使用 Cosos2dX-Lua 制作一个横版过关游戏 (2)

Written by dreamfairy on 2013 年 10 月 08 日. Posted in C++, Cocos2d-x, Lua

之前已经实现了在场景上添加英雄,并使英雄播放待机动作,接下来让英雄在场景动起来

本游戏的代码已开源,包含游戏资源
git地址
https://github.com/dreamfairy/PrompaLua

首先我们创建用户控制层 HudLayer.lua 包位置为 scenes.layers.HudLayer.lua

HudLayer.lua 的内容为

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local HudLayer   = class ( "HudLayer" , function ( )
    return display .newLayer ( )
end )

local DPad
function HudLayer :ctor ( )

end

function HudLayer :getDPad ( )
    return DPad
end

return HudLayer

可以看到我们实现了一个 getDPad()方法,但是DPad目前还是nil, 接下来开始创建 DPad 用户操控面板
创建 SimpleDPad.lua 包位置为 scenes.Controller.SimpleDPad.lua


SimpleDPad 内容:

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local SimpleDPad   = class ( "SimpleDPad" , function ( )
    return display .newSprite ( "pd_dpad.png" )
end )

local Radius
local Direction
local IsHeld
local Delegate

function SimpleDPad :ctor ( )
    local updateFunc = function (dt ) self :onUpdate (dt ) end
    IsHeld = false
    Direction = CCPointZero
    self :scheduleUpdate (updateFunc )
    self :setNodeEventEnabled ( true )
   
    self .touchLayer = display .newLayer ( )
    self :addChild (self .touchLayer )
end

function SimpleDPad :updateDirectionForTouchLocation (location )
    local radians = ccpToAngle (ccpSub (location ,ccp (self :getPositionX ( ) ,self :getPositionY ( ) ) ) )
    local degrees = - 1 * math.deg (radians )
   
    if degrees <= 22.5 and degrees >= - 22.5 then
        --right
        Direction = ccp ( 1.0 , 0.0 )
    elseif degrees > 22.5 and degrees < 67.5 then
        --bottom right
        Direction = ccp ( 1.0 ,- 1.0 )
      elseif degrees >= 67.5 and degrees <= 112.5 then
        --bottom
        Direction = ccp ( 0.0 ,- 1.0 )
    elseif degrees   > 112.5 and degrees < 157.5 then
        --bottom left
        Direction = ccp ( - 1.0 ,- 1.0 )
    elseif degrees >= 157.5 or degrees <= - 157.5 then
        --left
        Direction = ccp ( - 1.0 , 0.0 )
    elseif degrees < - 22.5 and degrees > - 67.5 then
        --top right
        Direction = ccp ( 1.0 , 1.0 )
    elseif degrees <= - 67.5 and degrees >= - 112.5 then
        --top
        Direction = ccp ( 0.0 , 1.0 )
    elseif degrees < - 112.5 and  degrees > - 157.5 then
        --top left
        Direction = ccp ( - 1.0 , 1.0 )
    end
   
    Delegate :didChangeDirectionTo (self ,Direction )
end

function SimpleDPad :onEnter ( )
    self .touchLayer :addTouchEventListener ( function (event ,x ,y )
    return self :onTouch (event ,x ,y )
    end )
    self .touchLayer :setTouchEnabled ( true )
end

function SimpleDPad :onExit ( )
    self .touchLayer :removeTouchEventListener ( )
    self :setTouchEnabled ( false )
end

function SimpleDPad :onUpdate (dt )
    --CCLuaLog(dt)
    if IsHeld == true then
        Delegate :isHoldingDirection (self ,Direction )
        end
end

function SimpleDPad :setRadius (value )
    Radius = value ;
end

function SimpleDPad :setDelegate (value )
    Delegate = value
end

function SimpleDPad :onTouch (event ,x ,y )
    local location = ccp (x ,y )
    if event == "began" then
        local distanceSQ = ccpDistanceSQ (location , ccp (self :getPositionX ( ) ,self :getPositionY ( ) ) )
        if distanceSQ <= Radius * Radius then
            self :updateDirectionForTouchLocation (location )
            IsHeld = true
            return true
            end
        return false
    end
   
    if event == "moved" then
        self :updateDirectionForTouchLocation (location )
    end
   
    if event == "ended" then
        location = CCPointZero
        IsHeld = false
        Delegate :simpleDPadTouchEnded (self )
    end
end

return SimpleDPad

使用 display.newSprite(“pd_dpad.png”) 8方向键作为用户的操作面板
self:setNodeEventEnabled(true) 开启节点事件,只有开启该事件 onEnter 和 onExit函数才会被调用,我们需要在 onEnter 函数中添加触摸事件监听,并在 onExit中移除它
self.touchLayer = display.newLayer() 建立一个 touch 层,用来接收触摸事件
self:addChild(self.touchLayer)

在编写的时候,Delegate 是在 setDelegate 函数调用后初始化的,Delegate 实际上市一个 接口,任何实现该接口的类都可以被set进来
现在来编写 Delegate 接口,一共有3个函数和1个继承方法

创建 SimpleDPadDelegate.lua 包位置 scenes.Controller.SimpleDPadDelegate.lua
SimpleDPadDelegate 的内容如下

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local SimleDpadDelegate = { }

function SimleDpadDelegate :extend ( )
    local o = { }
    setmetatable (o ,self )
    self .__index = self
    return o
end

function SimleDpadDelegate :didChangeDirectionTo (SimpleDPad ,Direction )
    CCLuaLog ( "This function muse be written" )
end

function SimleDpadDelegate :isHoldingDirection (SimpleDPad ,Direction )
    CCLuaLog ( "This function muse be written" )
end

function SimleDpadDelegate :simpleDPadTouchEnded (SimpleDPad , Direction )
    CCLuaLog ( "This function muse be written" )
end

return SimleDpadDelegate

好了,现在有Delegate 接口了,我们让 GameLayer 来实现它,并在GameLayer上实现操控英雄的逻辑

GamLayer.lua 中添加一个变量

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local Delegate = require ( "scenes.Controller.SimpleDPadDelegate" ) :extend ( )

Delegate 继承了 SimpleDPadDelegate中的方法,之后要在GameLayer中具体实现
继续实现3个方法

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function Delegate :didChangeDirectionTo (SimpleDPad ,Direction )
    Hero :walkWithDirection (Direction )
end

function Delegate :isHoldingDirection (SimpleDPad ,Direction )
    Hero :walkWithDirection (Direction )
end

function Delegate :simpleDPadTouchEnded (SimpleDPad , Direction )
    if Hero :getActionState ( ) == ACTION_STATE_WALK then
        Hero :idle ( )
    end
end

操作的逻辑部分基本完成,现在将它们组装起来
在HudLayer.lua 的ctor()中添加下列代码

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function HudLayer :ctor ( )
    DPad = require ( "scenes.Controller.SimpleDPad" ) .new ( )
    DPad :setRadius ( 64 )
    DPad :setPosition ( 64 , 64 )
    DPad :setOpacity ( 100 )
    self :addChild (DPad )
end

在 GameScene 中添加HudLayer,并将 GameLayer 设置为Delegate

GameScene.lua 现在完整代码如下

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require ( "config" )

local GameScene   = class ( "GameScene" , function ( )
    return display .newScene ( "GameScene" )
end )

local GameLayer = require ( "scenes.layers.GameLayer" ) .new ( )
local HudLayer = require ( "scenes.layers.HudLayer" ) .new ( )

function GameScene :ctor ( )
    self :addChild (GameLayer )
    self :addChild (HudLayer )
   
    local DPad =  HudLayer :getDPad ( )
    DPad :setDelegate (GameLayer :getClass ( ) )
end

到此为止,你已经可以使用你的控制器,控制英雄行走了
<img src = "http://www.dreamfairy.cn/blog/wp-content/uploads/2013/10/p3.jpg" alt = "p3" width = "486" height = "368" class = "aligncenter size-full wp-image-1576" />
return GameScene

下一节将添加上怪物们,以及让它们可以被攻击

Tags: Cocos2d-x, lua

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