CSDN的markdown编辑器是吃屎了么!!!什么玩意!!写了一半写不了东西还全没了,搞个毛线!
本节课的视频教程地址是:第七课在此
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转载请注明出处:http://blog.csdn.net/suool/article/details/47128637
不想再重写一遍了。简短点,这节课要实现和学习的内容有:(如果想看详细内容的请戳上面的连接,看下视频的教程更好)
1.人物的运动状态控制——跳起,受伤,死亡判断,和怪物的打斗逻辑
2.碰撞检测(我们这个游戏由于是横版且人物只能够在左右走,因此变化的坐标只有X,所以检测起来也是很容易的。)
更多关于碰撞检测的东西见:http://shahdza.blog.51cto.com/2410787/1548097
3.关卡的失败和胜利判断以及相关的场景的分析和实现
4.暂停功能场景的分析和实现
关于跳起的动作这里简单的解释一下。
因为要模拟人物跳起后的一个近抛物线的运动轨迹,因此我们这里让Y轴的速度不断变化,而X轴不变,这个原理学过高中物理应该都明白。
这个函数就是:
float velocity = 0.0f; // 跳起速度
float getVelocity(); // 获取跳跃的速度
逻辑的东西解释起来比较复杂,先把代码贴出来吧。
/*!
* \file GameLayer.h
* \date 2015/06/13 16:55
*
* \author SuooL
* Contact: hu1020935219@gmail.com
*
* \brief 游戏场景
*
* TODO: long description
*
* \note
*/
#ifndef __GameLayer__H__
#define __GameLayer__H__
#include <iostream>
#include "cocos2d.h"
#include "SimpleAudioEngine.h"
#include "ActionTool.h"
#include "GlobalData.h"
#include "GlobalDefine.h"
#include "extensions/cocos-ext.h"
#include "Monster.h"
USING_NS_CC;
using namespace extension;
class Hero;
class ProgressBar;
class GameMap;
class GameLayer : public Layer
{
public:
static Scene* createScene();
virtual bool init();
// 暂停
void gamePause(Ref* pSender);
void gameOver(float delta);
void gameVictory(float delta);
// 技能--拳击--脚踢--超级技能--蹦
void fistAttack(Ref* pSender, Control::EventType type);
void footAttack(Ref* psender, Control::EventType type);
void comboAttack(Ref* pSender, Control::EventType type);
void jump(Ref* pSender, Control::EventType type);
// 前进,后退
void forward(Ref* pSender, Control::EventType type);
void backward(Ref* pSender, Control::EventType type);
bool isAttackMonster(Hero * hero, Monster* monster);
virtual void update(float delta);
CREATE_FUNC(GameLayer);
private:
// 英雄&怪物
Hero* m_pHero;
Monster* m_pMonster1;
GameMap* myMap;
// 背景条
Sprite* m_pBG;
// 血条,能量前景条
ProgressTimer* m_pHPBar;
ProgressTimer* m_pMPBar;
ControlButton * m_pComboBtn;
Sprite* m_pComboPic;
RenderTexture* render;
RenderTexture* renderResult;
float velocity = 0.0f; // 跳起速度
float getVelocity(); // 获取跳跃的速度
bool m_bDirection; // 行走的方向
bool m_bRun; // 是否在跑
bool m_bJump; // 是否在跳
};
#endif
实现文件为:
/*!
* \class GameLayer
*
* \ingroup GroupName
*
* \brief
*
* TODO: long description
*
* \note
*
* \author SuooL
*
* \version 1.0
*
* \date 六月 2015
*
* Contact: hu1020935219@gmail.com
*
*/
#include "GameLayer.h"
#include "GameMap.h"
#include "Hero.h"
#include "Monster.h"
#include "PauseLayer.h"
#include "GateMapLayer.h"
#include "MonsterOne.h"
#include "extensions/cocos-ext.h"
#include "cocostudio/CocoStudio.h"
USING_NS_CC;
using namespace CocosDenshion;
using namespace cocos2d::extension; //引用cocos2d::extension命名空间
Scene* GameLayer::createScene()
{
Scene* scene = Scene::create();
GameLayer* layer = GameLayer::create();
scene->addChild(layer);
return scene;
}
bool GameLayer::init()
{
if (!Layer::init())
{
return false;
}
if (getBoolFromXML(MUSIC_KEY))
{
float music = getFloatFromXML(MUSICVOL)*100.0f;
aduioEngine->setBackgroundMusicVolume(getFloatFromXML(MUSICVOL));
if (SimpleAudioEngine::getInstance()->isBackgroundMusicPlaying())
{
aduioEngine->pauseBackgroundMusic();
aduioEngine->playBackgroundMusic("Sound/gameBGM.wav", true);
}
else
aduioEngine->playBackgroundMusic("Sound/gameBGM.wav", true);
}
else
aduioEngine->pauseBackgroundMusic();
velocity = 10.0f;
m_bDirection = false;
m_bRun = false;
m_bJump = false;
SpriteFrameCache::getInstance()->addSpriteFramesWithFile("pnglist/mapBefore.plist");
SpriteFrameCache::getInstance()->addSpriteFramesWithFile("pnglist/mapRoad.plist");
String *bgName = String::createWithFormat("bgmap%d.png", m_iSelectGate);
String *midName = String::createWithFormat("MapMiddle%d.png", m_iSelectGate);
String *groundName = String::createWithFormat("MapGround%d.png", m_iSelectGate);
String *beforeName = String::createWithFormat("MapBefore%d.png", m_iSelectGate);
String *comoboName = String::createWithFormat("comboBtn%d.png", m_iSelectGate);
auto bgPic = Sprite::createWithSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName(bgName->getCString()));
bgPic->setPosition(WINSIZE.width / 2, WINSIZE.height / 2);
this->addChild(bgPic, 0);
myMap = GameMap::create();
myMap->InitMap(midName->getCString(), groundName->getCString(), beforeName->getCString());
this->addChild(myMap, 1);
// 界面控制键初始化
// 技能键
auto m_pFistBG = Scale9Sprite::createWithSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("fist.png"));
auto m_pFistBtn = ControlButton::create(m_pFistBG);
m_pFistBtn->setPreferredSize(Sprite::createWithSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("fist.png"))->getContentSize());
auto m_pFootBG = Scale9Sprite::createWithSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("foot.png"));
auto m_pFootBtn = ControlButton::create(m_pFootBG);
m_pFootBtn->setPreferredSize(Sprite::createWithSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("foot.png"))->getContentSize());
auto m_pJumpBG = Scale9Sprite::createWithSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("jump.png"));
auto m_pJumpBtn = ControlButton::create(m_pJumpBG);
m_pJumpBtn->setPreferredSize(Sprite::createWithSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("jump.png"))->getContentSize());
auto m_pComboBG = Scale9Sprite::createWithSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName(comoboName->getCString()));
m_pComboBtn = ControlButton::create(m_pComboBG);
m_pComboBtn->setPreferredSize(Sprite::createWithSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName(comoboName->getCString()))->getContentSize());
// 按键背景
auto m_pFistPic = Sprite::createWithSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("quan.png"));
auto m_pFootPic = Sprite::createWithSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("jiao.png"));
auto m_pJumpPic = Sprite::createWithSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("tiao.png"));
m_pComboPic = Sprite::createWithSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("tiao.png"));
auto m_pFistPicSize = m_pFistPic->getContentSize();
m_pFistBtn->setPosition(ccp(m_pFistPicSize.width / 2, m_pFistPicSize.height / 2));
m_pFistBtn->addTargetWithActionForControlEvents(this, cccontrol_selector(GameLayer::fistAttack), Control::EventType::TOUCH_UP_INSIDE);
auto m_pFootPicSize = m_pFootPic->getContentSize();
m_pFootBtn->setPosition(ccp(m_pFootPicSize.width / 2, m_pFootPicSize.height / 2));
m_pFootBtn->addTargetWithActionForControlEvents(this, cccontrol_selector(GameLayer::footAttack), Control::EventType::TOUCH_UP_INSIDE);
auto m_pJumpPicSize = m_pJumpPic->getContentSize();
m_pJumpBtn->setPosition(ccp(m_pJumpPicSize.width / 2.0 - 1.5, m_pJumpPicSize.height / 2));
m_pJumpBtn->addTargetWithActionForControlEvents(this, cccontrol_selector(GameLayer::jump), Control::EventType::TOUCH_UP_INSIDE);
auto m_pComboPicSize = m_pComboPic->getContentSize();
m_pComboBtn->setPosition(ccp(m_pComboPicSize.width / 2 - 1.5, m_pComboPicSize.height / 2));
m_pComboBtn->addTargetWithActionForControlEvents(this, cccontrol_selector(GameLayer::comboAttack), Control::EventType::TOUCH_UP_INSIDE);
m_pFistPic->addChild(m_pFistBtn, 1);
m_pFootPic->addChild(m_pFootBtn, 1);
m_pJumpPic->addChild(m_pJumpBtn, 1);
m_pComboPic->addChild(m_pComboBtn, 1);
m_pFistPic->setPosition(WINSIZE.width - 230, 76);
m_pFootPic->setPosition(WINSIZE.width - 73, 76);
m_pJumpPic->setPosition(WINSIZE.width - 60, 220);
m_pComboPic->setPosition(WINSIZE.width - 387, 76);
m_pComboPic->setVisible(false);
this->addChild(m_pFistPic, 1);
this->addChild(m_pFootPic, 1);
this->addChild(m_pJumpPic, 1);
this->addChild(m_pComboPic, 1);
// 行走控制键,暂停键
auto puaseGameItem = MenuItemSprite::create(
Sprite::createWithSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("pauseNormal.png")),
Sprite::createWithSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("pauseSelected.png")),
CC_CALLBACK_1(GameLayer::gamePause, this)); // Pause
auto backwardBG = Scale9Sprite::createWithSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("directionNormal.png"));
auto backwardSelBG = Scale9Sprite::createWithSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("directionSelected.png"));
auto backwardBtn = ControlButton::create(backwardBG);
backwardBtn->setBackgroundSpriteForState(backwardSelBG, Control::State::HIGH_LIGHTED);
backwardBtn->setZoomOnTouchDown(false);
backwardBtn->addTargetWithActionForControlEvents(this, cccontrol_selector(GameLayer::backward), Control::EventType::TOUCH_DOWN);
backwardBtn->addTargetWithActionForControlEvents(this, cccontrol_selector(GameLayer::backward), Control::EventType::TOUCH_UP_INSIDE);
backwardBtn->addTargetWithActionForControlEvents(this, cccontrol_selector(GameLayer::backward), Control::EventType::DRAG_OUTSIDE);
backwardBtn->setPreferredSize(Sprite::createWithSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("directionNormal.png"))->getContentSize());
auto forwardBG = Scale9Sprite::createWithSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("directForNor.png"));
auto forwardSelBG = Scale9Sprite::createWithSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("directForSel.png"));
auto forwardBtn = ControlButton::create(forwardBG);
forwardBtn->setBackgroundSpriteForState(forwardSelBG, Control::State::HIGH_LIGHTED);
forwardBtn->setZoomOnTouchDown(false);
forwardBtn->addTargetWithActionForControlEvents(this, cccontrol_selector(GameLayer::forward), Control::EventType::TOUCH_DOWN);
forwardBtn->addTargetWithActionForControlEvents(this, cccontrol_selector(GameLayer::forward), Control::EventType::TOUCH_UP_INSIDE);
forwardBtn->addTargetWithActionForControlEvents(this, cccontrol_selector(GameLayer::forward), Control::EventType::DRAG_OUTSIDE);
forwardBtn->setPreferredSize(Sprite::createWithSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("directForNor.png"))->getContentSize());
puaseGameItem->setPosition(WINSIZE.width - 50, WINSIZE.height - 48);
backwardBtn->setPosition(117, 70);
forwardBtn->setPosition(304, 70);
auto menuWalk = Menu::create(puaseGameItem, NULL);
menuWalk->setPosition(Point::ZERO);
this->addChild(backwardBtn, 1);
this->addChild(forwardBtn, 1);
this->addChild(menuWalk, 1);
// 状态条
m_pBG = Sprite::createWithSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("barGround.png"));
m_pHPBar = ProgressTimer::create(Sprite::createWithSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("HPBar.png")));
m_pHPBar->setType(ProgressTimer::Type::BAR);
m_pHPBar->setMidpoint(ccp(0, 0.5));
m_pHPBar->setBarChangeRate(ccp(1, 0));
m_pHPBar->setPercentage(100);
m_pMPBar = ProgressTimer::create(Sprite::createWithSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("MPBar.png")));
m_pMPBar->setType(ProgressTimer::Type::BAR);
m_pMPBar->setMidpoint(ccp(0, 0.5));
m_pMPBar->setBarChangeRate(ccp(1, 0));
m_pMPBar->setPercentage(0);
m_pHPBar->setPosition(240, 45);
m_pMPBar->setPosition(226, 30);
m_pBG->addChild(m_pHPBar);
m_pBG->addChild(m_pMPBar);
m_pBG->setPosition(260, WINSIZE.height - 60);
this->addChild(m_pBG, 1);
// 英雄
m_pHero = Hero::create();
m_pHero->InitHeroSprite("idle.png", 1);
m_pHero->setPosition(100, 360);
this->addChild(m_pHero, 3);
MonsterOne *monster = MonsterOne::createWithMapAndHero(myMap, m_pHero);
this->scheduleUpdate();
return true;
}
// 拳击
void GameLayer::fistAttack(Ref* pSender, Control::EventType type)
{
if (m_pHero->IsRunning || m_pHero->IsAttack || m_pHero->IsHurt || m_pHero->m_bIsJumping)
{
return;
}
PLAYEFFECT;
m_pHero->AttackAnimation("fist", 0.1f, m_bDirection);
}
// 腿击
void GameLayer::footAttack(Ref* psender, Control::EventType type)
{
if (m_pHero->IsRunning || m_pHero->IsAttack || m_pHero->IsHurt || m_pHero->m_bIsJumping)
{
return;
}
PLAYEFFECT;
m_pHero->AttackAnimation("leg", 0.1f, m_bDirection);
}
//
void GameLayer::jump(Ref* pSender, Control::EventType type)
{
if (m_pHero->IsRunning || m_pHero->IsAttack || m_pHero->IsHurt || m_bJump)
{
return;
}
if (getBoolFromXML(SOUND_KEY))
{
aduioEngine->setEffectsVolume(getFloatFromXML(SOUNDVOL));
aduioEngine->playEffect("Sound/Jump.wav");
}
m_bJump = true;
}
void GameLayer::comboAttack(Ref* pSender, Control::EventType type)
{
if (m_pHero->IsAttack || m_pHero->m_bIsJumping == true || m_pHero->m_bCanCrazy)
{
return;
}
if (getBoolFromXML(SOUND_KEY))
{
aduioEngine->setEffectsVolume(getFloatFromXML(SOUNDVOL));
aduioEngine->playEffect("Sound/combo.wav");
}
m_pHero->m_bCanCrazy = true;
switch (m_iSelectGate)
{
case 1:
m_pHero->AttackAnimation("combo", 0.1, m_bDirection);
break;
case 2:
m_pHero->AttackAnimation("bakandao", 0.1, m_bDirection);
break;
case 3:
m_pHero->AttackAnimation("gun", 0.1, m_bDirection);
break;
default:
break;
}
}
void GameLayer::gamePause(Ref* pSender)
{
//可以直接使用pause方法暂停当前的场景,但是这样做有一个bug,就是不能够屏蔽触摸事件,所以采用截图的方法
//Director::getInstance()->pause();
/*截取当前场景的图片并且保存*/
auto size = Director::getInstance()->getWinSize();
//RenderTexture是一个纹理渲染类,我们需要把要渲染的当前场景放进去,这是初始化它的大小
render = RenderTexture::create(size.width, size.height);
//开始获取内容
render->begin();
//是用节点的visit方法加入到渲染中
Director::getInstance()->getRunningScene()->visit();
//结束
render->end();
render->retain();
//3.0 截屏需要在截完屏的下一帧才能处理RenderTexture,这点要注意
auto _schedule = this->getScheduler();
auto replaceScene = [&](float tm)
{
//最后切换场景
Director::getInstance()->pushScene(PauseLayer::createScene(render));
};
_schedule->schedule(replaceScene, this, 0.0f, 0, 0.0f, false, "screenshot");
}
void GameLayer::backward(Ref* pSender, Control::EventType type)
{
if (m_pHero->IsAttack && m_pHero->m_bIsJumping == true)
{
return;
}
switch (type)
{
case cocos2d::extension::Control::EventType::TOUCH_DOWN:
m_bRun = true;
m_bDirection = true;
break;
case cocos2d::extension::Control::EventType::DRAG_INSIDE:
break;
case cocos2d::extension::Control::EventType::DRAG_OUTSIDE:
m_bRun = false;
m_pHero->StopAnimation();
break;
case cocos2d::extension::Control::EventType::DRAG_ENTER:
break;
case cocos2d::extension::Control::EventType::DRAG_EXIT:
break;
case cocos2d::extension::Control::EventType::TOUCH_UP_INSIDE:
m_bRun = false;
m_pHero->StopAnimation();
break;
case cocos2d::extension::Control::EventType::TOUCH_UP_OUTSIDE:
break;
case cocos2d::extension::Control::EventType::TOUCH_CANCEL:
break;
case cocos2d::extension::Control::EventType::VALUE_CHANGED:
break;
default:
break;
}
}
void GameLayer::forward(Ref* pSender, Control::EventType type)
{
if (m_pHero->IsAttack && m_pHero->m_bIsJumping == true)
{
return;
}
switch (type)
{
case cocos2d::extension::Control::EventType::TOUCH_DOWN:
m_bRun = true;
m_bDirection = false;
break;
case cocos2d::extension::Control::EventType::DRAG_INSIDE:
break;
case cocos2d::extension::Control::EventType::DRAG_OUTSIDE:
m_bRun = false;
m_pHero->StopAnimation();
break;
case cocos2d::extension::Control::EventType::DRAG_ENTER:
break;
case cocos2d::extension::Control::EventType::DRAG_EXIT:
break;
case cocos2d::extension::Control::EventType::TOUCH_UP_INSIDE:
m_bRun = false;
m_pHero->StopAnimation();
break;
case cocos2d::extension::Control::EventType::TOUCH_UP_OUTSIDE:
break;
case cocos2d::extension::Control::EventType::TOUCH_CANCEL:
break;
case cocos2d::extension::Control::EventType::VALUE_CHANGED:
break;
default:
break;
}
}
void GameLayer::gameOver(float delta)
{
// 对声音的处理
if (getBoolFromXML(MUSIC_KEY))
{
float music = getFloatFromXML(MUSICVOL)*100.0f;
aduioEngine->setBackgroundMusicVolume(getFloatFromXML(MUSICVOL));
if (SimpleAudioEngine::getInstance()->isBackgroundMusicPlaying())
{
aduioEngine->pauseBackgroundMusic();
aduioEngine->playBackgroundMusic("Sound/failure.wav", true);
}
else
aduioEngine->playBackgroundMusic("Sound/failure.wav", true);
}
else
aduioEngine->pauseBackgroundMusic();
// 弹出游戏失败的界面
auto bgSprite = Sprite::createWithSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("heiping.png"));
bgSprite->setPosition(WINSIZE.width / 2, WINSIZE.height / 2);
this->addChild(bgSprite, 5);
auto bgTitle = Sprite::createWithSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("bgTitle.png"));
bgTitle->setPosition(WINSIZE.width / 2 + 23, WINSIZE.height / 2 + 17);
auto faliureTitle = Sprite::createWithSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("faliure.png"));
faliureTitle->setPosition(WINSIZE.width / 2, WINSIZE.height / 2 + 227);
auto energyTitle = Sprite::createWithSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("tili.png"));
energyTitle->setPosition(WINSIZE.width / 2, WINSIZE.height / 2 - 23);
auto tips = Sprite::createWithSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("tipsNext.png"));
tips->setPosition(WINSIZE.width / 2, WINSIZE.height / 2 - 227);
auto m_pEnergyLabel = LabelTTF::create("- 1", "", 45);
m_pEnergyLabel->setColor(ccc3(0, 255, 255));
m_pEnergyLabel->setPosition(300, 60);
bgSprite->addChild(bgTitle);
bgSprite->addChild(faliureTitle);
bgSprite->addChild(energyTitle);
bgSprite->addChild(tips);
// 获取事件分发器
auto dispatcher = Director::getInstance()->getEventDispatcher();
// 触摸监听器
auto listener = EventListenerTouchOneByOne::create();
listener->onTouchBegan = [](Touch* touch, Event* event){return true; };
listener->onTouchMoved = [](Touch* touch, Event* event){};
listener->onTouchEnded = [](Touch* touch, Event* event){
Director::getInstance()->replaceScene(GateMapLayer::createScene());
};
listener->setSwallowTouches(true);
dispatcher->addEventListenerWithSceneGraphPriority(listener, bgSprite);
}
void GameLayer::gameVictory(float delta)
{
// 对声音的处理
if (getBoolFromXML(MUSIC_KEY))
{
float music = getFloatFromXML(MUSICVOL)*100.0f;
aduioEngine->setBackgroundMusicVolume(getFloatFromXML(MUSICVOL));
if (SimpleAudioEngine::getInstance()->isBackgroundMusicPlaying())
{
aduioEngine->pauseBackgroundMusic();
aduioEngine->playBackgroundMusic("Sound/victory.wav", true);
}
else
aduioEngine->playBackgroundMusic("Sound/victory.wav", true);
}
else
aduioEngine->pauseBackgroundMusic();
if (m_iSelectGate == 1)
{
setBoolToXML(GATEONE, true);
}
else if (m_iSelectGate == 2)
{
setBoolToXML(GATETWO, true);
}
else
setBoolToXML(GATETHREE, true);
// 弹出游戏胜利的界面
auto bgSprite = Sprite::createWithSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("heiping.png"));
bgSprite->setPosition(WINSIZE.width / 2, WINSIZE.height / 2);
this->addChild(bgSprite, 5);
auto bgTitle = Sprite::createWithSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("bgTitle.png"));
bgTitle->setPosition(WINSIZE.width / 2 + 23, WINSIZE.height / 2 + 17);
auto victoryTitle = Sprite::createWithSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("victory.png"));
victoryTitle->setPosition(WINSIZE.width / 2, WINSIZE.height / 2 + 227);
auto energyTitle = Sprite::createWithSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("tili.png"));
energyTitle->setPosition(WINSIZE.width / 2 + 116, WINSIZE.height / 2 - 23);
auto moneyTitle = Sprite::createWithSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("jinbi.png"));
moneyTitle->setPosition(WINSIZE.width / 2 - 275, WINSIZE.height / 2 - 27);
auto tips = Sprite::createWithSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("tipsNext.png"));
tips->setPosition(WINSIZE.width / 2, WINSIZE.height / 2 - 227);
bgSprite->addChild(bgTitle);
bgSprite->addChild(victoryTitle);
bgSprite->addChild(energyTitle);
bgSprite->addChild(moneyTitle);
bgSprite->addChild(tips);
// 获取事件分发器
auto dispatcher = Director::getInstance()->getEventDispatcher();
// 触摸监听器
auto listener = EventListenerTouchOneByOne::create();
listener->onTouchBegan = [](Touch* touch, Event* event){return true; };
listener->onTouchMoved = [](Touch* touch, Event* event){};
listener->onTouchEnded = [](Touch* touch, Event* event){
Director::getInstance()->replaceScene(GateMapLayer::createScene());
};
listener->setSwallowTouches(true);
dispatcher->addEventListenerWithSceneGraphPriority(listener, bgSprite);
}
bool GameLayer::isAttackMonster(Hero * hero, Monster* monster)
{
bool hero_dire = hero->HeroDirecton;
bool monster_dire = monster->MonsterDirecton;
float hero_x = hero->getPositionX();
float monster_x = monster->getPositionX() + myMap->getPositionX();
if (hero_dire)
{
if (monster_x <= hero_x)
{
return true;
}
}
else
{
if (monster_x >= hero_x)
{
return true;
}
}
return false;
}
float GameLayer::getVelocity()
{
velocity = velocity - 0.3f;
return velocity;
}
void GameLayer::update(float delta)
{
// 人物跳起
if (m_bJump)
{
getVelocity();
if (velocity >= 0.1) // 速度不为0
{
m_pHero->JumpUpAnimation("jumpup", 0.1f, m_bDirection);
if (m_bDirection == false)
{
if (m_pHero->getPositionX() <= WINSIZE.width - 8)//不让精灵超出右边,8可以改成你喜欢的
{
if (!m_pHero->JudgePosition(WINSIZE) || myMap->JudgeMap(m_pHero)) //精灵没到达窗口中间位置或者地图已经移动到边缘了,精灵才可以移动,否则只播放动画
m_pHero->setPosition(ccp(m_pHero->getPosition().x + m_pHero->m_iSpeed, m_pHero->getPosition().y + velocity)); //向右走
else
{
m_pHero->setPosition(ccp(m_pHero->getPosition().x, m_pHero->getPosition().y + velocity)); //向左走
}
//下面是移动地图
myMap->MoveMap(m_pHero);
}
else
m_pHero->setPosition(ccp(m_pHero->getPosition().x, m_pHero->getPosition().y + velocity)); //向左走
}
else
{
if (m_pHero->getPositionX() >= 8)//不让精灵超出左边,8可以改成你喜欢的
{
if (!m_pHero->JudgePosition(WINSIZE) || myMap->JudgeMap(m_pHero))//精灵没到达窗口中间位置或者地图已经移动到边缘了,精灵才可以移动,否则只播放动画
m_pHero->setPosition(ccp(m_pHero->getPosition().x - m_pHero->m_iSpeed, m_pHero->getPosition().y + velocity)); //向左走
else
{
m_pHero->setPosition(ccp(m_pHero->getPosition().x, m_pHero->getPosition().y + velocity)); //向左走
}
//下面是移动地图
myMap->MoveMap(m_pHero);
}
else
m_pHero->setPosition(ccp(m_pHero->getPosition().x, m_pHero->getPosition().y + velocity)); //向左走
}
}
else
{
m_pHero->JumpDownAnimation("jumpdown", 0.1f, m_bDirection);
if (m_bDirection == false)
{
if (m_pHero->getPositionX() <= WINSIZE.width - 8)//不让精灵超出右边,8可以改成你喜欢的
{
if (!m_pHero->JudgePosition(WINSIZE) || myMap->JudgeMap(m_pHero))//精灵没到达窗口中间位置或者地图已经移动到边缘了,精灵才可以移动,否则只播放动画
m_pHero->setPosition(ccp(m_pHero->getPosition().x + m_pHero->m_iSpeed, m_pHero->getPosition().y + velocity)); //向右走
else
{
m_pHero->setPosition(ccp(m_pHero->getPosition().x, m_pHero->getPosition().y + velocity)); //向左走
}
//下面是移动地图
myMap->MoveMap(m_pHero);
}
else
m_pHero->setPosition(ccp(m_pHero->getPosition().x, m_pHero->getPosition().y + velocity)); //向左走
}
else
{
if (m_pHero->getPositionX() >= 8)//不让精灵超出左边,8可以改成你喜欢的
{
if (!m_pHero->JudgePosition(WINSIZE) || myMap->JudgeMap(m_pHero))//精灵没到达窗口中间位置或者地图已经移动到边缘了,精灵才可以移动,否则只播放动画
m_pHero->setPosition(ccp(m_pHero->getPosition().x - m_pHero->m_iSpeed, m_pHero->getPosition().y + velocity)); //向左走
else
{
m_pHero->setPosition(ccp(m_pHero->getPosition().x, m_pHero->getPosition().y + velocity)); //向左走
}
//下面是移动地图
myMap->MoveMap(m_pHero);
}
else
m_pHero->setPosition(ccp(m_pHero->getPosition().x, m_pHero->getPosition().y + velocity)); //向左走
}
}
if (m_pHero->getPositionY() <= 359)
{
m_pHero->JumpEnd();
m_pHero->setPosition(ccp(m_pHero->getPosition().x + 3, 360));
velocity = 10.0f;
m_bJump = false;
}
}
// 人物移动
if (m_bRun && m_bDirection == false && m_pHero->IsHurt == false && m_pHero->IsAttack == false && m_pHero->m_bIsJumping == false)
{
m_pHero->SetAnimation("run", 0.07f, m_bDirection);
if (m_pHero->getPositionX() <= WINSIZE.width - 8)//不让精灵超出右边,8可以改成你喜欢的
{
if (!m_pHero->JudgePosition(WINSIZE) || myMap->JudgeMap(m_pHero))//精灵没到达窗口中间位置或者地图已经移动到边缘了,精灵才可以移动,否则只播放动画
m_pHero->setPosition(ccp(m_pHero->getPosition().x + m_pHero->m_iSpeed, m_pHero->getPosition().y)); //向右走
//下面是移动地图
myMap->MoveMap(m_pHero);
}
}
else if (m_bRun && m_bDirection == true && m_pHero->IsHurt == false && m_pHero->m_bIsJumping == false)
{
m_pHero->SetAnimation("run", 0.07f, m_bDirection);
if (m_pHero->getPositionX() >= 8)//不让精灵超出左边,8可以改成你喜欢的
{
if (!m_pHero->JudgePosition(WINSIZE) || myMap->JudgeMap(m_pHero))//精灵没到达窗口中间位置或者地图已经移动到边缘了,精灵才可以移动,否则只播放动画
m_pHero->setPosition(ccp(m_pHero->getPosition().x - m_pHero->m_iSpeed, m_pHero->getPosition().y)); //向右走
//下面是移动地图
myMap->MoveMap(m_pHero);
}
}
// 主角和怪物攻击碰撞检测
if (m_pHero->IsAttack)
{
for (auto monster : monsterShowList)
{
// 怪物没死
if (monster->Isdead == false && isAttackMonster(m_pHero, monster) && m_pHero->m_bIsJumping == false)
{
// 得到两点x的距离, 记得怪物的坐标要加上地图的
float x = m_pHero->getPositionX() - (monster->getPositionX() + myMap->getPositionX());
//先计算怪物和英雄的距离
auto dis = fabs(x);
if (dis <= 150)
{
if (monster->m_iType == 1)
{
monster->HurtAnimation("monsterHurt", monster->MonsterDirecton, 0.2f, 1);
}
else if (monster->m_iType == 2)
{
monster->HurtAnimation("lionHurt", monster->MonsterDirecton, 0.2f, 1);
}
else
{
monster->HurtAnimation("stoneHurt", monster->MonsterDirecton, 0.2f, 1);
}
}
// if (this->isRectCollision(CCRectMake(m_pHero->getPositionX(), m_pHero->getPositionY(), m_pHero->GetSprite()->getContentSize().width-30, m_pHero->GetSprite()->getContentSize().height-20),
// CCRectMake(monster->getPositionX(), monster->getPositionY(), monster->GetSprite()->getContentSize().width - 30, monster->GetSprite()->getContentSize().height - 20)))
// {
// monster->HurtAnimation("monsterHurt", monster->MonsterDirecton, 0.2f, 1);
// }
}
}
}
for (auto monster : monsterShowList)
{
if (!monster->Isdead)
{
if (monster->IsAttack && m_pHero->IsDead == false && m_pHero->m_bIsJumping == false)
{
// 得到两点x的距离, 记得怪物的坐标要加上地图的
float x = m_pHero->getPositionX() - (monster->getPositionX() + myMap->getPositionX());
//先计算怪物和英雄的距离
auto dis = fabs(x);
if (dis <= 130)
{
m_pHero->HurtByMonsterAnimation("hurt", 0.2f, m_bDirection);
m_pHPBar->setPercentage(m_pHero->percentage);
}
}
}
}
m_pMPBar->setPercentage(m_pHero->m_iCurrentMp);
if (m_pMPBar->getPercentage() >= 100)
{
m_pComboPic->setVisible(true);
}
else
{
m_pComboPic->setVisible(false);
}
// 主角和怪物攻击碰撞检测
if (m_pHero->IsAttack && m_pHero->m_bCanCrazy)
{
for (auto monster : monsterShowList)
{
// 怪物没死
if (monster->Isdead == false && isAttackMonster(m_pHero, monster) && m_pHero->m_bIsJumping == false)
{
// 得到两点x的距离, 记得怪物的坐标要加上地图的
float x = m_pHero->getPositionX() - (monster->getPositionX() + myMap->getPositionX());
//先计算怪物和英雄的距离
auto dis = fabs(x);
if (dis <= 350)
{
monster->HurtAnimation("monsterHurt", monster->MonsterDirecton, 0.2f, 1);
}
// if (this->isRectCollision(CCRectMake(m_pHero->getPositionX(), m_pHero->getPositionY(), m_pHero->GetSprite()->getContentSize().width-30, m_pHero->GetSprite()->getContentSize().height-20),
// CCRectMake(monster->getPositionX(), monster->getPositionY(), monster->GetSprite()->getContentSize().width - 30, monster->GetSprite()->getContentSize().height - 20)))
// {
// monster->HurtAnimation("monsterHurt", monster->MonsterDirecton, 0.2f, 1);
// }
}
}
}
// 游戏结束判定
if (m_pHero->IsDead)
{
// 游戏结束
this->scheduleOnce(schedule_selector(GameLayer::gameOver), 1.0f);
this->unscheduleUpdate();
}
// 怪物全死
if (m_bFlag3 == false)
{
bool noMonster = true;
for (auto monster : monsterShowList)
{
if (!monster->Isdead)
{
noMonster = false;
}
}
if (noMonster)
{
this->scheduleOnce(schedule_selector(GameLayer::gameVictory), 2.0f);
this->unscheduleUpdate();
}
}
}
关于暂停场景的实现如下,因为暂停要实现一个动态的开关效果,而且背景是游戏暂停的场景,所以做了一个截图,传递给这个场景,代码实现如下:
/*!
* \file PauseLayer.h
*
* \author SuooL
* \date 六月 2015
*
* 暂停界面
*/
#ifndef __PauseLayer__H__
#define __PauseLayer__H__
#include "cocos2d.h"
#include "extensions/cocos-ext.h"
USING_NS_CC;
using namespace cocos2d::extension;
class PauseLayer : public Layer {
public:
static Scene* createScene(RenderTexture* rt);
virtual bool init();
CREATE_FUNC(PauseLayer);
Sprite* spriteOn;
Sprite* spriteDown;
void musicSet(Ref* pSender);
private:
};
#endif
实现文件为:
/*!
* \file PauseLayer.cpp
* \date 2015/04/08 15:30
*
* \author SuooL
* Contact: 1020935219@qq.com
*
* \brief 暂停界面
*
* \version 1.0
*
* TODO: long description
*
* \note
*/
#include "PauseLayer.h"
#include "GlobalDefine.h"
#include "GlobalData.h"
#include "GameLayer.h"
#include "StartLayer.h"
#include "cocos2d.h"
#include "extensions/cocos-ext.h"
USING_NS_CC;
using namespace cocos2d::extension;
Scene* PauseLayer::createScene(RenderTexture* rt)
{
Scene* scene = Scene::create();
PauseLayer* layer = PauseLayer::create();
auto sprite = Sprite::createWithTexture(rt->getSprite()->getTexture());
sprite->setPosition(WINSIZE.width / 2, WINSIZE.height / 2);
sprite->setFlippedY(true);
//sprite->setColor(cocos2d::ccGRAY);
scene->addChild(sprite, 0);
scene->addChild(layer);
return scene;
}
bool PauseLayer::init()
{
if (!Layer::init())
{
return false;
}
auto size = Director::getInstance()->getWinSize();
// 背景黑色的图片
spriteOn = Sprite::createWithSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("pauseBG1.png"));
spriteDown = Sprite::createWithSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("pauseBG2.png"));
spriteOn->setPosition(size.width / 2, size.height + spriteOn->getContentSize().height / 2);
spriteDown->setPosition(size.width / 2, - (spriteDown->getContentSize().height / 2));
this->addChild(spriteOn);
this->addChild(spriteDown);
/*
继续游戏按钮: X:630.5 Y349.0
声音按键:X:190.0 Y294.0
重置键按钮:X346.0 Y:294.0
返回关卡界面键按钮:X890.0 Y:294.0
下一关键按钮:X1053.0 Y:294.0
*/
// 继续游戏按钮
auto resumeItem = MenuItemSprite::create(
Sprite::createWithSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("playNormal.png")),
Sprite::createWithSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("playSelected.png")),
[&](Ref * ref){
PLAYEFFECT;
//弹出保存的场景
auto moveOn = MoveBy::create(0.5f, Point(0, (spriteOn->getContentSize().height)));
auto moveDown = MoveBy::create(0.5f, Point(0, -spriteDown->getContentSize().height));
CallFunc* replace = CallFunc::create([](){Director::getInstance()->popScene();});
Action* resume = Sequence::create(moveOn, replace, NULL);
spriteDown->runAction(moveDown);
spriteOn->runAction(resume);
});
resumeItem->setPosition(spriteOn->getContentSize().width / 2-5, 110.0f);
// 返回游戏主界面
auto startItem = MenuItemSprite::create(
Sprite::createWithSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("backNormal.png")),
Sprite::createWithSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("backSelected.png")),
[](Ref * ref){
PLAYEFFECT;
//弹出保存的场景
Director::getInstance()->replaceScene(StartLayer::createScene());});
startItem->setPosition(890.0f, 180.0f);
// 重新开始游戏
auto againItem = MenuItemSprite::create(
Sprite::createWithSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("againNormal.png")),
Sprite::createWithSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("againSelected.png")),
[](Ref * ref){
PLAYEFFECT;
//弹出保存的场景
Director::getInstance()->replaceScene(GameLayer::createScene());});
againItem->setPosition(346.0f, 180.0f);
// 下一关
auto nextItem = MenuItemSprite::create(
Sprite::createWithSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("nextNormal.png")),
Sprite::createWithSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("nextSelected.png")),
[](Ref * ref){
PLAYEFFECT;
//弹出保存的场景
if (m_iSelectGate++ < 3)
{
Director::getInstance()->replaceScene(GameLayer::createScene());
}
});
nextItem->setPosition(1053.0f, 180.0f);
// 声音设置按钮
auto musicOn = MenuItemSprite::create(Sprite::createWithSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("musicOn.png")),
Sprite::createWithSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("musicOff.png")));
auto musicOff = MenuItemSprite::create(Sprite::createWithSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("musicOff.png")),
Sprite::createWithSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("musicSelected.png")));
auto musciToggle = MenuItemToggle::createWithTarget(this, menu_selector(PauseLayer::musicSet), musicOn, musicOff, NULL);
musciToggle->setPosition(190.0f, 180.0f);
auto menu = Menu::create(resumeItem, startItem, againItem, nextItem,musciToggle, NULL);
menu->setPosition(Point::ZERO);
spriteOn->addChild(menu);
auto moveDown = MoveBy::create(0.6f, Point(0, - (spriteOn->getContentSize().height)));
auto moveUp = MoveBy::create(0.6f, Point(0, spriteDown->getContentSize().height));
spriteOn->runAction(moveDown);
spriteDown->runAction(moveUp);
}
void PauseLayer::musicSet(Ref* pSender)
{
PLAYEFFECT;
auto musicTemp = (MenuItemToggle*)pSender;
if (getBoolFromXML(SOUND_KEY))
{
aduioEngine->setEffectsVolume(getFloatFromXML(SOUNDVOL));
aduioEngine->playEffect("");
}
if (musicTemp->getSelectedIndex() == 1)
{
SimpleAudioEngine::getInstance()->pauseBackgroundMusic();
}
else
{
aduioEngine->setBackgroundMusicVolume(getFloatFromXML(MUSICVOL));
SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
}
}
代码的注释已经非常详细了。如果您有不明白的地方可以留言或者邮箱我:1020935219@qq.com
整个工程的源码已经开源,地址是:https://github.com/SuooL/KungfuBoy
下一课将会说明下打包APK和项目打包过程及打包后会出现的一些问题及其解决的方法。