飞机大战开发02之添加玩家飞机

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玩家的飞机直接用Sprite来创建

代码

GameLayer.h

Sprite * m_pPlayerPlane ;

GameLayer.cpp

m_pPlayerPlane = Sprite::create("myPlane.png") ;
m_pPlayerPlane->setPosition(Vec2(screenSize.width / 2,screenSize.height / 2)) ;
addChild(m_pPlayerPlane,ZORDER_PLAYER) ;

为游戏中的元素分层,这个是很必要的,所以,添加zOrder

GameLayer.h

static const int ZORDER_BG = 0 ;
static const int ZORDER_PLAYER = 10 ;

实现飞机的移动:

通过点击事件实现了飞机的移动,同时,限制飞机不能出屏幕。

        auto lisener = EventListenerTouchOneByOne::create() ;
	lisener->onTouchBegan = [&](Touch *toch,Event * event)
	{
		auto target = dynamic_cast<Layer*>(event->getCurrentTarget()) ;
		auto loction = target->convertToNodeSpace(toch->getLocation()) ;
		m_touchBeginPos = loction ;
		return true ;
	} ;
	lisener->onTouchMoved = [&](Touch *toch,Event * event)
	{
		auto target = dynamic_cast<Layer*>(event->getCurrentTarget()) ;
		auto loction = target->convertToNodeSpace(toch->getLocation()) ;
		m_touchMovePos = loction ;
		Vec2 var = m_touchMovePos - m_touchBeginPos ;
		Vec2 pos = m_pPlayerPlane->getPosition() + var ;
		m_pPlayerPlane->setPosition(pos) ;
		if (m_pPlayerPlane->getPositionX() < m_pPlayerPlane->getBoundingBox().size.width / 2)
		{
			m_pPlayerPlane->setPositionX(m_pPlayerPlane->getBoundingBox().size.width / 2) ;
		}
		if (m_pPlayerPlane->getPositionX() > Director::getInstance()->getWinSize().width - m_pPlayerPlane->getBoundingBox().size.width / 2)
		{
			m_pPlayerPlane->setPositionX(Director::getInstance()->getWinSize().width - m_pPlayerPlane->getBoundingBox().size.width / 2) ;
		}
		if (m_pPlayerPlane->getPositionY() < m_pPlayerPlane->getBoundingBox().size.height / 2)
		{
			m_pPlayerPlane->setPositionY(m_pPlayerPlane->getBoundingBox().size.height / 2) ;
		}
		if (m_pPlayerPlane->getPositionY() > Director::getInstance()->getWinSize().height - m_pPlayerPlane->getBoundingBox().size.height / 2)
		{
			m_pPlayerPlane->setPositionY(Director::getInstance()->getWinSize().height - m_pPlayerPlane->getBoundingBox().size.height / 2) ;
		}
		m_touchBeginPos = loction ;
	} ;
	lisener->onTouchEnded = [&](Touch *toch,Event * event)
	{
		m_touchBeginPos = Vec2(0,0) ;
		m_touchMovePos = Vec2(0,0) ;
	} ;
	_eventDispatcher->addEventListenerWithSceneGraPHPriority(lisener,this) ;

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