如何使用Cocos2d-x 2.0.4制作一个简单的游戏
步骤如下:
1.新建Cocos2d-win32工程,工程名为"SimpleGame",去除"Box2D"选项,勾选"Simple Audio Engine in Cocos Denshion"选项;
2.编译运行,可以看到如下图所示:
3.下载本游戏所需的资源,将资源放置"Resources"目录下;
4.游戏需要一个白色的背景,最简单的方法是使用CCLayerColor,将HelloWorldScene.h文件"HelloWorld"类改为如下:
class HelloWorld : public cocos2d::CCLayerColor
bool HelloWorld::init()
{
bool bRet = false;
do
{
CC_BREAK_IF(! CCLayerColor::initWithColor(ccc4(255, 255, 255, 255)));
CCSize winSize = CCDirector::sharedDirector()->getWinSize();
CCSprite *player = CCSprite::create("player.png", CCRectMake(0, 0, 27, 40));
player->setPosition(ccp(player->getContentSize().width / 2, winSize.height / 2));
this->addChild(player);
bRet = true;
} while (0);
return bRet;
}
5.编译运行,可以看到玩家精灵在白色背景上,如下图所示:6.接下来添加怪物,并且让怪物可以移动,我们在屏幕右边创建怪物,建立动作让它们向左移动,增加addMonster方法,代码如下:
void HelloWorld::addMonster()
{
CCSprite *monster = CCSprite::create("monster.png");
CCSize winSize = CCDirector::sharedDirector()->getWinSize();
int minY = monster->getContentSize().height / 2;
int maxY = winSize.height - monster->getContentSize().height / 2;
int rangeY = maxY - minY;
int actualY = (rand() % rangeY) minY;
monster->setPosition(ccp(winSize.width monster->getContentSize().width / 2, actualY));
this->addChild(monster);
int minDuration = 2.0;
int maxDuration = 4.0;
int rangeDuration = maxDuration - minDuration;
int actualDuration = (rand() % rangeDuration) minDuration;
CCMoveTo *actionMove = CCMoveTo::create(actualDuration, ccp(-monster->getContentSize().width / 2, actualY));
CCCallFuncN *actionMoveDone = CCCallFuncN::create(this, callfuncN_selector(HelloWorld::spriteMoveFinished));
monster->runAction(CCSequence::create(actionMove, actionMoveDone, NULL));
}
在右边屏幕以随机的位置添加怪物精灵,注意计算精灵的位置坐标,默认描点在中心,不要让怪物截断了。然后再以2~4秒的随机总时间,让怪物从右边移动到左边,移动出边界后,即回调函数spriteMoveFinished,进行删除精灵对象,增加的spriteMoveFinished方法如下:
void HelloWorld::spriteMoveFinished(CCNode *sender)
{
CCSprite *sprite = (CCSprite*)sender;
this->removeChild(sprite, true);
}
接下去就是定时创建怪物,在init函数返回之前,安装定时器,每秒执行一次,代码如下:this->schedule(schedule_selector(HelloWorld::gameLogic), 1.0);增加gameLogic方法,代码如下:
void HelloWorld::gameLogic( float dt )
{
this->addMonster();
}
7.编译运行,可以看到右边怪物定时增加,并且以不同的速度向左边移动,如下图所示:8.接着让玩家可以射击子弹,当用户在屏幕点击时,就让玩家往点击的方向进行发送子弹,用户的屏幕点击点并不是子弹移动的最终地,借用原文的一张图片来说明:
要让层可以支持触摸,需要在init方法,添加如下代码:
this->setTouchEnabled(true);然后重载ccTouchesEnded方法,代码如下:
void HelloWorld::ccTouchesEnded(CCSet *pTouches, CCEvent *pEvent)
{
CCTouch *touch = (CCTouch*)pTouches->anyObject();
CCPoint location = this->convertTouchToNodeSpace(touch);
CCSize winSize = CCDirector::sharedDirector()->getWinSize();
CCSprite *projectile = CCSprite::create("projectile.png");
projectile->setPosition(ccp(20, winSize.height / 2));
CCPoint offset = ccpSub(location, projectile->getPosition());
if (offset.x <= 0)
{
return;
}
this->addChild(projectile);
int realX = winSize.width projectile->getContentSize().width / 2;
float ratio = (float)offset.y / (float)offset.x;
int realY = realX * ratio projectile->getPosition().y;
CCPoint realDest = ccp(realX, realY);
int offRealX = realX - projectile->getPosition().x;
int offRealY = realY - projectile->getPosition().y;
float length = sqrtf(offRealX * offRealX offRealY * offRealY);
float velocity = 480 / 1;
float realMoveDuration = length / velocity;
projectile->runAction(CCSequence::create(CCMoveTo::create(realMoveDuration, realDest),
CCCallFuncN::create(this, callfuncN_selector(HelloWorld::spriteMoveFinished)), NULL));
}
首先,得到触摸点,然后创建子弹精灵,算出触摸点与子弹初始位置之差,若触摸点在初始位置的前方(即玩家前方),则添加子弹到层上。以同比例方法,计算出子弹飞向屏幕右边的最终坐标。然后再用勾股定理计算飞行长度,假定速度为每秒480像素,则计算出飞行总时间。之后就是让子弹执行给定的飞行动作,以及之后的删除自身调用。
9.编译运行,往屏幕点击,可以看到子弹发射出去,如下图所示:
10.当子弹碰到怪物时,怪物被消灭,子弹消失,即碰撞检测。需要在场景中跟踪目标和子弹,在HelloWorldScene.h声明如下:
cocos2d::CCArray *_monsters; cocos2d::CCArray *_projectiles;在构造函数和析构函数,添加如下:
HelloWorld::HelloWorld()
{
_monsters = NULL;
_projectiles = NULL;
}
HelloWorld::~HelloWorld()
{
if (_monsters)
{
_monsters->release();
_monsters = NULL;
}
if (_projectiles)
{
_projectiles->release();
_projectiles = NULL;
}
}
然后在init函数中初始化这两个数组:
this->_monsters = CCArray::create(); this->_monsters->retain(); this->_projectiles = CCArray::create(); this->_projectiles->retain();修改addMonster函数,为怪物精灵添加标签,并加入到数组,代码如下:
monster->setTag(1); _monsters->addObject(monster);修改ccTouchesEnded函数,为子弹精灵添加标签,并加入到数组,代码如下:
projectile->setTag(2); _projectiles->addObject(projectile);然后修改spriteMoveFinished函数,增加如下代码:
if (sprite->getTag() == 1)
{
_monsters->removeObject(sprite);
}
else if (sprite->getTag() == 2)
{
_projectiles->removeObject(sprite);
}
添加如下方法:
void HelloWorld::update(float dt)
{
CCArray *projectilesToDelete = CCArray::create();
CCObject *pObject = NULL;
CCObject *pObject2 = NULL;
CCARRAY_FOREACH(_projectiles, pObject)
{
CCSprite *projectile = (CCSprite*)pObject;
CCArray *monstersToDelete = CCArray::create();
CCARRAY_FOREACH(_monsters, pObject2)
{
CCSprite *monster = (CCSprite*)pObject2;
if (CCRect::CCRectIntersectsRect(projectile->boundingBox(), monster->boundingBox()))
{
monstersToDelete->addObject(monster);
}
}
CCARRAY_FOREACH(monstersToDelete, pObject2)
{
CCSprite *monster = (CCSprite*)pObject2;
_monsters->removeObject(monster);
this->removeChild(monster, true);
}
if (monstersToDelete->count() > 0)
{
projectilesToDelete->addObject(projectile);
}
monstersToDelete->release();
}
CCARRAY_FOREACH(projectilesToDelete, pObject)
{
CCSprite *projectile = (CCSprite*)pObject;
_projectiles->removeObject(projectile);
this->removeChild(projectile, true);
}
projectilesToDelete->release();
}
遍历子弹数组,计算每一个子弹所可能遇到的怪物,用它们各自的边界框进行交叉检测,检测到交叉,则将怪物对象放入ToDelete(待删除)数组,不能在遍历的时候删除一个对象。若是子弹遇到了怪物,也需要放入ToDelete(待删除)数组。然后从场景和数组中移动掉。同样,也在init函数,安装定时器,代码如下:
this->schedule(schedule_selector(HelloWorld::update));11.编译运行,这时当子弹和怪物碰撞时,它们就会消失;
12.添加音效,在init函数添加背景音乐,代码如下:
CocosDenshion::SimpleAudioEngine::sharedEngine()->playBackgroundMusic("background-music-aac.wav");
在ccTouchesEnded函数,添加子弹音效,代码如下:CocosDenshion::SimpleAudioEngine::sharedEngine()->playEffect("pew-pew-lei.wav");
13.接下来,创建一个新的场景,来指示"You Win"或者"You Lose"。右键 工程,"Add"→"Class..."→"C "→"Add","Base class"为CCLayerColor,"Class name"为GameOverLayer,如下图所示:GameOverLayer.h文件代码为:
#pragma once
#include "cocos2d.h"
class GameOverLayer :
public cocos2d::CCLayerColor
{
public:
GameOverLayer(void);
~GameOverLayer(void);
bool initWithWon(bool won);
static cocos2d::CCScene* sceneWithWon(bool won);
static GameOverLayer* createWithWon(bool won);
void gameOverDone();
};
GameOverLayer.cpp文件代码为:
#include "GameOverLayer.h"
#include "HelloWorldScene.h"
using namespace cocos2d;
GameOverLayer::GameOverLayer(void)
{
}
GameOverLayer::~GameOverLayer(void)
{
}
GameOverLayer* GameOverLayer::createWithWon(bool won)
{
GameOverLayer *pRet = new GameOverLayer();
if (pRet && pRet->initWithWon(won))
{
pRet->autorelease();
return pRet;
}
else
{
CC_SAFE_DELETE(pRet);
return NULL;
}
}
bool GameOverLayer::initWithWon(bool won)
{
bool bRet = false;
do
{
CC_BREAK_IF(! CCLayerColor::initWithColor(ccc4(255, 255, 255, 255)));
char *message;
if (won)
{
message = "You Won!";
}
else
{
message = "You Lose :[";
}
CCSize winSize = CCDirector::sharedDirector()->getWinSize();
CCLabelTTF *label = CCLabelTTF::create(message, "Arial", 32);
label->setColor(ccc3(0, 0, 0));
label->setPosition(ccp(winSize.width / 2, winSize.height / 2));
this->addChild(label);
this->runAction(CCSequence::create(CCDelayTime::create(3),
CCCallFunc::create(this, callfunc_selector(GameOverLayer::gameOverDone)),
NULL));
bRet = true;
} while (0);
return bRet;
}
cocos2d::CCScene* GameOverLayer::sceneWithWon(bool won)
{
CCScene * scene = NULL;
do
{
scene = CCScene::create();
CC_BREAK_IF(! scene);
GameOverLayer *layer = GameOverLayer::createWithWon(won);
CC_BREAK_IF(! layer);
scene->addChild(layer);
} while (0);
return scene;
}
void GameOverLayer::gameOverDone()
{
CCDirector::sharedDirector()->replaceScene(HelloWorld::scene());
}
游戏结束时,切换到以上所建的场景,场景上的层显示一个文本,在3秒之后返回到HelloWorld场景中。
14.最后,为游戏添加一些游戏逻辑。记录玩家消灭怪物的数量,进而决定该玩家输赢。在HelloWorldScene.h文件中,添加如下:
int _monstersDestroyed;在HelloWorldScene.cpp文件,HelloWorld()构造函数,添加如下代码:
_monstersDestroyed = 0;添加头文件引用:
#include "GameOverLayer.h"在update定时函数中,monstersToDelete循环removeChild(monster, true)的后面添加被消灭怪物的计数,并判断胜利条件,代码如下:
_monstersDestroyed ;
if (_monstersDestroyed > 30)
{
CCScene *gameOverScene = GameOverLayer::sceneWithWon(true);
CCDirector::sharedDirector()->replaceScene(gameOverScene);
}
最后为玩家添加失败条件,规定只要有一只怪物跑到左边屏幕里,则玩家失败,在spriteMoveFinished函数里,sprite->getTag() == 1条件的后面,添加如下:CCScene *gameOverScene = GameOverLayer::sceneWithWon(false); CCDirector::sharedDirector()->replaceScene(gameOverScene);14.编译并运行,到此已完成了一个简单的游戏,包含音效,并带有胜利和失败的结束。游戏效果如下:
参考资料:
1.How To Make A Simple iPhone Game with Cocos2D 2.X Tutorial http://www.raywenderlich.com/25736/how-to-make-a-simple-iphone-game-with-cocos2d-2-x-tutorial
2.如何用Cocos2d来开发简单的IPhone游戏教程 http://www.cocoachina.com/bbs/read.php?tid-15554.html
3.Cocos2d Classic Tutorial Demo Revisit:(1) http://www.zilongshanren.com/cocos2d-classic-tutorial-demo-revisit-1/
非常感谢以上资料,本例子源代码附加资源下载地址:http://download.csdn.net/detail/akof1314/4857315
如文章存在错误之处,欢迎指出,以便改正。
http://blog.csdn.net/wjlsxl_whb/article/details/53032276
