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小小菜之Cocos2d-x游戏开发旅程——Lua之抛物线运动

2015-12-09 21:55 841 查看
今天用Lua实现了抛物线运动,将炮弹发射出去,呈抛物线运动,当进入水里之后,进行减速

直接上代码吧

local Danyao_P = class("Danyao_P" , function ()
return cc.Node:create()
end)

function Danyao_P:ctor()
self.visibleSize = cc.Director:getInstance():getVisibleSize()
self.type = 2
self.nowShell = nil
self.speed = 0
self.vx = 0
self.vy = 0
self.strength = 0   --力度
self.k = 0  --系数
--初始角度系数
self.kx = 1/math.sqrt(2)
self.ky = 1/math.sqrt(2)
self.mode = nil   --判断炮弹状态
self.timeUpdate = nil
self.indexShell = 0
self.shellUpdate = nil
end

--x , y 为炮口所在坐标
function Danyao_P:shellRect(x , y)
if self.type == 1 then
return cc.rect(x,y,65,64)
elseif self.type == 2 then
return cc.rect(x,y,72,69)
elseif self.type == 3 then
return cc.rect(x,y,64,28)
end
end

function Danyao_P:removeLogic()
if self.shellUpdate ~= nil then
cc.Director:getInstance():getScheduler():unscheduleScriptEntry(self.shellUpdate)
self.shellUpdate = nil
end
end

function Danyao_P:load(x , y)
cc.SpriteFrameCache:getInstance():addSpriteFrames("Shell/ShellList.plist" , "Shell/ShellList.png")

cc.SpriteFrameCache:getInstance():addSpriteFrames("cocostudio/Common/Common.plist" , "cocostudio/Common/Common.png")
self.nowShell = cc.Sprite:createWithSpriteFrameName("danyao2.png")
self.nowShell:setScale(0.8)
-- self.type = typ
-- self:shellType()
self:addChild(self.nowShell)
self:setPosition(x , y)
self.strength = 200
self.k = 100
self.kx = math.cos((15 - armature:getRotation()) * math.pi / 180)--根据炮筒当前角度而改变
self.ky = math.sin((15 - armature:getRotation()) * math.pi / 180)
self.speed = self.k * self.strength / 60
--60为炮弹重量
self.vx = self.speed * self.kx
self.vy = self.speed * self.ky
self.mode = 1
local function logic(t)
if self.mode == 0 then
return
elseif self.mode == 1 then
self.vy = self.vy - 6
local act = cc.MoveBy:create(t , cc.p(self.vx*t , self.vy*t))
self:runAction(act)
self:setRotation(-math.atan(self.vy/self.vx)*180/math.pi)
--判断是否入水
if self:getPositionY() < self.visibleSize.height/2 + 110 then
ccs.ArmatureDataManager:getInstance():addArmatureFileInfo("Animation/texiao001/texiao001.ExportJson")
local shuihua = ccs.Armature:create("texiao001")
shuihua:setPosition(self:getPositionX() , self:getPositionY() - 20)
shuihua:getAnimation():playWithIndex(0)
self:getParent():addChild(shuihua)
local function removeShuihua()
shuihua:removeFromParent()
end
shuihua:runAction(cc.Sequence:create(cc.DelayTime:create(0.2) , cc.CallFunc:create(removeShuihua)))
self.mode = 2
end
elseif self.mode == 2 then
if self.vx > 120 then
self.vx = 60
end
self.vx = self.vx*0.98
if self.vx > -160 then
self.vy = -50
end
if self.vy*0.98 < 150 then
self.vy = self.vy*0.98
else
self.vy = -10
end
local act = cc.MoveBy:create(t , cc.p(self.vx*t , self.vy*t))
self:runAction(act)
self:setRotation(-math.atan(self.vy/self.vx)*180/math.pi)
end
self.shellUpdate = cc.Director:getInstance():getScheduler():scheduleScriptFunc(logic , 1/60 , false)
end

--------------------自定义函数 end -------------------------
function Danyao_P:onEnter()
-- body
end

function Danyao_P:onExit()
-- body
end

function Danyao_P:cleanUp()
APUtils.EventDispatcher:getInstance():removeAllFuncOfObject(self)
end

function Danyao_P:init(x , y)
self:load(x , y)
local function onNodeEvent(event)
if event == "cleanup" then
self:cleanUp()
elseif event == "exit" then
self:onExit()
elseif event == "enter" then
self:onEnter()
end
end
self:registerScriptHandler(onNodeEvent)
end

function Danyao_P:create(x , y)
local nodes = Danyao_P.new()
nodes:init(x , y)
return nodes
end

return Danyao_P
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