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cocos2dx实例开发之2D横版跑酷

2015-09-08 00:47 701 查看
从网上下了一点素材资源,外加自己ps一点资源,然后东拼西凑写了一个横版跑酷的小游戏

ps:csdn好不爽,无法传大点的gif,所以只好录了个短的gif,而且压缩之后凑合能看

预览



步骤

1 工程结构

开发环境

win8.1
vs2013
cocos2dx 3.2
代码目录



游戏组成结构



主要有以下几个场景

预加载场景,用于loading等待
主菜单场景
游戏主场景(背景、移动地图、角色、拾取物)
选项界面
关于界面

2 预加载场景

主要是用于图片资源,音频资源的异步预加载,然后在回调里面跳转到主菜单场景,并且添加了进度条提示
void LoadingScene::loadingCallBack(Texture2D *texture)
{
loadedNum++;
//此处的预加载帧动画指示用于实验性质
switch(loadedNum)
{
case 1:
//预加载帧缓存纹理
SpriteFrameCache::getInstance()->addSpriteFramesWithFile("boy.plist",texture);
loadProgress->setPercentage((float)loadedNum/totalNum*100);
break;
case 2:
//预加载帧缓存纹理
SpriteFrameCache::getInstance()->addSpriteFramesWithFile("girl.plist",texture);
loadProgress->setPercentage((float)loadedNum/totalNum*100);
break;
default:
break;
}

if(loadedNum==totalNum)
{
//预加载帧动画
auto boyAnimation=Animation::create();
boyAnimation->setDelayPerUnit(0.1f);
for(int i=1;i<=12;i++)
{
char str[100]={0};
sprintf(str,"boy%d.png",i);
boyAnimation->addSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName(str));
}

AnimationCache::getInstance()->addAnimation(boyAnimation,"boyAnimation");

//预加载帧动画
auto girlAnimation=Animation::create();
girlAnimation->setDelayPerUnit(0.2f);
for(int i=1;i<=8;i++)
girlAnimation->addSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("girl"+std::to_string(i)+".png"));
AnimationCache::getInstance()->addAnimation(girlAnimation,"girlAnimation");

////预加载音乐和音效
SimpleAudioEngine::getInstance()->preloadBackgroundMusic("spring_music.wav");
SimpleAudioEngine::getInstance()->preloadBackgroundMusic("winter_music.mp3");

SimpleAudioEngine::getInstance()->preloadEffect("jump.wav");
SimpleAudioEngine::getInstance()->preloadEffect("point.mp3");
SimpleAudioEngine::getInstance()->preloadEffect("gameover.wav");

//加载完毕跳转到游戏场景
auto mainMenu=MainMenu::createScene();
TransitionScene *transition=TransitionFade::create(1.0f,mainMenu);
Director::getInstance()->replaceScene(transition);
}

}

3 主菜单场景

添加一个菜单和对应的回调函数,分别有开始游戏、选项、关于等菜单项
//添加菜单
auto newGameItem=MenuItemImage::create("newgameA.png","newgameB.png",CC_CALLBACK_1(MainMenu::menuStartCallback,this));
newGameItem->setPosition(Point(visibleOrigin.x+visibleSize.width/2,visibleOrigin.y+visibleSize.height/2));

auto optionItem=MenuItemImage::create("option_btn.png","option_btn.png",CC_CALLBACK_1(MainMenu::menuOptionCallback,this));
optionItem->setPosition(Point(visibleOrigin.x+visibleSize.width/2,visibleOrigin.y+visibleSize.height/2-60));

auto aboutItem=MenuItemImage::create("aboutA.png","aboutB.png",CC_CALLBACK_1(MainMenu::menuAboutCallback,this));
aboutItem->setPosition(Point(visibleOrigin.x+visibleSize.width/2,visibleOrigin.y+visibleSize.height/2-120));

auto menu=Menu::create(newGameItem,optionItem,aboutItem,NULL);
menu->setPosition(Point::ZERO);
this->addChild(menu,1);

4 游戏主场景

common头文件
这个头文件里面存储了一些定义的全局变量,比如关卡、男女角色选取等
//游戏关卡枚举
enum Level
{
SPRING,
WINTER
};

//游戏角色枚举
enum PlayerType
{
BOY,
GIRL
};

//游戏角色状态
enum PlayerState
{
RUN,
SLIDE,
JUMP
};

//地图元素枚举
enum BlockType
{
LAND,  //砖块
NPC,   //怪物
STAR,  //星星
TOOL,  //工具
NONE   //空
};

//场景间隔基本单位定为80,分辨率800*480,则排满是10*6个格子,便于作碰撞检测
const float BLOCK_SIZE=80.0f;
const float PICKUP_SIZE=40.0f;
const float PLAYER_RADIUS=50.0f;
const float GRAVITY=-1500.0f;
const float PLAYER_SPEED=700.0f;
为了便于计算,将屏幕设计分辨率定位800*480,一个砖块或怪物的大小是80*80,一个拾取物的大小是40*40,这样计算坐标时只需要左整数倍数的偏移就可以了。
游戏里面设置了两种关卡,分别对应了春天和冬天的地图,春天的怪物是绿水灵,冬天的怪物是蓝蘑菇,(玩过冒险岛的都知道),同时还可以选择男、女两种角色。
都是用全局变量进行控制。

游戏角色player类
class Player:public Node
{
public:
virtual bool init() override;
CREATE_FUNC(Player);
public:
void run(); //主角奔跑
void jump(); //主角跳跃
void slide(); //主角滑行
PlayerState playerState; //角色状态
private:
Sprite *playerSprite; //奔跑的角色精灵
Sprite *playerSpriteSlideJump; //滑行和起跳的角色精灵
Animate *playerAnim;
Texture2D *jumpTexture;
Texture2D *slideTexture;

};
游戏角色分男女,具有奔跑、跳跃、滑行三种状态
角色还有奔跑动画,同时还要为角色绑定刚体,需要受物理引擎作用
playerSprite=Sprite::create(playerTextureName); //此处必须初始化一张角色纹理,否则后面无法切换纹理

jumpTexture=Sprite::create(playerJumpTexureName)->getTexture(); //创建跳跃纹理
slideTexture=Sprite::create(playerSlideTextureName)->getTexture(); //创建滑行纹理

playerAnim=Animate::create(playerAnimation);
this->addChild(playerSprite);

auto playerBody=PhysicsBody::createBox(playerSprite->getContentSize()); //这里要用包围盒,如果用圆形的话会导致滚动
playerBody->setDynamic(true);
playerBody->setContactTestBitmask(1);
playerBody->setGravityEnable(true);
playerBody->getShape(0)->setRestitution(0.0f); //设置刚体回弹力
this->setPhysicsBody(playerBody);


游戏移动地图类

主要是地图中的砖块和怪物等元素的无限滚屏移动
首先,在初始化里面,手动设置初始地图,放置砖块、怪物、拾取物等等
//手动搭建地图,没有加入即时计算~
//1层
for(int i=0;i<10;i++)
{
if(i!=3&&i!=4&&i!=7&&i!=8)
{
//添加land
auto block=Sprite::create(block_file);
block->setPosition(BLOCK_SIZE/2+i*BLOCK_SIZE,BLOCK_SIZE/2+1*BLOCK_SIZE);
this->addChild(block);
block->setTag(LAND); //设置tag
auto blockBody=PhysicsBody::createBox(block->getContentSize());
blockBody->setDynamic(false);
blockBody->setContactTestBitmask(1);
blockBody->getShape(0)->setRestitution(0);
block->setPhysicsBody(blockBody);
}
}
//2层
for(int i=0;i<10;i++)
{
if(i==2||i==5||i==6)
{
//添加怪物
auto npc=Sprite::create(npc_file);
npc->setTag(NPC);
npc->setPosition(BLOCK_SIZE/2+i*BLOCK_SIZE,BLOCK_SIZE/2+2*BLOCK_SIZE);
auto npcBody=PhysicsBody::createBox(npc->getContentSize());
npcBody->setDynamic(false);
npcBody->setContactTestBitmask(1);
npcBody->getShape(0)->setRestitution(0);
npc->setPhysicsBody(npcBody);
this->addChild(npc);
}
if(i==3)
{
//添加land
auto block=Sprite::create(block_file);
block->setPosition(BLOCK_SIZE/2+i*BLOCK_SIZE,BLOCK_SIZE/2+1*BLOCK_SIZE);
this->addChild(block);
block->setTag(LAND); //设置tag
auto blockBody=PhysicsBody::createBox(block->getContentSize());
blockBody->setDynamic(false);
blockBody->setContactTestBitmask(1);
blockBody->getShape(0)->setRestitution(0);
block->setPhysicsBody(blockBody);
}
}
//3层
for(int i=0;i<10;i++)
{
if(i!=0&&i!=3&&i!=4)
{
//添加星星
auto star1=Sprite::create(star_file);
star1->setTag(STAR);
star1->setPosition(PICKUP_SIZE/2+i*BLOCK_SIZE,BLOCK_SIZE/2+3*BLOCK_SIZE);
auto starBody1=PhysicsBody::createBox(star1->getContentSize());
starBody1->setDynamic(false);
starBody1->setContactTestBitmask(1);
starBody1->getShape(0)->setRestitution(0.0f);
star1->setPhysicsBody(starBody1);
this->addChild(star1);

auto star2=Sprite::create(star_file);
star2->setTag(STAR);
star2->setPosition(PICKUP_SIZE/2*3+i*BLOCK_SIZE,BLOCK_SIZE/2+3*BLOCK_SIZE);
auto starBody2=PhysicsBody::createBox(star2->getContentSize());
starBody2->setDynamic(false);
starBody2->setContactTestBitmask(1);
starBody2->getShape(0)->setRestitution(0.0f);
star2->setPhysicsBody(starBody2);
this->addChild(star2);

}

}
//4层
for(int i=0;i<10;i++)
{
if(i==3||i==4)
{
//添加land
auto block=Sprite::create(block_file);
block->setPosition(BLOCK_SIZE/2+i*BLOCK_SIZE,BLOCK_SIZE/2+4*BLOCK_SIZE);
this->addChild(block);
block->setTag(LAND); //设置tag
auto blockBody=PhysicsBody::createBox(block->getContentSize());
blockBody->setDynamic(false);
blockBody->setContactTestBitmask(1);
blockBody->getShape(0)->setRestitution(0);
block->setPhysicsBody(blockBody);

}
if(i==8)
{
auto star1=Sprite::create(star_file);
star1->setTag(STAR);
star1->setPosition(PICKUP_SIZE/2+i*BLOCK_SIZE,BLOCK_SIZE/2+3*BLOCK_SIZE);
auto starBody1=PhysicsBody::createBox(star1->getContentSize());
starBody1->setDynamic(false);
starBody1->setContactTestBitmask(1);
starBody1->getShape(0)->setRestitution(0.0f);
star1->setPhysicsBody(starBody1);
this->addChild(star1);

auto star2=Sprite::create(star_file);
star2->setTag(STAR);
star2->setPosition(PICKUP_SIZE/2*3+i*BLOCK_SIZE,BLOCK_SIZE/2+3*BLOCK_SIZE);
auto starBody2=PhysicsBody::createBox(star2->getContentSize());
starBody2->setDynamic(false);
starBody2->setContactTestBitmask(1);
starBody2->getShape(0)->setRestitution(0.0f);
star2->setPhysicsBody(starBody2);
this->addChild(star2);
}
if(i==6)
{
//添加道具
auto tool=Sprite::create(tool_file);
tool->setTag(TOOL);
tool->setPosition(PICKUP_SIZE/2+i*BLOCK_SIZE,BLOCK_SIZE/2+3*BLOCK_SIZE);
auto toolBody=PhysicsBody::createBox(tool->getContentSize());
toolBody->setDynamic(false);
toolBody->setContactTestBitmask(1);
toolBody->getShape(0)->setRestitution(0.0f);
tool->setPhysicsBody(toolBody);
this->addChild(tool);
}
}
每个物体都绑定了刚体,便于在物理世界做碰撞检测
然后需要启动无限滚屏
//启动调度器,地图滚屏
this->schedule(schedule_selector(GameMap::mapUpdate),0.01f);
目前所采用的策略是党某个node消失在左侧是,重新设置其坐标到有边缘从右往左移动,不过,更好的方法是动态的随机生成地图结点,但是算法较复杂。
void GameMap::mapUpdate(float dt)
{
for(auto &node:this->getChildren())
{
node->setPositionX(node->getPositionX()-3.0f);
if(node->getPositionX()<=-node->getContentSize().width/2)
node->setPositionX(node->getPositionX()+BLOCK_SIZE/2+10*BLOCK_SIZE);
}

}

游戏主场景类
这里有游戏最重要的逻辑代码。

一开始需要初始化物理引擎
auto *scene=Scene::createWithPhysics();
scene->getPhysicsWorld()->setGravity(Vec2(0,GRAVITY));


添加背景滚屏,这是底层背景,移动速度比地图移动速度慢,这样有层次感,有景深感觉,让画面更加动感
backGround1=Sprite::create(backGroundFile);
backGround1->setAnchorPoint(Point::ZERO);
backGround1->setPosition(Point::ZERO);
this->addChild(backGround1,0);
backGround2=Sprite::create(backGroundFile);
backGround2->setAnchorPoint(Point::ZERO);
backGround2->setPosition(Point::ZERO);
this->addChild(backGround2,0);
void GameScene::backGroundUpdate(float dt)
{
backGround1->setPositionX(backGround1->getPositionX()-1.0f);
backGround2->setPositionX(backGround1->getPositionX()+backGround1->getContentSize().width);
if(backGround2->getPositionX()<=0.0f)
backGround1->setPositionX(0.0f);
}


添加角色
//添加player
player=Player::create();
player->setPosition(Point(visibleOrigin.x+2*BLOCK_SIZE,visibleOrigin.y+4*BLOCK_SIZE));
this->addChild(player,1);


添加地图
//设置地图,默认锚点在左下角
gameMap=GameMap::create();
gameMap->setPosition(visibleOrigin.x,visibleOrigin.y);
this->addChild(gameMap,1);


添加两个控制按钮
//添加滑行和跳跃按钮的事件
score=0; //初始化分数

slideBtn=Sprite::create("slideButton.png");
auto slideBtnTexture1=Sprite::create("slideButton.png")->getTexture();
auto slideBtnTexture2=Sprite::create("slideButtonPress.png")->getTexture();
slideBtnTextures.pushBack(slideBtnTexture1);
slideBtnTextures.pushBack(slideBtnTexture2);
slideBtn->setScale(0.5);
slideBtn->setPosition(Point(visibleOrigin.x+100,visibleOrigin.y+50));
this->addChild(slideBtn,2);

jumpBtn=Sprite::create("jumpButton.png");
auto jumpBtnTexture1=Sprite::create("jumpButton.png")->getTexture();
auto jumpBtnTexture2=Sprite::create("jumpButtonPress.png")->getTexture();
jumpBtnTextures.pushBack(jumpBtnTexture1);
jumpBtnTextures.pushBack(jumpBtnTexture2);
jumpBtn->setScale(0.5);
jumpBtn->setPosition(Point(visibleOrigin.x+visibleSize.width-100,visibleOrigin.y+50));
this->addChild(jumpBtn,2);


触摸检测,用于控制按钮
滑行时动态更换纹理
跳跃时给角色一个向上的速度,暂停动画,更换纹理
要注意的是,一开始只能二段跳,接了道具之后可以三段跳
bool GameScene::onTouchBegan(Touch *touch,Event *event)
{
auto touchPoint=touch->getLocation();
//检测是否触摸在按钮区域
if(slideBtn->getBoundingBox().containsPoint(touchPoint))
{
slideBtn->setTexture(slideBtnTextures.at(1));
player->slide();
}

if(jumpTimes<jumpTotal&&jumpBtn->getBoundingBox().containsPoint(touchPoint))
{
if(isSound)
SimpleAudioEngine::getInstance()->playEffect("jump.wav"); //播放跳跃音效
jumpBtn->setTexture(jumpBtnTextures.at(1));
player->jump();
jumpTimes++;
}

return true;
}

void GameScene::onTouchEnded(Touch *touch,Event *event)
{
auto touchPoint=touch->getLocation();
//判断是释放时是否在按钮区域
if(slideBtn->getBoundingBox().containsPoint(touchPoint))
{
slideBtn->setTexture(slideBtnTextures.at(0));
player->run();
}

if(jumpBtn->getBoundingBox().containsPoint(touchPoint))
{
jumpBtn->setTexture(jumpBtnTextures.at(0));
}

}


碰撞检测
bool GameScene::onContactBegin(const PhysicsContact &contact)
{
jumpTimes=0; //落回地面就将已跳跃次数清零

//获得被碰撞物体,getShapeA  getShapeB要尝试一下
auto target=contact.getShapeA()->getBody()->getNode();
if(target->getTag()==STAR)
{
//碰到星星就涨分,星星消失
gameMap->moveNode(target);
addScore(100); //拾取星星得100
}
else if(target->getTag()==NPC&&target->getPositionY()+target->getContentSize().height/2<player->getPositionY()) //此处要用else if,只有当角色在怪物头上才能踩中
{
gameMap->moveNode(target);
addScore(150); //踩怪得150
}
else if(target->getTag()==NPC&&target->getPositionY()+target->getContentSize().height/2>=player->getPositionY()) //如果角色正面遇到怪物就挂了
gameOver();
else if(target->getTag()==TOOL)
{
jumpTotal=3;
auto toolIcon=Sprite::create("accelerate_state.png");
toolIcon->setPosition(Point(visibleOrigin.x+180,visibleOrigin.y+50));
this->addChild(toolIcon,2);
target->removeFromParent(); //道具只出现一次,从parent里面删除
addScore(300); //道具300
}

//落回地面恢复跑步状态
if(player->playerState==JUMP)
player->run();

return true;
}


碰撞检测的逻辑主要是

判断碰撞的是砖块则继续奔跑
判断碰撞的是怪物,并且是踩在投上,则消除怪物,得分
判断碰撞的是拾取物,则消除拾取物,得分,如果是道具的话则获得三段跳的能力
判断碰撞是正面遇到怪物,则游戏结束

游戏结束的逻辑

正面遇到怪物
落到屏幕底下
void GameScene::gameOver()
{
//游戏结束停止所有的调度器
gameMap->unscheduleAllSelectors();
this->unscheduleAllSelectors();
//播放游戏结束声音
if(isSound)
SimpleAudioEngine::getInstance()->playEffect("gameover.wav");

//游戏结束出现菜单
visibleSize=Director::getInstance()->getVisibleSize();
visibleOrigin=Director::getInstance()->getVisibleOrigin();

auto gameOverPanel=Node::create();
auto overLabel=Sprite::create("gameover.png");
overLabel->setPosition(visibleOrigin.x+visibleSize.width/2,visibleOrigin.y+visibleSize.height/2+100);
gameOverPanel->addChild(overLabel);

auto backItem=MenuItemImage::create("back_to_menu.png","back_to_menu_press.png",[](Object *sender)
{
//用lambda表达式作为菜单函数回调
auto mainMenu=MainMenu::createScene();
TransitionScene *transition=TransitionFade::create(1.0f,mainMenu);
Director::getInstance()->replaceScene(transition);
});
auto backMenu=Menu::createWithItem(backItem);
backMenu->setPosition(visibleOrigin.x+visibleSize.width/2,visibleOrigin.y+visibleSize.height/2-50);

gameOverPanel->addChild(backMenu);

gameOverPanel->setPositionY(visibleOrigin.y+visibleSize.height);
this->addChild(gameOverPanel,3);
//滑入gameover logo,注意node的锚点在左下角
gameOverPanel->runAction(MoveTo::create(0.5f,Vec2(visibleOrigin.x,visibleOrigin.y)));

}


其他逻辑

都放到update这个函数里面进行

角色被阻挡后赶到原来的位置

//当角色被挡道之后跟上原来的位置
float step=2.0f;
if(player->getPositionX()<2*BLOCK_SIZE)
player->setPositionX(player->getPositionX()+step);
if(player->getPositionX()>2*BLOCK_SIZE)
player->setPositionX(player->getPositionX()-step);


加分
void GameScene::addScore(float number)
{
if(isSound)
SimpleAudioEngine::getInstance()->playEffect("point.mp3"); //播放得分音效
score+=number;
scoreLabel->setString(String::createWithFormat("score: %d",score)->_string);
}


5 设置场景

设置游戏关卡、游戏角色和声音,这里懒得加xml配置文件存储。
//春天
auto springItem=MenuItemImage::create("spring_icon.png","spring_icon_press.png",[](Object *sender)
{
//修改关卡
level=SPRING;
textLevel->setString("level: Spring");
});

springItem->setPosition(visibleOrigin.x+visibleSize.width/4+35,visibleOrigin.y+visibleSize.height/4*3);
//冬天
auto winterItem=MenuItemImage::create("winter_icon.png","winter_icon_press.png",[](Object *sender)
{
//修改关卡
level=WINTER;
textLevel->setString("level: Winter");
});
winterItem->setPosition(visibleOrigin.x+visibleSize.width/4*3-35,visibleOrigin.y+visibleSize.height/4*3);
//男生
auto boyItem=MenuItemImage::create("boy1.png","boy_jump.png",[](Object *sender)
{
//修改角色
playerType=BOY;
textPlayer->setString("player: Boy");
});
boyItem->setPosition(visibleOrigin.x+visibleSize.width/2,visibleOrigin.y+visibleSize.height/2-100);
//女生
auto girlItem=MenuItemImage::create("girl1.png","girl_jump.png",[](Object *sender)
{
//修改角色
playerType=GIRL;
textPlayer->setString("player: Girl");
});
girlItem->setPosition(visibleOrigin.x+visibleSize.width/2+200,visibleOrigin.y+visibleSize.height/2-100);

//声音开关
auto soundItem=MenuItemImage::create("sound_on.png","sound_off.png",[](Object *sender)
{
//修改声音
isSound=!isSound;
textSound->setString(isSound?"sound: On":"sound: Off");
});
soundItem->setPosition(visibleOrigin.x+soundItem->getContentSize().width/2,visibleOrigin.y+soundItem->getContentSize().height/2);

auto menu=Menu::create(backItem,springItem,winterItem,boyItem,girlItem,soundItem,NULL);
menu->setPosition(Point::ZERO);

this->addChild(menu);
通过全局变量与其他场景交互

6 关于场景

//添加动态背景
auto backGround=Sprite::create("about.jpg");
backGround->setPosition(visibleOrigin.x+visibleSize.width/2,visibleOrigin.y+visibleSize.height/2);
auto repeatAnim=MoveBy::create(3.0f,Vec2(0,50));
backGround->runAction(RepeatForever::create(Sequence::create(repeatAnim,repeatAnim->reverse(),NULL)));
this->addChild(backGround,0);

//添加关于告示
auto aboutLabel=Sprite::create("aboutLabel.png");
aboutLabel->setPosition(visibleOrigin.x+visibleSize.width/2,visibleOrigin.y+visibleSize.height/2);
this->addChild(aboutLabel,1);
auto text=LabelBMFont::create("author:tashaxing\nE-mail:tashaxing@163.com\n\nWish you have fun!","bitmapFontChinese.fnt");
text->setPosition(visibleOrigin.x+visibleSize.width/2,visibleOrigin.y+visibleSize.height/2);
this->addChild(text,2);
一些简介

效果图

















整个demo也做了蛮久的,很多图片和图标,配色都是我自己ps的,算是策划、美术和程序一人承担了。

源码下载
csdn:跑酷游戏
github:parkour
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