【cocos2d-x 3.7 飞机大战】 决战南海I (四) 敌机管理

前端之家收集整理的这篇文章主要介绍了【cocos2d-x 3.7 飞机大战】 决战南海I (四) 敌机管理前端之家小编觉得挺不错的,现在分享给大家,也给大家做个参考。

敌方飞机应该不定时的出现,有自己的生命周期、运动轨迹。这个类用来管理敌机的产生、移动、爆炸、销毁等。


敌机管理类主要函数如下


	//绑定控制器(更新分数)
	void bindController(Controller* controller);

	//根据分数决定添加敌机速度
	void addSpeed(float dt);

	// 添加敌机1
	void addEnemy1(float dt); 

	// 添加敌机2
	void addEnemy2(float dt); 

	// 添加敌机3
	void addEnemy3(float dt); 

	// 添加敌机4
	void addEnemy4(float dt);

	// 敌机爆炸
	void blowupEnemy(Enemy* pEnemySprite);	

	// 移除敌机pNode
	void removeEnemy(Node *pNode);		


其成员变量如下

Vector<Enemy*> vecEnemy;// 敌机容器,用于遍历碰撞问题
Controller* m_controlLayer;	//控制器
float m_fSpeed;	//添加敌机速度
float m_fEnemy1;
float m_fEnemy2;
float m_fEnemy3;
float m_fEnemy4;


敌机产生后,要先存储在容器中,通过容器来进行与子弹、我方飞机的碰撞检测,之后统一销毁。


还有就是,因为分数是要存储在数据库中的,所以我们用一个控制器来管理分数。对于我方飞机的触摸移动,也可以用控制器来控制,由于本游戏中的我方飞机操作简单,代码就嵌在了我方飞机类中。(⊙o⊙)…扯远了,先介绍敌机管理类的实现,再讲控制器。


bool EnemyManager::init()
{
	if (!Layer::init())
	{
		return false;
	}
	cocos2d::Vector<SpriteFrame*> vecTemp;
	vecTemp.clear();

	// 敌机1爆炸
	for (int i = 0; i < 4; i++)
	{
		auto blowUpName = __String::createWithFormat("enemy1_down%d.png",i + 1);
		auto tempBlowUp = SpriteFrameCache::getInstance()->getSpriteFrameByName(
			blowUpName->getCString());
		vecTemp.pushBack(tempBlowUp);
	}

	Animation* pAnimation1 = Animation::createWithSpriteFrames(vecTemp,0.1f);
	
	// 添加到AnimationCache,并且命名为Enemy1Blowup
	AnimationCache::getInstance()->addAnimation(pAnimation1,"Enemy1Blowup");

	// 敌机2爆炸
	vecTemp.clear();
	for (int i = 0; i < 4; i++)
	{
		auto blowUpName = __String::createWithFormat("enemy2_down%d.png",i + 1);
		auto tempBlowUp = SpriteFrameCache::getInstance()->getSpriteFrameByName(
			blowUpName->getCString());
		vecTemp.pushBack(tempBlowUp);
	}

	Animation *pAnimation2 = Animation::createWithSpriteFrames(vecTemp,0.1f);

	AnimationCache::getInstance()->addAnimation(pAnimation2,"Enemy2Blowup");

	// 敌机3爆炸
	vecTemp.clear();
	for (int i = 0; i < 4; i++)
	{
		auto blowUpName = __String::createWithFormat("enemy3_down%d.png",i + 1);
		auto tempBlowUp = SpriteFrameCache::getInstance()->getSpriteFrameByName(
			blowUpName->getCString());
		vecTemp.pushBack(tempBlowUp);
	}

	Animation *pAnimation3 = Animation::createWithSpriteFrames(vecTemp,0.1f);

	AnimationCache::getInstance()->addAnimation(pAnimation3,"Enemy3Blowup");

	// 敌机4爆炸
	vecTemp.clear();
	for (int i = 0; i < 4; i++)
	{
		auto blowUpName = __String::createWithFormat("enemy4_down%d.png",i + 1);
		auto tempBlowUp = SpriteFrameCache::getInstance()->getSpriteFrameByName(
			blowUpName->getCString());
		vecTemp.pushBack(tempBlowUp);
	}

	Animation *pAnimation4 = Animation::createWithSpriteFrames(vecTemp,0.1f);

	AnimationCache::getInstance()->addAnimation(pAnimation4,"Enemy4Blowup");

	//根据当前分数来设定添加各种敌机的速度
	this->schedule(schedule_selector(EnemyManager::addSpeed),0.1f);

	return true;
}

//绑定控制器(更新分数)
void EnemyManager::bindController(Controller* controller)
{
	this->m_controlLayer = controller;
	m_controlLayer->retain();
}

//根据分数决定添加敌机速度
void EnemyManager::addSpeed(float dt)
{
	m_fSpeed = m_controlLayer->getSaveData()->getscore() / 1000 + 1;

	this->schedule(schedule_selector(EnemyManager::addEnemy1),m_fEnemy1 / m_fSpeed); // 每1秒出现一架敌机1
	this->schedule(schedule_selector(EnemyManager::addEnemy2),m_fEnemy2 / m_fSpeed);
	this->schedule(schedule_selector(EnemyManager::addEnemy3),m_fEnemy3 / m_fSpeed);
	this->schedule(schedule_selector(EnemyManager::addEnemy4),m_fEnemy4 / m_fSpeed);

}

void EnemyManager::addEnemy1(float dt)
{
	Size size = Director::getInstance()->getVisibleSize();

	Enemy *pEnemySprite = Enemy::create();
	pEnemySprite->setEnemyByType(Enemy1);
	pEnemySprite->setTag(Enemy1);
	this->addChild(pEnemySprite);
	vecEnemy.pushBack(pEnemySprite);

	// 设置运动轨迹 以及到终点时调用函数
	ccBezierConfig m_bezier;
	m_bezier.controlPoint_1 = ccp(size.width/20,size.height*0.7);
	m_bezier.controlPoint_2 = ccp(size.width/2,size.height/2);
	m_bezier.endPosition = ccp(size.width*0.9,size.height*0.9);
	auto actionMove = BezierTo::create(2.0f,m_bezier);

	auto actionDone = CallFuncN::create(CC_CALLBACK_1(EnemyManager::removeEnemy,this));
	Sequence* sequence = Sequence::create(actionMove,actionDone,NULL);
	pEnemySprite->runAction(sequence);

	//根据分数改变敌机数量
	
}

void EnemyManager::addEnemy2(float dt)
{
	Size size = Director::getInstance()->getVisibleSize();

	Enemy *pEnemySprite = Enemy::create();
	pEnemySprite->setEnemyByType(Enemy2);
	pEnemySprite->setTag(Enemy2);
	this->addChild(pEnemySprite);
	vecEnemy.pushBack(pEnemySprite);

	// 设置运动轨迹 以及到终点时调用函数
	ccBezierConfig m_bezier;
	m_bezier.controlPoint_1 = ccp(40,500);
	m_bezier.controlPoint_2 = ccp(250,400);
	m_bezier.endPosition = ccp(400,700);
	auto actionMove = BezierTo::create(4.0f,NULL); 
	pEnemySprite->runAction(sequence);
}

void EnemyManager::addEnemy3(float dt)
{
	Size size = Director::getInstance()->getVisibleSize();

	Enemy *pEnemySprite = Enemy::create();
	pEnemySprite->setEnemyByType(Enemy3);
	pEnemySprite->setTag(Enemy3);
	this->addChild(pEnemySprite);
	vecEnemy.pushBack(pEnemySprite);

	// 设置运动轨迹 以及到终点时调用函数
	ccBezierConfig m_bezier;
	m_bezier.controlPoint_1 = ccp(60,550);
	m_bezier.controlPoint_2 = ccp(100,700);
	auto actionMove = BezierTo::create(6.0f,NULL); 
	pEnemySprite->runAction(sequence);
}

// 添加敌机4
void EnemyManager::addEnemy4(float dt)
{
	Enemy *pEnemySprite = Enemy::create();
	pEnemySprite->setEnemyByType(Enemy4);
	pEnemySprite->setTag(Enemy4);
	this->addChild(pEnemySprite);
	vecEnemy.pushBack(pEnemySprite);

	// 设置运动轨迹 以及到终点时调用函数
	ccBezierConfig m_bezier;
	m_bezier.controlPoint_1 = ccp(80,650);
	m_bezier.controlPoint_2 = ccp(350,450);
	m_bezier.endPosition = ccp(400,700);
	auto actionMove = BezierTo::create(8.0f,this));
	
	// 按顺序执行 敌机飞到边缘,敌机移动结束
	Sequence* sequence = Sequence::create(actionMove,NULL);
	pEnemySprite->runAction(sequence);
}

void EnemyManager::removeEnemy(Node *pNode)
{
	Enemy* enemy = (Enemy*)pNode;
	if (enemy != NULL)
	{
		this->removeChild(enemy,true);
		vecEnemy.eraSEObject(enemy);
	}
}

void EnemyManager::blowupEnemy(Enemy* pEnemySprite)
{
	auto saveData = m_controlLayer->getSaveData();

	Animation *pAnimation = NULL;
	if (Enemy1 == pEnemySprite->getTag())
	{
		// 之前缓存的爆炸动作
		pAnimation = AnimationCache::getInstance()->getAnimation("Enemy1Blowup");
		if (CocosDenshion::SimpleAudioEngine::getInstance()->isBackgroundMusicPlaying())
		{
		}
		if (CocosDenshion::SimpleAudioEngine::getInstance()->isBackgroundMusicPlaying())
		{
			CocosDenshion::SimpleAudioEngine::getInstance()->playEffect("sound/enemy1_down.wav");
		}
		saveData->setscore(saveData->getscore() + ENEMY1_score);	
	}
	else if (Enemy2 == pEnemySprite->getTag())
	{
		pAnimation = AnimationCache::getInstance()->getAnimation("Enemy2Blowup");
		if (CocosDenshion::SimpleAudioEngine::getInstance()->isBackgroundMusicPlaying())
		{
			CocosDenshion::SimpleAudioEngine::getInstance()->playEffect("sound/enemy2_down.wav");
		}
		saveData->setscore(saveData->getscore() + ENEMY2_score);
	}
	else if (Enemy3 == pEnemySprite->getTag())
	{
		pAnimation = AnimationCache::getInstance()->getAnimation("Enemy3Blowup");
		if (CocosDenshion::SimpleAudioEngine::getInstance()->isBackgroundMusicPlaying())
		{
			CocosDenshion::SimpleAudioEngine::getInstance()->playEffect("sound/enemy3_down.wav");
		}
		saveData->setscore(saveData->getscore() + ENEMY3_score);
	}
	else if (Enemy4 == pEnemySprite->getTag())
	{
		pAnimation = AnimationCache::getInstance()->getAnimation("Enemy4Blowup");
		if (CocosDenshion::SimpleAudioEngine::getInstance()->isBackgroundMusicPlaying())
		{
			CocosDenshion::SimpleAudioEngine::getInstance()->playEffect("sound/enemy4_down.wav");
		}
		saveData->setscore(saveData->getscore() + ENEMY4_score);
	}
	else
	{
		return;
	}

	Animate *pAnimate = Animate::create(pAnimation);

	// 爆炸完,要移除敌机
	auto pActionDone = CallFuncN::create(CC_CALLBACK_0(EnemyManager::removeEnemy,this,pEnemySprite)); 
	Sequence* pSequence = Sequence::create(pAnimate,pActionDone,NULL);
	pEnemySprite->getSprite()->runAction(pSequence);
}
每种类型的敌机的爆炸代码比较短,直接在init()函数中进行初始化。为了使游戏难度不断增加,会根据分数来改变添加敌机的速度。敌机的运动轨迹大同小异,不过贝塞尔曲线看起来确实挺不错的。

猜你在找的Cocos2d-x相关文章