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文章目录
设置碰撞分组
主要有敌机、敌机子弹,玩家、玩家子弹之间的互相碰撞
`
飞机与子弹添加碰撞体
- 玩家飞机
- 子弹
- 敌机
碰撞脚本
1. 在Constant文件中创建碰撞类型
/**
* 碰撞类型
*/
public static CollisionType = {// 这里顺序对应面板设置碰撞分组的类型
SELF_PLANE: 1 << 1,//玩家飞机类型
ENEMY_PLANE: 1 << 2,//敌方飞机类型
SELF_BULLET: 1 << 3,//玩家子弹类型
ENEMY_BULLET: 1 << 4,//敌机子弹类型
};
这里的位运算是根据引擎内部碰撞组是位运算得来的
2. 在玩家与敌机脚本中添加碰撞
总体来看差不多,主要区别就是玩家飞机被碰撞了需要掉血,敌机被碰撞了不仅要掉血还要加分
- 玩家脚本
import { _decorator, Component, Node, Collider, ITriggerEvent } from 'cc';
import { Constant } from '../framework/Constant';
const { ccclass, property } = _decorator;
@ccclass('SelfPlane')
export class SelfPlane extends Component {
//监听事件
onEnable() {
const collider = this.getComponent(Collider);//获取碰撞组件
collider.on('onTriggerEnter', this._onTriggerEnter, this);//碰撞到了立马处理逻辑
}
//取消事件
onDisable() {
const collider = this.getComponent(Collider);//获取碰撞组件
collider.off('onTriggerEnter', this._onTriggerEnter, this);
}
// update (deltaTime: number) {
// // [4]
// }
private _onTriggerEnter(event: ITriggerEvent) {
const collisionGroup = event.otherCollider.getGroup();//获取分组
if (collisionGroup === Constant.CollisionType.ENEMY_PLANE || collisionGroup === Constant.CollisionType.ENEMY_BULLET) {//敌方飞机或者敌方子弹判断掉血
console.log('reduce blood');//TODO:
}
}
}
- 敌机脚本
//监听事件
onEnable() {
const collider = this.getComponent(Collider);//获取碰撞组件
collider.on('onTriggerEnter', this._onTriggerEnter, this);//碰撞到了立马处理逻辑
}
//取消事件
onDisable() {
const collider = this.getComponent(Collider);//获取碰撞组件
collider.off('onTriggerEnter', this._onTriggerEnter, this);
}
private _onTriggerEnter(event: ITriggerEvent){
const collisionGroup = event.otherCollider.getGroup();//获取分组
if(collisionGroup === Constant.CollisionType.SELF_PLANE || collisionGroup === Constant.CollisionType.SELF_BULLET){//玩家飞机或者玩家子弹判断掉血
console.log('trigger enemy destroy');
this.node.destroy();
this._gameManager.addScore();//获得分数
}
}
3. 游戏管理类中添加个记分函数
暂时这里先不写逻辑,创建就是为了后续方便
到这里感兴趣的话就可以运行游戏试试飞机碰撞的效果了
4. 子弹碰撞脚本
这里倒是没啥花哨的操作,就是子弹碰撞直接销毁即可
//监听事件
onEnable() {
const collider = this.getComponent(Collider);//获取碰撞组件
collider.on('onTriggerEnter', this._onTriggerEnter, this);//碰撞到了立马处理逻辑
}
//取消事件
onDisable() {
const collider = this.getComponent(Collider);//获取碰撞组件
collider.off('onTriggerEnter', this._onTriggerEnter, this);
}
/**
* 子弹碰撞销毁
* @param event:ITriggerEvent
*/
private _onTriggerEnter(event: ITriggerEvent){
console.log('trigger bullet destroy');
this.node.destroy();
}
5.游戏管理脚本再给敌机子弹分个组
完整代码
- EnemyPlane.ts
import { _decorator, Component, Node, Collider, ITriggerEvent } from 'cc';
import { Constant } from '../framework/Constant';
import { GameManager } from '../framework/GameManager';
const { ccclass, property } = _decorator;
// 敌机销毁位置
const OUTOFBOUNCE = 50
@ccclass('EnemyPlane')
export class EnemyPlane extends Component {
/** 子弹发射周期 */
@property
public createBulletTime = 0.5
// 敌机速度
private _enemySpeed = 0;
private _needBullet = false//当前是否发射子弹
private _gameManager: GameManager = null
private _currCreateBulletTime = 0
// // 敌机类型
// public enemyType = Constant.EnemyType.TYPE1
start() {
// [3]
}
//监听事件
onEnable() {
const collider = this.getComponent(Collider);//获取碰撞组件
collider.on('onTriggerEnter', this._onTriggerEnter, this);//碰撞到了立马处理逻辑
}
//取消事件
onDisable() {
const collider = this.getComponent(Collider);//获取碰撞组件
collider.off('onTriggerEnter', this._onTriggerEnter, this);
}
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 (this._needBullet) {//发射子弹逻辑
this._currCreateBulletTime += deltaTime
if (this._currCreateBulletTime > this.createBulletTime) {
this._gameManager.createEnemyBullet(this.node.position)
this._currCreateBulletTime = 0
}
}
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(gameManager: GameManager, speed: number, needBullet: boolean) {
this._gameManager = gameManager
this._enemySpeed = speed
this._needBullet = needBullet
}
private _onTriggerEnter(event: ITriggerEvent){
const collisionGroup = event.otherCollider.getGroup();//获取分组
if(collisionGroup === Constant.CollisionType.SELF_PLANE || collisionGroup === Constant.CollisionType.SELF_BULLET){//玩家飞机或者玩家子弹判断掉血
console.log('trigger enemy destroy');
this.node.destroy();
this._gameManager.addScore();//获得分数
}
}
}
- SelfPlane.ts
import { _decorator, Component, Node, Collider, ITriggerEvent } from 'cc';
import { Constant } from '../framework/Constant';
const { ccclass, property } = _decorator;
@ccclass('SelfPlane')
export class SelfPlane extends Component {
//监听事件
onEnable() {
const collider = this.getComponent(Collider);//获取碰撞组件
collider.on('onTriggerEnter', this._onTriggerEnter, this);//碰撞到了立马处理逻辑
}
//取消事件
onDisable() {
const collider = this.getComponent(Collider);//获取碰撞组件
collider.off('onTriggerEnter', this._onTriggerEnter, this);
}
// update (deltaTime: number) {
// // [4]
// }
private _onTriggerEnter(event: ITriggerEvent) {
const collisionGroup = event.otherCollider.getGroup();//获取分组
if (collisionGroup === Constant.CollisionType.ENEMY_PLANE || collisionGroup === Constant.CollisionType.ENEMY_BULLET) {//敌方飞机或者敌方子弹判断掉血
console.log('reduce blood');//TODO:
}
}
}
- GameManager.ts
import { _decorator, Component, Node, Prefab, instantiate, math, Vec3, BoxCollider } 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
}
}
}
/**
* 加分
*/
public addScore() {
}
/**
* 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.show(this.bulletSpeed, false)
}
/**
* 创建敌机子弹
* @param targetPos 敌机子弹位置
*/
public createEnemyBullet(targetPos: Vec3) {
// 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);
// 设置子弹位置
bullet.setPosition(targetPos.x, targetPos.y, targetPos.z + 6);
// 设置子弹速度
const bulletComp = bullet.getComponent(Bullet);
bulletComp.show(1, true)
/**
* 敌机子弹分组
*/
const colliderComp = bullet.getComponent(BoxCollider);
colliderComp.setGroup(Constant.CollisionType.ENEMY_BULLET);
colliderComp.setMask(Constant.CollisionType.SELF_PLANE);//设置掩码
}
/**
* 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(this, speed, true)//单架敌机需要发射子弹
// 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, this.enemy1Speed, false)//组合飞机不需要发射子弹
}
}
/**
* 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, this.enemy2Speed, false)//组合飞机不需要发射子弹
}
}
/**
* 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++
}
}
- Bullet.ts
import { _decorator, Component, Node, Collider, ITriggerEvent } from 'cc';
const { ccclass, property } = _decorator;
@ccclass('Bullet')
export class Bullet extends Component {
// 子弹速度
private _bulletSpeed = 0;
private _isEnemyBullet = false;//判断是否是敌机子弹
//监听事件
onEnable() {
const collider = this.getComponent(Collider);//获取碰撞组件
collider.on('onTriggerEnter', this._onTriggerEnter, this);//碰撞到了立马处理逻辑
}
//取消事件
onDisable() {
const collider = this.getComponent(Collider);//获取碰撞组件
collider.off('onTriggerEnter', this._onTriggerEnter, this);
}
update(deltaTime: number) {
// 子弹移动
const pos = this.node.position;
let moveLength = 0
// 敌机子弹
if (this._isEnemyBullet) {
moveLength = pos.z + this._bulletSpeed;
this.node.setPosition(pos.x, pos.y, moveLength);
// 超出屏幕销毁
if (moveLength > 50) {//敌机子弹移动的最大位置范围为50
this.node.destroy();
}
} else {//玩家子弹
moveLength = pos.z - this._bulletSpeed;
this.node.setPosition(pos.x, pos.y, moveLength);
// 超出屏幕销毁
if (moveLength < -50) {//玩家子弹移动的最大位置范围为-50
this.node.destroy();
}
}
}
/**
* 设置子弹移动速度即判断子弹是谁发出的
* @param speed 子弹速度
* @param isEnemyBullet 是否是敌机子弹
*/
show(speed: number, isEnemyBullet: boolean) {
this._bulletSpeed = speed
this._isEnemyBullet = isEnemyBullet
}
/**
* 子弹碰撞销毁
* @param event:ITriggerEvent
*/
private _onTriggerEnter(event: ITriggerEvent) {
console.log('trigger bullet destroy');
this.node.destroy();
}
}
- Constant.ts
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,
}
/**
* 碰撞类型
*/
public static CollisionType = {// 这里顺序对应面板设置碰撞分组的类型
SELF_PLANE: 1 << 1,//玩家飞机类型
ENEMY_PLANE: 1 << 2,//敌方飞机类型
SELF_BULLET: 1 << 3,//玩家子弹类型
ENEMY_BULLET: 1 << 4,//敌机子弹类型
};
}