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Cocos2d-x 2.0.4 如何制作一个简单的游戏

2013-05-14 09:45 471 查看
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本文实践自 Ray Wenderlich 的文章《How To Make A Simple iPhone Game with Cocos2D 2.X Tutorial》,文中使用Cocos2D,我在这里使用Cocos2D-x 2.0.4进行学习和移植,前者是用Object-C所写,所以移植到Cocos2D-x会有些差异,比如某些函数、某些功能不能跟原文一样直接实现,需另转换方法实现。之前已经对Cocos2D-x的安装以及简单使用进行了介绍,这里不再介绍,直接进入主题。

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:

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class HelloWorld :
public cocos2d::CCLayerColor
首先添加玩家,让玩家位于左边屏幕中间,将HelloWorldScene.cpp文件的init函数,改为如下:

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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:

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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:

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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:

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this->schedule(schedule_selector(HelloWorld::gameLogic),
1.0);
增加gameLogic方法,代码如下:

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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:

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this->setTouchEnabled(true);
然后重载ccTouchesEnded方法,代码如下:

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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:

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cocos2d::CCArray *_monsters;

cocos2d::CCArray *_projectiles;
在构造函数和析构函数,添加如下:

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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:

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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:

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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:

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projectile->setTag(2);

_projectiles->addObject(projectile);
然后修改spriteMoveFinished函数,增加如下代码:

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if (sprite->getTag() ==
1)

{

_monsters->removeObject(sprite);

}

else if (sprite->getTag() ==
2)

{

_projectiles->removeObject(sprite);

}
添加如下方法:

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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:

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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:

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CocosDenshion::SimpleAudioEngine::sharedEngine()->playBackgroundMusic("background-music-aac.wav");
ccTouchesEnded函数,添加子弹音效,代码如下:

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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:

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#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:

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#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:

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int _monstersDestroyed;
HelloWorldScene.cpp文件,HelloWorld()构造函数,添加如下代码:

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_monstersDestroyed = 0;
添加头文件引用:

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#include
"GameOverLayer.h"
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:

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_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:

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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

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