cocos2d-x游戏开发系列教程-超级玛丽07-CMGameMap(六)-马里奥跳跃

时间:2023-03-09 05:04:48
cocos2d-x游戏开发系列教程-超级玛丽07-CMGameMap(六)-马里奥跳跃

当w键按下时,马里奥执行跳跃动作

执行跳跃动作也是在MarioMove函数中调用的

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实际的跳跃则调用了mario对象的OnCtrlJump函数,来看看OnCtrlJump函数吧

void CMMario::OnCtrlJump()
{
//根据马里奥当前状态 来处理
switch(m_eCurMarioStatus)
{
case enMarioStatusStandLeft: //待机 和 跑动 时 马里奥允许跳跃
case enMarioStatusStandRight:
case enMarioStatusRunLeft:
case enMarioStatusRunRight:
{
//播放跳跃动画
switch(m_eCurMarioLevel)
{
case enMarioLevelSmall:
{
m_pCcbReader->getAnimationManager()->runAnimationsForSequenceNamed(_CCB_MARIO_SMALL_JUMP_);
}break;
case enMarioLevelBig:
{
m_pCcbReader->getAnimationManager()->runAnimationsForSequenceNamed(_CCB_MARIO_BIG_JUMP_);
}break;
case enMarioLevelMax:
{
m_pCcbReader->getAnimationManager()->runAnimationsForSequenceNamed(_CCB_MARIO_MAX_JUMP_);
}break;
} if(getActionByTag(enTagOfActionJump)==NULL)
{
//强制瞬间离地
setPositionY(getPositionY()+10.f);
//增加跳跃运动
CCJumpTo *pJump = CCJumpTo::create(_MARIO_BASIC_JUMP_TIME_,ccp(getPositionX(),getPositionY()-10.f),_MARIO_BASIC_JUMP_HEIGHT_,1);
if(pJump==NULL)
{
CCAssert(false,"Can't Create Jump!");
return;
}
//为Jump设置独立的Tag
pJump->setTag(enTagOfActionJump);
runAction(pJump); m_fMarioJumpMaxHeight = -100.f;
}
//将Mario状态设置为悬空
SetMarioStatus(m_bFaceToRight?enMarioStatusOnAirRight:enMarioStatusOnAirLeft); }break;
}
}

在代码中可以看到,如果马里奥已经在空中,就不能再跳跃了,只有在马里奥站立和行走时候可以跳跃。

当可以跳跃时,首先让马里奥对象播放跳跃动画,这个动画指马里奥本身的变化,比如马里奥的胳膊和腿,并不是马里奥跳跃的动作

跳跃的动作是pJump这个Action。

在runAction之前,先判断了这个action是否存在,如果这个action存在,则不需要再执行action了,这个也有避免连续两次跳跃的意思

和之前的状态判断差不多,去掉这个判断也是可以的,但是这样判断鲁棒性更好些吧。

最后根据马里奥的方向,设置马里奥的状态。

这里涉及新的知识点了,一个是执行动作runAction,一个是马里奥对象,我们分两个文章来介绍这两个知识。