【Cocos2d-x3.0学习笔记 10】游戏实例跑跑跑02

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1.实现大地图的滚动

设置地图只会横向向左滚动,当主角超过屏幕中点时地图就开始卷动

#ifndef _PLAYER_H_
#define _PLAYER_H_
#include "Entity.h"
class Player : public Entity
{
public:
	bool init();
	CREATE_FUNC(Player);
	void run();
	void setTMXTiledMap(TMXTiledMap* map);
	virtual void setTagPosition(int x,int y);
private:
	void setViewPointByPlayer();
	TMXTiledMap* m_map;
};
#endif

#include "Player.h"
#include "AnimationUtil.h"
bool Player::init(){
	return true;
}

void Player::run(){
	SpriteFrameCache* frameCache = SpriteFrameCache::getInstance();
	frameCache->addSpriteFramesWithFile("runs.plist","runs.png");

	Animation* action = AnimationUtil::createWithStringFrameName("run",0.1f,-1);
	mSprite->runAction(Animate::create(action));
}

void Player::setViewPointByPlayer(){
	if (mSprite == NULL)
	{
		return;
	}
	//获取格子的数量
	Size mapTiledNum = m_map->getMapSize();
	//获取格子的大小
	Size tiledSize = m_map->getTileSize();
	//地图大小,这点有点不好理解啊
	Size mapSize = Size(mapTiledNum.width*tiledSize.width,mapTiledNum.height*tiledSize.height);

	//屏幕大小
	Size visibileSize = Director::getInstance()->getVisibleSize();

	//主角坐标
	Point pos = getPosition();

	//如果主角坐标小于屏幕的一半,则取屏幕中点坐标,否则去主角坐标
	float x = std::max(pos.x,visibileSize.width/2);
	float y = std::max(pos.y,visibileSize.height/2);

	//如果x,y坐标大于右上角的极限值,则取极限值坐标
	x = std::min(x,mapSize.width - visibileSize.width/2);
	y = std::min(x,mapSize.height - visibileSize.height/2);

	//目标点
	Point destPos = Point(x,y);

	//屏幕中点
	Point centerPos = Point(visibileSize.width/2,visibileSize.height/2);

	//计算屏幕中点和所要移动的目的点之间的距离
	Point viewPos = centerPos - destPos;
	//获取父类
	Layer* parent = (Layer*)getParent();
	parent->setPosition(viewPos);

}

void Player::setTagPosition(int x,int y){
	Entity::setTagPosition(x,y);

	setViewPointByPlayer();
}

void Player::setTMXTiledMap(TMXTiledMap* map){
	this->m_map = map;
}

这个函数功能是让地图所在图层以主角为中心进行移动,也就是让事件的焦点停留在主角身上,屏幕随着主角移动。

每当主角的坐标改变时,都会让地图坐标随着一起改变。

或许地图会出现一些细细的黑边,需要加上这句

Director::getInstance()->setProjection(Director::Projection::_2D);
加哪里都是阔以的。

2.三方移动控制器

实现主角向前,上,下移动

#ifndef _THREED_DIRECTION_CONTROLLER_H_
#define _THREED_DIRECTION_CONTROLLER_H_
#include "Controller.h"
class ThreeDirectionController : public Controller
{
public:
	CREATE_FUNC(ThreeDirectionController);
	bool init();
	void setXSpeed(int xSpeed);
	void setYSpeed(int ySpeed);
	void update(float dt);
	
private:
	int xSpeed;
	int ySpeed;
	void registTouchListener();
};

#endif

#include "ThreeDirectionController.h"

bool ThreeDirectionController::init(){
	this->xSpeed = 0;
	this->ySpeed = 0;

	registTouchListener();

	this->scheduleUpdate();

	return true;
}

void ThreeDirectionController::setXSpeed(int xSpeed){
	this->xSpeed = xSpeed;
}

void ThreeDirectionController::setYSpeed(int ySpeed){
	this->ySpeed = ySpeed;
}

void ThreeDirectionController::update(float dt){
	if (m_listener == NULL)
	{
		return;
	}
	Point pos = m_listener->getTagPosition();
	pos.x += xSpeed;
	pos.y += ySpeed;

	m_listener->setTagPosition(pos.x,pos.y);
}

void ThreeDirectionController::registTouchListener(){
	auto listenr = EventListenerTouchOneByOne::create();

	listenr->onTouchBegan = [](Touch* touch,Event* event){
		return true;
	};

	listenr->onTouchMoved = [&](Touch* touch,Event* event){
		//获取点击的坐标
		Point touchPos = Director::getInstance()->convertToGL(touch->getLocationInView());
		//获取主角的位置
		Point pos = m_listener->getTagPosition();
		int iSpeed = 0;
		//当点击精灵上方的时候
		if (touchPos.y > pos.y)
		{
			iSpeed = 1;
		}else
		{
			iSpeed = -1;
		}
		setYSpeed(iSpeed);

	};
	listenr->onTouchEnded = [&](Touch* touch,Event* event){
		//停止移动
		setYSpeed(0);
	};

	_eventDispatcher->addEventListenerWithSceneGraPHPriority(listenr,this);

}
在TollgateScene的addPlayer中添加
ThreeDirectionController* controller = ThreeDirectionController::create();
	controller->setXSpeed(1);
	controller->setYSpeed(0);
	this->addChild(controller);
	player->setController(controller);
原文链接:https://www.f2er.com/cocos2dx/346281.html

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