cocos2d-x 3.0游戏实例学习笔记 《跑酷》 第五步--按钮控制主角Jump&Crouch

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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,我们给PlayScene中 添加两个按钮,让主角Jump and Crouch,按钮功能如下:

Jump按钮,按下主角跳起来

Crouch按钮,按下主角下蹲,一直按着一直蹲,松开之后主角才站起来

这里用按钮包含头文件"cocos-ext.h"会遇到一点点问题,后面给出详细解决方法:

首先PlayScene.h中要包含头文件:

<span style="font-size:14px;">#include "cocos-ext.h"USING_NS_CC_EXT;</span>
然后添加函数:
//Jumpvoid createJumpButton();void jumpEvent(Ref* pSender,Control::EventType event);//Crouchvoid createCrouchButton();void crouchDown(Ref* pSender,Control::EventType event);void crouchUp(Ref* pSender,Control::EventType event);

这里先解释一下,Crouch 有两个事件,我们在按钮中,要添加两个按钮事件,一个是按下,那么人物蹲下,然后按钮松开,人物又起来,两个事件,两个回调函数

然后实现:

void PlayScene::createJumpButton(){auto visibleSize = Director::getInstance()->getVisibleSize();auto jumpLabel = Label::create("Jump","Arail",30);auto norBtn = Scale9Sprite::create("norBtn.png");auto lightBtn = Scale9Sprite::create("lightBtn.png");auto jumpBtn = ControlButton::create(jumpLabel,norBtn);jumpBtn->setPosition(visibleSize.width-80,130);jumpBtn->setBackgroundSpriteForState(lightBtn,Control::State::HIGH_LIGHTED);jumpBtn->addTargetWithActionForControlEvents(this,cccontrol_selector(PlayScene::jumpEvent),Control::EventType::TOUCH_DOWN);this->addChild(jumpBtn);}void PlayScene::jumpEvent(Ref* pSender,Control::EventType event){//SimpleAudioEngine::sharedEngine()->playEffect("jump.mp3");m_runner->Jump();}void PlayScene::createCrouchButton(){auto visibleSize = Director::getInstance()->getVisibleSize();auto crouchLabel = Label::create("Crouch","Arail",30);auto norBtn = Scale9Sprite::create("norBtn.png");auto lightBtn = Scale9Sprite::create("lightBtn.png");auto crouchBtn = ControlButton::create(crouchLabel,norBtn);crouchBtn->setPosition(visibleSize.width-100,80);crouchBtn->setBackgroundSpriteForState(lightBtn,Control::State::HIGH_LIGHTED);//crouchBtn->addTargetWithActionForControlEvents(this,cccontrol_selector(PlayScene::crouchDown),Control::EventType::TOUCH_DOWN);//crouchBtn->addTargetWithActionForControlEvents(this,cccontrol_selector(PlayScene::crouchUp),Control::EventType::TOUCH_UP_INSIDE);this->addChild(crouchBtn);}void PlayScene::crouchDown(Ref* pSender,Control::EventType event){//添加判断if(m_runner->getState() == running){m_runner->Crouch();m_runner->setPosition(runner_posX,ground_hight+m_runner->getCrouchSize().height/2);}//SimpleAudioEngine::sharedEngine()->playEffect("crouch.mp3");}void PlayScene::crouchUp(Ref* pSender,Control::EventType event){//否则,在跳起来的时候,点击crouch 松开之后,状态就会变成runningif(m_runner->getState() == crouch){m_runner->stopAllActions();m_runner->Run();    m_runner->setPosition(runner_posX,ground_hight+m_runner->getRunJumpSize().height/2);}}


然后在Runner.cpp中的init 函数中,还要记得 

this->scheduleUpdate();,因为我们需要在update中判断起跳到最高点下落

然后在 PlayScene 的init函数也要添加 两个create按钮函数

那么生成,然后这里就会遇到问题:

那么这里我们需要在项目上右键到属性,【配置属性】->【C/C++】->【常规】->【附加包含目录】如图:


在最下面添加:$(EngineRoot)


然后同样在【连接器】->【输入】中添加libExtensions.lib  如图:


然后生成会说无法打开libExtensions.lib,那么就需要在这里下载libExtension.lib(不用积分)然后把它直接放在 [项目的目录下] / proj.win32 / Debug.win32中,然后就可以了。

我想应该有别的方法,如果有知道的麻烦告诉我一下,不胜感激可怜

再次重新生成,就可以啦

终于可以看到效果:



好啦,后面要开始准备金币和岩石阻碍啦。。。


个人愚昧观点,欢迎指正与讨论大笑

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