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Cocos2d-x 3.0final 终结者系列教程13-贪食蛇游戏案例(全)

2018-02-19 09:08 369 查看
快过节了。谢谢了屈原,我们爱你。

应该多几个向屈大人一样跳江的,这样我们就能够放假纪念啦。

---------------------------------快过节了。弄个案例,大家最好还是假期做做,

执行效果展示:





所有代码和资源:
http://download.csdn.net/detail/sdhjob/7424329
1.准备资源

背景图片menuback.png:



节点图片

greenstar.png


redstar.png


yellowstar.png


2.创建一个新项目(怎样配置环境和创建新项目,參考前面教程):

cocos new -p com.xdl.game -l cpp -d ~/Desktop/test0515 snamegame

3.加入文件

首先将HelloWoldScene.h HelloWorld.cpp移走。然后加入GameScene.h GameScene.cpp HelpScene.h HelpScene.cpp MainMenu.h MainMenu.cpp

加上原来自己主动生成的AppDelegate.h 和AppDelegate.cpp共8个文件

4.编码

AppDelegate.h (这个文件基本没修改)

#ifndef _APP_DELEGATE_H_

#define _APP_DELEGATE_H_

#include "cocos2d.h"

class AppDelegate : private cocos2d::Application

{

public:

AppDelegate();

virtual ~AppDelegate();

virtual bool applicationDidFinishLaunching();

virtual void applicationDidEnterBackground();

virtual void applicationWillEnterForeground();

};

#endif // _APP_DELEGATE_H_

AppDelegate.cpp

#include "AppDelegate.h"

#include "MainMenu.h"

#include "SimpleAudioEngine.h"

USING_NS_CC;

using namespace CocosDenshion;

AppDelegate::AppDelegate() {

}

AppDelegate::~AppDelegate()

{

}

bool AppDelegate::applicationDidFinishLaunching() {

// initialize director

auto director = Director::getInstance();

auto glview = director->getOpenGLView();

if(!glview) {

glview = GLView::create("My Game");

director->setOpenGLView(glview);

}

// turn on display FPS

director->setDisplayStats(false);

// set FPS. the default value is 1.0/60 if you don't call this

director->setAnimationInterval(1.0 /
60);

// create a scene. it's an autorelease object

auto scene = MainMenu::createScene();

// run

director->runWithScene(scene);

//開始播放背景音乐

SimpleAudioEngine::getInstance()->playBackgroundMusic("background.mp3");

return true;

}

// This function will be called when the app is inactive. When comes a phone call,it's be invoked too

void AppDelegate::applicationDidEnterBackground() {

Director::getInstance()->stopAnimation();

// if you use SimpleAudioEngine, it must be pause

SimpleAudioEngine::getInstance()->pauseBackgroundMusic();

}

// this function will be called when the app is active again

void AppDelegate::applicationWillEnterForeground() {

Director::getInstance()->startAnimation();

// if you use SimpleAudioEngine, it must resume here

SimpleAudioEngine::getInstance()->resumeBackgroundMusic();

}

说明: 在入口类中增加了背景音乐的播放,而且入口场景设计为MainMenu,往下看
MainMenu.h

#ifndef __snakegame__MainMenu__

#define __snakegame__MainMenu__

#include "cocos2d.h"

USING_NS_CC;

class MainMenu:public
Layer{

public:

static Scene * createScene();

CREATE_FUNC(MainMenu);

virtual bool init();

void menuCallBack(Ref * object);

};

#endif

MainMenu.cpp

#include "MainMenu.h"

#include "GameScene.h"

#include "HelpScene.h"

Scene * MainMenu::createScene()

{ auto scene=Scene::create();

auto layer=MainMenu::create();

scene->addChild(layer);

return scene;

}

bool MainMenu::init(){

if(!Layer::init())

{

return false;

}

auto size=Director::getInstance()->getWinSize();

//加入背景

auto spriteBK=Sprite::create("menuback.png");

spriteBK->setPosition(Point(size.width/2,size.height/2));

this->addChild(spriteBK);

//加入2个菜单栏目

auto menuItemStart=MenuItemFont::create("Start",
CC_CALLBACK_1(MainMenu::menuCallBack,this));

menuItemStart->setTag(1);

auto menuItemHelp=MenuItemFont::create("Help",
CC_CALLBACK_1(MainMenu::menuCallBack,this));

menuItemHelp->setTag(2);

auto menu=Menu::create(menuItemStart,menuItemHelp,NULL);

menu->setPosition(Point::ZERO);

menuItemStart->setPosition(Point(size.width-menuItemStart->getContentSize().width-100,menuItemStart->getContentSize().height+10));

menuItemHelp->setPosition(Point(size.width-menuItemHelp->getContentSize().width-10,menuItemHelp->getContentSize().height+10));

this->addChild(menu);

return true;

}

void MainMenu::menuCallBack(Ref * object){

auto target=(Node *)object;

Scene * scene;

switch (target->getTag()) {

case
1://startgame

scene=Game::createScene();

break;

case 2://Helpgame

scene=Help::createScene();

break;

default:

break;

}

Director::getInstance()->replaceScene(scene);

}

说明:在菜单场景中实现了跳转到帮助场景和游戏场景,往下看:
HelpScene.h

#ifndef __snakegame__HelpScene__

#define __snakegame__HelpScene__

#include "cocos2d.h"

USING_NS_CC;

class Help:public Layer{

public:

static Scene * createScene();

CREATE_FUNC(Help);

virtual bool init();

void menuCallBack(Ref * object);

};

#endif

HelpScene.cpp

#include "HelpScene.h"

#include "MainMenu.h"

Scene * Help::createScene(){

auto scene=Scene::create();

auto layer=Help::create();

scene->addChild(layer);

return scene;

}

bool Help::init(){

if(!Layer::init())

{

return false;

}

auto size=Director::getInstance()->getWinSize();

//加入背景

auto spriteBK=Sprite::create("menuback.png");

spriteBK->setPosition(Point(size.width/2,size.height/2));

spriteBK->setOpacity(75);

this->addChild(spriteBK);

//帮助信息

auto labelScore=Label::create("帮助信息",
"宋体",
25);

labelScore->setPosition(Point(size.width-80,size.height-50));

this->addChild(labelScore);

//返回button

auto menuItemBack=MenuItemFont::create("Back",
CC_CALLBACK_1(Help::menuCallBack,this));

auto menu=Menu::create(menuItemBack,NULL);

menu->setPosition(Point::ZERO);

menuItemBack->setPosition(Point(size.width-menuItemBack->getContentSize().width-100,menuItemBack->getContentSize().height+10));

this->addChild(menu);

return true;

}

void Help::menuCallBack(Ref * object){

auto scene=MainMenu::createScene();

Director::getInstance()->replaceScene(scene);

}

说明:这里仅仅是实现了一个帮助信息显示。能够返回到菜单。以下看游戏场景
GameScene.h

#ifndef __snakegame__GameScene__

#define __snakegame__GameScene__

#include "cocos2d.h"

USING_NS_CC;

enum class ENUM_DIR{

DIR_UP,

DIR_DOWN,

DIR_LEFT,

DIR_RIGHT,

DIR_STOP

};

class SnakeNode:public
Sprite

{

public :

enum ENUM_DIR m_dir;//移动方向

int nodeType; //节点类型1蛇头 2
身体 3 食物

int m_row,m_col; //当前节点的行列坐标

static SnakeNode* create(int type);

virtual bool init(int type);

void setPositionRC(int row,int col);//设置节点的坐标

};

class Game:public Layer{

public:

SnakeNode * spFood;//食物

SnakeNode * spHead;//蛇头

int m_score;

Vector<SnakeNode *> allBody;//身体

static Scene * createScene();

CREATE_FUNC(Game);

virtual bool init();

void menuCallBack(Ref * object);

void gameLogic(float t);

void newBody();//加入一个新的身体节点

void moveBody();//移动全部的身体节点

};

#endif

GameScene.cpp

//

// GameScene.cpp

// Created by 沈 shen on 14-5-27.

//

#include "GameScene.h"

#include "MainMenu.h"

#include "SimpleAudioEngine.h"

using namespace CocosDenshion;

Scene * Game::createScene(){

auto scene=Scene::create();

auto layer=Game::create();

scene->addChild(layer);

return scene;

}

SnakeNode* SnakeNode::create(int type)

{

SnakeNode *pRet = new SnakeNode();

if (pRet && pRet->init(type))

{

pRet->autorelease();

return pRet;

}

else

{

delete pRet;

pRet = NULL;

return NULL;

}

}

bool SnakeNode::init(int type){

if(!Sprite::init())

{

return false;

}

///依据类型不同初始化不同的纹理

switch (type) {

case 1://蛇头

{auto sprite=Sprite::create("redstar.png");

sprite->setAnchorPoint(Point::ZERO);

this->addChild(sprite);

m_dir=ENUM_DIR::DIR_RIGHT;//向右移动

}

break;

case 2://身体

{auto sprite=Sprite::create("greenstar.png");

sprite->setAnchorPoint(Point::ZERO);

this->addChild(sprite);

}

m_dir=ENUM_DIR::DIR_STOP;//

break;

case 3://食物

{auto sprite=Sprite::create("yellowstar.png");

sprite->setAnchorPoint(Point::ZERO);

this->addChild(sprite);

}

m_dir=ENUM_DIR::DIR_STOP;//

break;

default:

break;

}

return true;

}

void SnakeNode::setPositionRC(int row,int col)//设置节点的坐标

{ this->m_row=row;

this->m_col=col;

setPosition(Point(col*32,row*32));

}

bool Game::init(){

if(!Layer::init())

{

return false;

}

//加入地图

auto draw=DrawNode::create();

draw->setAnchorPoint(Point::ZERO);

draw->setPosition(Point::ZERO);

this->addChild(draw);

for(int i=0;i<11;i++)

{

draw->drawSegment(Point(0,32*i), Point(320,32*i),
1, Color4F(1,1,1,1));

draw->drawSegment(Point(32*i,0), Point(32*i,320),
1, Color4F(1,1,1,1));

}

//加入蛇头

spHead=SnakeNode::create(1);

this->addChild(spHead);

//加入身体

//加入食物

spFood=SnakeNode::create(3);

int row=rand()%10;

int col=rand()%10;

spFood->setPositionRC(row,col);

this->addChild(spFood);

auto size=Director::getInstance()->getWinSize();

//加入背景

auto spriteBK=Sprite::create("menuback.png");

spriteBK->setPosition(Point(size.width/2,size.height/2));

spriteBK->setOpacity(75);

this->addChild(spriteBK);

//分数显示

m_score=0;

auto labelScore=Label::create("分数:0",
"宋体",
25);

labelScore->setTag(110);

labelScore->setPosition(Point(size.width-80,size.height-50));

this->addChild(labelScore);

//返回button

auto menuItemBack=MenuItemFont::create("Back", CC_CALLBACK_1(Game::menuCallBack,this));

auto menu=Menu::create(menuItemBack,NULL);

menu->setPosition(Point::ZERO);

menuItemBack->setPosition(Point(size.width-menuItemBack->getContentSize().width-50,menuItemBack->getContentSize().height+10));

this->addChild(menu);

//计划任务

this->schedule(schedule_selector(Game::gameLogic),0.5);

//增加用户触摸事件侦听

auto listener=EventListenerTouchOneByOne::create();

listener->setSwallowTouches(true);

listener->onTouchBegan=[&](Touch * t,Event * e){

//改变贪食蛇移动的方向

int col=t->getLocation().x/32;

int row=t->getLocation().y/32;

int spHeadCol=spHead->getPositionX()/32;

int spHeadRow=spHead->getPositionY()/32;

if(abs(spHeadCol-col)>abs(spHeadRow-row))

{

if(spHeadCol<col)

{

spHead->m_dir=ENUM_DIR::DIR_RIGHT;

}else

{

spHead->m_dir=ENUM_DIR::DIR_LEFT;

}

}

else

{if(spHeadRow<row)

{

spHead->m_dir=ENUM_DIR::DIR_UP;

}else

{

spHead->m_dir=ENUM_DIR::DIR_DOWN;

}

}

return true;

};

_eventDispatcher->addEventListenerWithSceneGraphPriority(listener,
this);

return true;

}

void Game::menuCallBack(Ref * object){

auto scene=MainMenu::createScene();

Director::getInstance()->replaceScene(scene);

}

void Game::gameLogic(float t)

{ moveBody();//移动全部身体节点

//蛇头移动

switch (spHead->m_dir) {

case ENUM_DIR::DIR_RIGHT:

spHead->runAction(MoveBy::create(0.3, Point(32,0)));

spHead->m_col++;

break;

case ENUM_DIR::DIR_LEFT:

spHead->runAction(MoveBy::create(0.3, Point(-32,0)));

spHead->m_col--;

break;

case ENUM_DIR::DIR_DOWN:

spHead->runAction(MoveBy::create(0.3, Point(0,-32)));

spHead->m_row--;

break;

case ENUM_DIR::DIR_UP:

spHead->runAction(MoveBy::create(0.3, Point(0,32)));

spHead->m_row++;

break;

default:

break;

}

//碰撞检測

if(spHead->m_row==spFood->m_row&&

spHead->m_col==spFood->m_col)

{ //音效的播放

SimpleAudioEngine::getInstance()->playEffect("eat.wav");

//分数添加

this->m_score+=100;

Label * label=(Label *)this->getChildByTag(110);

char strscore[20];

sprintf(strscore, "分数:%d",m_score);

label->setString(strscore);

//食物产生新的位置

int row=rand()%10;

int col=rand()%10;

spFood->setPositionRC(row,col);

//加入节点

newBody();

}

}

void Game::newBody()//加入一个新的身体节点

{

auto bodynode=SnakeNode::create(2);

//设置这个节点的方向和坐标

if(allBody.size()>0)//有身体节点

{ //最后一个身体的节点

auto lastbody=allBody.at(allBody.size()-1);

bodynode->m_dir=lastbody->m_dir;

switch (bodynode->m_dir) {

case ENUM_DIR::DIR_UP:

bodynode->setPositionRC(lastbody->m_row-1, lastbody->m_col);

break;

case ENUM_DIR::DIR_DOWN:

bodynode->setPositionRC(lastbody->m_row+1, lastbody->m_col);

break;

case ENUM_DIR::DIR_LEFT:

bodynode->setPositionRC(lastbody->m_row, lastbody->m_col+1);

break;

case ENUM_DIR::DIR_RIGHT:

bodynode->setPositionRC(lastbody->m_row, lastbody->m_col-1);

break;

default:

break;

}

}else

{ //新节点的方向等于蛇头的方向

bodynode->m_dir=spHead->m_dir;

switch (bodynode->m_dir) {

case ENUM_DIR::DIR_UP:

bodynode->setPositionRC(spHead->m_row-1, spHead->m_col);

break;

case ENUM_DIR::DIR_DOWN:

bodynode->setPositionRC(spHead->m_row+1, spHead->m_col);

break;

case ENUM_DIR::DIR_LEFT:

bodynode->setPositionRC(spHead->m_row, spHead->m_col+1);

break;

case ENUM_DIR::DIR_RIGHT:

bodynode->setPositionRC(spHead->m_row, spHead->m_col-1);

break;

default:

break;

}

}

//加入节点到当前图层

this->addChild(bodynode);

//加入节点到集合中

allBody.pushBack(bodynode);

}

void Game::moveBody()//移动全部的身体节点

{

if(allBody.size()==0){return;}

for(auto bodynode:allBody)

{

switch (bodynode->m_dir) {

case ENUM_DIR::DIR_RIGHT:

bodynode->runAction(MoveBy::create(0.3, Point(32,0)));

bodynode->m_col++;

break;

case ENUM_DIR::DIR_LEFT:

bodynode->runAction(MoveBy::create(0.3, Point(-32,0)));

bodynode->m_col--;

break;

case ENUM_DIR::DIR_DOWN:

bodynode->runAction(MoveBy::create(0.3, Point(0,-32)));

bodynode->m_row--;

break;

case ENUM_DIR::DIR_UP:

bodynode->runAction(MoveBy::create(0.3, Point(0,32)));

bodynode->m_row++;

break;

default:

break;

}

}

//移动完毕之后,改变每一个body的方向

for(int i=allBody.size()-1;i>0;i--)

{ //每一个节点的
方向调整为它前一个节点的方向

allBody.at(i)->m_dir=allBody.at(i-1)->m_dir;

}

allBody.at(0)->m_dir=spHead->m_dir;

}

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