【Cocos2d-x3.0学习笔记 09】游戏实例跑跑跑01

前端之家收集整理的这篇文章主要介绍了【Cocos2d-x3.0学习笔记 09】游戏实例跑跑跑01前端之家小编觉得挺不错的,现在分享给大家,也给大家做个参考。

1.Tiled地图

Tiled Map Editor

官方网址:http://www.mapeditor.org

新建地图


图片拖动到图块的地方


然后就可以绘制地图了

2.创建跑步场景

在场景中加入tiled地图

#include "TollgateScene.h"

Scene* TollgateScene::createScene(){
	Scene* scene = Scene::create();
	auto layer = TollgateScene::create();
	scene->addChild(layer);
	return scene;
}

bool TollgateScene::init(){
	if (!Layer::init())
	{
		return false;
	}

	TMXTiledMap* map = TMXTiledMap::create("level01.tmx");

	this->addChild(map);

	return true;

}

运行,地图已经加载到场景中了

这边需要注意的是地图文件图片路径经常会出错,改成相对路径即可

3.创建主角

还是习惯性的创建基类,主角类

Entity继承Node

#include "Entity.h"
void Entity::bindSprite(Sprite* sprite){
	mSprite = sprite;
	this->addChild(mSprite);
}
Player继承Entity
#include "Player.h"
bool Player::init(){
	return true;
}

void Player::run(){

}

在TollgateScene中添加addPlayer方法

//添加主角
void TollgateScene::addPlayer(TMXTiledMap* map){
	Size visibleSize = Director::getInstance()->getVisibleSize();

	Player* player = Player::create();
	player->bindSprite(Sprite::create("run1.png"));
	player->run();
	player->setPosition(Point(100,visibleSize.height/2));
	map->addChild(player);
}
运行后,主角加载到场景中

4.固定主角的出生点,对象层的使用

Tiled Map的对象层功能

图层-->添加对象层,命名为objects

选中对象层,插入矩形,更改属性,改名为playerpoint

//添加主角
void TollgateScene::addPlayer(TMXTiledMap* map){
	Size visibleSize = Director::getInstance()->getVisibleSize();

	Player* player = Player::create();
	player->bindSprite(Sprite::create("run1.png"));
	player->run();
	//获取对象层
	TMXObjectGroup* objectGroup = map->getObjectGroup("objects");
	//加载玩家坐标
	ValueMap playerPoint = objectGroup->getObject("PlayerPoint");
	float playerX = playerPoint.at("x").asFloat();
	float playerY = playerPoint.at("y").asFloat();

	player->setPosition(Point(playerX,playerY));
	map->addChild(player);
}
TmxObjectGroup对象存放了对象层的所有对象,通过getObjectGroup获取指定的对象层,于是我们就获得了对象层的所有对象,这些对象用一个Map的容器存放

ValueMap和Map类似,不过ValueMap限定了key值为string了

5.让主角跑起来,

我们可以用到上节的动画辅助类

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));
}

6.添加角色控制器

采用组合的形式让主角向前跑,把向前跑作为一个功能单独写成一个类,主角只要增加一个成员变量(向前跑的类)就能实现向前跑的动作。

①先创建控制器的基类,继承Node对象

Controller:设置监听对象

#ifndef _CONTROLLER_H_
#define _CONTROLLER_H_
#include "cocos2d.h"
#include "ControllerListener.h"
USING_NS_CC;
class Controller : public Node
{
public:
	//设置监听对象
	void setControllerListener(ControllerListener* listener);

protected:
	ControllerListener* m_listener;
};
#endif


#include "Controller.h"

void Controller::setControllerListener(ControllerListener* listener){
	this->m_listener = listener;
}

②创建监听对象接口

要被控制的对象,只要继承ControllerListener接口,就可以被Controller控制

#ifndef _CONTROLLER_LISTENER_H_
#define _CONTROLLER_LISTENER_H_
#include "cocos2d.h"
class ControllerListener
{
public:
	//两个都是虚函数,c++的虚函数就是在后面加=0,
	//设置目标坐标
	virtual void setTagPosition(int x,int y) = 0;
	//得到目标坐标
	virtual cocos2d::Point getTagPosition() = 0;
private:

};
#endif

③创建简单移动控制器,继承自Controller

主要调用update来进行position的更新操作

#ifndef _SIMPLE_MOVE_CONTROLLER_H_
#define _SIMPLE_MOVE_CONTROLLER_H_
#include "Controller.h"
#include "cocos2d.h"
class SimpleMoveController : public Controller
{
public:
	CREATE_FUNC(SimpleMoveController);
	virtual bool init();
	virtual void update(float dt);
	//设置速度
	void setISpeed(int iSpeed);

private:
	int m_iSpeed;
};


#endif
#include "SimpleMoveController.h"
bool SimpleMoveController::init(){
	this->m_iSpeed = 0;
	//启用定时器
	this->scheduleUpdate();
	return true;
}

//设置速度
void SimpleMoveController::setISpeed(int iSpeed){
	this->m_iSpeed = iSpeed;
}

void SimpleMoveController::update(float dt){
	if (m_listener!=NULL)
	{
		Point pos = m_listener->getTagPosition();
		//仅仅增加移动对象的x坐标
		pos.x+=m_iSpeed;
		m_listener->setTagPosition(pos.x,pos.y);
	}
}

m_listener是Controller的protected变量

④实体的基类继承ControllerListener类

实现了ControllerListener的两个方法,绑定Controller对象

#ifndef _ENTITY_H_
#define _ENTITY_H_
#include "cocos2d.h"
#include "ControllerListener.h"
#include "Controller.h"
USING_NS_CC;
class Entity : public Node,public ControllerListener
{
public:
	void bindSprite(Sprite* sprite);
	//实现SimpleMoveController的方法
	virtual void setTagPosition(int x,int y);
	virtual Point getTagPosition();
	//设置控制器
	void setController(Controller* controller);

protected:
	Sprite* mSprite;
	Controller* mController;
};
#endif
#include "Entity.h"
void Entity::bindSprite(Sprite* sprite){
	mSprite = sprite;
	this->addChild(mSprite);
}
void Entity::setController(Controller* controller){
	//绑定Controller对象
	this->mController = controller;
	mController->setControllerListener(this);
}

void Entity::setTagPosition(int x,int y){
	setPosition(Point(x,y));
}

Point Entity::getTagPosition(){
	return getPosition();
}

⑤当然是创建简单移动控制器,并绑定主角

//添加主角
void TollgateScene::addPlayer(TMXTiledMap* map){
	Size visibleSize = Director::getInstance()->getVisibleSize();

	Player* player = Player::create();
	player->bindSprite(Sprite::create("run1.png"));
	player->run();
	//获取对象层
	TMXObjectGroup* objectGroup = map->getObjectGroup("objects");
	//加载玩家坐标
	ValueMap playerPoint = objectGroup->getObject("PlayerPoint");
	float playerX = playerPoint.at("x").asFloat();
	float playerY = playerPoint.at("y").asFloat();

	player->setPosition(Point(playerX,playerY));

	//创建简单的移动控制器
	SimpleMoveController* controller = SimpleMoveController::create();
	//设置速度为1
	controller->setISpeed(1);
	
	//添加到节点中,才能调用刷新函数
	this->addChild(controller);

	//给主角加上控制器
	player->setController(controller);

	


	map->addChild(player);
	
}

运行,截图(本想qq截图的,但是看下360,就没开qq了)

猜你在找的Cocos2d-x相关文章