Cocos2d-X 3.4版-血条跟随怪物运动《赵云要格斗》

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血条跟随怪物运动,当然非常容易想到的就是通过组合的方式将一个怪物精灵和

以前我们制作的ProgressView放在一起,然后通过就像他头像放在血量条旁边一样,

通过位置的一些计算让怪物们在头顶,顶上一个血量条。

类似的我对Monster的setAnimation,AttackAnimation进行了改写。

Monster.h

//
//  Monster.h
//  Fight
//
//  Created by Cytzrs on 15/2/4.
//
//

#ifndef __Fight__Monster__
#define __Fight__Monster__

#include <iostream>
#include "cocos2d.h"
#include "ProgressView.h"
USING_NS_CC;
class Monster:public cocos2d::Node
{
public:
	Monster(void);
	~Monster(void);
	//根据图片名创建怪物,不带血条
	void InitMonsterSprite(char *name);
	//带血条的怪物
	void InitMonsterSprite(char *name,char *xue_back,char* xue_fore);
	//设置动画,num为图片数目,run_directon为精灵脸朝向,false朝右,name_each为name_png中每一小张图片的公共名称部分
	void SetAnimation(const char *name_each,const unsigned int num,bool run_directon);
	//停止动画
	void StopAnimation();
	//攻击动画
	void AttackAnimation(const char *name_each,bool run_directon);
	//攻击动画结束
	void AttackEnd();
    
    Animation* getAnimation(const char *name_each,bool run_directon);
    
    void RunEnd();
	//返回英雄
	Sprite* GetSprite();
	//判断是否在跑动画
	bool IsRunning;
	//判断是否在攻击动画
	bool IsAttack;
	//英雄运动的方向
	bool MonsterDirecton;
	CREATE_FUNC(Monster);
private:
	Sprite* m_MonsterSprite;//怪物精灵
	char *Monster_name;//用来保存初始状态的精灵图片名称
	ProgressView*  Monster_xue;//怪物血条
	
};
#endif /* defined(__Fight__Monster__) */
Monster.cpp
//
//  Monster.cpp
//  Fight
//
//  Created by Cytzrs on 15/2/4.
//
//

#include "Monster.h"
USING_NS_CC;
Monster::Monster(void)
{
	IsRunning=false;//没在放动画
	MonsterDirecton=true;//向右运动
	Monster_name=NULL;
	IsAttack=false;
	Monster_xue=NULL;
}

Monster::~ Monster(void)
{
    
}
Sprite* Monster::GetSprite()
{
	return m_MonsterSprite;
}
void  Monster::InitMonsterSprite(char *name)
{
	Monster_name=name;
	this->m_MonsterSprite=CCSprite::create(name);
    m_MonsterSprite->setFlippedX(MonsterDirecton);
	this->addChild(m_MonsterSprite);
}
void Monster::InitMonsterSprite(char *name,char* xue_fore)
{
	InitMonsterSprite(name);
	//设置怪物的血条
	Monster_xue = new ProgressView();
	Monster_xue->setPosition(Vec2(m_MonsterSprite->getPositionX()+25,m_MonsterSprite->getPositionY()+50));//设置在怪物上头
	//Monster_xue->setScale(2.2f);
	Monster_xue->setBackgroundTexture(xue_back);
	Monster_xue->setForegroundTexture(xue_fore);
	Monster_xue->setTotalProgress(300.0f);
	Monster_xue->setCurrentProgress(300.0f);
	this->addChild(Monster_xue);
}

void Monster::AttackEnd()
{
    //恢复精灵原来的初始化贴图
    //    this->removeChild(m_MonsterSprite);//把原来的精灵删除掉
    //    m_MonsterSprite=Sprite::create(Hero_name);//恢复精灵原来的贴图样子
    //    m_MonsterSprite->setFlippedX(MonsterDirecton);
    //    this->addChild(m_MonsterSprite);
    IsAttack=false;
}

void Monster::RunEnd()
{
    //恢复精灵原来的初始化贴图
    //    this->removeChild(m_MonsterSprite);//把原来的精灵删除掉
    //    m_MonsterSprite=Sprite::create(Hero_name);//恢复精灵原来的贴图样子
    //    m_MonsterSprite->setFlippedX(MonsterDirecton);
    //    this->addChild(m_MonsterSprite);
    IsRunning=false;
}

Animation* Monster::getAnimation(const char *name_each,bool run_directon)
{
    auto animation = Animation::create();
    for(int i = 1; i <= num; i++)
    {
        animation->addSpriteFrameWithFile(CCString::createWithFormat("%s%d.png",name_each,i)->getCString());
    }
    /** Sets the delay in seconds of the "delay unit" */
    animation->setDelayPerUnit(0.1f);
    /** Sets whether to restore the original frame when animation finishes */
    animation->setRestoreOriginalFrame(true);
    /** Sets the times the animation is going to loop. 0 means animation is not animated. 1,animation is executed one time,... */
    animation->setLoops(1);
    
    return animation;
}

void Monster::SetAnimation(const char *name_each,bool run_directon)
{
    if(MonsterDirecton!=run_directon)
    {   MonsterDirecton=run_directon;
        m_MonsterSprite->setFlippedX(run_directon);
    }
    if(IsRunning)
        return;
    auto ani = getAnimation(name_each,num,run_directon);
    auto action = Animate::create(ani);
    auto ccback = CallFunc::create(CC_CALLBACK_0(Monster::RunEnd,this));
    auto act = Sequence::create(action,ccback,NULL);
    m_MonsterSprite->runAction(act);
    
    IsRunning=true;
}

void Monster::StopAnimation()
{
    if(!IsRunning)
        return;
	m_MonsterSprite->stopAllActions();//当前精灵停止所有动画
    
    //	//恢复精灵原来的初始化贴图
    //	this->removeChild(m_HeroSprite);//把原来的精灵删除掉
    //	m_HeroSprite=Sprite::create(Hero_name);//恢复精灵原来的贴图样子
    //	m_HeroSprite->setFlippedX(HeroDirecton);
    //	this->addChild(m_HeroSprite);
	IsRunning=false;
}

void Monster::AttackAnimation(const char *name_each,bool run_directon)
{
    if(IsAttack)
        return;
    
    auto ani = getAnimation(name_each,run_directon);
    auto action = Animate::create(ani);
    //    auto ccback = CallFunc::create(this,callfunc_selector(Hero::AttackEnd));
    auto ccback = CallFunc::create( CC_CALLBACK_0(Monster::AttackEnd,NULL);
    // 14 frames * 1sec = 14 seconds
    m_MonsterSprite->runAction(act);
    IsAttack=true;
}

补充一下,后边 Evankaka大神的资源发生了改变,相应地生成动画的函数也要改变,为了保持统一,

我只是对相关的几个函数进行了简单的重写。

代码如下:

Animation* getAnimation(const char *name_each,bool run_directon);
    void SetAnimation(const char *name_each,bool run_directon);
    void AttackAnimation(const char *name_each,bool run_directon);

Animation* Hero::getAnimation(const char *name_each,... */
    animation->setLoops(1);
    
    return animation;
}

void Hero::SetAnimation(const char *name_each,bool run_directon)
{
    if(HeroDirecton!=run_directon)
    {   HeroDirecton=run_directon;
        m_HeroSprite->setFlippedX(run_directon);
    }
//    if(IsRunning)
    if(IsRunning || IsAttack)
        return;
    auto ani = getAnimation(name_each,run_directon);
    auto action = Animate::create(ani);
    auto ccback = CallFunc::create(CC_CALLBACK_0(Hero::RunEnd,NULL);
    m_HeroSprite->runAction(act);
    
    IsRunning=true;
}

void Hero::AttackAnimation(const char *name_each,callfunc_selector(Hero::AttackEnd));
    auto ccback = CallFunc::create( CC_CALLBACK_0(Hero::AttackEnd,NULL);
    // 14 frames * 1sec = 14 seconds
    m_HeroSprite->runAction(act);
    IsAttack=true;
}
PS:多写博客,帮助自己,方便他人! 原文链接:https://www.f2er.com/cocos2dx/344517.html

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