您的位置:首页 > 移动开发 > Cocos引擎

Cocos2d-x 2.0.4 如何制作一个简单的游戏(3)

2013-05-14 09:46 453 查看
转自:/content/1040051.html

在第一篇《如何制作一个简单的游戏》和第二篇《如何制作一个简单的游戏(2)》基础上,增加游戏难度和关卡。原文《How
To Make A Simple iPhone Game with Cocos2D 2.X Part 3》,在这里继续以Cocos2d-x进行实现。有关源码、资源等在文章下面给出了地址。

步骤如下:

1.使用上一篇的工程;

2.下载本游戏所需的资源,将资源放置"Resources"目录下:



3.创建不同类型的怪物。一种软弱的,但是移动快速的怪物,另一种强壮的,但是移动缓慢的怪物。现在创建一个Monster类,基类为CCSprite。同时也创建以Monster为基类的两种类型怪物类。右键工程,"Add"→"Class..."→"C++"→"Add","Base class"为CCSprite,"Class name"为Monster,如下图所示:



Monster.h文件代码为:

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

21

22

23

24

25

26

27

28

#pragma once

#include "cocos2d.h"

class Monster :

public cocos2d::CCSprite

{

public:

virtual bool initWithFile(const
char *pszFilename, int hp,
int minMoveDuration,
int maxMoveDuration);

protected:

CC_SYNTHESIZE(int, _hp, Hp);

CC_SYNTHESIZE(int, _minMoveDuration, MinMoveDuration);

CC_SYNTHESIZE(int, _maxMoveDuration, MaxMoveDuration);

};

class WeakAndFastMonster :
public Monster

{

public:

virtual bool init(void);

CREATE_FUNC(WeakAndFastMonster);

};

class StrongAndSlowMonster :
public Monster

{

public:

virtual bool init(void);

CREATE_FUNC(StrongAndSlowMonster);

};
Monster.cpp文件代码为:

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

21

22

23

24

25

26

27

28

#include
"Monster.h"

bool Monster::initWithFile(const
char *pszFilename, int hp,
int minMoveDuration,
int maxMoveDuration)

{

bool bRet = false;

do

{

CC_BREAK_IF(! CCSprite::initWithFile(pszFilename));

this->_hp = hp;

this->_minMoveDuration = minMoveDuration;

this->_maxMoveDuration = maxMoveDuration;

bRet = true;

} while (0);

return bRet;

}

bool WeakAndFastMonster::init(void)

{

return Monster::initWithFile("monster.png",
1, 3,
5);

}

bool StrongAndSlowMonster::init(void)

{

return Monster::initWithFile("monster2.png",
3, 6,
12);

}
4.在HelloWorldScene.cpp文件中,添加头文件引用:

1

#include
"Monster.h"
修改addMonster函数,改变创建怪物精灵的语句,如下代码:

1

2

3

4

5

6

7

8

9

10

//CCSprite *monster = CCSprite::create("monster.png");

Monster *monster = NULL;

if (rand() % 2 ==
0)

{

monster = WeakAndFastMonster::create();

}

else

{

monster = StrongAndSlowMonster::create();

}
这样就有一半的机会创建不同类型的怪物。另外,我们定义了不同类型怪物的移动速度,故需更改移动时间,如下代码:

1

2

int minDuration = monster->getMinMoveDuration();
//2.0;

int maxDuration = monster->getMaxMoveDuration();
//4.0;
最后,修改update函数,更改_monsters循环的代码:

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

bool monsterHit =
false;

CCArray *monstersToDelete = CCArray::create();

CCARRAY_FOREACH(_monsters, pObject2)

{

Monster *monster = (Monster*)pObject2;

if (CCRect::CCRectIntersectsRect(projectile->boundingBox(), monster->boundingBox()))

{

monsterHit = true;

monster->setHp(monster->getHp() - 1);

if (monster->getHp() <=
0)

{

monstersToDelete->addObject(monster);

}

break;

}

}
每次击中怪物,减少它的一个HP血量,只有当小于等于0时,才被消灭。并且,记得跳出循环,因为每个子弹只能打中一只怪物。最后,更改projectilesToDelete语句为:

1

2

3

4

5

6

//if (monstersToDelete->count() > 0)

if (monsterHit)

{

projectilesToDelete->addObject(projectile);

CocosDenshion::SimpleAudioEngine::sharedEngine()->playEffect("explosion.wav");

}
5.编译运行,可以看到不同类型的怪物出现在屏幕上,如下图所示:



6.多个关卡。需要创建一个类,记录所有的信息来区分不同的关卡。在这个简单的游戏中,只需记录三种信息:关卡序号、出现敌人的间隔时间(更高关卡将更快的出现怪物)、背景颜色(可以任意地分辨不同的关卡)。创建Level类,派生自CCObject。Level.h文件代码为:

1

2

3

4

5

6

7

8

9

10

11

12

13

14

#pragma once

#include "cocos2d.h"

class Level :

public cocos2d::CCObject

{

public:

virtual bool initWithLevelNum(int levelNum,
float secsPerSpawn, cocos2d::ccColor4B backgroundColor);

protected:

CC_SYNTHESIZE(int, _levelNum, LevelNum);

CC_SYNTHESIZE(float, _secsPerSpawn, SecsPerSpawn);

CC_SYNTHESIZE(cocos2d::ccColor4B, _backgroundColor, BackgroundColor);

};
Level.cpp文件代码为:

1

2

3

4

5

6

7

8

9

10

#include
"Level.h"

using namespace cocos2d;

bool Level::initWithLevelNum(int levelNum,
float secsPerSpawn, ccColor4B backgroundColor)

{

this->_levelNum = levelNum;

this->_secsPerSpawn = secsPerSpawn;

this->_backgroundColor = backgroundColor;

return true;

}
接下去创建一个类,记录所有的关卡信息,以及当前处在哪个关卡。创建LevelManager类,派生自CCObject。LevelManager.h文件代码为:

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

21

#pragma once

#include "Level.h"

class LevelManager :

public cocos2d::CCObject

{

public:

static LevelManager *sharedInstance(void);

Level *curLevel(void);

void nextLevel(void);

void reset(void);

bool init();

void end();

private:

LevelManager(void);

~LevelManager(void);

cocos2d::CCArray *_levels;

int _curLevelIdx;

};
LevelManager.cpp文件代码为:

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

21

22

23

24

25

26

27

28

29

30

31

32

33

34

35

36

37

38

39

40

41

42

43

44

45

46

47

48

49

50

51

52

53

54

55

56

57

58

59

60

61

62

63

64

65

66

#include
"LevelManager.h"

using namespace cocos2d;

LevelManager::LevelManager(void)

{

_levels = NULL;

}

LevelManager::~LevelManager(void)

{

if (_levels)

{

_levels->release();

_levels = NULL;

}

}

LevelManager* LevelManager::sharedInstance(void)

{

static LevelManager *s_SharedLevelManager =
NULL;

if (!s_SharedLevelManager)

{

s_SharedLevelManager = new LevelManager();

s_SharedLevelManager->init();

}

return s_SharedLevelManager;

}

Level * LevelManager::curLevel(void)

{

if (_curLevelIdx >= (int)_levels->count())

{

return NULL;

}

return (Level*)_levels->objectAtIndex(_curLevelIdx);

}

void LevelManager::nextLevel(void)

{

_curLevelIdx++;

}

void LevelManager::reset(void)

{

_curLevelIdx = 0;

}

bool LevelManager::init()

{

_curLevelIdx = 0;

Level *level1 = new Level();

level1->initWithLevelNum(1,
2, ccc4(255, 255,
255, 255));

level1->autorelease();

Level *level2 = new Level();

level2->initWithLevelNum(2,
1, ccc4(100, 150,
20, 255));

level2->autorelease();

_levels = CCArray::create(level1, level2, NULL);

_levels->retain();

return true;

}

void LevelManager::end()

{

this->release();

}
用一个数组来记录关卡,一个索引指示当前关卡,以及一些方法,包括:获得当前关卡、进入下一个关卡、重置到第一个关卡。这个类是单例的,要通过sharedInstance方法来操作。

7.在HelloWorldScene.cpp文件中,添加头文件引用:

1

#include
"LevelManager.h"
修改init函数,修改背景色的设置,如下代码:

1

CC_BREAK_IF(! CCLayerColor::initWithColor(LevelManager::sharedInstance()->curLevel()->getBackgroundColor()));
修改游戏逻辑定时器的安装,如下代码:

1

this->schedule(schedule_selector(HelloWorld::gameLogic), LevelManager::sharedInstance()->curLevel()->getSecsPerSpawn());
这样就能根据不同的关卡,来设定不同的出现敌人间隔时间。

8.接着,在GameOverLayer.cpp文件中,添加头文件引用:

1

#include
"LevelManager.h"
initWithWon函数,修改成如下代码:

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

21

22

23

24

25

26

27

28

29

30

31

32

33

34

35

36

37

38

39

40

41

42

43

bool GameOverLayer::initWithWon(bool won)

{

bool bRet = false;

do

{

CC_BREAK_IF(! CCLayerColor::initWithColor(ccc4(255,
255, 255,
255)));

CCString *message;

if (won)

{

LevelManager::sharedInstance()->nextLevel();

Level *curLevel = LevelManager::sharedInstance()->curLevel();

if (curLevel)

{

message = CCString::createWithFormat("Get ready for level %d!", curLevel->getLevelNum());

}

else

{

message = CCString::create("You Won!");

LevelManager::sharedInstance()->reset();

}

}

else

{

message = CCString::create("You Lose :[");

LevelManager::sharedInstance()->reset();

}

CCSize winSize = CCDirector::sharedDirector()->getWinSize();

CCLabelTTF *label = CCLabelTTF::create(message->getCString(),
"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;

}
9.最后,在AppDelegate.cpp文件,添加头文件引用:

1

#include
"LevelManager.h"
AppDelegate析构函数中,添加如下代码:

1

LevelManager::sharedInstance()->end();
10.编译运行,就可以看到不同类型的怪物、多个关卡的游戏了,如下图所示:



参考资料:

1.How To Make A Simple iPhone Game with Cocos2D 2.X Part 3 http://www.raywenderlich.com/25806/harder-monsters-and-more-levels-how-to-make-a-simple-iphone-game-with-cocos2d-2-x-part-3
2.如何使用cocos2d来制作简单的iphone游戏:更猛的怪物和更多的关卡 http://www.cnblogs.com/zilongshanren/archive/2011/03/28/1997966.html
非常感谢以上资料的学习,本例子源代码附加资源下载地址http://download.csdn.net/detail/akof1314/4885926

如文章存在错误之处,欢迎指出,以便改正。
内容来自用户分享和网络整理,不保证内容的准确性,如有侵权内容,可联系管理员处理 点击这里给我发消息
标签: