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Cocos2dx-角色创建与动画实现

2015-07-23 14:18 381 查看
本文转载于:/article/5021028.html

继续上一篇文章继续聊吧,这章内容会比较多,也会附上代码,很多朋友加了群,大家在群里面探讨了很多东西,这让大家都觉得受益匪浅,这便是极好的,废话不多了,精灵是游戏的重要组成部分,那ARPG里面的精灵必然是要做得很细的,因为精灵要能动,能跑,能打,甚至要能做各种交互动作等等。

大家可以看一下下面的题,是精灵制作的流程思路:

  


  上图的人物素材来自于网络流传的梦幻西游,地图还有其他素材是以前公司同事制作的,如果游戏正式上线,会换一套完整的自制的素材。图中大家可以看到一个人物有很多部件组合而成,高端一点的游戏甚至部件多达几十上百种,甚至做出骨骼动画。不过以我现在的做法是按照帧动画方式实现各个人物的动作,人物的body部分细节处理会很多,还有大家看到图中的字体(字体渲染描边,我做的是最简单的了,两个LABEL合成在一起,效果能达到就行),由于人物要有方向,而且我们一次性就做8方向的人物动画,那就需要8个方向的连帧图片:



  首先,要组装起来我们首先要建一个实体角色类,这个类里面不放别的,就统一放角色的部件属性:

  

MainRoledata.h类


#ifndef _MAIN_ROLE_DATA_
#define _MAIN_ROLE_DATA_

#include "cocos2d.h"
#include "../Commen_ActionToDo.h"
#include "../Commen_Direction.h"
USING_NS_CC;

class MainRoledata
{
public :

//人物的TAG
int tags;
//人物姓名
CCString* spiritname;
//人物初始坐标
CCPoint nowpoint;
//人物默认像素图
CCString* spiritUrl;
//人物站立像素图路径
CCString* spiritUrl_zhan;
//人物跑动像素图路径
CCString* spiritUrl_pao;
//人物攻击像素图路径
CCString* spiritUrl_attack;
//人物施法像素图路径/增加人物BUF
CCString* spiritUrl_magic;
//人物站立最大帧
int maxcut_zhan;
//人物跑动最大帧
int maxcut_pao;
//人物战斗最大帧
int maxcut_attack;
//人物施法最大帧
int maxcut_magic;
//人物当前动作
Commen_ActionToDo acttodo;
//人物当前朝向
Commen_Direction dir;
//动画时间
float actiontime;

};

#endif


枚举几个方向,和动作的类:

enum Commen_Direction
{
up=0,
down=1,
lefts=2,
rigth=3,
rigth_up=4,
rigth_down=5,
left_down=6,
left_up=7
};


enum Commen_ActionToDo
{
run=1,
stand=2,
attack=3,
death=4,
funny=5,
magicup=6
};


OK,然后配置精灵数据,建了一个GetNPCData.cpp,GetNPCData.h,主要就是拿来初始化数据,大致的思路是要将上面的Model填充数据,相信大家

能够用很多种方式去实现,填充数据(读取XML配置文件,直接写在代码中配置);

接下来我们正式组装完整的八面玲珑的精灵,建立SpiritsPlayer.cpp,SpiritsPlayer.h;

文件内容如下:

#ifndef _SPIRIT_PLAYER_
#define _SPIRIT_PLAYER_

#include "cocos2d.h"
#include "../Commen_ActionToDo.h"
#include "../Commen_Direction.h"
#include "../GameData/MainRoledata.h"
#include "../Commen/PublicShowUI.h"
#include "../Effects/EffectsCommen.h"

USING_NS_CC;

class SpiritsPlayer : cocos2d::CCSprite
{
public:

CCSprite* npc;
CCSprite* yinzi;
CCSprite* sp_liaotianbd;

PublicShowUI* p_ui_name;

CCArray *stringArray;
CCAnimate* playdonghua;
CCAnimate* playdonghua2;
Commen_Direction move_dir;

bool endflag;
bool endflag2;
bool thiszhujiao_flag;

void Spirits_talkabout_hid();

SpiritsPlayer(MainRoledata roledata,int zOrder,bool zhujiaoflag);
~SpiritsPlayer(void);
CCAnimation* getNowAnt(MainRoledata roledata);
CCAnimate* updateNowAnt(MainRoledata roledata);
void updateNpcPoint(CCPoint newpoint);
void moveTomap_dir(CCPoint newpoint);
void moveTomap_move(int uestime,CCPoint newpoint,bool npcflag);
//人物移动完成的回调
void moveoverCallBack(void);
//普通NPC移动完成的回调
void moveoverCallBackforNpc(void);
//根据点击坐标获得人物的朝向
Commen_Direction getNowPointDir(CCPoint newpoint);
// 触摸点是否在精灵上
bool isTouchInside(CCPoint thisPos);
//移动方式
void movemethod(int uestime,CCPoint newpoint);

private:
//角色基本数据
MainRoledata thisroledata;
CCFiniteTimeAction *actall;
CCActionInterval* act_moveto_zi;
CCActionInterval* act_moveto_npc;
CCActionInterval* act_moveto_yinzi;
CCActionInterval* act_moveto_eff;
CCActionInterval* act_moveto_eff_zhujiao;
CCFiniteTimeAction *actbackfun;
int flag ;

private:
CCRect rect();

};
#endif//_SPIRIT_PLAYER_

  


#include "../ImagePaths.h"
#include "../GameData/GetNPCData.h"
#include "../Commen/FontChina.h"

SpiritsPlayer::SpiritsPlayer(MainRoledata roledata,int zOrder,bool zhujiaoflag)
{

//先初始化部分数据
thisroledata = roledata;
act_moveto_zi =NULL;
act_moveto_npc =NULL;
act_moveto_yinzi =NULL;
actall=NULL;
thiszhujiao_flag = zhujiaoflag;
p_ui_name = new PublicShowUI();
flag = 0;

npc = SpiritsPlayer::create(roledata.spiritUrl->getCString());
if(npc==NULL)
{
CCLog("图层路径有误,请检查路径");
return;
}
//设置NPC初始位置坐标(该坐标取决于当前画层)
npc->setPosition(roledata.nowpoint);
//NPC动画设置
playdonghua = SpiritsPlayer::updateNowAnt(roledata);
npc->runAction(playdonghua);

/**开始添加角色各部件**/
//添加角色名称
CCLabelTTF* label = CCLabelTTF::create(roledata.spiritname->getCString(), "微软雅黑",12);
label->setColor(ccWHITE);
label->setDirty(true);
label->setPosition(ccp(npc->getContentSize().width/2,npc->getContentSize().height+6));

CCLabelTTF* labelback = CCLabelTTF::create(roledata.spiritname->getCString(), "微软雅黑",12);
labelback->setColor(ccBLACK);
labelback->setDirty(true);
labelback->setPosition(ccp(npc->getContentSize().width/2+1,npc->getContentSize().height+6-1));

//添加NPC人物脚下阴影
yinzi = CCSprite::create(p_yinzi);
if(yinzi==NULL)
{
CCLog("图层路径有误,请检查路径");
return;
}
if(zhujiaoflag==true)
{
yinzi->setPosition(ccp(npc->getContentSize().width/2,12));
}
else
{
yinzi->setPosition(ccp(npc->getContentSize().width/2,1));
}

npc->addChild(yinzi,-1,110);
npc->addChild(label,2,111);
npc->addChild(labelback,1,112);

}

cocos2d::CCRect SpiritsPlayer::rect()
{
//获取精灵区域大小
return CCRectMake(npc->getPositionX()- npc->getContentSize().width  * npc->getAnchorPoint().x,npc->getPositionY()-npc->getContentSize().height* npc->getAnchorPoint().y,npc->getContentSize().width, npc->getContentSize().height);

}

bool SpiritsPlayer::isTouchInside(CCPoint thisPos)
{
CCPoint localPos = thisPos;
CCRect rc = rect();
bool isTouched = rc.containsPoint(localPos);
if (isTouched == true) {
CCLog(FontChina::G2U("触发点击"));

}else
{
CCLog(FontChina::G2U("未点击"));
}
return isTouched;
}

void SpiritsPlayer::Spirits_talkabout_hid()
{
CCLog(FontChina::G2U("************调用了*****************"));
}

CCAnimate* SpiritsPlayer::updateNowAnt(MainRoledata roledata)
{
//NPC动画
CCAnimation* donghua = SpiritsPlayer::getNowAnt(roledata);
if(roledata.actiontime>0)
{
donghua->setDelayPerUnit(roledata.actiontime/roledata.maxcut_zhan);
}
else
{
donghua->setDelayPerUnit(2.0f/15.0f);//执行默认时间
}
donghua->setRestoreOriginalFrame(true);
donghua->setLoops(-1);
CCAnimate* playdonghua = CCAnimate::create(donghua);

return playdonghua;
}

/*************
* 主角位移移动
*************/
void SpiritsPlayer::moveTomap_move(int uestime, CCPoint newpoint,bool npcflag)
{
if(npcflag==true)
{
actbackfun = CCCallFunc::create(this, callfunc_selector(SpiritsPlayer::moveoverCallBackforNpc));
}
else
{
actbackfun = CCCallFunc::create(this, callfunc_selector(SpiritsPlayer::moveoverCallBack));
}
movemethod(uestime,newpoint);
}

void SpiritsPlayer::movemethod(int uestime,CCPoint newpoint)
{
npc->stopAction(actall);
act_moveto_npc = CCMoveTo::create(uestime,ccp(newpoint.x,newpoint.y+20));
actall = CCSequence::create(act_moveto_npc,actbackfun,NULL);
npc->runAction(actall);
}

/*************
* 改变移动方向
*************/
void SpiritsPlayer::moveTomap_dir(CCPoint newpoint)
{
GetNPCData npcdata = GetNPCData();
npcdata.GetNPCchapter1();
move_dir=SpiritsPlayer::getNowPointDir(newpoint);
npcdata.role_player.dir=move_dir;
npcdata.role_player.acttodo = run;
npcdata.role_player.actiontime=0.5;
npc->stopAction(playdonghua);
playdonghua = SpiritsPlayer::updateNowAnt(npcdata.role_player);
npc->runAction(playdonghua);
}

/*************
* 根据点击坐标获得人物的朝向
*************/
Commen_Direction SpiritsPlayer::getNowPointDir(CCPoint newpoint)
{
Commen_Direction thisdir = rigth_down; //默认为右下
//计算移动数据
float center_x,center_y,npc_x,npc_y;
int move_x,move_y;
//更新NPC方向,状态
CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin();
CCSize size = CCDirector::sharedDirector()->getWinSize();

center_x = size.width/2;
center_y = size.height/2;
npc_x = npc->getPositionX();
npc_y = npc->getPositionY();

move_x =  (int)(npc_x -newpoint.x );
move_y =  (int)(npc_y -newpoint.y - 20);

if(move_x>=10&&move_y<=-10)
{
//左上
thisdir = left_up;
}
else if(move_x>=10&&move_y>=10)
{
//左下
thisdir = left_down;
}
else if(move_x<=-10&&move_y<=-10)
{
//右上
thisdir = rigth_up;
}
else if(move_x<=-10&&move_y>=10)
{
//右下
thisdir =rigth_down;
}
else if(move_x>-10&&move_x<10&&move_y>0)
{
//下
thisdir =down;
}
else if(move_x>-10&&move_x<10&&move_y<0)
{
//上
thisdir =up;
}
else if(move_x>0&&move_y>-10&&move_y<10)
{
//左
thisdir = lefts;
}
else if(move_x<0&&move_y>-10&&move_y<10)
{
//右
thisdir =rigth;
}
return thisdir;
}

/*************
* 移动完成后的回调
*************/
void SpiritsPlayer::moveoverCallBack()
{
//移动完成之后恢复站立状态
GetNPCData npcdata = GetNPCData();
npcdata.GetNPCchapter1();
npcdata.role_player.dir=move_dir;
npcdata.role_player.acttodo = stand;
npcdata.role_player.actiontime=1.1f;
npc->stopAction(playdonghua);
playdonghua = SpiritsPlayer::updateNowAnt(npcdata.role_player);
npc->runAction(playdonghua);
}

/*************
* 普通NPC移动完成后的回调
*************/
void SpiritsPlayer::moveoverCallBackforNpc()
{

}

/*************
* 点击瞬移至此
*************/
void SpiritsPlayer::updateNpcPoint(CCPoint newpoint)
{
p_ui_name->updataGameText(ccp(newpoint.x,newpoint.y+npc->getContentSize().height/2+10));
npc->setPosition(newpoint);
yinzi->setPosition(ccp(newpoint.x,newpoint.y-npc->getContentSize().height/2+5));
}

/*********************
* 八方向人物动作合成器
*********************/
CCAnimation* SpiritsPlayer::getNowAnt(MainRoledata roledata)
{
CCAnimation* thisdonghua = CCAnimation::create();
switch (roledata.dir)
{
case up:

switch (roledata.acttodo)
{
case run:
for(int i = 0; i<=roledata.maxcut_pao ; i++)
{
char donghuaurl[100] = {0};
sprintf(donghuaurl,"%s06%03d.png",roledata.spiritUrl_pao->getCString(),i);
thisdonghua->addSpriteFrameWithFileName(donghuaurl);
}
break;
case stand:
for(int i = 0; i<=roledata.maxcut_zhan ; i++)
{
char donghuaurl[100] = {0};
sprintf(donghuaurl,"%s06%03d.png",roledata.spiritUrl_zhan->getCString(),i);
thisdonghua->addSpriteFrameWithFileName(donghuaurl);
}
break;
case attack:
break;
case death:
break;
case funny:
break;
default:
break;
}

break;
case down:
switch (roledata.acttodo)
{
case run:
for(int i = 0; i<=roledata.maxcut_pao ; i++)
{
char donghuaurl[100] = {0};
sprintf(donghuaurl,"%s04%03d.png",roledata.spiritUrl_pao->getCString(),i);
thisdonghua->addSpriteFrameWithFileName(donghuaurl);
}
break;
case stand:
for(int i = 0; i<=roledata.maxcut_zhan ; i++)
{
char donghuaurl[100] = {0};
sprintf(donghuaurl,"%s04%03d.png",roledata.spiritUrl_zhan->getCString(),i);
thisdonghua->addSpriteFrameWithFileName(donghuaurl);
}
break;
case attack:
break;
case death:
break;
case funny:
break;
default:
break;
}
break;
case lefts:
switch (roledata.acttodo)
{
case run:
for(int i = 0; i<=roledata.maxcut_pao ; i++)
{
char donghuaurl[100] = {0};
sprintf(donghuaurl,"%s05%03d.png",roledata.spiritUrl_pao->getCString(),i);
thisdonghua->addSpriteFrameWithFileName(donghuaurl);
}
break;
case stand:
for(int i = 0; i<=roledata.maxcut_zhan ; i++)
{
char donghuaurl[100] = {0};
sprintf(donghuaurl,"%s05%03d.png",roledata.spiritUrl_zhan->getCString(),i);
thisdonghua->addSpriteFrameWithFileName(donghuaurl);
}
break;
case attack:
break;
case death:
break;
case funny:
break;
default:
break;
}
break;
case rigth:
switch (roledata.acttodo)
{
case run:
for(int i = 0; i<=roledata.maxcut_pao ; i++)
{
char donghuaurl[100] = {0};
sprintf(donghuaurl,"%s07%03d.png",roledata.spiritUrl_pao->getCString(),i);
thisdonghua->addSpriteFrameWithFileName(donghuaurl);
}
break;
case stand:
for(int i = 0; i<=roledata.maxcut_zhan ; i++)
{
char donghuaurl[100] = {0};
sprintf(donghuaurl,"%s07%03d.png",roledata.spiritUrl_zhan->getCString(),i);
thisdonghua->addSpriteFrameWithFileName(donghuaurl);
}
break;
case attack:
break;
case death:
break;
case funny:
break;
default:
break;
}
break;
case rigth_up:
switch (roledata.acttodo)
{
case run:
for(int i = 0; i<=roledata.maxcut_pao ; i++)
{
char donghuaurl[100] = {0};
sprintf(donghuaurl,"%s03%03d.png",roledata.spiritUrl_pao->getCString(),i);
thisdonghua->addSpriteFrameWithFileName(donghuaurl);
}
break;
case stand:
for(int i = 0; i<=roledata.maxcut_zhan ; i++)
{
char donghuaurl[100] = {0};
sprintf(donghuaurl,"%s03%03d.png",roledata.spiritUrl_zhan->getCString(),i);
thisdonghua->addSpriteFrameWithFileName(donghuaurl);
}
break;
case attack:
for(int i = 0; i<=roledata.maxcut_attack ; i++)
{
char donghuaurl[100] = {0};
sprintf(donghuaurl,"%s03%03d.png",roledata.spiritUrl_attack->getCString(),i);
thisdonghua->addSpriteFrameWithFileName(donghuaurl);
}
break;
case magicup:
for(int i = 0; i<=roledata.maxcut_magic ; i++)
{
char donghuaurl[100] = {0};
sprintf(donghuaurl,"%s03%03d.png",roledata.spiritUrl_magic->getCString(),i);
thisdonghua->addSpriteFrameWithFileName(donghuaurl);
}
break;
case death:
break;
case funny:
break;
default:
break;
}
break;
case rigth_down:
switch (roledata.acttodo)
{
case run:
for(int i = 0; i<=roledata.maxcut_pao ; i++)
{
char donghuaurl[1000] = {0};
sprintf(donghuaurl,"%s00%03d.png",roledata.spiritUrl_pao->getCString(),i);
thisdonghua->addSpriteFrameWithFileName(donghuaurl);
}
break;
case stand:
for(int i = 0; i<=roledata.maxcut_zhan ; i++)
{
char donghuaurl[100] = {0};
sprintf(donghuaurl,"%s00%03d.png",roledata.spiritUrl_zhan->getCString(),i);
thisdonghua->addSpriteFrameWithFileName(donghuaurl);
}
break;
case attack:
for(int i = 0; i<=roledata.maxcut_attack ; i++)
{
char donghuaurl[100] = {0};
sprintf(donghuaurl,"%s00%03d.png",roledata.spiritUrl_attack->getCString(),i);
thisdonghua->addSpriteFrameWithFileName(donghuaurl);
}
break;
case magicup:
for(int i = 0; i<=roledata.maxcut_magic ; i++)
{
char donghuaurl[100] = {0};
sprintf(donghuaurl,"%s00%03d.png",roledata.spiritUrl_magic->getCString(),i);
thisdonghua->addSpriteFrameWithFileName(donghuaurl);
}
break;
case death:
break;
case funny:
break;
default:
break;
}
break;
case left_down:
switch (roledata.acttodo)
{
case run:
for(int i = 0; i<=roledata.maxcut_pao ; i++)
{
char donghuaurl[100] = {0};
sprintf(donghuaurl,"%s01%03d.png",roledata.spiritUrl_pao->getCString(),i);
thisdonghua->addSpriteFrameWithFileName(donghuaurl);
}
break;
case stand:
for(int i = 0; i<=roledata.maxcut_zhan ; i++)
{
char donghuaurl[100] = {0};
sprintf(donghuaurl,"%s01%03d.png",roledata.spiritUrl_zhan->getCString(),i);
thisdonghua->addSpriteFrameWithFileName(donghuaurl);
}
break;
case attack:
for(int i = 0; i<=roledata.maxcut_attack ; i++)
{
char donghuaurl[100] = {0};
sprintf(donghuaurl,"%s01%03d.png",roledata.spiritUrl_attack->getCString(),i);
thisdonghua->addSpriteFrameWithFileName(donghuaurl);
}
break;
case magicup:
for(int i = 0; i<=roledata.maxcut_magic ; i++)
{
char donghuaurl[100] = {0};
sprintf(donghuaurl,"%s01%03d.png",roledata.spiritUrl_magic->getCString(),i);
thisdonghua->addSpriteFrameWithFileName(donghuaurl);
}
break;
case death:
break;
case funny:
break;
default:
break;
}
break;
case left_up:
switch (roledata.acttodo)
{
case run:
for(int i = 0; i<=roledata.maxcut_pao ; i++)
{
char donghuaurl[100] = {0};
sprintf(donghuaurl,"%s02%03d.png",roledata.spiritUrl_pao->getCString(),i);
thisdonghua->addSpriteFrameWithFileName(donghuaurl);
}
break;
case stand:
for(int i = 0; i<=roledata.maxcut_zhan ; i++)
{
char donghuaurl[100] = {0};
sprintf(donghuaurl,"%s02%03d.png",roledata.spiritUrl_zhan->getCString(),i);
thisdonghua->addSpriteFrameWithFileName(donghuaurl);
}
break;
case attack:
for(int i = 0; i<=roledata.maxcut_attack ; i++)
{
char donghuaurl[100] = {0};
sprintf(donghuaurl,"%s02%03d.png",roledata.spiritUrl_attack->getCString(),i);
thisdonghua->addSpriteFrameWithFileName(donghuaurl);
}
break;
case magicup:
for(int i = 0; i<=roledata.maxcut_magic ; i++)
{
char donghuaurl[100] = {0};
sprintf(donghuaurl,"%s02%03d.png",roledata.spiritUrl_magic->getCString(),i);
thisdonghua->addSpriteFrameWithFileName(donghuaurl);
}
break;
case death:
break;
case funny:
break;
default:
break;
}
break;
default:
break;
}

return thisdonghua;
}

SpiritsPlayer::~SpiritsPlayer(void)
{
}


sprintf(donghuaurl,"%s06%03d.png",roledata.spiritUrl_pao->getCString(),i);

总体思路就是,我们通过了帧连接的拼接来构成动画,通过我们之前写好的model数据来定义我们任务的朝向等问题

比如00000代表右,01000就代表右上,这个也得根据自己素材的模型来写不同的处理逻辑,万变不离其中;

如果我们的图片是在一张大图的集合中,我们可以同过CCRect来处理获取帧图片方式!

CCAnimation* getNowAnt(MainRoledata roledata);
CCAnimate* updateNowAnt(MainRoledata roledata);

通过这两个方法集合,我们就能获取到八面玲珑的朝向,甚至我们连,后续的动画机制也加入了,比如,跑动,打斗,做各种动作等!

Commen_Direction SpiritsPlayer::getNowPointDir(CCPoint newpoint); //获取朝向

void SpiritsPlayer::moveTomap_dir(CCPoint newpoint) //改变朝向方法

以上两个方法,我们是专门处理,之后精灵移动,移动完之后还得恢复到站立状态,移动过程中改变人物朝向问题!所以要考虑的很清楚

很清晰,思路清楚了,才能方便以后的拓展。

OK了,有了以上的精灵类,将其实例化到一个简单的图片地图上,他就会动了;

添加的时候我们直接addchild方法!!

SpiritsPlayer* role_main = new SpiritsPlayer(basedatas->role_player,1,false);

nowmap->addChild(role_main->npc, 999);

nowmap 暂且可以用一张图片CCSprite代替!!!

下一篇博客我会非常详细的将地图制作方法写出来给大家一起分享,由于其实我之前都是C#,JAVA做的很多,很多地方和细节还需要重构

还需要大家多指点一下,这也是我学习的好机会;

游戏demo及素材下载地址(demo里面包含了所有的素材资料);
http://pan.baidu.com/share/link?shareid=4012433582&uk=4097703620&third=15
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