cocos2dx-是男人就坚持20s 练手项目

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 directer
        int 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 end
    return (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 pointer
    static cocos2d::CCScene* scene();

    // a selector callback
    void 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 directer
        int 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 end
    return (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 FPS
    pDirector->setDisplayStats(true);

    // set FPS. the default value is 1.0/60 if you don't call this
    pDirector->setAnimationInterval(1.0 / 60);
    // create a scene. it's an autorelease object
    CCScene *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-iphone
    virtual bool init();  

    // there's no 'id' in cpp, so we recommend returning the class instance pointer
    static cocos2d::CCScene* scene();
    
    // a selector callback
    void menuCloseCallback(CCObject* pSender);

    // a selector callback
    void 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 object
    CCScene *scene = CCScene::create();
    
    // 'layer' is an autorelease object
    MainPage *layer = MainPage::create();

    // add layer as a child to scene
    scene->addChild(layer);

    // return the scene
    return scene;
}

// on "init" you need to initialize your instance
bool MainPage::init()
{
    //////////////////////////////
    // 1. super init first
    if ( !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 object
    CCMenu* 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 screen
    pLabel->setPosition(ccp(origin.x + visibleSize.width/2,
                            origin.y + visibleSize.height - pLabel->getContentSize().height));

    // add the label as a child to this layer
    this->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");
#else
    CCDirector::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 FPS
    pDirector->setDisplayStats(true);

    // set FPS. the default value is 1.0/60 if you don't call this
    pDirector->setAnimationInterval(1.0 / 60);
    // create a scene. it's an autorelease object
    CCScene *pScene = manfor20s::scene(); 
     
    pDirector->replaceScene(pScene);
}
菜单页.cpp

 下载代码戳这里

 

posted @ 2014-03-27 09:50  钱耀祖  阅读(1071)  评论(3编辑  收藏  举报