主角小鸟有三种状态:idle、fly、die。
idle状态下,小鸟会挥动翅膀,原地不动,且不受重力的影响。
fly状态下,也就是游戏过程中小鸟移动,此状态下小鸟挥动翅膀飞行移动且受重力的影响。
die状态下,游戏结束了,小鸟死亡倒地了。
所以先设计一个枚举来表示小鸟的三种状态:
/** * The leading role,bird's three action state */
typedef enum {
kActionStateIdle = 1,/* the idle state,wave wing but gravity */
kActionStateFly,/* the fly state,wave wing and be affected by gravity */
kActionStateDie /* the die state,the bird die in the ground */
} ActionState;
先重点说说创建小鸟对象方法:
// 小鸟有三种颜色,因此每次游戏开始时,会随机生成一种颜色.
// 然后创建小鸟精灵,如果创建成功,则创建小鸟主角在游戏中需要执行的动作:idle和wing。
bool BirdSprite::createBird() {
// Randomly generate a bird color
srand((unsigned)time(NULL));
int type = rand() % 3;
char birdName[10];
char birdNameFormat[10];
sprintf(birdName,"bird%d_%d",type,type);
sprintf(birdNameFormat,"bird%d_%%d",type);
auto spriteFrame = AtlasLoader::getInstance()->getSpriteFrame(birdName);
// Create a bird sprite
auto isInitSuccessful = Sprite::initWithSpriteFrame(spriteFrame);
if (isInitSuccessful) {
// init idle status
// create the bird idle animation
auto animation = createAnimation(birdNameFormat,3,10);
_idleAction = RepeatForever::create(Animate::create(animation));
// create the bird waving wing animation
auto upAction = MoveBy::create(0.4f,Vec2(0,8));
auto downAction = upAction->reverse();
_wingAction = RepeatForever::create(Sequence::create(upAction,downAction,NULL));
return true;
}
return false;
}
// 修改小鸟的状态,会对应执行相应的动作
// idle状态,也就是游戏准备开始时的状态,小鸟挥动翅膀原地不动
// fly状态,游戏开始了,小鸟受重力影响,由玩家控制
// die状态,游戏结束,撤消小鸟所有的动作
void BirdSprite::setActionState(ActionState state) {
_actionState = state;
switch (state) {
case kActionStateIdle:
// The idle state,the bird waves the wing and doesn't being affected by gravity
this->runAction(_idleAction);
this->runAction(_wingAction);
break;
case kActionStateFly:
// The fly state,the bird waves the wing,affected by gravity
this->stopAction(_wingAction);
this->getPhysicsBody()->setGravityEnable(true);
break;
case kActionStateDie:
// Thd die state,the bird get down to the ground.
this->stopAllActions();
break;
default:
break;
}
}
下一步,说说游戏的流程