C++ 与cocos2d-x-4.0完成太空飞机大战 (二)
动画演示
飞机精灵编码:AircraftSprite.cpp
#include "AircraftSprite.h"
#include "ActionBase.h"
namespace SpaceWar {
AircraftSprite::AircraftSprite()
{
}
AircraftSprite::~AircraftSprite()
{
}
}
飞机精灵编码:AircraftSprite.h
#pragma once
#include "cocos2d.h"
#include "SpriteBase.h"
using namespace std;
using namespace cocos2d;
namespace SpaceWar
{
class ActionBase;
class AircraftSprite : public SpriteBase
{
public:
AircraftSprite();
virtual ~AircraftSprite();
ActionBase* actBase = nullptr;
int playerTag = 0;
int airType = 0;
int airSpeed = 0;
int armPower = 1;
int armType = 0;
long armTime = 0;
int missilePower = 1;
int missileType = -1;
long missileTime = 0;
int bombCount = 3;
int bombType = 0;
long bombTime = 0;
int collisionCount = 0;
int maxCollisionCount = 0;
int category = 0b111;
int collision = 0b000;
int contact = 0b110;
bool gravityEnable = false;
bool collisionEnable = false;
bool controlEnable = false;
};
}
飞机动画编码:Aircraft.cpp
#include "Aircraft.h"
#include "ActionBase.h"
namespace SpaceWar {
Aircraft::Aircraft()
{
}
Aircraft::~Aircraft()
{
}
bool Aircraft::init(int pTag, int aType)
{
Size vsize = Director::getInstance()->getVisibleSize();
this->playerTag = pTag;
string airImg = "fj.png";
if (aType == 1) {
airImg = "fj1.png";
}
auto pinfo = AutoPolygon::generatePolygon(airImg);
sprite = new AircraftSprite();
sprite->actBase = this->actBase;
sprite->airType = aType;
sprite->playerTag = pTag;
int tag = 100;
AircraftSprite::create(sprite, pinfo);
if (sprite != nullptr)
{
auto size = sprite->getContentSize();
auto body = Util::getPhysicsBody(pinfo, size, tag, sprite->category, sprite->collision, sprite->contact, sprite->gravityEnable);
sprite->setPhysicsBody(body);
sprite->setTag(tag);
float w2 = (vsize.width / 2) / 2;
if (pTag == 1)
{
w2 = (vsize.width / 2) + w2;
}
sprite->collisionEnable = false;
sprite->setPosition(Vec2(w2, -sprite->getContentSize().height));
auto moveTo = MoveTo::create(1.0f, Vec2(w2, vsize.height / 2 / 2));
auto moveTo1 = MoveTo::create(1.0f, Vec2(w2, sprite->getContentSize().height * 3));
auto sequence = Sequence::create(moveTo, moveTo1, NULL);
sprite->runAction(sequence);
auto blink = Blink::create(4.0f, 20);
auto actCollEnable = CallFunc::create(std::bind(&Aircraft::setCollisionEnable, this, true));
auto sequence1 = Sequence::create(blink, actCollEnable, NULL);
sprite->runAction(sequence1);
SpriteFrameCache::getInstance()->addSpriteFramesWithFile("zd01.plist");
auto frames = Util::getAnimation("%d.png", 3);
auto w_sprite = Sprite::createWithSpriteFrame(frames.front());
w_sprite->setScale(0.5f);
w_sprite->setScale(0.5f, 0.2f);
w_sprite->setPosition(Vec2(sprite->getContentSize().width / 2, -20.0f));
auto animation = Animation::createWithSpriteFrames(frames, 0.1f / 3);
auto animate = Animate::create(animation);
auto repeat = RepeatForever::create(animate);
w_sprite->runAction(repeat);
sprite->addChild(w_sprite);
return true;
}
return false;
}
void Aircraft::setCollisionEnable(bool isEnable)
{
sprite->collisionEnable = isEnable;
}
void Aircraft::controlAction(int player)
{
int *cact = actBase->colAct.controlAct;
if (sprite == nullptr)
{
return;
}
Size ssize = sprite->getContentSize();
Vec2 position = sprite->getPosition();
float speed = 1.5;
if (sprite->airSpeed == 1)
{
speed = 2.0;
}
else if (sprite->airSpeed == 2)
{
speed = 2.5;
}
else if (sprite->airSpeed == 3)
{
speed = 3.0;
}
else if (sprite->airSpeed > 3)
{
speed = 3.5;
}
if (player == 1)
{
if (cact[100] == 1)
{
Util::spriteSceneMove(0, sprite, actBase->vSize, ssize, position, speed);
}
if (cact[101] == 1)
{
Util::spriteSceneMove(1, sprite, actBase->vSize, ssize, position, speed);
}
if (cact[102] == 1)
{
Util::spriteSceneMove(2, sprite, actBase->vSize, ssize, position, speed);
}
if (cact[103] == 1)
{
Util::spriteSceneMove(3, sprite, actBase->vSize, ssize, position, speed);
}
if (cact[104] == 1)
{
launchBullet();
launchMissile();
}
if (cact[105] == 1)
{
launchBomb();
}
}
else
{
if (cact[0] == 1)
{
Util::spriteSceneMove(0, sprite, actBase->vSize, ssize, position, speed);
}
if (cact[1] == 1)
{
Util::spriteSceneMove(1, sprite, actBase->vSize, ssize, position, speed);
}
if (cact[2] == 1)
{
Util::spriteSceneMove(2, sprite, actBase->vSize, ssize, position, speed);
}
if (cact[3] == 1)
{
Util::spriteSceneMove(3, sprite, actBase->vSize, ssize, position, speed);
}
if (cact[4] == 1)
{
launchBullet();
launchMissile();
}
if (cact[5] == 1)
{
launchBomb();
}
}
}
void Aircraft::launchBullet()
{
if (sprite->armType == 1)
{
launchBullet2();
}
else
{
launchBullet1();
}
}
void Aircraft::launchBullet1()
{
int bspeed = 250;
if (sprite->armPower > 5)
{
bspeed = 100;
}
else if (sprite->armPower > 3)
{
bspeed = 150;
}
else if (sprite->armPower > 2)
{
bspeed = 200;
}
if (!Util::isIntervalTime(bspeed, &sprite->armTime))
{
return;
}
AudioEngine::play2d("zd1.ogg", false, 0.2f);
auto pinfo = AutoPolygon::generatePolygon("fgzd.png");
int tag = 5;
float bulletSpeed = 2.0f;
if (sprite->armPower == 2)
{
bulletSpeed = 1.8f;
}
else if (sprite->armPower == 3)
{
bulletSpeed = 1.6f;
}
else if (sprite->armPower == 4)
{
bulletSpeed = 1.4f;
}
else if (sprite->armPower == 5)
{
bulletSpeed = 1.2f;
}
else if (sprite->armPower > 5)
{
bulletSpeed = 1.0f;
}
createBullet1(&pinfo, tag, bulletSpeed, 0);
if (sprite->armPower > 2)
{
createBullet1(&pinfo, tag, bulletSpeed, 10);
createBullet1(&pinfo, tag, bulletSpeed, -10);
}
if (sprite->armPower > 4)
{
createBullet1(&pinfo, tag, bulletSpeed, 20);
createBullet1(&pinfo, tag, bulletSpeed, -20);
}
if (sprite->armPower > 5)
{
createBullet1(&pinfo, tag, bulletSpeed, 30);
createBullet1(&pinfo, tag, bulletSpeed, -30);
}
}
void Aircraft::createBullet1(PolygonInfo* pinfo, int tag, float speed, float startX)
{
Vec2 svec = sprite->getPosition();
auto b_sprite = new BulletSprite();
b_sprite->actBase = this->actBase;
BulletSprite::create(b_sprite, *pinfo);
auto size = b_sprite->getContentSize();
auto b_body = Util::getPhysicsBody(*pinfo, size, tag, b_sprite->category, b_sprite->collision, b_sprite->contact, b_sprite->gravityEnable);
b_sprite->setPhysicsBody(b_body);
b_sprite->setTag(tag);
b_sprite->playerTag = sprite->playerTag;
b_sprite->setPosition(Vec2(svec.x + startX, svec.y + size.height * 2));
auto moveBy = MoveBy::create(speed, Vec2(0, actBase->vSize.height + size.height));
auto actRuin = CallFunc::create(std::bind(&Aircraft::removeRuin, this, b_sprite));
auto sequence = Sequence::create(moveBy, actRuin, NULL);
b_sprite->runAction(sequence);
actBase->addChild(b_sprite, 0);
}
void Aircraft::launchBullet2()
{
int bspeed = 400;
if (sprite->armPower > 5)
{
bspeed = 250;
}
else if (sprite->armPower > 3)
{
bspeed = 300;
}
else if (sprite->armPower > 2)
{
bspeed = 350;
}
if (!Util::isIntervalTime(bspeed, &sprite->armTime))
{
return;
}
AudioEngine::play2d("zd1.ogg", false, 0.2f);
auto pinfo = AutoPolygon::generatePolygon("fgzd.png");
int tag = 5;
float bulletSpeed = 2.0f;
if (sprite->armPower == 2)
{
bulletSpeed = 1.8f;
}
else if (sprite->armPower == 3)
{
bulletSpeed = 1.6f;
}
else if (sprite->armPower == 4)
{
bulletSpeed = 1.4f;
}
else if (sprite->armPower == 5)
{
bulletSpeed = 1.2f;
}
else if (sprite->armPower > 5)
{
bulletSpeed = 1.0f;
}
createBullet2(&pinfo, tag, bulletSpeed, 0, 0);
if (sprite->armPower > -1)
{
createBullet2(&pinfo, tag, bulletSpeed, 10, 150);
createBullet2(&pinfo, tag, bulletSpeed, -10, -150);
}
if (sprite->armPower > 3)
{
createBullet2(&pinfo, tag, bulletSpeed, 20, 250);
createBullet2(&pinfo, tag, bulletSpeed, -20, -250);
}
if (sprite->armPower > 5)
{
createBullet2(&pinfo, tag, bulletSpeed, 30, 350);
createBullet2(&pinfo, tag, bulletSpeed, -30, -350);
}
}
void Aircraft::createBullet2(PolygonInfo* pinfo, int tag, float speed, float startX, float endX)
{
Vec2 svec = sprite->getPosition();
auto b_sprite = new BulletSprite();
b_sprite->actBase = this->actBase;
BulletSprite::create(b_sprite, *pinfo);
auto size = b_sprite->getContentSize();
auto b_body = Util::getPhysicsBody(*pinfo, size, tag, b_sprite->category, b_sprite->collision, b_sprite->contact, b_sprite->gravityEnable);
b_sprite->setPhysicsBody(b_body);
b_sprite->setTag(tag);
b_sprite->playerTag = sprite->playerTag;
b_sprite->setPosition(Vec2(svec.x + startX, svec.y + size.height * 2));
auto moveBy = MoveBy::create(speed, Vec2(endX, actBase->vSize.height + size.height));
auto actRuin = CallFunc::create(std::bind(&Aircraft::removeRuin, this, b_sprite));
auto sequence = Sequence::create(moveBy, actRuin, NULL);
b_sprite->runAction(sequence);
actBase->addChild(b_sprite, 0);
}
void Aircraft::launchMissile()
{
if (sprite->missileType < 0)
{
return;
}
if (sprite->missileType == 1)
{
launchMissile2();
}
else
{
launchMissile1();
}
}
void Aircraft::launchMissile1()
{
int bspeed = 850;
if (sprite->missilePower > 5)
{
bspeed = 700;
}
else if (sprite->missilePower > 3)
{
bspeed = 750;
}
else if (sprite->missilePower > 2)
{
bspeed = 800;
}
if (!Util::isIntervalTime(bspeed, &sprite->missileTime))
{
return;
}
float bulletSpeed = 6.0f;
float bulletScale = 0.5f;
int bulletPower = 10;
if (sprite->missilePower == 2)
{
bulletSpeed = 6.5f;
bulletScale = 0.55f;
bulletPower = 12;
}
else if (sprite->missilePower == 3)
{
bulletSpeed = 7.0f;
bulletScale = 0.60f;
bulletPower = 14;
}
else if (sprite->missilePower == 4)
{
bulletSpeed = 7.5f;
bulletScale = 0.65f;
bulletPower = 16;
}
else if (sprite->missilePower == 5)
{
bulletSpeed = 8.0f;
bulletScale = 0.70f;
bulletPower = 18;
}
else if (sprite->missilePower > 5)
{
bulletSpeed = 8.5f;
bulletScale = 0.75f;
bulletPower = 20;
}
Size vsize = Director::getInstance()->getVisibleSize();
Vec2 svec = sprite->getPosition();
auto pinfo = AutoPolygon::generatePolygon("air_Missile.png");
Size size;
Size size1;
int tag = 5;
if (sprite->missilePower > -1)
{
createMissile1(&pinfo, tag, bulletScale, bulletPower, bulletSpeed, 10, 0);
createMissile1(&pinfo, tag, bulletScale, bulletPower, bulletSpeed, -10, 0);
}
if (sprite->missilePower > 3)
{
createMissile1(&pinfo, tag, bulletScale, bulletPower, bulletSpeed, 20, 40);
createMissile1(&pinfo, tag, bulletScale, bulletPower, bulletSpeed, -20, 40);
}
if (sprite->missilePower > 5)
{
createMissile1(&pinfo, tag, bulletScale, bulletPower, bulletSpeed, 30, 80);
createMissile1(&pinfo, tag, bulletScale, bulletPower, bulletSpeed, -30, 80);
}
}
void Aircraft::createMissile1(PolygonInfo* pinfo, int tag, float scale, int power, float speed, float startX, float startY)
{
Vec2 svec = sprite->getPosition();
auto b_sprite = new BulletSprite();
b_sprite->actBase = this->actBase;
BulletSprite::create(b_sprite, *pinfo);
Size size = b_sprite->getBoundingBox().size;
auto b_body = Util::getPhysicsBody(*pinfo, size, tag, b_sprite->category, b_sprite->collision, b_sprite->contact, b_sprite->gravityEnable);
b_sprite->setPhysicsBody(b_body);
b_sprite->setScale(scale);
b_sprite->bulletSpeed = speed;
size = b_sprite->getBoundingBox().size;
b_sprite->setTag(tag);
b_sprite->bulletPower = power;
b_sprite->playerTag = sprite->playerTag;
b_sprite->setPosition(Vec2(svec.x + startX, svec.y + startY));
Vec2 v2 = Vec2(0, actBase->vSize.height + size.height);
float mTime = Util::getMoveTime(b_sprite->bulletSpeed, v2.y);
auto moveBy = MoveBy::create(mTime, v2);
auto actRuin = CallFunc::create(std::bind(&Aircraft::removeRuin, this, b_sprite));
auto sequence = Sequence::create(moveBy, actRuin, NULL);
b_sprite->runAction(sequence);
actBase->addChild(b_sprite, 0);
}
void Aircraft::launchMissile2()
{
int bspeed = 850;
if (sprite->missilePower > 5)
{
bspeed = 700;
}
else if (sprite->missilePower > 3)
{
bspeed = 750;
}
else if (sprite->missilePower > 2)
{
bspeed = 800;
}
if (!Util::isIntervalTime(bspeed, &sprite->missileTime))
{
return;
}
float bulletSpeed = 5.0f;
float bulletScale = 0.3f;
int bulletPower = 4;
if (sprite->missilePower == 2)
{
bulletSpeed = 5.5f;
bulletScale = 0.35f;
bulletPower = 5;
}
else if (sprite->missilePower == 3)
{
bulletSpeed = 6.0f;
bulletScale = 0.40f;
bulletPower = 6;
}
else if (sprite->missilePower == 4)
{
bulletSpeed = 6.5f;
bulletScale = 0.45f;
bulletPower = 7;
}
else if (sprite->missilePower == 5)
{
bulletSpeed = 7.0f;
bulletScale = 0.50f;
bulletPower = 8;
}
else if (sprite->missilePower > 5)
{
bulletSpeed = 7.5f;
bulletScale = 0.55f;
bulletPower = 10;
}
auto pinfo = AutoPolygon::generatePolygon("air_Missile1.png");
int tag = 5;
if (sprite->missilePower > -1)
{
createMissile2(&pinfo, tag, bulletScale, bulletPower, bulletSpeed, 10, 50, 10);
createMissile2(&pinfo, tag, bulletScale, bulletPower, bulletSpeed, -10, -50, -10);
}
if (sprite->missilePower > 3)
{
createMissile2(&pinfo, tag, bulletScale, bulletPower, bulletSpeed, 20, 200, 20);
createMissile2(&pinfo, tag, bulletScale, bulletPower, bulletSpeed, -20, -200, -20);
}
if (sprite->missilePower > 5)
{
createMissile2(&pinfo, tag, bulletScale, bulletPower, bulletSpeed, 30, 300, 30);
createMissile2(&pinfo, tag, bulletScale, bulletPower, bulletSpeed, -30, -300, -30);
}
}
void Aircraft::createMissile2(PolygonInfo* pinfo, int tag, float scale, int power, float speed, float startX, float endX, float rotation)
{
Vec2 svec = sprite->getPosition();
auto b_sprite = new BulletSprite();
b_sprite->actBase = this->actBase;
BulletSprite::create(b_sprite, *pinfo);
Size size = b_sprite->getBoundingBox().size;
auto b_body = Util::getPhysicsBody(*pinfo, size, tag, b_sprite->category, b_sprite->collision, b_sprite->contact, b_sprite->gravityEnable);
b_sprite->setPhysicsBody(b_body);
b_sprite->setScale(scale);
size = b_sprite->getBoundingBox().size;
b_sprite->setTag(tag);
b_sprite->bulletPower = power;
b_sprite->playerTag = sprite->playerTag;
b_sprite->setPosition(Vec2(svec.x + startX, svec.y));
b_sprite->bulletSpeed = speed;
Node* eNode = Util::getRandomNode(&actBase->enemyNodes, 50, 400, b_sprite->getPosition());
if (eNode != nullptr)
{
b_sprite->trackKey = eNode->getName();
b_sprite->trackPoint = eNode->getPosition();
b_sprite->moveSpeed = Util::getTrackPosition(b_sprite->bulletSpeed, b_sprite->getPosition(), eNode->getPosition());
b_sprite->isTrack = true;
}
if (!b_sprite->isTrack)
{
Vec2 endPoint = Vec2(endX, actBase->vSize.height + size.height);
float mTime = Util::getMoveTime(b_sprite->bulletSpeed, endPoint.y);
auto moveBy = MoveBy::create(mTime, endPoint);
b_sprite->runAction(moveBy);
b_sprite->setRotation(rotation);
}
actBase->addChild(b_sprite, 0);
}
void Aircraft::launchBomb()
{
if (sprite->bombCount < 1)
{
return;
}
if (!Util::isIntervalTime(1000, &sprite->bombTime))
{
return;
}
--sprite->bombCount;
if (sprite->bombType == 1)
{
launchBomb2();
}
else
{
launchBomb1();
}
}
void Aircraft::launchBomb1()
{
int playerTag = sprite->playerTag;
Vec2 svec = sprite->getPosition();
Size size = sprite->getBoundingBox().size;
float sw = 20;
float ew = actBase->vSize.width - 20;
float sh = svec.y - actBase->vSize.height / 2;
float eh = svec.y + actBase->vSize.height / 2;
SpriteFrameCache::getInstance()->addSpriteFramesWithFile("fjbz.plist");
auto frames = Util::getAnimation("fjbz(%d).png", 16);
int tag = 6;
for (int i = 0; i < 50; ++i)
{
auto delayAnimate = CallFunc::create(std::bind(&Aircraft::createBombAnimate, this, frames, tag, playerTag, sw, ew, sh, eh));
auto dtime = DelayTime::create(random(0.0f, 1.0f));
auto sequence = Sequence::create(dtime, delayAnimate, NULL);
actBase->runAction(sequence);
}
}
void Aircraft::createBombAnimate(Vector<SpriteFrame*> frames, int tag, int playerTag, float sw, float ew, float sh, float eh)
{
auto bsprite = new BombSprite();
BombSprite::createWithSpriteFrame(bsprite, frames.front());
bsprite->setScale(random(1.0f, 5.0f));
bsprite->setPosition(Vec2(random(sw, ew), random(sh, eh)));
auto body = Util::getPhysicsBody(bsprite->getBoundingBox().size, tag, bsprite->category, bsprite->collision, bsprite->contact, bsprite->gravityEnable);
bsprite->setPhysicsBody(body);
bsprite->setTag(tag);
bsprite->playerTag = playerTag;
auto animation = Animation::createWithSpriteFrames(frames, 1.0f / 16);
auto animate = Animate::create(animation);
auto repeat = Repeat::create(animate, 1);
auto actRuin = CallFunc::create(std::bind(&Aircraft::removeRuin, this, bsprite));
auto sequence = Sequence::create(repeat, actRuin, NULL);
bsprite->runAction(sequence);
float mtime = random(0.2f, 1.0f);
Vec2 move = Vec2(0.0f, random(-100.0f, -50.0f));
auto moveBy = MoveBy::create(mtime, move);
bsprite->runAction(moveBy);
actBase->addChild(bsprite, 3);
AudioEngine::play2d("BOMB1.ogg", false, 0.5f);
}
void Aircraft::launchBomb2()
{
Vec2 svec = sprite->getPosition();
Size size = sprite->getBoundingBox().size;
float sw = 20;
float ew = actBase->vSize.width - 20;
SpriteFrameCache::getInstance()->addSpriteFramesWithFile("zd02.plist");
auto frames = Util::getAnimation("zd02(%d).png", 4);
int tag = 6;
for (int i = 0; i < 20; ++i)
{
auto bsprite = new BombSprite();
BombSprite::createWithSpriteFrame(bsprite, frames.front());
bsprite->setScale(random(2.0f, 3.0f));
auto bsize = bsprite->getBoundingBox().size;
float fx = random(sw, ew);
float fy = random(-bsize.height * 4, -bsize.height * 3);
bsprite->setPosition(Vec2(fx, fy));
auto body = Util::getPhysicsBody(bsprite->getBoundingBox().size, tag, bsprite->category, bsprite->collision, bsprite->contact, bsprite->gravityEnable);
bsprite->setPhysicsBody(body);
bsprite->setTag(tag);
bsprite->playerTag = sprite->playerTag;
auto animation = Animation::createWithSpriteFrames(frames, 1.0f / 30);
auto animate = Animate::create(animation);
auto repeat = RepeatForever::create(animate);
bsprite->runAction(repeat);
auto moveTo = MoveTo::create(random(1.0f, 2.0f), Vec2(fx, actBase->vSize.height + size.height));
auto actRuin = CallFunc::create(std::bind(&Aircraft::removeRuin, this, bsprite));
auto sequence = Sequence::create(moveTo, actRuin, NULL);
bsprite->runAction(sequence);
actBase->addChild(bsprite, 3);
AudioEngine::play2d("fg.ogg", false, 0.5f);
}
}
void Aircraft::createRuinAnimate(Node* node)
{
AircraftSprite* aSprite = dynamic_cast<AircraftSprite*>(node);
auto size = aSprite->getBoundingBox().size;
auto position = node->getPosition();
SpriteFrameCache::getInstance()->addSpriteFramesWithFile("ysbz.plist");
auto frames = Util::getAnimation("ysbz-%d.png", 16);
auto sprite = Sprite::createWithSpriteFrame(frames.front());
auto ssize = sprite->getContentSize();
auto wf = size.width / ssize.width;
auto hf = size.height / ssize.height;
sprite->setScale(wf, hf);
sprite->setPosition(position.x, position.y);
auto animation = Animation::createWithSpriteFrames(frames, 1.0f / 16);
auto animate = Animate::create(animation);
auto repeat = Repeat::create(animate, 1);
auto actRuin = CallFunc::create(std::bind(&Aircraft::removeRuin, this, sprite));
auto sequence = Sequence::create(repeat, actRuin, NULL);
playBOMB(aSprite);
sprite->runAction(sequence);
actBase->addChild(sprite);
}
void Aircraft::playBOMB(AircraftSprite* aSprite)
{
auto size = aSprite->getBoundingBox().size;
float sz = size.height;
if (size.width > size.height)
{
sz = size.width;
}
if (aSprite->airType == 0)
{
if (sz > 300)
{
AudioEngine::play2d("BOMB6.ogg", false, 1.0f);
}
else if (sz > 250)
{
AudioEngine::play2d("BOMB5.ogg", false, 1.0f);
}
else if (sz > 200)
{
AudioEngine::play2d("BOMB4.ogg", false, 1.0f);
}
else if (sz > 100)
{
AudioEngine::play2d("BOMB3.ogg", false, 1.0f);
}
else if (sz > 50)
{
AudioEngine::play2d("BOMB2.ogg", false, 1.0f);
}
else
{
AudioEngine::play2d("BOMB1.ogg", false, 1.0f);
}
}
}
void Aircraft::removeRuin(Sprite* sprite)
{
sprite->removeFromParentAndCleanup(true);
}
}
飞机动画编码:Aircraft.h
#pragma once
#include <list>
#include <vector>
#include "cocos2d.h"
#include "audio/include/AudioEngine.h"
#include "Util.h"
#include "Control.h"
#include "AircraftSprite.h"
#include "BulletSprite.h"
#include "BombSprite.h"
using namespace std;
using namespace cocos2d;
namespace SpaceWar
{
class ActionBase;
class Aircraft
{
public:
Aircraft();
virtual ~Aircraft();
ActionBase* actBase = nullptr;
AircraftSprite* sprite = nullptr;
int playerTag = 0;
int playerCount = 5;
int playerScore = 0;
int rewardPlayerCount = 0;
long baseTime = 0;
virtual bool init(int pTag, int aType);
void setCollisionEnable(bool isEnable);
void controlAction(int player);
void launchBullet();
void launchBullet1();
void createBullet1(PolygonInfo * pinfo, int tag, float speed, float startX);
void launchBullet2();
void createBullet2(PolygonInfo * pinfo, int tag, float speed, float startX, float endY);
void launchMissile();
void launchMissile1();
void createMissile1(PolygonInfo * pinfo, int tag, float scale, int power, float speed, float startX, float startY);
void launchMissile2();
void createMissile2(PolygonInfo * pinfo, int tag, float scale, int power, float speed, float startX, float endX, float rotation);
void launchBomb();
void launchBomb1();
void createBombAnimate(Vector<SpriteFrame*> frames, int tag, int playerTag, float sw, float ew, float sh, float eh);
void launchBomb2();
void createRuinAnimate(Node * node);
void playBOMB(AircraftSprite * aSprite);
void removeRuin(Sprite * sprite);
};
}
C++ 与cocos2d-x-4.0完成太空飞机大战 (三)