[cocos2dx学习笔记]用cocos2dx3.X完成塔防游戏王国保卫战--敌人(一)

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首先根据可能出现的情况定义一个枚举类型,包括了敌人可能出现的所有状态,将在以后用到

typedef enum{
    stateNone = 0,//无状态
    stateWalkRight,//向右走走状态
    stateWalkLeft,//向左走
    stateWalkUp,//向上走
    stateWalkDown,//向下走
    stateAttackLeft,stateAttackRight,//攻击
    stateDeath,//死亡
    stateFrozen
}MonsterState;

CC_SYNTHESIZE一些可能用到的属性,例如生命值、攻击力,此处略

生成敌人生命条,是一个ProgressTimer

void BaseMonster::createAndSetHpBar()
{
    hpBgSprite = Sprite::createWithSpriteFrameName("lifebar_bg_small.png");

    hpBgSprite->setPosition(Point(baseSprite->getContentSize().width / 2,baseSprite->getContentSize().height ));
    baseSprite->addChild(hpBgSprite);
    
    hpBar = ProgressTimer::create(Sprite::createWithSpriteFrameName("lifebar_small.png"));
    hpBar->setType(ProgressTimer::Type::BAR);
    hpBar->setMidpoint(Point(0,0.5f));
    hpBar->setBarChangeRate(Point(1,0));
    hpBar->setPercentage(hpPercentage);
    hpBar->setPosition(Point(hpBgSprite->getContentSize().width / 2,hpBgSprite->getContentSize().height / 2 ));
    hpBgSprite->addChild(hpBar);
}

因为是一个2.5D的游戏,我们必须设置敌人在Z轴的位置,防止在上面的敌人盖住了下面的敌人,确保下面的敌人盖住上面的敌人

我们将Y轴分为100层,根据敌人所处的Y轴的位置,设置Z轴,确保上面的敌人盖住下面的敌人

void BaseMonster::setMonsterZorder(int yOrder)
{
	int hunder = (yOrder/100);
	switch (hunder)
	{
	case(0):
		this->setLocalZOrder(10);
		break;
	case(1):
		this->setLocalZOrder(9);
		break;
	case(2):
		this->setLocalZOrder(8);
		break;
	case(3):
		this->setLocalZOrder(7);
		break;
	case(4):
		this->setLocalZOrder(6);
		break;
	case(5):
		this->setLocalZOrder(5);
		break;
	case(6):
		this->setLocalZOrder(4);
		break;
	case(7):
		this->setLocalZOrder(3);
		break;
	case(8):
		this->setLocalZOrder(2);
		break;
	case(9):
		this->setLocalZOrder(1);
		break;
	case(10):
		this->setLocalZOrder(0);
		break;
	default:

		break;
	}
}

下面说说从生产敌人到敌人开始行走的步骤,以上图这种最简单的敌人为例:

首先在地图类的定时刷新敌人方法中(见地图类1)

auto thug = Thug::createMonster(path.at(monsterData->getRoad()).at(monsterData->getPath()));
addChild(thug);
GameManager::getInstance()->monsterVector.pushBack(thug);//讲敌人加入单例数组

调用BaseMonster子类的createMonster函数,将从Plist读取的敌人行走路线点传给BaseMonster类,并且设置一些基本属性
Thug* Thug::createMonster(std::vector<Point> points)
{
    auto monster = new Thug();
    if (monster && monster->init())
    {
        monster->setPointsVector(points);
	monster->setMaxHp(35);
	monster->setCurrHp(35);
	monster->setMoney(10);
	monster->setForce(4);
	monster->setArmor(0);
	monster->setForce(8);
	monster->setAttackBySoldier(true);//可以被士兵攻击
	monster->setRunSpeed(40);//行走速度
        monster->runNextPoint();       
        monster->autorelease();
        return monster;
    }
    CC_SAFE_DELETE(monster);
    return NULL;
}

在Init方法中我们会添加敌人静态图片精灵,并且通过scheduleUpdate设置定时器,不断调用update函数,在update函数中,我们根据敌人的状态更新图片和动画


void BaseMonster::update(float dt)
{
	//若状态更新
	if(lastState!=getState()){
		//根据状态判断
		switch (getState())
		{
		case(stateWalkRight):{
			lastState = stateWalkRight;
			//停止之前动画
			stopMonsterAnimation();
			baseSprite->setFlippedX(false);
			auto action = RepeatForever::create(Animate::create(AnimationCache::getInstance()->getAnimation(getName()+"runright")));
			action->setTag(stateWalkRight);
			baseSprite->runAction(action);}
			break;
		case(stateWalkLeft):{
			lastState = stateWalkLeft;
			stopMonsterAnimation();
			baseSprite->setFlippedX(true);
			auto action = RepeatForever::create(Animate::create(AnimationCache::getInstance()->getAnimation(getName()+"runleft")));
			action->setTag(stateWalkLeft);
			baseSprite->runAction(action);}
			break;
		case(stateWalkUp):{
			lastState = stateWalkUp;
			stopMonsterAnimation();
			baseSprite->setFlippedX(false);
			auto action = RepeatForever::create(Animate::create(AnimationCache::getInstance()->getAnimation(getName()+"runup")));
			action->setTag(stateWalkUp);
			baseSprite->runAction(action);}
			break;
		case(stateWalkDown):{
			lastState = stateWalkDown;
			stopMonsterAnimation();
			baseSprite->setFlippedX(false);
			auto action = RepeatForever::create(Animate::create(AnimationCache::getInstance()->getAnimation(getName()+"rundown")));
			action->setTag(stateWalkDown);
			baseSprite->runAction(action);}
			break;
		case(stateAttackRight):{
			//默认向右边攻击
			lastState = stateAttackRight;
			stopMonsterAnimation();
			baseSprite->setFlippedX(false);
			auto action = RepeatForever::create(Animate::create(AnimationCache::getInstance()->getAnimation(getName()+"attack")));
			action->setTag(stateAttackRight);
			baseSprite->runAction(action);}
			break;
		case(stateAttackLeft):{
			lastState = stateAttackLeft;
			stopMonsterAnimation();
			baseSprite->setFlippedX(true);
			auto action = RepeatForever::create(Animate::create(AnimationCache::getInstance()->getAnimation(getName()+"attack")));
			action->setTag(stateAttackLeft);
			baseSprite->runAction(action);}
			break;
		case(stateNone):{
			lastState = stateNone;}
			break;
		case(stateFrozen):{
			lastState = stateFrozen;}
			break;
		case(stateDeath):{
			lastState = stateDeath;}
			break;
		}

	}
}
最后通过nunNextPoint()方法让敌人开始行走
void BaseMonster::runNextPoint()
{
    auto tempCurrPoint = currPoint();

    baseSprite->setPosition(tempCurrPoint);

    tempNextPoint = nextPoint();
	setMonsterZorder(tempNextPoint.y);
	if(fabs(tempNextPoint.y-tempCurrPoint.y)>5 && tempNextPoint.y > tempCurrPoint.y)//正在向上走
	{
		setState(stateWalkUp);
	}else if(fabs(tempNextPoint.y-tempCurrPoint.y)>5 &&tempNextPoint.y <= tempCurrPoint.y)//正在向下走
	{
		setState(stateWalkDown);
	}else if(tempNextPoint.x >= tempCurrPoint.x)//正在向右走
	{
		setState(stateWalkRight);
	}
	else if(tempNextPoint.x < tempCurrPoint.x)//正在向左走
	{
		setState(stateWalkLeft);
	}
	if( tempNextPoint!= tempCurrPoint ){

	auto duration =  tempCurrPoint.getDistance(tempNextPoint) / getRunSpeed() ;

        baseSprite->runAction(Sequence::create(MoveTo::create(duration,tempNextPoint),CallFuncN::create(CC_CALLBACK_0(BaseMonster::runNextPoint,this)),NULL));
    }else{
		//走到终点
		GameManager::getInstance()->LIFE --;
		GameManager::getInstance()->monsterVector.eraSEObject(this);
		unscheduleAllCallbacks();
		setCurrHp(0);
	}
}
分析:
若tempNextPoint不等于tempCurrPoint,则表示还没有走到终点,根据下一个地点和目前所处的位置与速度,计算出所需时间,在这个时间结束后再次调用runNextPoiont函数,这样就使得敌人不断的行走,直到走到终点。期间根据下一个地点的位置,判断敌人是向左走、向右走、向上走,来更新敌人的动画。当走到终点后,从单例中清除。


这样就完成了最简单的敌人

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