cocos2dx-是男人就坚持20s 练手项目
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cocos2dx-是男人就坚持20s 练手项目
小编觉得挺不错的,现在分享给大家,帮大家做个参考.
前言
前段时间心血来潮看了下app游戏方面的东西
,对比了下各种技术和市场招聘情况,赶脚cocos2dx在2D游戏方向还算是大有所为,遂找了几个基础教程看看了解了解。并附上一个简单demo作为成果
准备工作
环境搭建倒是重头戏,相关教程也比较多,我直接转个给大家参考吧(安装教程戳这里)。
开始游戏
找了个经典游戏是男人就坚持20秒,相信大家都接触过,游戏逻辑比较简单不外乎控制飞机躲避子弹,这里就山寨它吧
可以看到组成部分只有计时器,子弹和小鸟(为什么选小鸟呢,因为圆形图标做碰撞检测比较简单,本来用飞机的,但是飞机的空白地方不好处理,简单实例就用简单的方法吧)
1、计时器
int time=0; CCLabelTTF* timelb;//文本框 schedule(schedule_selector(manfor20s::timecount), 1.0f);//每秒执行的计时器//每秒累加 void manfor20s::timecount(float dt) {time= time+1;CCString* ns=CCString::createWithFormat("%d", manfor20s::time);timelb->setString(ns->getCString() ); } 计时器逻辑2、子弹的生成和碰撞检测
CCArray* listSpirit;//获取页面上所有元素的容器 CCSprite* plane;//小鸟 schedule(schedule_selector(manfor20s::update));//每一帧执行void manfor20s::update(float dt) { CCSprite *pl = plane ; CCRect targetRect = CCRectMake( pl->getPosition().x - (pl->getContentSize().width/2), pl->getPosition().y - (pl->getContentSize().height/2), pl->getContentSize().width, pl->getContentSize().height); CCRect win=CCRectMake(0,0,visibleSize.width,visibleSize.height);listSpirit=this->getChildren();//获取所有元素for (int i=listSpirit->count()-1;i>=0;i--){CCSprite* it=(CCSprite*)listSpirit->objectAtIndex(i);if(it->getTag()==2)//tag为2则为子弹 {/*CCSprite *sp = dynamic_cast<CCSprite*>(it); */CCRect projectileRect = CCRectMake( it->getPosition().x - (it->getContentSize().width/2), it->getPosition().y - (it->getContentSize().height/2), it->getContentSize().width, it->getContentSize().height);if ( ccpDistance(it->getPosition(),plane->getPosition())<15) //子弹和小鸟圆心点相距小于15则认为碰撞了 { CCMessageBox("被击中了","alert");menuCloseCallback();//关闭break;} if(!win.intersectsRect(projectileRect))//如果子弹超出窗体则删除 {this->removeChild(it); }}}#pragma region 产生弹道 随机生成各个方向的子弹if(getRand(1,10)>8)//随机因子 {//get directerint di =getRand(0,3);CCSprite * pu =CCSprite::create("p.png"); pu->setTag(2);CCPoint from;CCPoint to;switch(di){case 0://up to down {from=ccp(getRand(0,visibleSize.width),visibleSize.height);to=ccp(getRand(-visibleSize.width,visibleSize.width*2),-10); } break;case 1://down to up {from=ccp(getRand(0,visibleSize.width),0);to=ccp(getRand(-visibleSize.width,visibleSize.width*2),visibleSize.height+10);}break;case 2://left to right {from=ccp(0,getRand(0,visibleSize.height)); to=ccp(visibleSize.width+10,getRand(-visibleSize.height,visibleSize.height*2));} break;case 3://right to left {from=ccp(visibleSize.width,getRand(0,visibleSize.height)); to=ccp(-10,getRand(-visibleSize.height,visibleSize.height*2));} break;default:break;}pu->setPosition(from);this->addChild(pu);int distance=cocos2d::ccpDistance(from,to);CCActionInterval *forward = CCMoveTo::create(distance/50,to); //moveto 速度控制pu->runAction(forward); }#pragma endregion }//random int manfor20s::getRand(int start,int end) { float i = CCRANDOM_0_1()*(end-start+1)+start; //get random from start to endreturn (int)i; } 子弹的生成和碰撞检测3、小鸟的移动
bool manfor20s::ccTouchBegan(CCTouch * touch,CCEvent* event) {CCPoint heropos = plane->getPosition();CCPoint location = touch->getLocationInView();location = CCDirector::sharedDirector()->convertToGL(location);if (location.x > heropos.x - 24 && location.x < heropos.x + 24 && location.y > heropos.y - 24 && location.y < heropos.y + 24){isControl = true;deltax = location.x - heropos.x;deltay = location.y - heropos.y;}return true; }void manfor20s::ccTouchMoved(CCTouch * touch,CCEvent* event) {if (isControl){CCPoint location = touch->getLocationInView();location = CCDirector::sharedDirector()->convertToGL(location);float x = location.x - deltax;float y = location.y - deltay;plane->setPosition(ccp(x,y));} }void manfor20s::ccTouchEnded(CCTouch * touch, CCEvent * event) {isControl = false; } 小鸟的移动大体逻辑就是这样,第一次做c++项目,分不清:: . ->的概念,幸好项目比较小问题不大,希望有机会能接触高大上一点的项目做做,哈哈,不知道怎么传代码,就吧.h文件和.cpp文件都贴上来吧
#ifndef __manfor20s_SCENE_H__ #define __manfor20s_SCENE_H__#include "cocos2d.h"class manfor20s:public cocos2d::CCLayer {public: virtual bool init(); // there's no 'id' in cpp, so we recommend returning the class instance pointerstatic cocos2d::CCScene* scene();// a selector callbackvoid menuCloseCallback();// implement the "static node()" method manually CREATE_FUNC(manfor20s);void timecount(float dt);void update(float dt);int getRand(int start,int end) ; int time;bool isControl;int deltax;int deltay;//触屏响应重写这三个方法virtual bool ccTouchBegan(cocos2d::CCTouch* touch, cocos2d::CCEvent* event);//按下virtual void ccTouchMoved(cocos2d::CCTouch* touch, cocos2d::CCEvent* event);//拖动virtual void ccTouchEnded(cocos2d::CCTouch* touch, cocos2d::CCEvent* event);//松开 };#endif 游戏页.h #include "manfor20s.h" #include "MainPage.h" USING_NS_CC; CCLabelTTF* timelb; CCSize visibleSize; CCArray* listSpirit; CCSprite* plane; CCScene* manfor20s::scene(){CCScene *scene = CCScene::create(); manfor20s *layer = manfor20s::create(); scene->addChild(layer); return scene; }bool manfor20s::init() {if ( !CCLayer::init() ){return false;}this->setTouchEnabled(true);CCDirector::sharedDirector()->getTouchDispatcher()->addTargetedDelegate(this,0,true);visibleSize = CCDirector::sharedDirector()->getVisibleSize();CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin(); timelb=CCLabelTTF::create("0", "Arial", 20);timelb->setPosition(ccp(origin.x+10,origin.y +visibleSize.height-20));this->addChild(timelb); manfor20s::time=0;plane=CCSprite::create("bird.png"); plane->setTag(1);plane->setPosition(ccp(origin.x+visibleSize.width/2,origin.y + visibleSize.height/2));this->addChild(plane);schedule(schedule_selector(manfor20s::update));schedule(schedule_selector(manfor20s::timecount), 1.0f);return true; }void manfor20s::update(float dt) { CCSprite *pl = plane ; CCRect targetRect = CCRectMake( pl->getPosition().x - (pl->getContentSize().width/2), pl->getPosition().y - (pl->getContentSize().height/2), pl->getContentSize().width, pl->getContentSize().height); CCRect win=CCRectMake(0,0,visibleSize.width,visibleSize.height);listSpirit=this->getChildren();for (int i=listSpirit->count()-1;i>=0;i--){CCSprite* it=(CCSprite*)listSpirit->objectAtIndex(i);if(it->getTag()==2){/*CCSprite *sp = dynamic_cast<CCSprite*>(it); */CCRect projectileRect = CCRectMake( it->getPosition().x - (it->getContentSize().width/2), it->getPosition().y - (it->getContentSize().height/2), it->getContentSize().width, it->getContentSize().height);if ( ccpDistance(it->getPosition(),plane->getPosition())<15) { CCMessageBox("被击中了","alert");menuCloseCallback();break;} if(!win.intersectsRect(projectileRect))//delete if over the windows {this->removeChild(it); }}}#pragma region 产生弹道 if(getRand(1,10)>8)//随机因子 {//get directerint di =getRand(0,3);CCSprite * pu =CCSprite::create("p.png"); pu->setTag(2);CCPoint from;CCPoint to;switch(di){case 0://up to down {from=ccp(getRand(0,visibleSize.width),visibleSize.height);to=ccp(getRand(-visibleSize.width,visibleSize.width*2),-10); } break;case 1://down to up {from=ccp(getRand(0,visibleSize.width),0);to=ccp(getRand(-visibleSize.width,visibleSize.width*2),visibleSize.height+10);}break;case 2://left to right {from=ccp(0,getRand(0,visibleSize.height)); to=ccp(visibleSize.width+10,getRand(-visibleSize.height,visibleSize.height*2));} break;case 3://right to left {from=ccp(visibleSize.width,getRand(0,visibleSize.height)); to=ccp(-10,getRand(-visibleSize.height,visibleSize.height*2));} break;default:break;}pu->setPosition(from);this->addChild(pu);int distance=cocos2d::ccpDistance(from,to);CCActionInterval *forward = CCMoveTo::create(distance/50,to); //moveto 速度控制pu->runAction(forward); }#pragma endregion }void manfor20s::timecount(float dt) {manfor20s::time= manfor20s::time+1;CCString* ns=CCString::createWithFormat("%d", manfor20s::time);timelb->setString(ns->getCString() ); }int manfor20s::getRand(int start,int end) { float i = CCRANDOM_0_1()*(end-start+1)+start; //get random from start to endreturn (int)i; } //close button void manfor20s::menuCloseCallback() {this->removeAllChildren();this->unscheduleAllSelectors(); CCDirector* pDirector = CCDirector::sharedDirector(); CCEGLView* pEGLView = CCEGLView::sharedOpenGLView(); pDirector->setOpenGLView(pEGLView); // turn on display FPSpDirector->setDisplayStats(true);// set FPS. the default value is 1.0/60 if you don't call thispDirector->setAnimationInterval(1.0 / 60);// create a scene. it's an autorelease objectCCScene *pScene = MainPage::scene(); pDirector->replaceScene(pScene); }bool manfor20s::ccTouchBegan(CCTouch * touch,CCEvent* event) {CCPoint heropos = plane->getPosition();CCPoint location = touch->getLocationInView();location = CCDirector::sharedDirector()->convertToGL(location);if (location.x > heropos.x - 24 && location.x < heropos.x + 24 && location.y > heropos.y - 24 && location.y < heropos.y + 24){isControl = true;deltax = location.x - heropos.x;deltay = location.y - heropos.y;}return true; }void manfor20s::ccTouchMoved(CCTouch * touch,CCEvent* event) {if (isControl){CCPoint location = touch->getLocationInView();location = CCDirector::sharedDirector()->convertToGL(location);float x = location.x - deltax;float y = location.y - deltay;plane->setPosition(ccp(x,y));} }void manfor20s::ccTouchEnded(CCTouch * touch, CCEvent * event) {isControl = false; } 游戏页.cpp #ifndef __MainPage_SCENE_H__ #define __MainPage_SCENE_H__#include "cocos2d.h"class MainPage : public cocos2d::CCLayer { public:// Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphonevirtual bool init(); // there's no 'id' in cpp, so we recommend returning the class instance pointerstatic cocos2d::CCScene* scene();// a selector callbackvoid menuCloseCallback(CCObject* pSender);// a selector callbackvoid menustartGame(CCObject* pSender);// implement the "static node()" method manually CREATE_FUNC(MainPage); };#endif // __HELLOWORLD_SCENE_H__ 菜单页.h #include "MainPage.h" #include "manfor20s.h" USING_NS_CC;CCScene* MainPage::scene() {// 'scene' is an autorelease objectCCScene *scene = CCScene::create();// 'layer' is an autorelease objectMainPage *layer = MainPage::create();// add layer as a child to scenescene->addChild(layer);// return the scenereturn scene; }// on "init" you need to initialize your instance bool MainPage::init() {// // 1. super init firstif ( !CCLayer::init() ){return false;}//获取原始尺寸CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize();CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin();//开始和退出按钮CCLabelTTF *label1 = CCLabelTTF::create("Start", "Arial", 20); // create a exit botton CCMenuItemLabel *start_game = CCMenuItemLabel::create(label1, this, menu_selector(MainPage::menustartGame) ); CCLabelTTF *label2 = CCLabelTTF::create("Exit", "Arial", 20); // create a exit botton CCMenuItemLabel *exit_game = CCMenuItemLabel::create(label2, this, menu_selector(MainPage::menuCloseCallback) ); start_game->setPosition(ccp((origin.x + visibleSize.width - start_game->getContentSize().width)/2 ,origin.y+visibleSize.height/2 + start_game->getContentSize().height/2));exit_game->setPosition(ccp((origin.x + visibleSize.width - exit_game->getContentSize().width)/2 ,origin.y+visibleSize.height/2 + exit_game->getContentSize().height/2-50));// create menu, it's an autorelease objectCCMenu* pMenu = CCMenu::create(start_game,exit_game, NULL);pMenu->setPosition(CCPointZero);this->addChild(pMenu, 1);//标题CCLabelTTF* pLabel = CCLabelTTF::create("can you hold 20 sec?", "Arial", 28);// position the label on the center of the screenpLabel->setPosition(ccp(origin.x + visibleSize.width/2,origin.y + visibleSize.height - pLabel->getContentSize().height));// add the label as a child to this layerthis->addChild(pLabel, 1);//背景图片CCSprite* pSprite = CCSprite::create("background.jpg");pSprite->setPosition(ccp(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y));this->addChild(pSprite, 0);return true; }void MainPage::menuCloseCallback(CCObject* pSender) { #if (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) || (CC_TARGET_PLATFORM == CC_PLATFORM_WP8)CCMessageBox("You pressed the close button. Windows Store Apps do not implement a close button.","Alert"); #elseCCDirector::sharedDirector()->end(); #if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)exit(0); #endif #endif }void MainPage::menustartGame(CCObject* psender) {CCDirector* pDirector = CCDirector::sharedDirector(); CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();pDirector->setOpenGLView(pEGLView);// turn on display FPSpDirector->setDisplayStats(true);// set FPS. the default value is 1.0/60 if you don't call thispDirector->setAnimationInterval(1.0 / 60);// create a scene. it's an autorelease objectCCScene *pScene = manfor20s::scene(); pDirector->replaceScene(pScene); } 菜单页.cpp下载代码戳这里
转载于:https://www.cnblogs.com/qyzBlog/p/3627592.html
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