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cocos2dx如何制作一个塔防游戏 Cocos2d-x 2.0.4

2014-05-02 22:08 253 查看
转载自:http://blog.csdn.net/akof1314/article/details/8674186

本文实践自 Pablo Ruiz 的文章《How To Make a Tower Defense Game》,文中使用Cocos2D,我在这里使用Cocos2D-x 2.0.4进行学习和移植。在这篇文章,将会学习到如何制作一个塔防游戏。在这当中,学习如何在设定的时间内出现一波波的敌人,使这些敌人沿着指定的路点前进,如何在地图上指定的位置创建炮塔,如何使炮塔射击敌人,如何可视化调试路点和炮塔的攻击范围。

步骤如下:

1.新建Cocos2d-win32工程,工程名为"TowerDefense",去除"Box2D"选项,勾选"Simple Audio Engine in Cocos Denshion"选项;

2.下载本游戏所需的资源,将资源放置"Resources"目录下;



3.为场景添加背景图片。打开HelloWorldScene.cpp文件,修改init函数,如下:

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bool HelloWorld::init()

{

bool bRet = false;

do

{

CC_BREAK_IF(! CCLayer::init());

this->setTouchEnabled(true);

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

CCSprite *background = CCSprite::create("Bg.png");

this->addChild(background);

background->setPosition(ccp(wins.width / 2, wins.height / 2));

bRet = true;

} while (0);

return bRet;

}
通过放置的背景图片,可以直观的看出哪些地方允许玩家放置炮塔。编译运行,如下图所示:



4.接着,需要沿路设置一些点,在这些点上能够让玩家触摸和建立炮塔。为了方便管理,使用.plist文件来存储炮塔的放置点,这样就可以很容易的改变它们。TowersPosition.plist已经在资源文件夹中,其中已经有了一些炮塔的位置。查看这个文件,可以看到一个字典数组,字典只包含两个键"x"和"y"。每个字典条目代表一个炮塔位置的x和y坐标。现在需要读取这个文件,并且放置塔基到地图上。打开HelloWorldScene.h文件,添加以下变量:

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cocos2d::CCArray* towerBases;
打开HelloWorldScene.cpp文件,添加如下方法:

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void HelloWorld::loadTowerPositions()

{

CCArray* towerPositions = CCArray::createWithContentsOfFile("TowersPosition.plist");

towerBases = CCArray::createWithCapacity(10);

towerBases->retain();

CCObject *pObject = NULL;

CCARRAY_FOREACH(towerPositions, pObject)

{

CCDictionary* towerPos = (CCDictionary*)pObject;

CCSprite* towerBase = CCSprite::create("open_spot.png");

this->addChild(towerBase);

towerBase->setPosition(ccp(((CCString*)towerPos->objectForKey("x"))->intValue(),

((CCString*)towerPos->objectForKey("y"))->intValue()));

towerBases->addObject(towerBase);

}

}
init函数里面,添加背景图片代码之后,添加如下代码:

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this->loadTowerPositions();
在析构函数里面,添加如下代码:

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towerBases->release();
编译运行,就可以看到道路两侧的方块,这些是做为玩家炮塔的基座。如下图所示:



5.开始建立炮塔。打开HelloWorldScene.h文件,添加如下代码:

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CC_SYNTHESIZE_RETAIN(cocos2d::CCArray*, _towers, Towers);
添加Tower类,派生自CCNode类,Tower.h文件代码如下:

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#ifndef __TOWER_H__

#define __TOWER_H__

#include "cocos2d.h"

#include "HelloWorldScene.h"

#define kTOWER_COST 300

class Tower : public cocos2d::CCNode

{

public:

Tower(void);

~Tower(void);

static Tower* nodeWithTheGame(HelloWorld* game, cocos2d::CCPoint location);

bool initWithTheGame(HelloWorld* game, cocos2d::CCPoint location);

void update(float dt);

void draw(void);

CC_SYNTHESIZE(HelloWorld*, _theGame, TheGame);

CC_SYNTHESIZE(cocos2d::CCSprite*, _mySprite, MySprite);

private:

int attackRange;

int damage;

float fireRate;

};

#endif // __TOWER_H__
打开Tower.cpp文件,代码如下:

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#include "Tower.h"

using namespace cocos2d;

Tower::Tower(void)

{

}

Tower::~Tower(void)

{

}

Tower* Tower::nodeWithTheGame(HelloWorld* game, CCPoint location)

{

Tower *pRet = new Tower();

if (pRet && pRet->initWithTheGame(game, location))

{

return pRet;

}

else

{

delete pRet;

pRet = NULL;

return NULL;

}

}

bool Tower::initWithTheGame(HelloWorld* game, CCPoint location)

{

bool bRet = false;

do

{

attackRange = 70;

damage = 10;

fireRate = 1;

_mySprite = CCSprite::create("tower.png");

this->addChild(_mySprite);

_mySprite->setPosition(location);

_theGame = game;

_theGame->addChild(this);

this->scheduleUpdate();

bRet = true;

} while (0);

return bRet;

}

void Tower::update(float dt)

{

}

void Tower::draw(void)

{

#ifdef COCOS2D_DEBUG

ccDrawColor4F(255, 255, 255, 255);

ccDrawCircle(_mySprite->getPosition(), attackRange, 360, 30, false);

#endif

CCNode::draw();

}
这个Tower类包含几个属性:一个精灵对象,这是炮塔的可视化表现;一个父层的引用,方便访问父层;还有三个变量:

attackRange: 炮塔可以攻击敌人的距离。
damage: 炮塔对敌人造成的伤害值。
fireRate: 炮塔再次攻击敌人的时间间隔。

有了这三个变量,就可以创建各种不同攻击属性的炮塔,比如需要很长时间来重新加载的远程重击,或者范围有限的快速攻击。最后,代码中的draw方法,用于在炮塔周围绘制一个圆,以显示出它的攻击范围,这将方便调试。

6.让玩家添加炮塔。打开HelloWorldScene.cpp文件,加入以下头文件声明:

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#include "Tower.h"
在析构函数中添加如下代码:

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_towers->release();
在init函数,添加如下代码:

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_towers = CCArray::create();

_towers->retain();
添加如下两个方法,代码如下:

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bool HelloWorld::canBuyTower()

{

return true;

}

void HelloWorld::ccTouchesBegan(CCSet *pTouches, CCEvent *pEvent)

{

CCSetIterator iter = pTouches->begin();

for (; iter != pTouches->end(); iter++)

{

CCTouch* pTouch = (CCTouch*)(*iter);

CCPoint location = pTouch->getLocation();

CCObject *pObject = NULL;

CCARRAY_FOREACH(towerBases, pObject)

{

CCSprite *tb = (CCSprite*)pObject;

if (this->canBuyTower() && tb->boundingBox().containsPoint(location) && !tb->getUserData())

{

//We will spend our gold later.

Tower* tower = Tower::nodeWithTheGame(this, tb->getPosition());

_towers->addObject(tower);

tb->setUserData(tower);

}

}

}

}
方法ccTouchesBegan检测当用户触摸屏幕上任何点时,遍历towerBases数组,检查触摸点是否包含在任何一个塔基上。不过在创建炮塔前,还有两件事需要检查:

①玩家是否买得起炮塔?canBuyTower方法用来检查玩家是否有足够的金币来购买炮塔。在这里先假设玩家有很多金币,方法返回true。

②玩家是否违法了建筑规则?如果tb的UserData已经设置了,那么这个塔基已经有了炮塔,不能再添加一个新的了。

如果一切检查都通过,那么就创建一个新的炮塔,放置在塔基上,并将它添加到炮塔数组中。编译运行,触摸塔基,就可以看到炮塔放置上去了,并且它的周围还有白色的圆圈显示攻击范围,如下图所示:



7.添加路点。敌人将会沿着一系列的路点前进,这些简单相互连接的点构成了一条路径,敌人在这条路径上进行行走。敌人会出现在第一个路点,搜寻列表中的下一个路点,移动到那个位置,重复这个过程,直到他们到达列表中的最后一个路点——玩家基地。如果被敌人到达基地,那么玩家就会受到损害。添加Waypoint类,派生自CCNode类,Waypoint.h文件代码如下:

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#ifndef __WAYPOINT_H__

#define __WAYPOINT_H__

#include "cocos2d.h"

#include "HelloWorldScene.h"

class Waypoint : public cocos2d::CCNode

{

public:

Waypoint(void);

~Waypoint(void);

static Waypoint* nodeWithTheGame(HelloWorld* game, cocos2d::CCPoint location);

bool initWithTheGame(HelloWorld* game, cocos2d::CCPoint location);

void draw(void);

CC_SYNTHESIZE(cocos2d::CCPoint, _myPosition, MyPosition);

CC_SYNTHESIZE(Waypoint*, _nextWaypoint, NextWaypoint);

private:

HelloWorld* theGame;

};

#endif // __WAYPOINT_H__
打开Waypoint.cpp文件,代码如下:

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#include "Waypoint.h"

using namespace cocos2d;

Waypoint::Waypoint(void)

{

_nextWaypoint = NULL;

}

Waypoint::~Waypoint(void)

{

}

Waypoint* Waypoint::nodeWithTheGame(HelloWorld* game, CCPoint location)

{

Waypoint *pRet = new Waypoint();

if (pRet && pRet->initWithTheGame(game, location))

{

return pRet;

}

else

{

delete pRet;

pRet = NULL;

return NULL;

}

}

bool Waypoint::initWithTheGame(HelloWorld* game, CCPoint location)

{

bool bRet = false;

do

{

theGame = game;

_myPosition = location;

this->setPosition(CCPointZero);

theGame->addChild(this);

bRet = true;

} while (0);

return bRet;

}

void Waypoint::draw(void)

{

#ifdef COCOS2D_DEBUG

ccDrawColor4F(0, 255, 0, 255);

ccDrawCircle(_myPosition, 6, 360, 30, false);

ccDrawCircle(_myPosition, 2, 360, 30, false);

if (_nextWaypoint)

{

ccDrawLine(_myPosition, _nextWaypoint->_myPosition);

}

#endif

CCNode::draw();

}
首先,通过传入的HelloWorld对象引用和路点位置坐标,进行初始化一个waypoint对象。每个路点都包含下一个路点的引用,这将会创建一个路点链接列表。每个路点知道列表中的下一个路点。通过这种方式,可以引导敌人沿着链表上的路点到达他们的最终目的地。最后,draw方法绘制显示路点的位置,并且绘制一条直线将其与下一个路点进行连接,这仅仅用于调试目的。

8.创建路点列表。打开HelloWorldScene.h文件,添加以下代码:

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CC_SYNTHESIZE_RETAIN(cocos2d::CCArray*, _waypoints, Waypoints);
打开HelloWorldScene.cpp文件,加入以下头文件声明:

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#include "Waypoint.h"
在析构函数中添加如下代码:

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_waypoints->release();
添加以下方法:

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void HelloWorld::addWaypoints()

{

_waypoints = CCArray::create();

_waypoints->retain();

Waypoint *waypoint1 = Waypoint::nodeWithTheGame(this, ccp(420, 35));

_waypoints->addObject(waypoint1);

Waypoint *waypoint2 = Waypoint::nodeWithTheGame(this, ccp(35, 35));

_waypoints->addObject(waypoint2);

waypoint2->setNextWaypoint(waypoint1);

Waypoint *waypoint3 = Waypoint::nodeWithTheGame(this, ccp(35, 130));

_waypoints->addObject(waypoint3);

waypoint3->setNextWaypoint(waypoint2);

Waypoint *waypoint4 = Waypoint::nodeWithTheGame(this, ccp(445, 130));

_waypoints->addObject(waypoint4);

waypoint4->setNextWaypoint(waypoint3);

Waypoint *waypoint5 = Waypoint::nodeWithTheGame(this, ccp(445, 220));

_waypoints->addObject(waypoint5);

waypoint5->setNextWaypoint(waypoint4);

Waypoint *waypoint6 = Waypoint::nodeWithTheGame(this, ccp(-40, 220));

_waypoints->addObject(waypoint6);

waypoint6->setNextWaypoint(waypoint5);

}
init函数,添加如下代码:

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this->addWaypoints();
编译运行,效果如下图所示:



在地图上有6个路点,这是敌人的行走路线。在让敌人出现在游戏中前,还需要添加一个辅助方法。打开HelloWorldScene.cpp文件,添加方法如下:

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bool HelloWorld::collisionWithCircle(CCPoint circlePoint, float radius, CCPoint circlePointTwo, float radiusTwo)

{

float xdif = circlePoint.x - circlePointTwo.x;

float ydif = circlePoint.y - circlePointTwo.y;

float distance = sqrt(xdif * xdif + ydif * ydif);

if(distance <= radius + radiusTwo)

{

return true;

}

return false;

}
方法collisionWithCircle用于判断两个圆是否碰撞或者相交。这将用于判断敌人是否到达一个路点,同时也可以检测敌人是否在炮塔的攻击范围之内。

9.添加敌人。打开HelloWorldScene.h文件,添加以下代码:

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CC_SYNTHESIZE_RETAIN(cocos2d::CCArray*, _enemies, Enemies);

int wave;

cocos2d::CCLabelBMFont* ui_wave_lbl;
打开HelloWorldScene.cpp文件,在析构函数里,添加如下代码:

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_enemies->release();
添加Enemy类,派生自CCNode类,Enemy.h文件代码如下:

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#ifndef __ENEMY_H__

#define __ENEMY_H__

#include "cocos2d.h"

#include "HelloWorldScene.h"

#include "Waypoint.h"

class Enemy : public cocos2d::CCNode

{

public:

Enemy(void);

~Enemy(void);

static Enemy* nodeWithTheGame(HelloWorld* game);

bool initWithTheGame(HelloWorld* game);

void doActivate(float dt);

void getRemoved();

void update(float dt);

void draw(void);

CC_SYNTHESIZE(HelloWorld*, _theGame, TheGame);

CC_SYNTHESIZE(cocos2d::CCSprite*, _mySprite, MySprite);

private:

cocos2d::CCPoint myPosition;

int maxHp;

int currentHp;

float walkingSpeed;

Waypoint *destinationWaypoint;

bool active;

};

#endif // __ENEMY_H__
打开Enemy.cpp文件,代码如下:

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#include "Enemy.h"

using namespace cocos2d;

#define HEALTH_BAR_WIDTH 20

#define HEALTH_BAR_ORIGIN -10

Enemy::Enemy(void)

{

}

Enemy::~Enemy(void)

{

}

Enemy* Enemy::nodeWithTheGame(HelloWorld* game)

{

Enemy *pRet = new Enemy();

if (pRet && pRet->initWithTheGame(game))

{

return pRet;

}

else

{

delete pRet;

pRet = NULL;

return NULL;

}

}

bool Enemy::initWithTheGame(HelloWorld* game)

{

bool bRet = false;

do

{

maxHp = 40;

currentHp = maxHp;

active = false;

walkingSpeed = 0.5;

_theGame = game;

_mySprite = CCSprite::create("enemy.png");

this->addChild(_mySprite);

Waypoint *waypoint = (Waypoint*)_theGame->getWaypoints()->objectAtIndex(_theGame->getWaypoints()->count() - 1);

destinationWaypoint = waypoint->getNextWaypoint();

CCPoint pos = waypoint->getMyPosition();

myPosition = pos;

_mySprite->setPosition(pos);

_theGame->addChild(this);

this->scheduleUpdate();

bRet = true;

} while (0);

return bRet;

}

void Enemy::doActivate(float dt)

{

active = true;

}

void Enemy::getRemoved()

{

this->getParent()->removeChild(this, true);

_theGame->getEnemies()->removeObject(this);

//Notify the game that we killed an enemy so we can check if we can send another wave

_theGame->enemyGotKilled();

}

void Enemy::update(float dt)

{

if (!active)

{

return;

}

if (_theGame->collisionWithCircle(myPosition, 1, destinationWaypoint->getMyPosition(), 1))

{

if (destinationWaypoint->getNextWaypoint())

{

destinationWaypoint = destinationWaypoint->getNextWaypoint();

}

else

{

//Reached the end of the road. Damage the player

_theGame->getHpDamage();

this->getRemoved();

}

}

CCPoint targetPoint = destinationWaypoint->getMyPosition();

float movementSpeed = walkingSpeed;

CCPoint normalized = ccpNormalize(ccp(targetPoint.x - myPosition.x, targetPoint.y - myPosition.y));

_mySprite->setRotation(CC_RADIANS_TO_DEGREES(atan2(normalized.y, - normalized.x)));

myPosition = ccp(myPosition.x + normalized.x * movementSpeed, myPosition.y + normalized.y * movementSpeed);

_mySprite->setPosition(myPosition);

}

void Enemy::draw(void)

{

CCPoint healthBarBack[] = {

ccp(_mySprite->getPosition().x - 10, _mySprite->getPosition().y + 16),

ccp(_mySprite->getPosition().x + 10, _mySprite->getPosition().y + 16),

ccp(_mySprite->getPosition().x + 10, _mySprite->getPosition().y + 14),

ccp(_mySprite->getPosition().x - 10, _mySprite->getPosition().y + 14)

};

ccDrawSolidPoly(healthBarBack, 4, ccc4f(255, 0, 0, 255));

CCPoint healthBar[] = {

ccp(_mySprite->getPosition().x + HEALTH_BAR_ORIGIN, _mySprite->getPosition().y + 16),

ccp(_mySprite->getPosition().x + HEALTH_BAR_ORIGIN + (float)(currentHp * HEALTH_BAR_WIDTH) / maxHp, _mySprite->getPosition().y + 16),

ccp(_mySprite->getPosition().x + HEALTH_BAR_ORIGIN + (float)(currentHp * HEALTH_BAR_WIDTH) / maxHp, _mySprite->getPosition().y + 14),

ccp(_mySprite->getPosition().x + HEALTH_BAR_ORIGIN, _mySprite->getPosition().y + 14)

};

ccDrawSolidPoly(healthBar, 4, ccc4f(0, 255, 0, 255));

CCNode::draw();

}
首先,通过传递一个HelloWorld对象引用进行初始化。在初始化函数里面,对一些重要的变量进行设置:

maxHP: 敌人的生命值。
walkingSpeed: 敌人的移动速度。
mySprite: 存储敌人的可视化表现。
destinationWaypoint: 存储下一个路点的引用。

update方法每帧都会被调用,它首先通过collisionWithCircle方法检查是否到达了目的路点。如果到达了,则前进到下一个路点,直到敌人到达终点,玩家也就受到伤害。接着,它根据敌人的行走速度,沿着一条直线移动精灵到达下一个路点。它通过以下算法:

①计算出从当前位置到目标位置的向量,然后将其长度设置为1(向量标准化)

②将移动速度乘以标准化向量,得到移动的距离,将它与当前坐标进行相加,得到新的坐标位置。

最后,draw方法在精灵上面简单的实现了一条血量条。它首先绘制一个红色背景,然后根据敌人的当前生命值用绿色进行覆盖血量条。

10.显示敌人。打开HelloWorldScene.cpp文件,添加头文件声明:

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#include "Enemy.h"
添加如下方法:

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bool HelloWorld::loadWave()

{

CCArray *waveData = CCArray::createWithContentsOfFile("Waves.plist");

if (wave >= waveData->count())

{

return false;

}

CCArray *currentWaveData = (CCArray*)waveData->objectAtIndex(wave);

CCObject *pObject = NULL;

CCARRAY_FOREACH(currentWaveData, pObject)

{

CCDictionary* enemyData = (CCDictionary*)pObject;

Enemy *enemy = Enemy::nodeWithTheGame(this);

_enemies->addObject(enemy);

enemy->schedule(schedule_selector(Enemy::doActivate), ((CCString*)enemyData->objectForKey("spawnTime"))->floatValue());

}

wave++;

ui_wave_lbl->setString(CCString::createWithFormat("WAVE: %d", wave)->getCString());

return true;

}

void HelloWorld::enemyGotKilled()

{

//If there are no more enemies.

if (_enemies->count() <= 0)

{

if (!this->loadWave())

{

CCLog("You win!");

CCDirector::sharedDirector()->replaceScene(CCTransitionSplitCols::create(1, HelloWorld::scene()));

}

}

}

void HelloWorld::getHpDamage()

{

}
init函数里面,添加如下代码:

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wave = 0;

ui_wave_lbl = CCLabelBMFont::create(CCString::createWithFormat("WAVE: %d", wave)->getCString(), "font_red_14.fnt");

this->addChild(ui_wave_lbl, 10);

ui_wave_lbl->setPosition(ccp(400, wins.height - 12));

ui_wave_lbl->setAnchorPoint(ccp(0, 0.5));

_enemies = CCArray::create();

_enemies->retain();

this->loadWave();
现在对上面的代码进行一些解释。最重要的部分是loadWave方法,它从Waves.plist文件读取数据。查看这个文件,可以看到它包含了3个数组,每个数组代表着一波敌人。第一个数组包含6个字典,每个字典定义了一个敌人。在本篇文章中,这个字典仅存储敌人的出现时间,但是也可用于定义敌人类型或者其他特殊属性,以区分不同的敌人。loadWave方法检查下一波应出现的敌人,根据波信息创建相应的敌人,并安排它们在规定的时间出现在屏幕上。enemyGotKilled方法检查当前屏幕上的敌人数量,如果已经没有敌人的话,那么就让下一波敌人出现。之后,还使用这个方法来判断玩家是否赢得了游戏。编译运行,敌人正向玩家基地前进,如下图所示:



10.炮塔攻击。每座塔进行检查是否有敌人出现在攻击范围之内,如果有的话,对敌人进行开火,直到以下两种情况之一发生:敌人移动出范围;敌人被消灭。那么炮塔就会寻找下一个敌人。打开Tower.h文件,添加以下代码:

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class Enemy;
添加以下变量:

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bool attacking;

Enemy *chosenEnemy;
打开Tower.cpp文件,添加头文件声明:

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#include "Enemy.h"
在initWithTheGame函数开头if条件之后,添加如下代码:

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chosenEnemy = NULL;
添加以下方法:

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void Tower::attackEnemy()

{

this->schedule(schedule_selector(Tower::shootWeapon), fireRate);

}

void Tower::chosenEnemyForAttack(Enemy *enemy)

{

chosenEnemy = NULL;

chosenEnemy = enemy;

this->attackEnemy();

enemy->getAttacked(this);

}

void Tower::shootWeapon(float dt)

{

CCSprite *bullet = CCSprite::create("bullet.png");

_theGame->addChild(bullet);

bullet->setPosition(_mySprite->getPosition());

bullet->runAction(CCSequence::create(

CCMoveTo::create(0.1, chosenEnemy->getMySprite()->getPosition()),

CCCallFunc::create(this, callfunc_selector(Tower::damageEnemy)),

CCCallFuncN::create(this, callfuncN_selector(Tower::removeBullet)),

NULL));

}

void Tower::removeBullet(CCSprite *bullet)

{

bullet->getParent()->removeChild(bullet, true);

}

void Tower::damageEnemy()

{

if (chosenEnemy)

{

chosenEnemy->getDamaged(damage);

}

}

void Tower::targetKilled()

{

if (chosenEnemy)

{

chosenEnemy = NULL;

}

this->unschedule(schedule_selector(Tower::shootWeapon));

}

void Tower::lostSightOfEnemy()

{

chosenEnemy->gotLostSight(this);

if (chosenEnemy)

{

chosenEnemy = NULL;

}

this->unschedule(schedule_selector(Tower::shootWeapon));

}
最后,更新update方法为如下:

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void Tower::update(float dt)

{

if (chosenEnemy)

{

//We make it turn to target the enemy chosen

CCPoint normalized = ccpNormalize(ccp(chosenEnemy->getMySprite()->getPosition().x - _mySprite->getPosition().x,

chosenEnemy->getMySprite()->getPosition().y - _mySprite->getPosition().y));

_mySprite->setRotation(CC_RADIANS_TO_DEGREES(atan2(normalized.y, - normalized.x)) + 90);

if (!_theGame->collisionWithCircle(_mySprite->getPosition(), attackRange, chosenEnemy->getMySprite()->getPosition(), 1))

{

this->lostSightOfEnemy();

}

}

else

{

CCObject *pObject = NULL;

CCARRAY_FOREACH(_theGame->getEnemies(), pObject)

{

Enemy *enemy = (Enemy*)pObject;

if (_theGame->collisionWithCircle(_mySprite->getPosition(), attackRange, enemy->getMySprite()->getPosition(), 1))

{

this->chosenEnemyForAttack(enemy);

break;

}

}

}

}
打开Enemy.h文件,添加以下代码:

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cocos2d::CCArray *attackedBy;
打开Enemy.cpp文件,在initWithTheGame函数开头if条件之后,添加如下代码:

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attackedBy = CCArray::createWithCapacity(5);

attackedBy->retain();
在getRemoved函数开头,添加如下代码:

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CCObject *pObject = NULL;

CCARRAY_FOREACH(attackedBy, pObject)

{

Tower *attacker = (Tower*)pObject;

attacker->targetKilled();

}
添加如下方法:

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void Enemy::getAttacked(Tower* attacker)

{

attackedBy->addObject(attacker);

}

void Enemy::gotLostSight(Tower* attacker)

{

attackedBy->removeObject(attacker);

}

void Enemy::getDamaged(int damage)

{

currentHp -= damage;

if (currentHp <= 0)

{

this->getRemoved();

}

}
代码中最重要的部分是在Tower类的update方法。炮塔不断检查敌人是否在攻击范围内,如果是的话,炮塔将旋转朝向敌人,开火攻击。一个敌人一旦被标记为被攻击,将会调用方法让炮塔以攻击间隔发射子弹。反过来,每个敌人都存储有向其攻击的炮塔列表,所以如果敌人被杀死了,那么炮塔就会被通知停止攻击。编译运行,放置几个炮塔在地图上,将会看到一旦敌人进入炮塔的攻击范围,炮塔就会向它们开火攻击,敌人的血量条就会减少,直到被消灭。如下图所示:



11.显示玩家血量。打开HelloWorldScene.h文件,添加以下代码:

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int playerHp;

cocos2d::CCLabelBMFont *ui_hp_lbl;

bool gameEnded;
变量playerHp表示玩家的生命值,CCLabelBMFont对象是一个标签,用来显示生命数值。gameEnded用来表示游戏是否结束。打开HelloWorldScene.cpp文件,在init函数里面,添加如下代码:

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gameEnded = false;

playerHp = 5;

ui_hp_lbl = CCLabelBMFont::create(CCString::createWithFormat("HP: %d", playerHp)->getCString(), "font_red_14.fnt");

this->addChild(ui_hp_lbl, 10);

ui_hp_lbl->setPosition(ccp(35, wins.height - 12));
添加如下方法:

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void HelloWorld::getHpDamage()

{

playerHp--;

ui_hp_lbl->setString(CCString::createWithFormat("HP: %d", playerHp)->getCString());

if (playerHp <= 0)

{

this->doGameOver();

}

}

void HelloWorld::doGameOver()

{

if (!gameEnded)

{

gameEnded = true;

CCDirector::sharedDirector()->replaceScene(CCTransitionRotoZoom::create(1, HelloWorld::scene()));

}

}
添加的方法为减少玩家生命值,更新标签,并检查玩家生命是否耗尽,如果是的话,游戏就结束了。当敌人到达基地的时候,getHpDamage方法被调用。编译运行,让敌人到达基地,你将会看到玩家的生命在减少,直到游戏失败。如下图所示:



12.限制金币供应量。大多数游戏都实现了“零和”功能,建造每座炮塔需要一定的资源,并给玩家有限的资源进行分配。打开HelloWorldScene.h文件,添加如下代码:

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int playerGold;

cocos2d::CCLabelBMFont *ui_gold_lbl;
就像显示生命数值一样,一个变量表示玩家的金币数,一个标签对象显示金币数值。打开HelloWorldScene.cpp文件,在init函数里面,添加如下代码:

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playerGold = 1000;

ui_gold_lbl = CCLabelBMFont::create(CCString::createWithFormat("GOLD: %d", playerGold)->getCString(), "font_red_14.fnt");

this->addChild(ui_gold_lbl, 10);

ui_gold_lbl->setPosition(ccp(135, wins.height - 12));

ui_gold_lbl->setAnchorPoint(ccp(0, 0.5));
添加如下方法:

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void HelloWorld::awardGold(int gold)

{

playerGold += gold;

ui_gold_lbl->setString(CCString::createWithFormat("GOLD: %d", playerGold)->getCString());

}
替换canBuyTower方法,代码如下:

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bool HelloWorld::canBuyTower()

{

if (playerGold - kTOWER_COST >= 0)

{

return true;

}

return false;

}
在ccTouchesBegan函数里面,语句//We
will spend our gold later.的后面,添加如下代码:

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playerGold -= kTOWER_COST;

ui_gold_lbl->setString(CCString::createWithFormat("GOLD: %d", playerGold)->getCString());
上述的代码在玩家尝试放置炮塔时,检查是否有足够的金币。如果足够的话,炮塔就会放置上去,并从玩家的金币数中减去炮塔的费用。每次杀死敌人的时候也应该奖励玩家一些金币。打开Enemy.cpp文件,在getDamaged函数里面,if条件后面,添加如下语句:

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_theGame->awardGold(200);
编译运行,会看到不能随意的放置炮塔了,因为每个炮塔都要花费金币。当然,杀死敌人就可以获得金币奖励,这样就可以继续购买炮塔。这是一个很好的系统。如下图所示:



13.加入背景音乐和音效。打开HelloWorldScene.cpp文件,添加头文件声明:

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#include "SimpleAudioEngine.h"
在init函数,if条件之后,添加如下代码:

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CocosDenshion::SimpleAudioEngine::sharedEngine()->playBackgroundMusic("8bitDungeonLevel.mp3", true);
在ccTouchesBegan函数,添加一个新的Tower对象前,添加如下代码:

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CocosDenshion::SimpleAudioEngine::sharedEngine()->playEffect("tower_place.wav");
在getHpDamage函数里,添加如下代码:

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CocosDenshion::SimpleAudioEngine::sharedEngine()->playEffect("life_lose.wav");
打开Enemy.cpp文件,添加头文件声明:

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#include "SimpleAudioEngine.h"
在getDamaged函数里,添加如下代码:

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CocosDenshion::SimpleAudioEngine::sharedEngine()->playEffect("laser_shoot.wav");
编译运行,现在游戏将有配乐,关闭掉调试绘制后,效果图:



参考资料:

1.How To Make a Tower Defense Game http://www.raywenderlich.com/15730/how-to-make-a-tower-defense-game

2.钓龟岛保卫战-如何从零开始制作一款iOS塔防游戏(新) http://article.ityran.com/archives/1941

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/akof1314/5143209

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