在上一篇中,我们实现了游戏的开始界面,接下来要实现游戏的主界面,主界面包含地图、我方飞机、敌机等
先来实现我方飞机
我方飞机具有哪些属性呢? 飞机要具有生命值、要有动画效果(尾部喷气),飞机不能够飞出边界,所以要进行边界检测,当飞机生命值为0时,飞机会爆炸,然后被移除。
.h文件
//飞机动画 Animate* planeFly(); //边界检测 void borderCheck(float dt); //飞机爆炸 void blowUp(); //移除飞机 void removePlane(); //获取生命值 int getAlive(); //设定生命值 void loseAlive(); // 更新生命值 void updateAlive(int alive);
这个变量在create()函数中初始化,方便其他层调用我方飞机的相关数据
static MyPlane* instancePlane; //飞机实例
private: int m_alive; Label* aliveItem1; Label* aliveItem2;
.cpp文件
/* ************************************************************************ * * MyPlane.cpp * 杜星飞 2015年8月13日 * 描述: 包含飞机的属性、功能等 * ************************************************************************ */ #include "MyPlane.h" #include "SimpleAudioEngine.h" MyPlane::MyPlane() :m_alive(5) { } MyPlane::~MyPlane() { } MyPlane* MyPlane::instancePlane = NULL; MyPlane* MyPlane::create() { MyPlane* m_plane = NULL; do { m_plane = new MyPlane(); CC_BREAK_IF(!m_plane); if (m_plane && m_plane->init()) { m_plane->autorelease(); instancePlane = m_plane; } else CC_SAFE_DELETE(m_plane); } while (0); return m_plane; } //飞机动画 Animate* MyPlane::planeFly() { Vector<SpriteFrame *> vector; for (int i = 0; i < 2; i++) { auto frameName = __String::createWithFormat("chinaFly%d.png",i + 1); auto temSpriteFrame = SpriteFrameCache::getInstance()->getSpriteFrameByName(frameName->getCString()); vector.pushBack(temSpriteFrame); } //设置不断播放飞机的动画 auto animation = Animation::createWithSpriteFrames(vector,0.2f,-1); auto animate = Animate::create(animation); return animate; } bool MyPlane::init() { if(!Layer::init()) return false; Size winSize = Director::getInstance()->getWinSize(); //添加飞机 auto m_planeSprite = Sprite::createWithSpriteFrameName("chinaFly1.png"); m_planeSprite->setPosition(Point(winSize.width / 2,m_planeSprite->getContentSize().height / 2)); m_planeSprite->setTag(AIRPLANE); this->addChild(m_planeSprite); m_planeSprite->runAction(this->planeFly()); // 飞机触摸 auto listener = EventListenerTouchOneByOne::create(); listener->setSwallowTouches(true); //吞噬触摸事件 //对触摸事件的监听过程直接写在这里 listener->onTouchBegan = [](Touch* touch,Event *event) { auto target = static_cast<Sprite*>(event->getCurrentTarget()); Point locationInNode = target->convertToNodeSpace(touch->getLocation()); Size s = target->getContentSize(); Rect rect = Rect(0,s.width,s.height); if (rect.containsPoint(locationInNode)) return true; else return false; }; listener->onTouchMoved = [](Touch* touch,Event *event) { auto target = static_cast<Sprite*>(event->getCurrentTarget()); target->setPosition(target->getPosition() + touch->getDelta()); }; listener->onTouchEnded = [](Touch* touch,Event* event) { }; //将触摸监听添加到eventDispacher中去 _eventDispatcher->addEventListenerWithSceneGraPHPriority(listener,m_planeSprite); //初始化生命值 //设置标签 并 获取中文文本 auto dictionary = Dictionary::createWithContentsOfFile("fonts/AboutMe.xml"); aliveItem1 = Label::createWithTTF( (((__String*)(dictionary->objectForKey("alive"))))->getCString(),"fonts/DFPShaoNvW5-GB.ttf",25); aliveItem1->setPosition(Point(winSize.width/8,winSize.height-aliveItem1->getContentSize().height)); aliveItem1->setColor(Color3B(255,0)); this->addChild(aliveItem1); aliveItem2 = Label::createWithTTF( "5",25); aliveItem2->setPosition(Point(aliveItem1->getPositionX()*2,winSize.height - aliveItem1->getContentSize().height)); aliveItem2->setColor(Color3B(255,0)); this->addChild(aliveItem2); // 开启边界检测 this->schedule(schedule_selector(MyPlane::borderCheck)); return true; } //边界检测 void MyPlane::borderCheck(float dt) { //进行边界判断,不可超出屏幕 Point location = this->getChildByTag(AIRPLANE)->getPosition(); Size winSize = Director::getInstance()->getWinSize(); // 返回的就是这个矩形的大小 Size planeSize = this->getChildByTag(AIRPLANE)->getContentSize(); if (location.x<planeSize.width / 2) location.x = planeSize.width / 2; if (location.x>winSize.width - planeSize.width / 2) location.x = winSize.width - planeSize.width / 2; if (location.y<planeSize.height / 2) location.y = planeSize.height / 2; if (location.y>winSize.height - planeSize.height / 2) location.y = winSize.height - planeSize.height / 2; this->getChildByTag(AIRPLANE)->setPosition(location); } //飞机爆炸 void MyPlane::blowUp() { this->unscheduleAllSelectors(); // 停止飞机的所有行动 //加载飞机爆炸动画 音效 if (CocosDenshion::SimpleAudioEngine::getInstance()->isBackgroundMusicPlaying()) { CocosDenshion::SimpleAudioEngine::getInstance()->playEffect("sound/chinaDown.mp3"); } Vector<SpriteFrame*> planeBlowUp; for (int i = 0; i < 4; i++) { auto planeName = __String::createWithFormat("china1_down%d.png",i + 1); auto tempBlowUp = SpriteFrameCache::getInstance()->getSpriteFrameByName( planeName->getCString()); planeBlowUp.pushBack(tempBlowUp); } Animation* animation = Animation::createWithSpriteFrames(planeBlowUp,0.2f); Animate* animate = Animate::create(animation); CallFunc* m_removePlane = CallFunc::create(this,callfunc_selector(MyPlane::removePlane)); Sequence* sequence = Sequence::create(animate,m_removePlane,NULL); // 停止一切的飞机动作 this->getChildByTag(AIRPLANE)->stopAllActions(); this->getChildByTag(AIRPLANE)->runAction(sequence); } //移除飞机 void MyPlane::removePlane() { // 移除飞机精灵 true子节点上的所有运行行为和回调将清理 this->removeChildByTag(AIRPLANE,true); } //获取生命值 int MyPlane::getAlive() { return m_alive; } //设定生命值 void MyPlane::loseAlive() { --m_alive; updateAlive(m_alive); } // 更新生命值 void MyPlane::updateAlive(int alive) { if (alive >= 0) { CCString* strAlive = CCString::createWithFormat("%d",alive); aliveItem2->setString(strAlive->getCString()); aliveItem2->setColor(Color3B(rand_0_1() * 255,rand_0_1() * 255,rand_0_1() * 255)); } }
更新生命值的函数只用在我方飞机生命值减少是调用。
还有就是对于中文字符的处理
//设置标签 并 获取中文文本 auto dictionary = Dictionary::createWithContentsOfFile("fonts/AboutMe.xml");
可以在项目中添加一个XML文件
<?xml version="1.0" encoding="UTF-8"?> <dict> <key>play</key> <string>开始游戏</string> <key>score</key> <string>得分:</string> <key>alive</key> <string>生命:</string>
通过相应的key来显示显示相应的中文。
还有就是,有些字体不支持中文的显示,比如系统自带的arial.ttf就不行,而DFPShaoNvW5-GB.ttf可以。
原文链接:https://www.f2er.com/cocos2dx/341663.html