Cocos2D:塔防游戏制作之旅(十五)

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Yes,貌似添加了好多的代码啊 ;] ,在你添加更多代码时,你可能注意到一些Xcode中的一些警告.首先你先忽略这些警告,我们先添加少量最终缺失的部分,然后再来解释上面代码做了什么!

在Enemy.m中修改如下:

// Add the following at the beginning of initWithTheGame: (within the "if" condition)attackedBy = [[NSMutableArray alloc] initWithCapacity:5];// Replace the contents of  getRemoved method with the following:-(void)getRemoved{    for(Tower * attacker in attackedBy)    {        [attacker targetKilled];    }    [self.parent removeChild:self cleanup:YES];    [theGame.enemies removeObject:self];    //Notify the game that we killed an enemy so we can check if we can send another wave    [theGame enemyGotKilled];}// Add the following methods-(void)getAttacked:(Tower *)attacker{    [attackedBy addObject:attacker];}-(void)gotLostSight:(Tower *)attacker{    [attackedBy removeObject:attacker];}-(void)getDamaged:(int)damage{    currentHp -=damage;    if(currentHp <=0)    {        [self getRemoved];    }}

代码中最重要的部分是Tower中的update方法.炮塔将定时检查是否敌人进入了攻击范围,如果是,我们的炮塔将旋转然后开始向敌人开火.

一旦一个敌人被标记为被攻击,一个方法将被调度执行用之前初始的攻击频率去发射子弹.轮流的,每个敌人保持攻击自身炮塔的一个列表,所以当该敌人被摧毁时那些炮塔可以得到信号去停止攻击.

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