制作飞镖忍者(1) Cocos2d-x 3.0alpha0

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本文实践自 Ray Wenderlich 的文章《How To Make A Simple iPhone Game with Cocos2D 2.X Tutorial》,文中使用Cocos2D,我在这里使用Cocos2D-x3.0alpha0进行学习和移植,前者是用Object-C所写,所以移植到Cocos2D-x会有些差异,比如某些函数、某些功能不能跟原文一样直接实现,需另转换方法实现。之前已经对Cocos2D-x的安装以及简单使用进行了介绍,这里不再介绍,直接进入主题。

步骤如下:使用脚本创建工程  

./create-multi-platform-projects.py -p Ninja -k com.HuLuo.Ninja -l cpp

2.编译运行,可以看到如下图所示:

3.下载本游戏所需的资源,将资源放置"Resources"目录下;

4.游戏需要一个白色的背景,最简单的方法是使用CCLayerColor,将HelloWorldScene.h文件"HelloWorld"类改为如下:

class HelloWorld : public cocos2d::LayerColor
之后添加如下代码:

    Sprite* _player;    Sprite* _monster;        void addMonster();        void spriteMoveFinished(Node* sender);        void gameLogic(float dt);
首先添加玩家,让玩家位于左边屏幕中间,将HelloWorldScene.cpp文件的init函数,改为如下:

bool HelloWorld::init(){    bool bRet = false;    do {        CC_BREAK_IF(!LayerColor::initWithColor(Color4B(255, 255, 255, 255)));        Size winSize = Director::getInstance()->getWinSize();                _player = Sprite::create("Player.png");        _player->setPosition(Point(_player->getContentSize().width / 2, winSize.height / 2));        _player->setScale(2);        this->addChild(_player);                this->schedule(schedule_selector(HelloWorld::gameLogic), 1.0);                        bRet = true;    } while (0);    return bRet;    }void HelloWorld::gameLogic(float dt){    }
5.编译运行,可以看到玩家精灵在白色背景上,如下图所示:




6.接下来添加怪物,并且让怪物可以移动,我们在屏幕右边创建怪物,建立动作让它们向左移动,增加addMonster方法,代码如下:

void HelloWorld::addMonster(){    _monster = Sprite::create("monster.png");    _monster->setScale(2);        Size winSize = Director::getInstance()->getWinSize();        int minY = _monster->getContentSize().height / 2;    int maxY = winSize.height - _monster->getContentSize().height / 2;        int rangeY = maxY - minY;        int actualY = (rand() % rangeY) + minY;        _monster->setPosition(Point(winSize.width + _monster->getContentSize().width / 2, actualY));        this->addChild(_monster);        int minDuration = 2;    int maxDuration = 4;    int rangeDuration = maxDuration - minDuration;    int actualDuration = (rand() % rangeDuration) + minDuration;        MoveTo* actionMove = MoveTo::create(actualDuration, Point(-_monster->getContentSize().width / 2, actualY));    CallFuncN* actionMoveDone = CallFuncN::create(std::bind(&HelloWorld::spriteMoveFinished, this,_monster));        _monster->runAction(Sequence::create(actionMove,actionMoveDone, NULL));        }
在右边屏幕以随机的位置添加怪物精灵,注意计算精灵的位置坐标,默认描点在中心,不要让怪物截断了。然后再以2~4秒的随机总时间,让怪物从右边移动到左边,移动出边界后,即回调函数spriteMoveFinished,进行删除精灵对象,增加的spriteMoveFinished方法如下:

void HelloWorld::spriteMoveFinished(cocos2d::Node *sender){    Sprite* sprite = (Sprite*)sender;    this->removeChild(sprite);}
接下去就是定时创建怪物,在init函数返回之前,安装定时器,每秒执行一次,代码如下:

        this->schedule(schedule_selector(HelloWorld::gameLogic), 1.0);
增加gameLogic方法,代码如下:

void HelloWorld::gameLogic(float dt){    this->addMonster();}
7.编译运行,可以看到右边怪物定时增加,并且以不同的速度向左边移动,如下图所示:


8.接着让玩家可以射击子弹,当用户在屏幕点击时,就让玩家往点击的方向进行发送子弹,用户的屏幕点击点并不是子弹移动的最终地,借用原文的一张图片来说明:

要让层可以支持触摸,需要在init方法,添加如下代码:

        this->setTouchEnabled(true);

然后重载onTouchesEnded方法,代码如下:

void HelloWorld::onTouchesEnded(const std::vector<Touch *> &touches, cocos2d::Event *event){    Touch* touch = touches.front();    Point location = this->convertTouchToNodeSpace(touch);            Size winSize = Director::getInstance()->getWinSize();        Sprite* projectile = Sprite::create("Projectile.png");    projectile->setScale(2);        projectile->setPosition(Point(20, winSize.height / 2));    Point offset = ccpSub(location, projectile->getPosition());        if (offset.x <= 0) {        return;    }        this->addChild(projectile);        int realX = winSize.width + projectile->getContentSize().width / 2;    float ratio = (float)offset.y / (float)offset.x;    int realY = realX * ratio + projectile->getPosition().y;    Point realDest = Point(realX, realY);        int offRealX = realX - projectile->getPosition().x;    int offRealY = realY - projectile->getPosition().y;    float length = sqrtf(offRealX * offRealX + offRealY * offRealY);    float velocity = 480 / 1;        float realMoveDuration = length / velocity;        projectile->runAction(Sequence::create(MoveTo::create(realMoveDuration, realDest),CallFuncN::create(std::bind(&HelloWorld::spriteMoveFinished, this,projectile)), NULL));}

首先,得到触摸点,然后创建子弹精灵,算出触摸点与子弹初始位置之差,若触摸点在初始位置的前方(即玩家前方),则添加子弹到层上。以同比例方法,计算出子弹飞向屏幕右边的最终坐标。然后再用勾股定理计算飞行长度,假定速度为每秒480像素,则计算出飞行总时间。之后就是让子弹执行给定的飞行动作,以及之后的删除自身调用。
9.编译运行,往屏幕点击,可以看到子弹发射出去,如下图所示:

10.当子弹碰到怪物时,怪物被消灭,子弹消失,即碰撞检测。需要在场景中跟踪目标和子弹,在HelloWorldScene.h声明如下:

    Array* _monsters;    Array* _projectiles;
在构造函数和析构函数,添加如下:

HelloWorld::HelloWorld(){    _monsters = NULL;    _projectiles = NULL;}HelloWorld::~HelloWorld(){    if (_monsters) {        CC_SAFE_RELEASE_NULL(_monsters);    }    if (_projectiles) {        CC_SAFE_RELEASE_NULL(_projectiles);    }}
然后在init函数中初始化这两个数组:

        this->_monsters = Array::create();        this->_monsters->retain();                this->_projectiles = Array::create();        this->_projectiles->retain();
修改addMonster函数,为怪物精灵添加标签,并加入到数组,代码如下:

    _monster->setTag(1);    _monsters->addObject(_monster);
修改onTouchesEnded函数,为子弹精灵添加标签,并加入到数组,代码如下:

    projectile->setTag(2);    _projectiles->addObject(projectile);
然后修改spriteMoveFinished函数,增加如下代码:

    if (sprite->getTag() == 1) {        _monsters->removeObject(sprite);    }    else if (sprite->getTag() == 2)    {        _projectiles->removeObject(sprite);    }
添加如下方法:

void HelloWorld::update(float delta){    Array* projectilesToDelete = Array::create();        Object* pObject = NULL;    Object* pObject2 = NULL;        CCARRAY_FOREACH(_projectiles, pObject)    {        Sprite* projectile = (Sprite*)pObject;        Array* monstersToDelete = Array::create();                CCARRAY_FOREACH(_monsters, pObject2)        {            Sprite* monster = (Sprite*)pObject2;            if (projectile->getBoundingBox().intersectsRect(monster->getBoundingBox())) {                monstersToDelete->addObject(monster);            }        }                CCARRAY_FOREACH(monstersToDelete, pObject2)        {            Sprite* monster = (Sprite*)pObject2;            _monsters->removeObject(monster);            this->removeChild(monster);        }                if (monstersToDelete->count() > 0) {            projectilesToDelete->addObject(projectile);        }        monstersToDelete->release();    }        CCARRAY_FOREACH(projectilesToDelete, pObject)    {        Sprite* projectile = (Sprite*)pObject;        _projectiles->removeObject(projectile);        this->removeChild(projectile);    }        projectilesToDelete->release();}
遍历子弹数组,计算每一个子弹所可能遇到的怪物,用它们各自的边界框进行交叉检测,检测到交叉,则将怪物对象放入ToDelete(待删除)数组,不能在遍历的时候删除一个对象。若是子弹遇到了怪物,也需要放入ToDelete(待删除)数组。然后从场景和数组中移动掉。同样,也在init函数,安装定时器,代码如下:

        this->scheduleUpdate();
11.编译运行,这时当子弹和怪物碰撞时,它们就会消失;
12.接下来,创建一个新的场景,来指示"You Win"或者"You Lose"。创建新类

GameOverLayer.h文件代码为:

#include "cocos2d.h"USING_NS_CC;class GameOverLayer:public LayerColor{    public:    GameOverLayer();    ~GameOverLayer();                bool initWithWon(bool won);    static Scene* sceneWithWon(bool won);    void gameOverDone();};
GameOverLayer.cpp文件代码为:

////  GameOverLayer.cpp//  HelloCpp////  Created by 杜甲 on 13-12-1.////#include "GameOverLayer.h"#include "HelloWorldScene.h"GameOverLayer::GameOverLayer(){    }GameOverLayer::~GameOverLayer(){    }GameOverLayer* GameOverLayer::createWithWon(bool won){    GameOverLayer* pRet = new GameOverLayer();    if (pRet && pRet->initWithWon(won)) {            }    else{        CC_SAFE_RELEASE_NULL(pRet);    }    return pRet;}bool GameOverLayer::initWithWon(bool won){    bool bRet = false;    do {        CC_BREAK_IF(!LayerColor::initWithColor(Color4B(255, 255, 255, 255)));                char* message;        if (won) {            message  = "You Won";        }        else        {            message = "You Lose";        }        Size winSize = Director::getInstance()->getWinSize();        LabelTTF* label = LabelTTF::create(message, "Arial", 32);        label->setColor(Color3B(0, 0, 0));        label->setPosition(Point(winSize.width / 2, winSize.height / 2));        this->addChild(label);                this->runAction(Sequence::create(DelayTime::create(3),                                         CallFunc::create(std::bind(&GameOverLayer::gameOverDone, this)), NULL));        bRet = true;    } while (0);    return bRet;}Scene* GameOverLayer::sceneWithWon(bool won){    Scene* scene = NULL;    do {        scene = Scene::create();                CC_BREAK_IF(!scene);                GameOverLayer* layer = GameOverLayer::createWithWon(won);        CC_BREAK_IF(!layer);        scene->addChild(layer);            } while (0);    return scene;    }void GameOverLayer::gameOverDone(){    Director::getInstance()->replaceScene(HelloWorld::createScene());    }
游戏结束时,切换到以上所建的场景,场景上的层显示一个文本,在3秒之后返回到HelloWorld场景中。
13.最后,为游戏添加一些游戏逻辑。记录玩家消灭怪物的数量,进而决定该玩家输赢。在HelloWorldScene.h文件中,添加如下:

    int _monstersDestroyed;
添加头文件引用:

#include "GameOverLayer.h"
update定时函数中,monstersToDelete循环removeChild(monster, true)的后面添加被消灭怪物的计数,并判断胜利条件,代码如下:

            _monstersDestroyed++;            if (_monstersDestroyed > 2) {                Scene* gameOverScene = GameOverLayer::sceneWithWon(true);                Director::getInstance()->replaceScene(gameOverScene);            }
最后为玩家添加失败条件,规定只要有一只怪物跑到左边屏幕里,则玩家失败,在spriteMoveFinished函数里,sprite->getTag() == 1条件的后面,添加如下:

        Scene* gameOverScene = GameOverLayer::sceneWithWon(false);        Director::getInstance()->replaceScene(gameOverScene);
14.编译并运行,到此已完成了一个简单的游戏,包含音效,并带有胜利和失败的结束。游戏效果如下:

参考资料:
1.How To Make A Simple iPhone Game with Cocos2D 2.X Tutorialhttp://www.raywenderlich.com/25736/how-to-make-a-simple-iphone-game-with-cocos2d-2-x-tutorial
2.如何用Cocos2d来开发简单的IPhone游戏教程 http://www.cocoachina.com/bbs/read.php?tid-15554.html
3.Cocos2d Classic Tutorial Demo Revisit:(1) http://www.zilongshanren.com/cocos2d-classic-tutorial-demo-revisit-1/

非常感谢以上资料,本例子源代码附加资源下载地址:http://pan.baidu.com/s/17rpC3
如文章存在错误之处,欢迎指出,以便改正。

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