大于我们的周期 发射子弹
if (this._isShooting && this._currShootTime > this.shootTime) {
this.createPlayerBullet();
this._currShootTime = 0;
}
//判断组合方式
if (this._combinationInterval == Constant.Combination.PLAN1) {
//组合一 只创建单一的飞机
this._currCreateEnemyTime += deltaTime
if(this._currCreateEnemyTime > this.createEnemtTime){
this.createEnemyPlane()
this._currCreateEnemyTime = 0
}
} else if (this._combinationInterval == Constant.Combination.PLAN2) {
} else {
}
}
/**
* 创建子弹
*/
public createPlayerBullet() {
// 子弹实例化
const bullet = instantiate(this.bullet01);
// 将子弹放在子弹管理节点下面
bullet.setParent(this.bulletRoot);
// 获取飞机位置
const pos = this.playerPlane.position;
// 设置子弹位置
bullet.setPosition(pos.x, pos.y, pos.z - 7);
// 设置子弹速度
const bulletComp = bullet.getComponent(Bullet);
bulletComp.bulletSpeed = this.bulletSpeed;
}
/**
* 创建组合一敌机
*
*/
public createEnemyPlane() {
// 两架飞机随机选一(1,2)
const whichEnemy = math.randomRangeInt(1, 3)
let prefab: Prefab = null
let speed = 0
// 创建敌机1或2
if (whichEnemy == Constant.EnemyType.TYPE1) {
prefab = this.enemy01
speed = this.enemy1Speed
} else {
prefab = this.enemy02
speed = this.enemy2Speed
}
// 预制实例化
const enemy = instantiate(prefab)
enemy.setParent(this.node)
const enemyComp = enemy.getComponent(EnemyPlane)
enemyComp.show(speed)
// 设置飞机位置
const randomPos = math.randomRangeInt(-25, 26)
enemy.setPosition(randomPos, 0, -50)
}
/**
* 触摸状态设置
* @param value true/false
*/
public isShooting(value: boolean) {
this._isShooting = value;
}
/**
* 默认发射子弹
*/
private _init() {
this._currShootTime = this.shootTime;
this._changePlanMode();
}
/**
* 设计定时器
*/
private _changePlanMode() {
/**
* 每10秒改变一次状态,执行三次,根据状态就能决定采用什么组合
*/
this.schedule(this._modeChanged, 10, 3);//组件自带定时器(回调函数,间隔时间,重复次数,延迟时间)
}
private _modeChanged() {
this._combinationInterval++
}
}
4. 挂载敌机脚本
5. 运行查看效果
组合飞机创建
组合会创建横排飞机,与v字飞机,先看下效果
完整代码
//GameManager.ts
import { _decorator, Component, Node, Prefab, instantiate, math } from 'cc';
import { Bullet } from '../bullet/Bullet';
import { EnemyPlane } from '../plane/EnemyPlane';
import { Constant } from './Constant';
const { ccclass, property } = _decorator;
@ccclass('GameManager')
export class GameManager extends Component {
// 关联玩家飞机
@property(Node)
public playerPlane: Node = null;
// 关联所有子弹
@property(Prefab)
public bullet01: Prefab = null;
@property(Prefab)
public bullet02: Prefab = null;
@property(Prefab)
public bullet03: Prefab = null;
@property(Prefab)
public bullet04: Prefab = null;
@property(Prefab)
public bullet05: Prefab = null;
// 射击周期
@property
public shootTime = 0.3;
// 子弹移动速度
@property
public bulletSpeed = 1;
/** 关联敌机 */
@property(Prefab)
public enemy01: Prefab = null;
@property(Prefab)
public enemy02: Prefab = null;
@property
public createEnemtTime = 1;//创建敌机时间
@property
public enemy1Speed = 0.5;//敌机1速度
@property
public enemy2Speed = 0.7;//敌机2速度
//子弹管理节点
@property(Node)
public bulletRoot: Node = null;
private _currShootTime = 0;
// 是否触摸屏幕
private _isShooting = false;
private _currCreateEnemyTime = 0//当前创建的敌机时间
private _combinationInterval = Constant.Combination.PLAN1//组合间隔状态
start() {
this._init();
}
update(deltaTime: number) {
// 这步加时间是为了发射子弹
this._currShootTime += deltaTime;
// 判断是触摸状态 并且射击时间大于我们的周期 发射子弹
if (this._isShooting && this._currShootTime > this.shootTime) {
this.createPlayerBullet();
this._currShootTime = 0;
}
this._currCreateEnemyTime += deltaTime
//判断组合方式
if (this._combinationInterval == Constant.Combination.PLAN1) {
//只创建单一的飞机 0-10秒飞机创建
if (this._currCreateEnemyTime > this.createEnemtTime) {//普通飞机创建
this.createEnemyPlane()
this._currCreateEnemyTime = 0
}
} else if (this._combinationInterval == Constant.Combination.PLAN2) {
// 10-20秒飞机创建
if (this._currCreateEnemyTime > this.createEnemtTime * 0.9) {//0.9飞机组合间隔
const randomCombination = math.randomRangeInt(1, 3)//随机1,2飞机
if (randomCombination === Constant.Combination.PLAN2) {
this.createCombination1()
} else {
this.createEnemyPlane()
}
this._currCreateEnemyTime = 0
}
} else {
//20+ 飞机创建
if (this._currCreateEnemyTime > this.createEnemtTime * 0.8) {//0.8飞机组合间隔
const randomCombination = math.randomRangeInt(1, 4)//随机1,2,3飞机
if (randomCombination === Constant.Combination.PLAN2) {
this.createCombination1()
} else if (randomCombination === Constant.Combination.PLAN3) {
this.createCombination2()
} else {
this.createEnemyPlane()
}
this._currCreateEnemyTime = 0
}
}
}
/**
* 创建子弹
*/
public createPlayerBullet() {
// 子弹实例化
const bullet = instantiate(this.bullet01);
// 将子弹放在子弹管理节点下面
bullet.setParent(this.bulletRoot);
// 获取飞机位置
const pos = this.playerPlane.position;
// 设置子弹位置
bullet.setPosition(pos.x, pos.y, pos.z - 7);
// 设置子弹速度
const bulletComp = bullet.getComponent(Bullet);
bulletComp.bulletSpeed = this.bulletSpeed;
}
/**
* 创建敌机
*
*/
public createEnemyPlane() {
// 两架飞机随机选一(1,2)
const whichEnemy = math.randomRangeInt(1, 3)
let prefab: Prefab = null
let speed = 0
// 创建敌机1或2
if (whichEnemy == Constant.EnemyType.TYPE1) {
prefab = this.enemy01
speed = this.enemy1Speed
} else {
prefab = this.enemy02
speed = this.enemy2Speed
}
// 预制实例化
const enemy = instantiate(prefab)
console.log(enemy);
enemy.setParent(this.node)
const enemyComp = enemy.getComponent(EnemyPlane)
enemyComp.show(speed)
// 设置飞机位置
const randomPos = math.randomRangeInt(-25, 26)
enemy.setPosition(randomPos, 0, -50)
}
/**
* 组合1创建 横向排列 z轴50,x轴从-20开始
*
*/
public createCombination1() {
const enemyArray = new Array<Node>(5)//飞机数组
for (let i = 0; i < enemyArray.length; i++) {
// 敌机资源实例化
enemyArray[i] = instantiate(this.enemy01)
const element = enemyArray[i]
element.parent = this.node
element.setPosition(-20 + i * 10, 0, -50)//-20起始左位置,10飞机间隔,其实创建位置
//设置飞机速度
const enemyComp = element.getComponent(EnemyPlane)
enemyComp.show(this.enemy1Speed)
}
}
/**
* 组合2创建 V字排列
*
*/
public createCombination2() {
const enemyArray = new Array<Node>(7)//飞机数组
// 位置数组
const combinationPos = [
-21, 0, -60,
-14, 0, -55,
-7, 0, -50,
0, 0, -45,
7, 0, -50,
14, 0, -55,
21, 0, -60
]
for (let i = 0; i < enemyArray.length; i++) {
// 敌机资源实例化
enemyArray[i] = instantiate(this.enemy02)
const element = enemyArray[i]
element.parent = this.node
const startIndex = i * 3//因为位置数组有7个 但是位置有3×7 21个 所以每架飞机位置偏移是3
element.setPosition(combinationPos[startIndex], combinationPos[startIndex + 1], combinationPos[startIndex + 2])
//设置飞机速度
const enemyComp = element.getComponent(EnemyPlane)
enemyComp.show(this.enemy2Speed)
}
}
/**
* 触摸状态设置
* @param value true/false
*/
public isShooting(value: boolean) {
this._isShooting = value;
}
/**
* 默认发射子弹
*/
private _init() {
this._currShootTime = this.shootTime;
this._changePlanMode();
}
/**
* 设计定时器
*/
private _changePlanMode() {
/**
* 每10秒改变一次状态,执行三次,根据状态就能决定采用什么组合
*/
this.schedule(this._modeChanged, 10, 3);//组件自带定时器(回调函数,间隔时间,重复次数,延迟时间)
}
private _modeChanged() {
this._combinationInterval++
}
}