cocos2d-x 3.0游戏实例学习笔记 《跑酷》第四步--地图循环&主角添加动作

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说明:这里是借鉴:晓风残月 前辈的博客,他是将泰然网的跑酷教程,用cocos2d-x 2.X 版本重写的,目前我正在学习cocos2d-X3.0 于是就用cocos2d-X 3.0重写,并做相关笔记

这一步当中,我们主要完成以下功能:

1.地图的无限滚动---让主角看起来真的是在跑动

2.给主角添加Jump跳跃和crouch下蹲动作

那么首先来让背景滚动起来,在PlayScene.h中添加:

//初始化背景void initBG();//用update函数让地图滚动virtual void update(float dt);//背景精灵cocos2d::Sprite* bgSprite1;cocos2d::Sprite* bgSprite2;cocos2d::Sprite* groundSprite1;cocos2d::Sprite* groundSprite2;
然后.Cpp文件中:

void PlayScene::initBG(){auto visibleSize = Director::getInstance()->getVisibleSize();//背景1bgSprite1 = Sprite::create("Map00.png");bgSprite1->setPosition(visibleSize.width/2,visibleSize.height/2);this->addChild(bgSprite1);//地面1groundSprite1 = Sprite::create("Ground00.png");groundSprite1->setPosition(visibleSize.width/2,groundSprite1->getContentSize().height/2);this->addChild(groundSprite1);//背景2bgSprite2 = Sprite::create("Map01.png");bgSprite2->setPosition(bgSprite1->getContentSize().width+visibleSize.width/2,visibleSize.height/2);this->addChild(bgSprite2);//地面2groundSprite2 = Sprite::create("Ground01.png");groundSprite2->setPosition(bgSprite1->getContentSize().width+visibleSize.width/2,groundSprite2->getContentSize().height/2);this->addChild(groundSprite2);}void PlayScene::update(float dt){int posX1 = bgSprite1->getPositionX();int posX2 = bgSprite2->getPositionX();posX1 -= 2;posX2 -= 2;auto mapSize = bgSprite1->getContentSize();if(posX1 < -mapSize.width/2){posX1 = mapSize.width + mapSize.width/2;posX2 = mapSize.width/2;}if(posX2 < -mapSize.width/2){posX2 = mapSize.width + mapSize.width/2;posX1 = mapSize.width/2;}bgSprite1->setPositionX(posX1);bgSprite2->setPositionX(posX2);groundSprite1->setPositionX(posX1);groundSprite2->setPositionX(posX2);}
完成这些,我们就在PlayScene中的init函数:

bool PlayScene::init(){if(!Layer::init()){return false;}SimpleAudioEngine::getInstance()->playBackgroundMusic("background.mp3",true);initPhysicWorld();initBG();//开启updatethis->scheduleUpdate();m_runner = Runner::create();m_runner->setPosition(runner_posX,ground_hight+m_runner->getRunJumpSize().height/2);m_runner->Run();this->addChild(m_runner);return true;}
这里要注意:我们应该把背景的初始化放置在主角创建的前面,因为先创建主角,就等于在屏幕上先画出主角,然后再画背景,那么主角就会被挡住。当然,这里也可以设置绘画的层次,那么运行如下图:



这里任然不是 动态的截图,所以看不出地图滚动的效果,求指导。。。


下面来为主角添加除开跑动的其他动作:

在Runner的 initActionSet函数中,我们先添加其他的帧动画:

void Runer::initActionSet(SpriteFrameCache* frameCache){SpriteFrame* frame = NULL;//3.0中改用vector 而不是用ArrayVector<SpriteFrame*>frameVector;/* 1.----------------加载跑动的Animation-----------------*/for(int i = 0; i <= 7; i ++) {//从缓存池中加载精灵到Vectorframe = frameCache->spriteFrameByName(String::createWithFormat("runner%d.png",i)->getCString());frameVector.pushBack(frame);}//用vector里面的SpriteFrame列表创建Animation  以及设置一些参数auto run_animation = Animation::createWithSpriteFrames(frameVector,0.1f,-1);//将跑动的 Animation 取名为 running AnimationCache::getInstance()->addAnimation(run_animation,"running");/*4------------------加载跳跃过程中上升的动画---------------------------*/frameVector.clear();for(int i = 0; i <= 3; i ++){frame = frameCache->spriteFrameByName(String::createWithFormat("runnerJumpUp%d.png",i)->getCString());frameVector.pushBack(frame);}auto jumpUp_animation = Animation::createWithSpriteFrames(frameVector,0.2);//不设置无限循环AnimationCache::getInstance()->addAnimation(jumpUp_animation,"jumpUp");/*------------------加载跳跃过程中下落的动画----------------------------*/frameVector.clear();for(int i = 0; i <= 1; i ++){frame = frameCache->spriteFrameByName(String::createWithFormat("runnerJumpDown%d.png",i)->getCString());frameVector.pushBack(frame);}auto jumpDown_animation = Animation::createWithSpriteFrames(frameVector,0.3);AnimationCache::getInstance()->addAnimation(jumpDown_animation,"jumpDown");/*------------------加载下蹲-------------------------------------------*/frameVector.clear();frame = frameCache->spriteFrameByName("runnerCrouch0.png");frameVector.pushBack(frame);auto crouch_animation = Animation::createWithSpriteFrames(frameVector,0.3);//不设置无限循环AnimationCache::getInstance()->addAnimation(crouch_animation,"crouch");}
添加Jump,Crouch函数,以及update函数:

void Jump();void Crouch();virtual void update(float dt);
实现:

void Runner::Jump(){//只有在跑动时才能起跳if(m_state == running){m_state = jumpUp;auto mass = this->getPhysicsBody()->getMass()*150;// 力大小this->getPhysicsBody()->applyImpulse(Vect(0,mass));    m_runner->stopAllActions();    doAction("jumpUp");}}void Runner::update(float dt){auto vel = this->getPhysicsBody()->getVelocity();if(m_state == jumpUp){if(vel.y < 0.1){m_state = jumpDown;m_runner->stopAllActions();doAction("jumpDown");}}if(m_state == jumpDown){CCLOG("%f",vel.y);//不应该是 等于 0if(vel.y > 0){m_state = running;m_runner->stopAllActions();doAction("running");}}}void Runner::Crouch(){//只能在跑动的时候蹲下if(m_state == running){m_state = crouch;m_runner->stopAllActions();initBody();doAction("crouch");}}

这里的Jump 我们就给主角一个向上的力,并且这个力是瞬时力,这样主角就会上升,但是加速度向下,慢慢到达最高点然后 由于重力而下落;

这里的update函数用来做这个事: 当主角向上跳到最高点的时候,就应该下落,切换下落状态,执行下落帧动画,这里是借鉴了前辈的,首先在JumpUp状态下,如果y速度小于 0.1 那么我们认为它到了最高点,切换下落。在JumpDown状态下,y速度大于0,我们就认为它到达了地面,切换跑动状态。 前辈的判断中是 vel.y == 0 过程中我调试了,因为速度是float,== 0这种判断很不精确,然后我的主角就一直处于下落的那个动作状态啦。。。。。

Ok到这里,我们主角的动作都准备好了,下面就开始添加 按钮,来控制主角执行这些动作啦!!


个人愚昧观点,欢迎指正与讨论大笑(好像也没人会和我讨论,,哎睡觉)

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