查了好多資料,發現還是不全,乾脆自己整理吧,至少保證在我的做法正確的,以免誤導讀者,也是給自己做個記錄吧!
本篇部落格出自阿修羅道,轉載請註明出處:http://blog.csdn.net/fansongy/article/details/8881664
遊戲麼,得有勝負、朋友。
地圖編輯的一些方法,傳送門:http://www.cnblogs.com/andyque/archive/2011/05/07/2039481.html
上面入加朋友:
void HelloWorld::addEnemy(int x,int y)
{
CCSprite* enemy = CCSprite::create("enemy1.png");
enemy->setPosition(ccp(x,y));
addChild(enemy);
//moveEnemy(enemy);
m_enemies->addObject(enemy);
}
接下來使朋友動移,這裡跟官方的不太一樣。我用採的是在螢幕上表現的怪能動移。
做出來的有點小問題:isRunning數函乎似有問題,不能用。嫌費事自己沒寫類。
所以有個小Bug,有興致的讀者可以改改,自己寫個子類,然後設定個動沒動的標記。
void HelloWorld::moveEnemy(CCSprite* enemy)
{
CCPoint diff = ccpSub(m_player->getPosition(),enemy->getPosition());
float angleRadians = atanf((float)diff.y / (float)diff.x);
float angleDegrees = CC_RADIANS_TO_DEGREES(angleRadians);
float cocosAngle =-1* angleDegrees;
if (diff.x <0) {
cocosAngle +=180;
}
enemy->setRotation(cocosAngle);
int x = m_player->getPosition().x;
int y = m_player->getPosition().y;
CCActionInterval* move = CCMoveBy::create(3.0f, ccpSub(m_player->getPosition(),enemy->getPosition()));
enemy->runAction(CCSequence::create(move,
CCCallFuncN::create(this,callfuncN_selector(HelloWorld::enemyMoveFinished)),NULL));
}
環循的調回是要必的,因為玩家的置位會改更,目標標坐會變改。
//此處如此計劃因為玩家置位會發生變化,須要復重獲得
void HelloWorld::enemyMoveFinished(CCNode* node)
{
CCSprite* enemy = (CCSprite*)node;
moveEnemy(enemy);
}
void HelloWorld::checkMoveEnemy(CCPoint center)
{
CCSize winSize = CCDirector::sharedDirector()->getWinSize();
center = convertToNodeSpace(center);
CCRect screen = CCRectMake(center.x-winSize.width/2,center.y-winSize.height/2,winSize.width,winSize.height);
CCObject* e = NULL;
CCARRAY_FOREACH(m_enemies,e)
{
CCSprite* enemy = dynamic_cast<CCSprite*>(e);
CCPoint temp = enemy->getPosition();
CCPoint pos = convertToNodeSpace(temp);
if(screen.containsPoint(pos))
{
//此處會有復重呼叫的問題,即對已動移的怪呼叫runAction
//if(enemy->isRunning()) //這個數函不能用?
moveEnemy(enemy);
}
}
}
有怪了就得打,接下來是發射飛鏢。
因為是觸控,沒法用鍵盤那麼高階,這裡用採切換模式的方法,即動移和發射飛鏢兩種模式切換。
切換的表現要用CCMenuItemToggle來做,把它放在CCMenu中,再放在ScoreLayer中。
發射飛鏢就用之前那個最易簡的忍者遊戲的程式碼就行。
void HelloWorld::sendProjectile(CCSprite* projectile,CCPoint pos)
{
int realX;
CCPoint diff = ccpSub(pos, m_player->getPosition());
if (diff.x >0)
{
realX = (m_tileMap->getContentSize().width) +
(projectile->getContentSize().width/2);
}
else {
realX =-(m_tileMap->getContentSize().width) -
(projectile->getContentSize().width/2);
}
float ratio = (float) diff.y / (float) diff.x;
int realY = ((realX - projectile->getPositionX()) * ratio) + projectile->getPositionY();
CCPoint realDest = ccp(realX, realY);
// Determine the length of how far we're shooting
int offRealX = realX - projectile->getPositionX();
int offRealY = realY - projectile->getPositionY();
float length = sqrtf((offRealX*offRealX) + (offRealY*offRealY));
float velocity =480/1; // 480pixels/1sec
float realMoveDuration = length/velocity;
CCActionInterval* throwProjectile = CCMoveTo::create(realMoveDuration,realDest);
projectile->runAction(CCSequence::create(throwProjectile,
CCCallFuncN::create(this,callfuncN_selector(HelloWorld::projectileMoveFinished)),NULL));
}
每日一道理
自己把自己說服了,是一種理智的勝利;自己被自己感動了,是一種心靈的昇華;自己把自己征服了,是一種人生的成功。
自己把自己說服了,是一種理智的勝利;自己被自己感動了,是一種心靈的昇華;自己把自己征服了,是一種人生的成功。
void HelloWorld::projectileMoveFinished(CCNode* object)
{
CCSprite* p = (CCSprite* )object;
if(p)
{
removeChild(p,true);
m_projectiles->removeObject(p);
}
}
碰撞檢測也一樣,查檢飛鏢與朋友否是相遇,另外要入加朋友與玩家相遇的邏輯。
void HelloWorld::checkHit(float dt)
{
CCArray* projectilesToDelete = new CCArray;
CCArray* targetToDelete = new CCArray;
CCObject* it = NULL;
CCObject* jt = NULL;
CCRect playerRect = CCRectMake(
m_player->getPositionX() - m_player->getContentSize().width/2,
m_player->getPositionY() - m_player->getContentSize().height/2,
m_player->getContentSize().width,
m_player->getContentSize().height);
CCARRAY_FOREACH(m_projectiles,it)
{
CCSprite * projectile = dynamic_cast<CCSprite*>(it);
CCRect projectileRect = CCRectMake(
projectile->getPositionX() - projectile->getContentSize().width/2,
projectile->getPositionY() - projectile->getContentSize().height/2,
projectile->getContentSize().width,
projectile->getContentSize().height);
CCARRAY_FOREACH(m_enemies,jt)
{
CCSprite* target = dynamic_cast<CCSprite*>(jt);
CCRect targetRect = CCRectMake(
target->getPositionX() - target->getContentSize().width/2,
target->getPositionY() - target->getContentSize().height/2,
target->getContentSize().width,
target->getContentSize().height);
if(projectileRect.intersectsRect(targetRect))
{
targetToDelete->addObject(target);
}
}
CCARRAY_FOREACH(targetToDelete,jt)
{
CCSprite* delTarget = dynamic_cast<CCSprite*>(jt);
m_enemies->removeObject(delTarget,true);
this->removeChild(delTarget,true);
}
if(targetToDelete->count() >0)
{
projectilesToDelete->addObject(projectile);
}
targetToDelete->removeAllObjects();
}
CCARRAY_FOREACH(projectilesToDelete,it)
{
CCSprite* delProject = dynamic_cast<CCSprite*>(it);
m_projectiles->removeObject(delProject);
this->removeChild(delProject,true);
}
CCARRAY_FOREACH(m_enemies,jt)
{
CCSprite* target = dynamic_cast<CCSprite*>(jt);
CCRect targetRect = CCRectMake(
target->getPositionX() - target->getContentSize().width/2,
target->getPositionY() - target->getContentSize().height/2,
target->getContentSize().width,
target->getContentSize().height);
if(playerRect.intersectsRect(targetRect))
{
GameOverSecne *gameOverScene = GameOverSecne::create();
gameOverScene->getLayer()->getLabel()->setString("You Lose!");
CCDirector::sharedDirector()->replaceScene(gameOverScene);
}
}
targetToDelete->release();
projectilesToDelete->release();
}
最後加上勝負介面:吃掉西瓜就贏,遇到怪物就輸。
用的之前易簡忍者遊戲的那個GameOverScene。體具可以看我的碼源。
編譯執行吧,少年。
我覺感我這版遊戲,關卡計劃還是有點難的,打了半天才贏...
等過CSDN稽核,上碼源:
文章結束給大家分享下程式設計師的一些笑話語錄:
看到有人回帖“不頂不是中國人”,他的本意是想讓帖子沉了。