cocos2d-html5 仿微信打飞机游戏

前端之家收集整理的这篇文章主要介绍了cocos2d-html5 仿微信打飞机游戏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。

最近闲着没事,又想着做游戏了,自己没有什么好的想法所以就只能仿别的游戏了。微信打飞机是比较成功的一个游戏,而且还简单非常适合初学者去仿写(ps:网上的素材一大把)。说下程序里面的主要文件,SysMenu.js 是负责游戏开始画面,GameLayer.js是复制游戏主场景的,MyPlaneLayer.js是英雄飞机层,EnemyLayer.js 是敌机层,Enemy.js是敌机类,BulletLayer.js是子弹层,BombLayer.js是复制全屏炸弹和 双排子弹的层,ControlLayer.js是复制暂停 显示分数什么的一个层,PopupLayer.js则是弹出窗口。代码注释自认为写的还是比较详细的,大家一定都能看的懂,毕竟我也是初学者。

/**
 * Created by Administrator on 2014/9/25.
 */

var GameLayer = cc.Layer.extend({
    winSize:null,//屏幕尺寸
    origin:null,//坐标原点
    myPlane:null,//英雄飞机
    myPlaneLayer:null,//英雄飞机层
    bulletLayer:null,//子弹层
    enemyLayer:null,//敌机层
    bombLayer:null,//炸弹层
    controlLayer:null,//操作层
    popupLayer:null,init:function () {

        //////////////////////////////
        // 1. super init first
        this._super();
        //精灵帧缓存
        cc.SpriteFrameCache.getInstance().addSpriteFrames(s_BgList);
        cc.SpriteFrameCache.getInstance().addSpriteFrames(s_ShootList);
        //获取游戏屏幕的尺寸
        this.winSize = cc.Director.getInstance().getWinSize();
        //获取游戏屏幕的坐标原点
        this.origin = cc.Director.getInstance().getVisibleOrigin();
        //初始化整个屏幕里面的子弹数组
        this._bullets = [];
        //添加背景图片 (实现背景图片滚动)
        var bg = cc.Sprite.createWithSpriteFrameName("background.png");
        bg.setScaleX(this.winSize.width/480);
        bg.setScaleY(this.winSize.height/850);
        bg.setAnchorPoint(0,0);
        bg.setPosition(cc.p(0,0));
        this.addChild(bg,1);
        //添加副本背景图片
        var bg1 = cc.Sprite.createWithSpriteFrameName("background.png");
        bg1.setScaleX(this.winSize.width/480);
        bg1.setScaleY(this.winSize.height/850);
        bg1.setAnchorPoint(0,0);
        bg1.setPosition(cc.p(0,0));
        this.addChild(bg1,2);
        //为图片消除锯齿
        bg.getTexture().setAliasTexParameters();
        bg1.getTexture().setAliasTexParameters();
        //设置计时器,执行滚动背景图片动作
        this.schedule(this.UpdateBackground,0.1);
        //预加载音效
        cc.AudioEngine.getInstance().preloadMusic(music_Game);
        //播放背景音乐
        //cc.AudioEngine.getInstance().playMusic(music_Game,true);
        //添加飞机层
        this.myPlaneLayer = MyPlaneLayer.create();

        //添加子弹层
        this.bulletLayer = BulletLayer.create();
        this.bulletLayer.myPlaneLayer = this.myPlaneLayer;
        this.addChild(this.bulletLayer);
        //添加敌机层
        this.enemyLayer = EnemyLayer.create();
        this.bulletLayer.enemyLayer = this.enemyLayer;
        this.addChild(this.enemyLayer);
        //添加炸弹层
        this.bombLayer = BombLayer.create();
        this.addChild(this.bombLayer);
        //添加操作层
        this.controlLayer = ControlLayer.create();
        this.addChild(this.controlLayer);
        this.bulletLayer.controlLayer = this.controlLayer;
        this.controlLayer.enemyLayer = this.enemyLayer;

        this.enemyLayer.controlLayer = this.controlLayer;

        this.popupLayer = PopupLayer.create();
        this.myPlaneLayer.popupLayer = this.popupLayer;
        this.enemyLayer.popupLayer = this.popupLayer;

        this.addChild(this.myPlaneLayer);

        //更新游戏
        this.schedule(this.updateGame);

        
        return true;
    },UpdateBackground:function(){
        //设置背景图片移动速度
        var bgSpeed = -16;
        var i;
        var bg1,bg2;
        for( i in this.getChildren()){
            //获取所有精灵,根据标签判断背景和 副本背景
            if(this.getChildren()[i].getTag() == 1){
                bg1 = this.getChildren()[i];
            }
            if(this.getChildren()[i].getTag() == 2) {
                bg2 = this.getChildren()[i];
            }
        }
        //背景图片每0.1秒向下移动2个单位
        var bg1Next=bg1.getPositionY()-2;
        bg1.setPositionY(bg1Next);
        //副本背景图片为当前背景图片y加上屏幕高度
        var bg2Next=bg1.getPositionY()+this.winSize.height;
        bg2.setPositionY(bg2Next);
        //如果副本背景图片移出屏幕,重新设置背景图片位置,达到循环滚动的效果
        if (bg2.getPositionY()<=0)
        {
            bg1.setPositionY(0);
        }
    },updateGame:function(){
        var enemysDelete = [];

        var i;
        //遍历屏幕上的每个敌机
        for (i in this.enemyLayer._enemys) {
            var enemy = this.enemyLayer._enemys[ i ];
            // 获得敌机的碰撞矩形
            var enemyRect = enemy.getBoundingBox();

            var bulletsDelete = [];
            // 对于每个敌机,遍历每个屏幕上的子弹,判断是否碰撞
            for (i in this.bulletLayer._bullets) {
                var bullet = this.bulletLayer._bullets[ i ];
                var bulletRect = bullet.getBoundingBox();
                // 判断两个矩形是否碰撞
                if (cc.rectIntersectsRect(bulletRect,enemyRect)) {
                    // 碰撞则将子弹加入待删除列表

                    bulletsDelete.push(bullet);
                    //敌机生命值减少
                    enemy.hurt();
                }
            }
            // 如果待删除的子弹数组的内容大于零,说明敌机碰到了子弹,将敌机加入待删除数组
            if (bulletsDelete.length > 0) {
                //如果飞机生命值小于等于0说明飞机被摧毁
                if(enemy.HP <=0 ){
                    enemysDelete.push(enemy);
                    //敌机被摧毁,英雄飞机得分
                    this.controlLayer.score += enemy.score;
                    this.popupLayer.score += enemy.score;
                    console.log("this.popupLayer.score"+this.popupLayer.score);
                    //this.myPlaneLayer.score = this.controlLayer.score;
                }
//                //添加敌机摧毁音效
//                cc.AudioEngine.getInstance().playEffect(s_Music);
            }

            //删除发生碰撞的每个子弹
            for (i in bulletsDelete) {
                var bullet = bulletsDelete[ i ];
                var index = this.bulletLayer._bullets.indexOf(bullet);
                if (index > -1) {
                    this.bulletLayer._bullets.splice(index,1);
                }
                this.bulletLayer.removeChild(bullet);
            }

            bulletsDelete = null;
        }
        //删除发生碰撞的每个敌机
        for (i in enemysDelete) {
            var enemy = enemysDelete[ i ];


            var index = this.enemyLayer._enemys.indexOf(enemy);
            if (index > -1) {
                this.enemyLayer._enemys.splice(index,1);
            }
            enemy.destroy();
        }

        enemysDelete = null;

        if(this.myPlaneLayer.isLife == 1){
            //获取英雄飞机
            this.myPlane =  this.myPlaneLayer.getChildByTag(9999);
            //获取英雄飞机的碰撞矩形
            var myPlaneRect = this.myPlane.getBoundingBox();

            //遍历屏幕上的每一个飞机
            for (i in this.enemyLayer._enemys) {
                var enemy = this.enemyLayer._enemys[ i ];
                //获取敌机的碰撞矩形
                var enemyRect = enemy.getBoundingBox();
                // 判断两个矩形是否碰撞
                if (cc.rectIntersectsRect(myPlaneRect,enemyRect)) {
                    // 执行英雄飞机被摧毁动画
                    this.myPlaneLayer.destroy();
                    this.bulletLayer.stop();
                    this.controlLayer.destroy();

                }
            }

            //遍历屏幕上的每一个炸弹礼包
            for(i in this.bombLayer._bombs){
                var bomb = this.bombLayer._bombs[i];

                //获取炸弹礼包的碰撞矩形
                var bombRect = bomb.getBoundingBox();
                //判断两个矩形是否碰撞
                if(cc.rectIntersectsRect(myPlaneRect,bombRect)){
                   this.bulletLayer.bombType = bomb.type;
                   //执行飞机接受礼包
                   this.bulletLayer.getBomb();
                   this.bombLayer.removeChild(bomb);
                    //从数组中移除
                    var index = this.bombLayer._bombs.indexOf(bomb);
                    if(index >-1){
                        this.bombLayer._bombs.splice(index,1);
                    }
                }
            }
        }

    }

});

GameLayer.scene = function () {
    var scene = cc.Scene.create();
    var layer = GameLayer.create();
    scene.addChild(layer,1);
    return scene;
};

GameLayer.create = function () {
    var sg = new GameLayer();
    if (sg && sg.init()) {
        return sg;
    }
    return null;
};

/**
 * Created by Administrator on 2014/9/25.
 */

var BulletLayer = cc.Layer.extend({
    winSize:null,//英雄飞机
    bulletDuration:2,//子弹穿越屏幕花费时间
    myPlaneLayer:null,//英雄飞机层
    type:1,//子弹类型 1:单排子弹   2:双排子弹
    _bullets:null,//子弹数组
    _enemyBullets:null,//敌机发出的子弹数组
    _enemys:null,//敌机精灵数组
    StrengthenBulletNum:0,//升级的导弹(两排导弹),能够坚持两分钟
    bombType:null,//炸弹类型 1:双排子弹  2:全屏炸弹
    enemyLayer:null,//敌机层
    controlLayer:null,//操作层
    init:function () {

        //////////////////////////////
        // 1. super init first
        this._super();
        //子弹数组声明
        this._bullets = [];
        this._enemyBullets = [];
        this._enemys = [];
        //精灵帧缓存
        cc.SpriteFrameCache.getInstance().addSpriteFrames(s_ShootList);
        //获取游戏屏幕的尺寸
        this.winSize = cc.Director.getInstance().getWinSize();
        //获取游戏屏幕的坐标原点
        this.origin = cc.Director.getInstance().getVisibleOrigin();

        if(this.type == 1){
            this.unschedule(this.addDoubleBullet);
            this.schedule(this.addSingleBullet,0.2);
        }else{
            this.unschedule(this.addSingleBullet);
            this.schedule(this.addDoubleBullet,0.2);
        }
        //更新子弹数量
        this.schedule(this.updateBullet,0.2);
        //预加载音效
        cc.AudioEngine.getInstance().preloadEffect(music_Bullet);

        return true;
    },addSingleBullet:function(){
        //获取英雄飞机
        this.myPlane = this.myPlaneLayer.getChildByTag(9999);
        //一排子弹
        var bullet = cc.Sprite.createWithSpriteFrameName("bullet2.png");
        //缩小尺寸
        bullet.setScale(0.5);
        //为子弹精灵设置标签
        bullet.setTag(777);

        // 根据飞机的位置,初始化子弹的位置
        bullet.setPosition(cc.p(this.myPlane.getPosition().x,this.myPlane.getPosition().y+bullet.getContentSize().height));
        // 一个移动的动作
        // 第一个参数为移动到目标所需要花费的秒数,为了保持速度不变,需要按移动的距离与屏幕高度按比例计算出花费的秒数
        var actionMove = cc.MoveTo.create(this.bulletDuration * ((this.winSize.height - this.myPlane.getPosition().y - bullet.getContentSize().height/2)/this.winSize.height),cc.p(this.myPlane.getPosition().x,this.origin.y + this.winSize.height*2 + bullet.getContentSize().height/2));
        // 设置一个回调函数,移动完毕后回调spriteMoveFinished()方法。
        var actionMoveDone = cc.CallFunc.create(this.spriteMoveFinished,this);
        // 让子弹执行动作
        bullet.runAction(cc.Sequence.create(actionMove,actionMoveDone));
        this.addChild(bullet);
        //将子弹精灵添加到数组中
        this._bullets.push(bullet);
        //播放子弹音效
        //cc.AudioEngine.getInstance().playEffect(music_Bullet);

    },addDoubleBullet:function(){
        //获取英雄飞机
        this.myPlane = this.myPlaneLayer.getChildByTag(9999);

        //两排子弹
        var bullet = cc.Sprite.createWithSpriteFrameName("bullet2.png");
        var bullet2 = cc.Sprite.createWithSpriteFrameName("bullet2.png");
        //缩小尺寸
        bullet.setScale(0.5);
        bullet2.setScale(0.5);
        //为子弹精灵设置标签
        bullet.setTag(777);
        bullet2.setTag(777);
        // 根据飞机的位置,初始化子弹的位置
        bullet.setPosition(cc.p(this.myPlane.getPosition().x - 10,this.myPlane.getPosition().y+bullet.getContentSize().height));
        bullet2.setPosition(cc.p(this.myPlane.getPosition().x + 10,this.myPlane.getPosition().y+bullet2.getContentSize().height));
        // 一个移动的动作
        // 第一个参数为移动到目标所需要花费的秒数,为了保持速度不变,需要按移动的距离与屏幕高度按比例计算出花费的秒数
        var actionMove = cc.MoveTo.create(this.bulletDuration * ((this.winSize.height - this.myPlane.getPosition().y - bullet.getContentSize().height/2)/this.winSize.height),cc.p(this.myPlane.getPosition().x - 10,this.origin.y + this.winSize.height*2 + bullet.getContentSize().height/2));
        //设置一个回调函数,移动完毕后回调spriteMoveFinished()方法。
        var actionMoveDone = cc.CallFunc.create(this.spriteMoveFinished,actionMoveDone));
        var actionMove2 = cc.MoveTo.create(this.bulletDuration * ((this.winSize.height - this.myPlane.getPosition().y - bullet2.getContentSize().height/2)/this.winSize.height),cc.p(this.myPlane.getPosition().x +10,this.origin.y + this.winSize.height*2 + bullet2.getContentSize().height/2));
        bullet2.runAction(cc.Sequence.create(actionMove2,actionMoveDone));
        this.addChild(bullet);
        this.addChild(bullet2);
        //将子弹精灵添加到数组中
        this._bullets.push(bullet);
        this._bullets.push(bullet2);
        //播放子弹音效
        //cc.AudioEngine.getInstance().playEffect(music_Bullet);

    },stop:function(){
        if(this.myPlaneLayer.isLife == 0){
            if(this.type == 1){
                this.unschedule(this.addSingleBullet);
            }else{
                this.unschedule(this.addDoubleBullet);
            }
            this.unschedule(this.updateBullet);
        }
    },spriteMoveFinished:function(sprite){
        //子弹精灵移出后,当前层删除该精灵
        this.removeChild(sprite,true);
        if(sprite.getTag() == 777){
            //从数组中移除
            var index = this._bullets.indexOf(sprite);
            if(index >-1){
                this._bullets.splice(index,1);
            }
        }

        if(sprite.getTag() == 444){
            //从数组中移除
            var index = this._enemyBullets.indexOf(sprite);
            if(index >-1){
                this._enemyBullets.splice(index,1);
            }
        }
    },updateBullet:function(){
        if(this.type == 2){
            this.StrengthenBulletNum -=2;
            if(this.StrengthenBulletNum == 0){
                this.unschedule(this.addDoubleBullet);
                this.schedule(this.addSingleBullet,0.2);
            }
        }

    },getBomb:function(){
        //获取炸弹礼包
        //双排子弹
        if(this.bombType == 1){
            this.StrengthenBulletNum += 1200;
            this.unschedule(this.addSingleBullet);
            this.schedule(this.addDoubleBullet,0.2);
            this.type = 2;
            this.bombType = 0;
        }else if(this.bombType == 2) { //全屏炸弹
            //this.enemyLayer.allDestroy();
            this.controlLayer.addBomb();
            this.bombType = 0;
        }
    }

});

BulletLayer.create = function () {
    var sg = new BulletLayer();
    if (sg && sg.init()) {
        return sg;
    }
    return null;
};

代码应该算详细了吧。下面上几张图。。。



原文链接:https://www.f2er.com/cocos2dx/347063.html

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