在上一篇中,我们实现了游戏的开始界面,接下来要实现游戏的主界面,主界面包含地图、我方飞机、敌机等
先来实现我方飞机
我方飞机具有哪些属性呢? 飞机要具有生命值、要有动画效果(尾部喷气),飞机不能够飞出边界,所以要进行边界检测,当飞机生命值为0时,飞机会爆炸,然后被移除。
.h文件
~~~
//飞机动画
Animate* planeFly();
//边界检测
void borderCheck(float dt);
//飞机爆炸
void blowUp();
//移除飞机
void removePlane();
//获取生命值
int getAlive();
//设定生命值
void loseAlive();
// 更新生命值
void updateAlive(int alive);
~~~
这个变量在create()函数中初始化,方便其他层调用我方飞机的相关数据
~~~
static MyPlane* instancePlane; //飞机实例
~~~
我方飞机的生命值直接在这里显示、更新,不受控制器的控制
~~~
private:
int m_alive;
Label* aliveItem1;
Label* aliveItem2;
~~~
.cpp文件
~~~
/*
************************************************************************
*
* MyPlane.cpp
* 杜星飞 2015年8月13日
* 描述: 包含飞机的属性、功能等
*
************************************************************************
*/
#include "MyPlane.h"
#include "SimpleAudioEngine.h"
MyPlane::MyPlane() :m_alive(5)
{
}
MyPlane::~MyPlane()
{
}
MyPlane* MyPlane::instancePlane = NULL;
MyPlane* MyPlane::create()
{
MyPlane* m_plane = NULL;
do
{
m_plane = new MyPlane();
CC_BREAK_IF(!m_plane);
if (m_plane && m_plane->init())
{
m_plane->autorelease();
instancePlane = m_plane;
}
else
CC_SAFE_DELETE(m_plane);
} while (0);
return m_plane;
}
//飞机动画
Animate* MyPlane::planeFly()
{
Vector<SpriteFrame *> vector;
for (int i = 0; i < 2; i++)
{
auto frameName = __String::createWithFormat("chinaFly%d.png", i + 1);
auto temSpriteFrame = SpriteFrameCache::getInstance()->getSpriteFrameByName(frameName->getCString());
vector.pushBack(temSpriteFrame);
}
//设置不断播放飞机的动画
auto animation = Animation::createWithSpriteFrames(vector, 0.2f, -1);
auto animate = Animate::create(animation);
return animate;
}
bool MyPlane::init()
{
if(!Layer::init())
return false;
Size winSize = Director::getInstance()->getWinSize();
//添加飞机
auto m_planeSprite = Sprite::createWithSpriteFrameName("chinaFly1.png");
m_planeSprite->setPosition(Point(winSize.width / 2, m_planeSprite->getContentSize().height / 2));
m_planeSprite->setTag(AIRPLANE);
this->addChild(m_planeSprite);
m_planeSprite->runAction(this->planeFly());
// 飞机触摸
auto listener = EventListenerTouchOneByOne::create();
listener->setSwallowTouches(true); //吞噬触摸事件
//对触摸事件的监听过程直接写在这里
listener->onTouchBegan = [](Touch* touch, Event *event)
{
auto target = static_cast<Sprite*>(event->getCurrentTarget());
Point locationInNode = target->convertToNodeSpace(touch->getLocation());
Size s = target->getContentSize();
Rect rect = Rect(0, 0, s.width, s.height);
if (rect.containsPoint(locationInNode))
return true;
else
return false;
};
listener->onTouchMoved = [](Touch* touch, Event *event)
{
auto target = static_cast<Sprite*>(event->getCurrentTarget());
target->setPosition(target->getPosition() + touch->getDelta());
};
listener->onTouchEnded = [](Touch* touch, Event* event)
{
};
//将触摸监听添加到eventDispacher中去
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, m_planeSprite);
//初始化生命值
//设置标签 并 获取中文文本
auto dictionary = Dictionary::createWithContentsOfFile("fonts/AboutMe.xml");
aliveItem1 = Label::createWithTTF(
(((__String*)(dictionary->objectForKey("alive"))))->getCString(),
"fonts/DFPShaoNvW5-GB.ttf",
25);
aliveItem1->setPosition(Point(winSize.width/8, winSize.height-aliveItem1->getContentSize().height));
aliveItem1->setColor(Color3B(255, 0, 0));
this->addChild(aliveItem1);
aliveItem2 = Label::createWithTTF(
"5",
"fonts/DFPShaoNvW5-GB.ttf",
25);
aliveItem2->setPosition(Point(aliveItem1->getPositionX()*2, winSize.height - aliveItem1->getContentSize().height));
aliveItem2->setColor(Color3B(255, 0, 0));
this->addChild(aliveItem2);
// 开启边界检测
this->schedule(schedule_selector(MyPlane::borderCheck));
return true;
}
//边界检测
void MyPlane::borderCheck(float dt)
{
//进行边界判断,不可超出屏幕
Point location = this->getChildByTag(AIRPLANE)->getPosition();
Size winSize = Director::getInstance()->getWinSize();
// 返回的就是这个矩形的大小
Size planeSize = this->getChildByTag(AIRPLANE)->getContentSize();
if (location.x<planeSize.width / 2)
location.x = planeSize.width / 2;
if (location.x>winSize.width - planeSize.width / 2)
location.x = winSize.width - planeSize.width / 2;
if (location.y<planeSize.height / 2)
location.y = planeSize.height / 2;
if (location.y>winSize.height - planeSize.height / 2)
location.y = winSize.height - planeSize.height / 2;
this->getChildByTag(AIRPLANE)->setPosition(location);
}
//飞机爆炸
void MyPlane::blowUp()
{
this->unscheduleAllSelectors(); // 停止飞机的所有行动
//加载飞机爆炸动画 音效
if (CocosDenshion::SimpleAudioEngine::getInstance()->isBackgroundMusicPlaying())
{
CocosDenshion::SimpleAudioEngine::getInstance()->playEffect("sound/chinaDown.mp3");
}
Vector<SpriteFrame*> planeBlowUp;
for (int i = 0; i < 4; i++)
{
auto planeName = __String::createWithFormat("china1_down%d.png", i + 1);
auto tempBlowUp = SpriteFrameCache::getInstance()->getSpriteFrameByName(
planeName->getCString());
planeBlowUp.pushBack(tempBlowUp);
}
Animation* animation = Animation::createWithSpriteFrames(planeBlowUp, 0.2f);
Animate* animate = Animate::create(animation);
CallFunc* m_removePlane = CallFunc::create(this, callfunc_selector(MyPlane::removePlane));
Sequence* sequence = Sequence::create(animate, m_removePlane, NULL);
// 停止一切的飞机动作
this->getChildByTag(AIRPLANE)->stopAllActions();
this->getChildByTag(AIRPLANE)->runAction(sequence);
}
//移除飞机
void MyPlane::removePlane()
{
// 移除飞机精灵 true子节点上的所有运行行为和回调将清理
this->removeChildByTag(AIRPLANE, true);
}
//获取生命值
int MyPlane::getAlive()
{
return m_alive;
}
//设定生命值
void MyPlane::loseAlive()
{
--m_alive;
updateAlive(m_alive);
}
// 更新生命值
void MyPlane::updateAlive(int alive)
{
if (alive >= 0)
{
CCString* strAlive = CCString::createWithFormat("%d", alive);
aliveItem2->setString(strAlive->getCString());
aliveItem2->setColor(Color3B(rand_0_1() * 255, rand_0_1() * 255, rand_0_1() * 255));
}
}
~~~
更新生命值的函数只用在我方飞机生命值减少是调用。
还有就是对于中文字符的处理
~~~
//设置标签 并 获取中文文本
auto dictionary = Dictionary::createWithContentsOfFile("fonts/AboutMe.xml");
~~~
可以在项目中添加一个XML文件
~~~
<?xml version="1.0" encoding="UTF-8"?>
<dict>
<key>play</key>
<string>开始游戏</string>
<key>score</key>
<string>得分:</string>
<key>alive</key>
<string>生命:</string>
~~~
通过相应的key来显示显示相应的中文。
还有就是,有些字体不支持中文的显示,比如系统自带的 arial.ttf就不行,而DFPShaoNvW5-GB.ttf可以。