cocos2d 小游戏

时间:2023-03-09 18:10:29
cocos2d 小游戏

今天写了一个小游戏,发现看过的代码自己来写还是会经常出错,还是要多自己动手写写哈。

先上几张游戏界面图

cocos2d 小游戏cocos2d 小游戏

cocos2d 小游戏

void HelloWorld::addTarget()
{
//首先初始化精灵
CCSprite *pTarget = CCSprite::create("Target.png");
CCSize winSize = CCDirector::sharedDirector()->getWinSize();
//计算可绘制的范围
int minY = pTarget->getContentSize().height/;
int maxY = winSize.height - minY;
//计算可随机基数
int rangeY = maxY - minY;
//随机出的数*随机基数+半个身位 = 最后的坐标点
int actualY = (rand() % rangeY) + minY;
pTarget->setPosition(ccp(winSize.width + pTarget->getContentSize().width/ ,actualY));
this->addChild(pTarget);
pTarget->setTag();
_targets->addObject(pTarget); //计算移动速度 最慢4秒移动横屏 最快2秒
int minDuration = (int) 2.0;
int maxDuration = (int) 4.0;
int rangeDuration = maxDuration - minDuration;
int actualDuration = (rand() % rangeDuration) +minDuration; //初始化耗时动作
CCFiniteTimeAction* actionMove =
CCMoveTo::create((float)actualDuration,
ccp( - pTarget->getContentSize().width/,actualY));
CCFiniteTimeAction* actionMoveDone =
CCCallFuncN::create(this,
callfuncN_selector(HelloWorld::spriteMoveFinished)); //绑定动作
pTarget->runAction(CCSequence::create(actionMove,actionMoveDone,NULL));
}

这是怪物随机从右边向左边移动的代码,到左边后回调方法spriteMoveFinished。

void HelloWorld::ccTouchesEnded(CCSet* touches, CCEvent* event)
{
CCTouch *touch = (CCTouch *)touches->anyObject();
CCPoint location = touch->getLocationInView();
location = CCDirector::sharedDirector()->convertToGL(location);
CCSize size = CCDirector::sharedDirector()->getWinSize();
CCSprite *pProjectile = CCSprite::create("Projectile.png");
pProjectile->setPosition(ccp(pHero->getContentSize().width/,size.height/)); int offX = location.x - pProjectile->getPosition().x;
int offY = location.y - pProjectile->getPosition().y; if(offX <= ) return;
//添加发子弹声音
CocosDenshion::SimpleAudioEngine::sharedEngine()->playEffect(
"pew-pew-lei.wav"); this->addChild(pProjectile);
pProjectile->setTag();
_projectiles->addObject(pProjectile); int realX = size.width +
(pProjectile->getContentSize().width/);
float ratio = (float)offY / (float)offX;
int realY = (realX * ratio) + pProjectile->getPosition().y;
CCPoint realDest = ccp(realX,realY); int offRealX = realX - pProjectile->getPosition().x;
int offRealY = realY - pProjectile->getPosition().y;
float length = sqrtf((offRealX * offRealX) + (offRealY*offRealY)); float velocity = /;
float realMoveDuration = length/velocity; pProjectile->runAction(CCSequence::create(
CCMoveTo::create(realMoveDuration,realDest)
,CCCallFuncN::create(this,callfuncN_selector(HelloWorld::spriteMoveFinished))
,NULL));
}

这是触摸后发射子弹,子弹发射后到右边也是回调方法spriteMoveFinished。

void HelloWorld::spriteMoveFinished(CCNode* sender)
{
CCSprite *pSprite = (CCSprite *)sender;
this->removeChild(pSprite,true); //当怪物走屏幕左边,显示失败界面
if (pSprite->getTag() == )
{
_targets->removeObject(pSprite);
GameOverScene *gameOverScene =(GameOverScene*) GameOverScene::create();
if(gameOverScene){
gameOverScene->getLabel()->setString("You Lose!");
CCScene *pScene = CCScene::create();
pScene->addChild(gameOverScene);
CCDirector::sharedDirector()->replaceScene(pScene);
}
}else if (pSprite->getTag() == )
{
_projectiles->removeObject(pSprite);
}
}

这是怪物和子弹的回调方法,怪物走到左边,remove怪物、从数组中删除并显示失败界面;子弹飞到右边,也是remove掉子弹并从数组中删除。

void HelloWorld::update(float dt)
{
CCLOG("%f",dt);
CCArray *projectilesToDelete =
CCArray::create();
projectilesToDelete->retain();
//碰撞算法 //循环遍历 怪物的数字内的所有对象
for(int i = ;i < _projectiles->count();i++)
{
//取出第i个对象 转化为精灵对象指针
CCSprite *projectile = (CCSprite *)_projectiles->objectAtIndex(i);
//获取这个对象的区域
CCRect projectileRect = CCRectMake(projectile->getPosition().x -(projectile->getContentSize().width/),
projectile->getPosition().y - (projectile->getContentSize().height/),
projectile->getContentSize().width,
projectile->getContentSize().height
);
//创建存放子弹的数组
CCArray *targetsToDelete = CCArray::create();
targetsToDelete->retain();
//循环遍历 怪物数组对象
for(int j = ;j < _targets->count();j++)
{
//取出第j个对象的指针
CCSprite *target = (CCSprite *)_targets->objectAtIndex(j);
CCRect targetRect = CCRectMake(target->getPosition().x -(target->getContentSize().width/),
target->getPosition().y - (target->getContentSize().height/),
target->getContentSize().width,
target->getContentSize().height);
//如果两个范围有交集
if(projectileRect.intersectsRect(targetRect))
{
targetsToDelete->addObject(target);
} }
for(int k = ;k < targetsToDelete->count();k++)
{
CCSprite *target =(CCSprite *)targetsToDelete->objectAtIndex(k);
_targets->removeObject(target);
this->removeChild(target,true);
_projectilesDestroyed++;
//打中超过4个怪物,跳转到获胜界面
if (_projectilesDestroyed > )
{
GameOverScene *gameOverScene =(GameOverScene*) GameOverScene::create();
if(gameOverScene){
gameOverScene->getLabel()->setString("You Win!");
CCScene *pScene = CCScene::create();
pScene->addChild(gameOverScene);
CCDirector::sharedDirector()->replaceScene(pScene);
}
} }
if(targetsToDelete->count() > )
{
projectilesToDelete->addObject(projectile);
}
//循环遍历 移除对象
for ( int i=;i< projectilesToDelete->count();i++)
{
CCSprite* projectile =(CCSprite *)projectilesToDelete->objectAtIndex(i);
_projectiles->removeObject(projectile);
this->removeChild(projectile, true);
}
}
}

上面这个是检测子弹跟怪物是否碰撞,有碰撞分别把它们都remove掉。

源码及资源下载链接:http://pan.baidu.com/s/1kTHr5DP