Cocos2d-x:学习笔记(2017.05.12更新)

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1.参考链接汇总

官方接口文档

关于Cocos2d-x中addchild和removeChild方法的参数的解析

Cocos2d-x3.2 Menu菜单的创建

cocos 中熟练运用场景的切换

cocos2dx一个场景添加多个层

Cocos2d-x Layer锚点设置

cocos2d-x convertToWorldSpace 和 convertToNodeSpace

cocos2d-x 延迟执行一段代码1 顺序执行动作+延迟动作+CallFunc

Cocos2d-x v3.6制作射箭游戏(三)

菜鸟学习Cocos2d-x 3.x——浅谈动画

cocos2d-x“无法打开源文件”

cocos2d-x 坐标研究

深入理解 cocos2d-x 坐标系

Cocos2d-x解析XML文件,解决中文乱码

Cocos2d-x 通过虚拟按键控制人物移动

【平凡晓声 Cocos2d-x】虚拟按键控制精灵移动2

android Drawbitmap 画一个图片(Rect 的作用)

C++中数字与字符串之间的转换

Cocos2d-X中使用ProgressTimer实现一些简单的效果

菜鸟学习Cocos2d-x 3.x——浅谈动作Action

Cocos2dx学习笔记12:cocos2dx进度条(ProgressTimer)

cocos2dx[3.4](25)——瓦片地图TiledMap

cocos2dx 中 如果一个精灵被击中了,需要消失,用什么函数来实现呢?

Cocos2d-x v3.3中UserDefault保存的XML文件位置

2.创建Sprite

auto bg = Sprite::create("level-background-0.jpg");bg->setPosition(Vec2(visibleSize.width / 2 + origin.x, visibleSize.height / 2 + origin.y));this->addChild(bg, 0);

使用plist:

    auto spritecache = SpriteFrameCache::getInstance();    spritecache->addSpriteFramesWithFile("level-sheet.plist");    mouse = Sprite::createWithSpriteFrameName("gem-mouse-0.png");    mouse->setPosition(Vec2(origin.x + visibleSize.width / 2, 0));

使用动画第一帧:

    // 创建一张贴图    auto texture = Director::getInstance()->getTextureCache()->addImage("$lucia_2.png");    // 从贴图中以像素单位切割,创建关键帧    auto frame0 = SpriteFrame::createWithTexture(texture, CC_RECT_PIXELS_TO_POINTS(Rect(0, 0, 113, 113)));    // 使用第一帧创建精灵    player = Sprite::createWithSpriteFrame(frame0);    player->setPosition(Vec2(origin.x + visibleSize.width / 2,                            origin.y + visibleSize.height/2));    addChild(player, 3);

3.创建MenuItem

auto closeItem = MenuItemImage::create(                                       "CloseNormal.png",                                       "CloseSelected.png",                                       CC_CALLBACK_1(HelloWorld::menuCloseCallback, this));closeItem->setPosition(Vec2(origin.x + visibleSize.width - closeItem->getContentSize().width/2 ,                            origin.y + closeItem->getContentSize().height/2));auto menu = Menu::create(closeItem, NULL);menu->setPosition(Vec2::ZERO);this->addChild(menu, 1);
void HelloWorld::menuCloseCallback(Ref* pSender){   Director::getInstance()->end();#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)    exit(0);#endif}

4.创建Layer

stoneLayer = Layer::create();stoneLayer->setPosition(Vec2(0, 0));stoneLayer->setAnchorPoint(Vec2(0, 0));stoneLayer->ignoreAnchorPointForPosition(false);stoneLayer->addChild(stone);mouseLayer = Layer::create();mouseLayer->setPosition(Vec2(0, origin.y + visibleSize.height / 2));mouseLayer->setAnchorPoint(Vec2(0, 0));mouseLayer->ignoreAnchorPointForPosition(false);mouseLayer->addChild(mouse);this->addChild(stoneLayer, 1);this->addChild(mouseLayer, 1);

5.显示中文字符

    CCDictionary* message = CCDictionary::createWithContentsOfFile("Chinese.xml");    auto nameKey = message->valueForKey("Name");    const char* Name = nameKey->getCString();    auto IDKey = message->valueForKey("ID");    const char* ID = IDKey->getCString();    auto label = Label::createWithTTF(Name, "fonts/FZSTK.ttf", 24);    auto label1 = Label::createWithTTF(ID, "fonts/Marker Felt.ttf", 24);    // position the label on the center of the screen    label->setPosition(Vec2(origin.x + visibleSize.width/2,                            origin.y + visibleSize.height - label->getContentSize().height));    label1->setPosition(Vec2(origin.x + visibleSize.width / 2,                            origin.y + visibleSize.height                             - label->getContentSize().height-label1->getContentSize().height));
<?xml version="1.0" encoding="UTF-8"?><dict><key>Name</key><string>名字</string><key>ID</key><string>学号</string></dict>

6. 播放背景英语

#include <SimpleAudioEngine.h>#define MUSIC_FILE "666.mp3"

以下是menuItem的触发函数,点击一下播放音乐,再点击一下停止音乐

void HelloWorld::display_music(Ref* pSender) {    CocosDenshion::SimpleAudioEngine::sharedEngine()->preloadBackgroundMusic(MUSIC_FILE);    CocosDenshion::SimpleAudioEngine::sharedEngine()->setBackgroundMusicVolume(0.5);    if (count % 2 == 0)      CocosDenshion::SimpleAudioEngine::sharedEngine()->playBackgroundMusic(MUSIC_FILE, true);    else      CocosDenshion::SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();    count++;}

7.定义动画(使用plist)

在AppDelegate.cpp中,

SpriteFrameCache::getInstance()->addSpriteFramesWithFile("level-sheet.plist");char _totalFrames = 7;char _frameName[40];Animation* diamondAnimation = Animation::create();for (int i = 0; i < _totalFrames; i++) {    sprintf(_frameName, "pulled-diamond-%d.png", i);    diamondAnimation->addSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName(_frameName));}diamondAnimation->setDelayPerUnit(0.1);AnimationCache::getInstance()->addAnimation(diamondAnimation, "diamondAnimation");

在GameSence.cpp中,

Animate* diamondAnimate = Animate::create(AnimationCache::getInstance()->getAnimation("diamondAnimation"));diamond->runAction(RepeatForever::create(diamondAnimate));

通过texture定义动画:

// 定义存储动画帧的vectorcocos2d::Vector<SpriteFrame*> attack;// 创建一张贴图auto texture = Director::getInstance()->getTextureCache()->addImage("$lucia_2.png");// 攻击动画attack.reserve(17);for (int i = 0; i < 17; i++) {    auto frame = SpriteFrame::createWithTexture(texture, CC_RECT_PIXELS_TO_POINTS(Rect(113*i,0,113,113)));    attack.pushBack(frame);}auto attack_animation = Animation::createWithSpriteFrames(attack, 0.1f);attack_animation->setRestoreOriginalFrame(true);AnimationCache::getInstance()->addAnimation(attack_animation, "attackAnimation");

8.触摸监听器

EventListenerTouchOneByOne* listener = EventListenerTouchOneByOne::create();listener->setSwallowTouches(true);listener->onTouchBegan = CC_CALLBACK_2(GameSence::onTouchBegan, this);Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(listener, this);
bool GameSence::onTouchBegan(Touch *touch, Event *unused_event) {}

9.获得visibleSize与origin

Size visibleSize = Director::getInstance()->getVisibleSize();Vec2 origin = Director::getInstance()->getVisibleOrigin();

10.设置锚点

mouseLayer->setAnchorPoint(Vec2(0, 0));mouseLayer->ignoreAnchorPointForPosition(false);

11.MoveTo使用

auto moveTo = MoveTo::create(2, mouseLayer->convertToNodeSpace(location));mouse->runAction(moveTo);

12.世界坐标系与本地坐标系的转换

auto location = mouse->getPosition();location = mouseLayer->convertToWorldSpace(location);auto moveTo = MoveTo::create(1, stoneLayer->convertToNodeSpace(location));stone->runAction(moveTo);

13.延迟函数的实现(异步操作)

auto _delayTime = DelayTime::create(0.5);auto _func = CallFunc::create([this]() {    stoneLayer->removeChild(stone);    stone = Sprite::create("stone.png");    stone->setPosition(Vec2(560, 480));    stoneLayer->addChild(stone);});auto _seq = Sequence::create(_delayTime, _func, NULL);this->runAction(_seq);

14.设置背景

// 设置背景auto bg = Sprite::create("background.jpg");bg->setPosition(Vec2(visibleSize.width / 2 + origin.x, visibleSize.height / 2 + origin.y));this->addChild(bg, 0);

使用TileMap

// 设置背景TMXTiledMap* tmx = TMXTiledMap::create("map.tmx");tmx->setPosition(Vec2(visibleSize.width / 2 + origin.x, visibleSize.height / 2 + origin.y));tmx->setAnchorPoint(Vec2(0.5, 0.5));tmx->setScale(Director::getInstance()->getContentScaleFactor());this->addChild(tmx, 0);

15.创建倒计时

// 创建倒计时time = Label::createWithTTF("120", "fonts/arial.ttf", 36);time->setPosition(Vec2(origin.x+visibleSize.width/2, origin.y+visibleSize.height-30));this->addChild(time);schedule(schedule_selector(HelloWorld::updateTime), 1);dtime = 120;
// 事件更新函数void HelloWorld::updateTime(float delta) {    dtime--;    if (dtime < 0) dtime = 0;    char str[10];    sprintf(str, "%d", dtime); // 将int类型转化为字符串char*类型    time->setString(str);}

16.游戏的hp条

// 进度条定义cocos2d::ProgressTimer* pT;// hp条Sprite* sp0 = Sprite::create("hp.png", CC_RECT_PIXELS_TO_POINTS(Rect(0, 320, 420, 47))); // 进度条框Sprite* sp = Sprite::create("hp.png", CC_RECT_PIXELS_TO_POINTS(Rect(610, 362, 4, 16))); // 进度条// 使用hp条设置progressBarpT = ProgressTimer::create(sp);pT->setScaleX(90);pT->setAnchorPoint(Vec2(0, 0));pT->setType(ProgressTimerType::BAR); // 定义进度条类型pT->setBarChangeRate(Point(1, 0));pT->setMidpoint(Point(0, 1));pT->setPercentage(100);pT->setPosition(Vec2(origin.x+14*pT->getContentSize().width,origin.y + visibleSize.height - 2*pT->getContentSize().height));addChild(pT,1);sp0->setAnchorPoint(Vec2(0, 0));sp0->setPosition(Vec2(origin.x + pT->getContentSize().width, origin.y + visibleSize.height - sp0->getContentSize().height));addChild(sp0,0);

17.游戏方向键WSAD定义

// 方向键auto buttonW = Button::create("W.png", "W.png");auto buttonS = Button::create("S.png", "S.png");auto buttonA = Button::create("A.png", "A.png");auto buttonD = Button::create("D.png", "D.png");buttonW->setPosition(Vec2(origin.x + 60, origin.y + 60));buttonS->setPosition(Vec2(origin.x + 60, origin.y + 20));buttonA->setPosition(Vec2(origin.x + 20, origin.y + 20));buttonD->setPosition(Vec2(origin.x + 100, origin.y + 20));// W键事件处理函数buttonW->addTouchEventListener([&](Ref* sender, Widget::TouchEventType type) {    switch (type) {    case ui::Widget::TouchEventType::BEGAN:        schedule(schedule_selector(HelloWorld::moveW), 0.3f);        break;    case ui::Widget::TouchEventType::ENDED:        unschedule(schedule_selector(HelloWorld::moveW));        break;    }});// S键事件处理函数buttonS->addTouchEventListener([&](Ref* sender, Widget::TouchEventType type) {    switch (type) {    case ui::Widget::TouchEventType::BEGAN:        schedule(schedule_selector(HelloWorld::moveS), 0.3f);        break;    case ui::Widget::TouchEventType::ENDED:        unschedule(schedule_selector(HelloWorld::moveS));        break;    }});// A键事件处理函数buttonA->addTouchEventListener([&](Ref* sender, Widget::TouchEventType type) {    switch (type) {    case ui::Widget::TouchEventType::BEGAN:        schedule(schedule_selector(HelloWorld::moveA), 0.3f);        break;    case ui::Widget::TouchEventType::ENDED:        unschedule(schedule_selector(HelloWorld::moveA));        break;    }});// D键事件处理函数buttonD->addTouchEventListener([&](Ref* sender, Widget::TouchEventType type) {    switch (type) {    case ui::Widget::TouchEventType::BEGAN:        schedule(schedule_selector(HelloWorld::moveD), 0.3f);        break;    case ui::Widget::TouchEventType::ENDED:        unschedule(schedule_selector(HelloWorld::moveD));        break;    }});this->addChild(buttonW);this->addChild(buttonS);this->addChild(buttonA);this->addChild(buttonD);// 方向键D的移动void HelloWorld::moveD(float dt) {//auto seq = Sequence::createWithTwoActions(Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")),    //                                      MoveBy::create(0.15f, Vec2(10, 0)));auto location = player->getPosition();if (location.x + 20 >= visibleSize.width) {    auto seq = Sequence::createWithTwoActions(MoveBy::create(0.6f, Vec2(visibleSize.width-location.x-10, 0)),        Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")));    player->runAction(seq);    return;}auto seq = Sequence::createWithTwoActions(MoveBy::create(0.6f, Vec2(20, 0)),    Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")));player->runAction(seq);}// 方向键A的移动void HelloWorld::moveA(float dt) {//auto seq = Sequence::createWithTwoActions(Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")),    //MoveBy::create(0.15f, Vec2(-10, 0)));auto location = player->getPosition();if (location.x - 20 <= 0) {    auto seq = Sequence::createWithTwoActions(MoveBy::create(0.6f, Vec2(-location.x+10, 0)),        Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")));    player->runAction(seq);    return;}auto seq = Sequence::createWithTwoActions(MoveBy::create(0.6f, Vec2(-20, 0)),    Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")));player->runAction(seq);}// 方向键W的移动void HelloWorld::moveW(float dt) {//auto seq = Sequence::createWithTwoActions(Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")),    //MoveBy::create(0.15f, Vec2(0, 10)));auto location = player->getPosition();if (location.y + 20 >= visibleSize.height) {    auto seq = Sequence::createWithTwoActions(MoveBy::create(0.6f, Vec2(0, visibleSize.height-location.y-10)),        Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")));    player->runAction(seq);    return;}auto seq = Sequence::createWithTwoActions(MoveBy::create(0.6f, Vec2(0, 20)),    Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")));player->runAction(seq);}// 方向键S的移动void HelloWorld::moveS(float dt) {//auto seq = Sequence::createWithTwoActions(Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")),    //MoveBy::create(0.15f, Vec2(0, -10)));auto location = player->getPosition();if (location.y - 20 <= 0) {    auto seq = Sequence::createWithTwoActions(MoveBy::create(0.6f, Vec2(0, -location.y+10)),        Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")));    player->runAction(seq);    return;}auto seq = Sequence::createWithTwoActions(MoveBy::create(0.6f, Vec2(0, -20)),    Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")));player->runAction(seq);}

上面的按钮实现的是点击按钮移动,松开按钮停止移动。但是这种实现可能会有bug,莫名其妙人物就不受控制了。所以我将之改为点击一下移动一下,即松开鼠标按钮后人物才会移动:

// 方向键D的移动void HelloWorld::moveD(float dt) {    //auto seq = Sequence::createWithTwoActions(Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")),        //                                      MoveBy::create(0.15f, Vec2(10, 0)));    player->setFlipX(false);    auto location = player->getPosition();    if (location.x + 20 >= visibleSize.width) {        //auto seq = Sequence::createWithTwoActions(MoveBy::create(0.6f, Vec2(visibleSize.width-location.x-10, 0)),            //Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")));        //player->runAction(seq);        player->runAction(Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")));        player->runAction(MoveBy::create(0.6f, Vec2(visibleSize.width - location.x - 10, 0)));        return;    }    //auto seq = Sequence::createWithTwoActions(MoveBy::create(0.6f, Vec2(20, 0)),        //Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")));    //player->runAction(seq);    player->runAction(Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")));    player->runAction(MoveBy::create(0.6f, Vec2(20, 0)));}// 方向键A的移动void HelloWorld::moveA(float dt) {    //auto seq = Sequence::createWithTwoActions(Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")),        //MoveBy::create(0.15f, Vec2(-10, 0)));    player->setFlipX(true);    auto location = player->getPosition();    if (location.x - 20 <= 0) {        //auto seq = Sequence::createWithTwoActions(MoveBy::create(0.6f, Vec2(-location.x+10, 0)),            //Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")));        //player->runAction(seq);        player->runAction(Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")));        player->runAction(MoveBy::create(0.6f, Vec2(-location.x + 10, 0)));        return;    }    //auto seq = Sequence::createWithTwoActions(MoveBy::create(0.6f, Vec2(-20, 0)),        //Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")));    //player->runAction(seq);    player->runAction(Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")));    player->runAction(MoveBy::create(0.6f, Vec2(-20, 0)));}// 方向键W的移动void HelloWorld::moveW(float dt) {    //auto seq = Sequence::createWithTwoActions(Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")),        //MoveBy::create(0.15f, Vec2(0, 10)));    auto location = player->getPosition();    if (location.y + 20 >= visibleSize.height) {        //auto seq = Sequence::createWithTwoActions(MoveBy::create(0.6f, Vec2(0, visibleSize.height-location.y-10)),            //Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")));        //player->runAction(seq);        player->runAction(Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")));        player->runAction(MoveBy::create(0.6f, Vec2(0, visibleSize.height - location.y - 10)));        return;    }    //auto seq = Sequence::createWithTwoActions(MoveBy::create(0.6f, Vec2(0, 20)),        //Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")));    //player->runAction(seq);    player->runAction(Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")));    player->runAction(MoveBy::create(0.6f, Vec2(0, 20)));}// 方向键S的移动void HelloWorld::moveS(float dt) {    //auto seq = Sequence::createWithTwoActions(Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")),        //MoveBy::create(0.15f, Vec2(0, -10)));    auto location = player->getPosition();    if (location.y - 20 <= 0) {        //auto seq = Sequence::createWithTwoActions(MoveBy::create(0.6f, Vec2(0, -location.y+10)),            //Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")));        //player->runAction(seq);        player->runAction(Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")));        player->runAction(MoveBy::create(0.6f, Vec2(0, -location.y + 10)));        return;    }    //auto seq = Sequence::createWithTwoActions(MoveBy::create(0.6f, Vec2(0, -20)),        //Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")));    //player->runAction(seq);    player->runAction(Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")));    player->runAction(MoveBy::create(0.6f, Vec2(0, -20)));}

18.实现动画Animation的回调函数

auto callFunc = CallFunc::create([&] {isDone = true; });auto seq = Sequence::createWithTwoActions(Animate::create(AnimationCache::getInstance()->getAnimation("attackAnimation")),    callFunc);

19.通过互斥锁避免动画重叠进行

(1)首先我在类中新添加一个isDone成员,当isDone为false时,说明player正在执行动画;当isDone为true时,说明player已经执行完动画;

(2)将isDone初始为true,即可执行状态;

(3)在X、Y的点击事件处理函数的开始部分(在执行动画之前),添加一个条件判断,判断isDone是否为true。如果为true,则继续执行下面的代码,如果为false,则return函数;

(4)然后利用Sequence的createTwoAction来实现动画完成后的回调函数,回调函数的功能就是将isDone的值赋为true。

    // 技能键X的事件处理函数    buttonX->addTouchEventListener([&](Ref* sender, Widget::TouchEventType type) {        switch (type) {        case ui::Widget::TouchEventType::BEGAN:            break;        case ui::Widget::TouchEventType::ENDED:            if (isDone == false) return; // 动画未完成,不能执行新动画            else isDone = false; // 开始执行动画            if (pT->getPercentage() == 0) return; // 进度条为0时不可再执行该动画            auto callFunc = CallFunc::create([&] {isDone = true; }); // 定义动画执行完毕的回调函数            /*Animate* deadAnimation = Animate::create(AnimationCache::getInstance()->getAnimation("deadAnimation"));            auto action = Sequence::create(callFunc);*/            auto seq = Sequence::createWithTwoActions(Animate::create(AnimationCache::getInstance()->getAnimation("deadAnimation")),                callFunc);            player->runAction(seq);            //player->runAction(deadAnimation);            if (pT->getPercentage() - 40 >= 0) { // 每次X操作减少进度条40                pT->setPercentage(pT->getPercentage() - 40);            }            else {                pT->setPercentage(0);            }            break;        }    });    // 技能键Y的事件处理函数    buttonY->addTouchEventListener([&](Ref* sender, Widget::TouchEventType type) {        switch (type) {        case ui::Widget::TouchEventType::BEGAN:            break;        case ui::Widget::TouchEventType::ENDED:            if (isDone == false) return;            else isDone = false;            /*Animate* attackAnimation = Animate::create(AnimationCache::getInstance()->getAnimation("attackAnimation"));            player->runAction(attackAnimation);*/            auto callFunc = CallFunc::create([&] {isDone = true; });            auto seq = Sequence::createWithTwoActions(Animate::create(AnimationCache::getInstance()->getAnimation("attackAnimation")),                callFunc);            player->runAction(seq);            if (pT->getPercentage() + 40 <= 100) {                pT->setPercentage(pT->getPercentage() + 40);            }            else {                pT->setPercentage(100);            }            break;        }    });    this->addChild(buttonX);    this->addChild(buttonY);    return true;}

20.自定义调度器

switch (type) {case ui::Widget::TouchEventType::BEGAN:    schedule(schedule_selector(HelloWorld::moveS), 0.3f);    break;case ui::Widget::TouchEventType::ENDED:    unschedule(schedule_selector(HelloWorld::moveS));    break;

21.Lambada函数

buttonA->addTouchEventListener([&](Ref* sender, Widget::TouchEventType type) {        switch (type) {        case ui::Widget::TouchEventType::BEGAN:            schedule(schedule_selector(HelloWorld::moveA), 0.3f);            break;        case ui::Widget::TouchEventType::ENDED:            unschedule(schedule_selector(HelloWorld::moveA));            break;        }    });

22. 单例模式示例

class Factory:public cocos2d::Ref {public:    //获取单例工厂    static Factory* getInstance();    //生成一个怪物,并存储到容器中管理    Sprite* createMonster();    //让容器中的所有怪物都往角色移动,通过容器管理所有的怪物很方便    void moveMonster(Vec2 playerPos,float time);    //移除怪物    void removeMonster(Sprite*);    //判断碰撞    Sprite* collider(Rect rect);    //初始化怪物帧动画    void initSpriteFrame();private:    Factory();    Vector<Sprite*> monster;    cocos2d::Vector<SpriteFrame*> monsterDead;    static Factory* factory;};
// Monster.cppFactory* Factory::factory = NULL;Factory::Factory() {    initSpriteFrame();}// 获取单例Factory* Factory::getInstance() {    if (factory == NULL) {        factory = new Factory();    }    return factory;}// 生成monster死亡的动画帧并存入到vector数组中void Factory::initSpriteFrame() {    auto texture = Director::getInstance()->getTextureCache()->addImage("Monster.png");    monsterDead.reserve(4);    for (int i = 0; i < 4; i++) {        auto frame = SpriteFrame::createWithTexture(texture, CC_RECT_PIXELS_TO_POINTS(Rect(258 - 48 * i, 0, 42, 42)));        monsterDead.pushBack(frame);    }    // 将这个动画加入到AnimationCache中    auto monsterdead_animation = Animation::createWithSpriteFrames(monsterDead, 0.1f);    AnimationCache::getInstance()->addAnimation(monsterdead_animation, "monsterDeadAnimation");}// 新建一个monsterSprite* Factory::createMonster() {    Sprite* mons = Sprite::create("Monster.png", CC_RECT_PIXELS_TO_POINTS(Rect(364,0,42,42)));    monster.pushBack(mons);    return mons;}// 遍历删除与参数一致的monstervoid Factory::removeMonster(Sprite* sp) {   cocos2d:Vector<Sprite*>::iterator it = monster.begin();    for (; it != monster.end(); it++) {        if (*it == sp) {            monster.erase(it);            return;        }    }}// 实现monster朝着player的方向移动void Factory::moveMonster(Vec2 playerPos,float time){    cocos2d:Vector<Sprite*>::iterator it = monster.begin();    for (; it != monster.end(); it++) {        Vec2 monsterPos = (*it)->getPosition();        Vec2 direction = playerPos - monsterPos;        direction.normalize(); // 得到该向量的单位向量,即向量除以向量的模        (*it)->runAction(MoveBy::create(time, direction*30));    }}// 当monster在rect的范围内时,返回指向该monster的指针Sprite* Factory::collider(Rect rect) {    cocos2d:Vector<Sprite*>::iterator it = monster.begin();    for (; it != monster.end(); it++) {        Vec2 monsterPos = (*it)->getPosition();        if (rect.containsPoint(monsterPos)) {            return (*it);        }    }    return NULL;}

23.Monster朝Player方向移动

// 实现monster朝着player的方向移动void Factory::moveMonster(Vec2 playerPos,float time){    cocos2d:Vector<Sprite*>::iterator it = monster.begin();    for (; it != monster.end(); it++) {        Vec2 monsterPos = (*it)->getPosition();        Vec2 direction = playerPos - monsterPos;        direction.normalize(); // 得到该向量的单位向量,即向量除以向量的模        (*it)->runAction(MoveBy::create(time, direction*30));    }}

24.碰撞检测

// 当monster在rect的范围内时,返回指向该monster的指针Sprite* Factory::collider(Rect rect) {    cocos2d:Vector<Sprite*>::iterator it = monster.begin();    for (; it != monster.end(); it++) {        Vec2 monsterPos = (*it)->getPosition();        if (rect.containsPoint(monsterPos)) {            return (*it);        }    }    return NULL;}// 检测碰撞// getBoundingBox()用于获取精灵外框区域void HelloWorld::detectHit(float delta) {    auto factory = Factory::getInstance();    Sprite* collision = factory->collider(player->getBoundingBox());    if (collision != NULL) {        buttonX();        Animate* monsterDead = Animate::create(AnimationCache::getInstance()->getAnimation("monsterDeadAnimation"));        collision->runAction(monsterDead);        //collision->setVisible(false);        // 碰到人物后怪物消失        CCActionInterval* fadeout = CCFadeOut::create(2);        collision->runAction(fadeout);        factory->removeMonster(collision);    }}

25.生成处于随机位置的精灵

// 生成怪物void HelloWorld::createMonster(float delta) {    auto factory = Factory::getInstance();    auto monster = factory->createMonster();    monster->setPosition(random(origin.x, origin.x + visibleSize.width), random(origin.y, origin.y + visibleSize.height));    this->addChild(monster, 3);    factory->moveMonster(player->getPosition(), 5);}

26.同步实现两个动画

// collision 是一个精灵对象    Animate* monsterDead = Animate::create(AnimationCache::getInstance()->getAnimation("monsterDeadAnimation"));    collision->runAction(monsterDead);    //collision->setVisible(false);    // 碰到人物后怪物消失    CCActionInterval* fadeout = CCFadeOut::create(2);    collision->runAction(fadeout);

27. 精灵的翻转

player->setFlipX(true);player->setFlipX(false);

28. 增加player左右各40的攻击范围

    Rect playerRect = player->getBoundingBox();    Rect attackRect = Rect(playerRect.getMinX() - 40, playerRect.getMinY(),                           playerRect.getMaxX() - playerRect.getMinX() + 80,                           playerRect.getMaxY() - playerRect.getMinY());

Rect 的第一二个参数为左下角的x,y坐标,第三个参数为宽,第四个参数为高。

29. 渐渐淡出消失的动画

    CCActionInterval* fadeout = CCFadeOut::create(2);    collision->runAction(fadeout);    factory->removeMonster(collision);

30. 本地存储UserDefault

# define database UserDefault::getInstance()database->setIntegerForKey("killNum", dtime);// 当set完后,数据不会马上保存到XML文件中。所以一定要记得用flush()来保存数据,否则会丢失database->flush();// 查询xml存放的路径log("%s", FileUtils::getInstance()->getWritablePath().c_str());

31. HttpClient

POST请求

HttpRequest* request = new HttpRequest();request->setUrl("http://localhost:8080/login");request->setRequestType(HttpRequest::Type::POST);request->setResponseCallback(CC_CALLBACK_2(LoginScene::onHttpRequestComplete, this));request->setTag("POST test");String str = "username=" + textField->getString();const char* postData = str.getCString();request->setRequestData(postData, strlen(postData));cocos2d::network::HttpClient::getInstance()->send(request);request->release();void LoginScene::onHttpRequestComplete(HttpClient *sender, HttpResponse *response) {    if (!response) {        return;    }    if (!response->isSucceed()) {        log("response fail!");        log("error buffer:%s", response->getErrorBuffer());        return;    }    std::vector<char> *buffer = response->getResponseData();    printf("Http Text, dump data: ");    for (unsigned int i = 0; i < buffer->size(); i++) {        printf("%c", (*buffer)[i]);    }    printf("\n");    string head = "";    std::vector<char> *header = response->getResponseHeader();    for (unsigned int i = 0; i < header->size(); i++) {        head += (*header)[i];    }    // 在登录请求完毕后,获取该用户的gameSessionId    Global::gameSessionId = Global::getSessionIdFromHeader(head);    UserDefault* default = UserDefault::getInstance();    default->setStringForKey("Me", Global::gameSessionId);}

GET请求

HttpRequest* request = new HttpRequest();string str = "http://localhost:8080/rank?top=" + rank_str;request->setUrl(str.c_str());request->setRequestType(HttpRequest::Type::GET);request->setTag("GET test");vector<string> headers;headers.push_back("Cookie: GAMESESSIONID=" + Global::gameSessionId);request->setHeaders(headers);request->setResponseCallback(CC_CALLBACK_2(GameScene::onHttpRequestComplete1, this));cocos2d::network::HttpClient::getInstance()->send(request);request->release();// rank的请求完成函数void GameScene::onHttpRequestComplete1(HttpClient *sender, HttpResponse *response) {    if (!response) {        return;    }    if (!response->isSucceed()) {        log("response fail!");        log("error buffer:%s", response->getErrorBuffer());        return;    }    std::vector<char> *buffer = response->getResponseData();    printf("Http Text, dump data: ");    string str;    for (unsigned int i = 0; i < buffer->size(); i++) {        printf("%c", (*buffer)[i]);        str += (*buffer)[i];    }    printf("\n");    // rank_field->setString(str);    // 对返回的json进行解析    rapidjson::Document d;    d.Parse<0>(str.c_str());    string info = d["info"].GetString();    str = "";    for (unsigned int i = 1; i < info.size(); i++) {        if (info[i] != '|') {            str += info[i];        }        else {            str += "\n";        }    }    rank_field->setString(str);}

32. 实现自动化登录

从createScene函数中开刀:

Scene* LoginScene::createScene(){    // 'scene' is an autorelease object    auto scene = Scene::create();    Global::gameSessionId = UserDefault::getInstance()->getStringForKey("Me");    if (Global::gameSessionId != "") {        auto layer = GameScene::create();        scene->addChild(layer);    }    else {        // 'layer' is an autorelease object        auto layer = LoginScene::create();        // add layer as a child to scene        scene->addChild(layer);    }    // return the scene    return scene;}

33.页面跳转

以跳转GameScene页面为例:

// 页面跳转auto sc = GameScene::createScene();Director::getInstance()->pushScene(sc);
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