曾經,微信裏面可以玩一個打飛機的小遊戲,很有趣,後來又沒有了,這裏基於原版素材寫了一個高仿微信打飛機的小遊戲
預覽
工程結構
環境
- Mac os Mojave
- xcode 7.0
- cocos2dx 3.17
代碼目錄
遊戲架構
主要包括以下場景
- 主菜單
- 遊戲(天空、玩家、敵機、子彈、道具)
步驟
菜單場景
遊戲主菜單界面,進入遊戲的入口界面
bool MainMenuScene::init()
{
//////////////////////////////
// 1. super init first
if ( !Scene::init() )
{
return false;
}
auto visible_size = Director::getInstance()->getVisibleSize();
auto visible_origin = Director::getInstance()->getVisibleOrigin();
// 添加背景圖
Sprite* background = Sprite::create("img/background.png");
background->setContentSize(visible_size);
background->setPosition(visible_origin.x + visible_size.width / 2,
visible_origin.y + visible_size.height / 2);
addChild(background);
Sprite* title = Sprite::create("img/title.png");
title->setScale(1.5); // 尺寸適當調整
title->setPosition(visible_origin.x + visible_size.width / 2,
visible_origin.y + visible_size.height / 2 + 40);
addChild(title);
// 添加按鈕
Button* start_btn = Button::create("img/game_resume_nor.png", "img/game_resume_pressed.png", "img/game_resume_nor.png"); // 指定好各種狀態圖的按鈕
start_btn->setScale(1.5); // 尺寸適當調整
start_btn->setPosition(Vec2(visible_origin.x + visible_size.width / 2,
visible_origin.y + visible_size.height / 2));
start_btn->addTouchEventListener([&](Ref* sender, Widget::TouchEventType type){
// 按鈕點擊事件
switch (type)
{
case ui::Widget::TouchEventType::BEGAN:
// 播放音效
SimpleAudioEngine::getInstance()->playEffect("sound/button.wav");
break;
case ui::Widget::TouchEventType::ENDED:
{
// 切換到主遊戲場景
auto game_scene = GameScene::createScene();
TransitionScene* transition_scene = TransitionFade::create(0.5, game_scene);
Director::getInstance()->replaceScene(transition_scene);
}
break;
default:
break;
}
});
addChild(start_btn);
return true;
}
遊戲場景
遊戲場景就是主要的遊戲邏輯,控制玩家飛機發射子彈攻擊敵機,拾取道具等
數據結構
在場景中,玩家、敵機、子彈、道具、天空背景都是不同的對象,分別具有不同的行爲
玩家
class Player : public cocos2d::Sprite
{
public:
virtual bool init();
CREATE_FUNC(Player);
public:
Bullet* shootSingle(); // 射擊一次,產生一顆子彈
cocos2d::Vector<Bullet*> shootDouble(); // 射擊一次,產生雙子彈
void fetchWeapon(WeaponType weapon_type); // 拾取道具
void destroy(); // 玩家over
BulletType m_bullet_type; // 根據子彈類型改變子彈
};
- 射擊(不同子彈類型)
- 拾取道具
- 被摧毀
子彈
enum BulletType
{
BASE, // 單子彈
POWER // 雙子單
};
class Bullet : public cocos2d::Sprite
{
public:
virtual bool init();
void initWithType(BulletType bullet_type); // 根據子彈類型設置紋理
CREATE_FUNC(Bullet);
void pauseMove();
void resumeMove();
public:
int m_kill_hp; // 子彈的殺傷力
bool m_hit_flag; // 標記子彈是否已擊中
private:
void move(float tm);
float m_speed;
};
- 不同類型
- 子彈飛行
- 不同的速度
- 不同的殺傷力
敵機
enum EnemyType
{
SMALL, // 小飛機
MEDIUM, // 中等飛機
BIG // 大飛船
};
class Enemy : public cocos2d::Sprite
{
public:
virtual bool init();
CREATE_FUNC(Enemy);
void pauseMove();
void resumeMove();
void initWithType(EnemyType enemy_type);
void move(float tm);
void hit(int reduce_hp); // 敵機被子彈打中
void die(); // 敵機死亡
int m_hp; // 敵機總血量
EnemyType m_type;
private:
float m_speed;
};
- 不同類型
- 敵機飛行
- 不同的速度
- 被子彈擊中
- 不同的生命值
- 減生命值
- 被摧毀
道具
enum WeaponType
{
AMMO,
BOMB
};
class Weapon : public cocos2d::Sprite
{
public:
virtual bool init();
CREATE_FUNC(Weapon);
void initWithType(WeaponType weapon_type);
void pauseMove();
void resumeMove();
WeaponType m_type;
private:
void move(float tm);
};
- 不同類型
- 道具飛行
背景滾動
天空背景實際上只有一張圖,構造兩張圖循環移動,產生天空無限移動的效果
- 定時器調度移動
- 在關鍵位置兩張圖位移重置
bool SkyBackground::init()
{
if (!Node::init())
return false;
Size visible_size = Director::getInstance()->getVisibleSize();
Point visible_origin = Director::getInstance()->getVisibleOrigin();
// 增加兩張背景圖,循環交替,構造連續滾動效果
m_background1 = Sprite::create("img/background.png");
m_background1->setContentSize(visible_size); // 與屏幕適應
m_background1->setAnchorPoint(Point::ZERO); // 錨點設爲左下座標點,方便計算
m_background1->setPosition(visible_origin); // 一定要設置初始位置
addChild(m_background1);
m_background2 = Sprite::create("img/background.png");
m_background2->setContentSize(visible_size);
m_background2->setAnchorPoint(Point::ZERO);
m_background2->setPosition(visible_origin.x, visible_origin.y + visible_size.height);
addChild(m_background2);
// 調度兩張圖的移動
schedule(schedule_selector(SkyBackground::backgroundRotate), kFrameUpdateInterval); // delta time smaller, move more smooth
return true;
}
void SkyBackground::backgroundRotate(float tm)
{
Size visible_size = Director::getInstance()->getVisibleSize();
Point visible_origin = Director::getInstance()->getVisibleOrigin();
// 背景2在背景1上方無縫銜接,當背景2到達底部時候,將背景1重新歸位
m_background1->setPositionY(m_background1->getPositionY() - 0.3); // rotate speed
m_background2->setPositionY(m_background1->getPositionY() + visible_size.height);
if (m_background2->getPositionY() <= visible_origin.y)
m_background1->setPositionY(visible_origin.y);
}
玩家控制
玩家飛機根據觸摸移動進行相應的移動
- 伴隨動畫
- 跟隨觸摸位置
- 產生射擊子彈
bool GameScene::onTouchBegan(cocos2d::Touch *touch, cocos2d::Event *event)
{
if (m_is_over)
return true;
CCLOG("onTouchBegan");
m_pretouch_pos = touch->getLocation();
m_preplayer_pos = m_player->getPosition();
return true;
}
void GameScene::onTouchMoved(cocos2d::Touch *touch, cocos2d::Event *event)
{
if (m_is_over)
return;
CCLOG("onTouchMoved");
Point current_touch_pos = touch->getLocation();
Vec2 move_delta = current_touch_pos - m_pretouch_pos;
m_player->setPosition(m_preplayer_pos + move_delta);
}
void GameScene::onTouchEnded(cocos2d::Touch *touch, cocos2d::Event *event)
{
if (m_is_over)
return;
CCLOG("onTouchEnded");
m_pretouch_pos = kInitPoint;
}
Bullet* Player::shootSingle()
{
// 發射子彈音效
SimpleAudioEngine::getInstance()->playEffect("sound/bullet.wav");
// 子彈從飛機頭部打出來
Bullet* bullet = Bullet::create();
bullet->initWithType(BulletType::BASE);
bullet->setPosition(getPositionX(), getPositionY() + getContentSize().height / 2);
return bullet;
}
Vector<Bullet*> Player::shootDouble()
{
// 發射子彈音效
SimpleAudioEngine::getInstance()->playEffect("sound/bullet.wav");
Vector<Bullet*> double_bullets;
// 子彈都從飛機頭部打出來,左右兩個子彈分佈在機頭
Bullet* bullet_left = Bullet::create();
bullet_left->initWithType(BulletType::POWER);
bullet_left->setPosition(getPositionX() - getContentSize().width / 4, getPositionY() + getContentSize().height / 2);
double_bullets.pushBack(bullet_left);
Bullet* bullet_right = Bullet::create();
bullet_right->initWithType(BulletType::POWER);
bullet_right->setPosition(getPositionX() + getContentSize().width / 4, getPositionY() + getContentSize().height / 2);
double_bullets.pushBack(bullet_right);
return double_bullets;
}
void Player::fetchWeapon(WeaponType weapon_type)
{
// 如果道具是子彈,且之前是單子彈,切換子彈,並持續一段時間
if (m_bullet_type == BulletType::BASE && weapon_type == WeaponType::AMMO)
{
m_bullet_type = BulletType::POWER;
// 播放音效
SimpleAudioEngine::getInstance()->playEffect("sound/get_double_laser.wav");
// 子彈有效時間,用lambda做單次定時器回調
scheduleOnce([&](float delay){
m_bullet_type = BulletType::BASE;
SimpleAudioEngine::getInstance()->playEffect("sound/out_porp.wav");
}, kPowerTime, "power_status");
}
else if (weapon_type == WeaponType::BOMB)
{
// 播放音效
SimpleAudioEngine::getInstance()->playEffect("sound/get_bomb");
// TODO: 儲存炸彈
}
}
子彈生成
子彈是由場景通過定時器調度的,每次固定時間間隔根據當前玩家的子彈類型生成新的子彈
- 子彈射出後就自動飛行
- 子彈產生的位置都在玩家飛機頭部
void GameScene::generateBullet(float interval)
{
if (m_is_over)
return;
// 由定時器觸發產生子彈,也可以由某個按鍵觸發
// 根據玩家子彈狀態產生不同的子彈,加到場景和管理器
if (m_player->m_bullet_type == BulletType::BASE)
{
Bullet* bullet = m_player->shootSingle();
addChild(bullet, kBattleZorder);
m_bullets.pushBack(bullet);
}
else if (m_player->m_bullet_type == BulletType::POWER)
{
Vector<Bullet*> double_bullets = m_player->shootDouble();
for (Bullet* bullet : double_bullets)
{
addChild(bullet, kBattleZorder);
m_bullets.pushBack(bullet);
}
}
}
敵機生成
敵機會隨機從頂部生成出來,也是由定時器調度
- 位置隨機
- 類型根據概率來,越厲害的飛機越少出現
- 飛機出現後會飛行
- 飛船有伴隨動畫
void GameScene::generateEnemy(float interval)
{
if (m_is_over)
return;
Size visible_size = Director::getInstance()->getVisibleSize();
Point visible_origin = Director::getInstance()->getVisibleOrigin();
// 定時器觸發產生道具,根據概率生成不同類型
// 加載到場景和管理器
EnemyType enemy_type;
float random_factor = CCRANDOM_0_1();
if (random_factor >= 0.9)
enemy_type = EnemyType::BIG;
else if (random_factor >= 0.6 && random_factor < 0.9)
enemy_type = EnemyType::MEDIUM;
else
enemy_type = EnemyType::SMALL;
Enemy* enemy = Enemy::create();
enemy->initWithType(enemy_type);
// 生成隨機位置,但要保證敵機顯示完整,所以左右各留出半個敵機身位
float random_x = enemy->getContentSize().width / 2 +
(visible_size.width - enemy->getContentSize().width) * CCRANDOM_0_1();
enemy->setPosition(visible_origin.x + random_x,
visible_origin.y + visible_size.height + enemy->getContentSize().height / 2);
addChild(enemy, kBattleZorder);
m_enemies.pushBack(enemy);
}
道具生成
道具有子彈和炸彈兩種,由定時器調度
- 道具出現位置隨機
- 道具類型根據概率來,炸彈概率較小
- 道具出現後會飛行
碰撞檢測
判斷敵機是否死亡、道具拾取、玩家是否被摧毀都要做碰撞檢測
- 敵機碰撞到子彈後,先減生命值,生命值爲則死亡
- 道具拾取後,如果是子彈,則玩家射擊的子彈專版爲加強版,維持一段時間,如果是炸彈,則立即炸燬場景裏所有存活的飛機
- 玩家碰撞到任何敵機就被摧毀
- 碰撞會有多種動畫伴隨
// --- 碰撞監測 ---
// 判斷玩家
for (Enemy* enemy : m_enemies)
{
if (enemy->m_hp > 0 && enemy->getBoundingBox().intersectsRect(m_player->getBoundingBox()))
{
// 玩家飛機撞了
m_is_over = true;
m_player->destroy();
// 遊戲結束,處理後續(延遲等到玩家飛機t摧毀動畫結束)
scheduleOnce([&](float delay){
gameOver();
}, 2.0, "game over");
return;
}
}
// 判斷敵機被子彈擊中
Vector<Bullet*> hit_bullets;
for (Bullet* bullet : m_bullets)
{
for (Enemy* enemy : m_enemies)
{
// 注意,某個子彈撞擊了後要消失,並且不可再參與碰撞檢測
if (!bullet->m_hit_flag
&& enemy->m_hp > 0
&& bullet->getBoundingBox().intersectsRect(enemy->getBoundingBox()))
{
enemy->hit(bullet->m_kill_hp);
if (enemy->m_hp <= 0)
{
// 先更新分數,再移除飛機
getScore(enemy->m_type);
enemy->die(); // 這裏面做了對象銷燬
m_enemies.eraseObject(enemy); // 這裏可以先於動畫放完就移出管理器
}
// 移除子彈, 先標記起來放到移除列表
bullet->m_hit_flag = true;
hit_bullets.pushBack(bullet);
}
}
}
// 這裏統一移除子彈,避免邊判斷邊移除導致的內存問題
for (Bullet* bullet : hit_bullets)
{
m_bullets.eraseObject(bullet);
bullet->removeFromParent();
}
hit_bullets.clear();
// 判斷拾取道具
for (Weapon* weapon : m_weapons)
{
if (weapon->getBoundingBox().intersectsRect(m_player->getBoundingBox()))
{
if (weapon->m_type == WeaponType::AMMO)
m_player->fetchWeapon(WeaponType::AMMO);
else if (weapon->m_type == WeaponType::BOMB)
{
// 炸掉所有敵機
SimpleAudioEngine::getInstance()->playEffect("sound/use_bomb.wav");
CCLOG("before bomb enemy number = %d", m_enemies.size());
for (Enemy* enemy : m_enemies)
{
// 先更新分數,再移除飛機
getScore(enemy->m_type);
enemy->m_hp = 0; // 先把血量置空
enemy->die(); // 這裏面做了對象銷燬
}
m_enemies.clear(); // 一定要放在這裏統一清空
CCLOG("after bomb enemy number = %d", m_enemies.size());
}
// 道具本身也要消失
m_weapons.eraseObject(weapon);
weapon->removeFromParent();
}
}
元素管理
場景裏看不見的元素需要銷燬做內存回收
- 監測子彈、敵機、道具如果出了平面就銷燬回收內存
- 這種銷燬不需要播放動畫
// --- 元素管理 ---
for (Bullet* bullet : m_bullets)
{
// 若飛行的子彈出了屏幕,則移除
if (bullet->getPositionY() > visible_origin.y +
visible_size.height + bullet->getContentSize().height / 2)
{
m_bullets.eraseObject(bullet); // erase from vector should before itself cleanup
bullet->removeFromParent();
}
}
CCLOG("current bullets count: %d", m_bullets.size());
for (Enemy* enemy : m_enemies)
{
// 若存活敵機出了平面,則移除
if (enemy->getPositionY() < visible_origin.y - enemy->getContentSize().height / 2)
{
m_enemies.eraseObject(enemy);
enemy->removeFromParent();
}
}
CCLOG("alive enemy count: %d", m_enemies.size());
for (Weapon* weapon : m_weapons)
{
// 若未拾取的道具出了屏幕,則移除
if (weapon->getPositionY() < visible_origin.y - weapon->getContentSize().height / 2)
{
m_weapons.eraseObject(weapon);
weapon->removeFromParent();
}
}
CCLOG("unfetched weapon count: %d", m_weapons.size());
計分
在摧毀敵機或者炸掉敵機時都要更新遊戲分數
- 不同類型敵機得分不同
- 獲得里程碑分數會有成就音效
void GameScene::getScore(EnemyType enemy_type)
{
// 根據不同敵機類別得不同分數
static int phase = 0;
switch (enemy_type)
{
case EnemyType::SMALL:
m_score += kSmallPlaneScore;
break;
case EnemyType::MEDIUM:
m_score += kMediumPlaneScore;
break;
case EnemyType::BIG:
m_score += kBigPlaneScore;
break;
default:
break;
}
// 如果分數達到一定階段,播放成就音效
int new_phase = m_score / kAchievementScoreUnit;
if (new_phase > phase)
{
SimpleAudioEngine::getInstance()->playEffect("sound/achievement.wav");
phase = new_phase;
}
// 刷新UI
m_score_label->setString(__String::createWithFormat("score: %d", m_score)->_string);
// m_score_label->setString(StringUtils::format("score: %d", m_score)); // the same
}
遊戲狀態管理
遊戲結束、暫停、恢復
- 遊戲結束出現新畫面
- 遊戲暫停和恢復要保證場景裏所有元素同時動作
void GameScene::gameOver()
{
CCLOG("player hit, game over");
Size visible_size = Director::getInstance()->getVisibleSize();
Point visible_origin = Director::getInstance()->getVisibleOrigin();
// 停止背景音樂
// FIXME: stop background music may cause crash
if (SimpleAudioEngine::getInstance()->isBackgroundMusicPlaying())
SimpleAudioEngine::getInstance()->pauseBackgroundMusic();
// 停止所有的調度器
unschedule(schedule_selector(GameScene::generateEnemy));
unschedule(schedule_selector(GameScene::generateWeapon));
unschedule(schedule_selector(GameScene::generateBullet));
// 添加結束畫面
Sprite* game_over_background = Sprite::create("img/gameover.png");
game_over_background->setContentSize(visible_size);
game_over_background->setAnchorPoint(Point::ZERO);
game_over_background->setPosition(visible_origin);
addChild(game_over_background, kGameoverZorder);
Label* final_score_label = Label::createWithTTF(std::to_string(m_score), "fonts/Marker Felt.ttf", 14);
final_score_label->setColor(Color3B::BLACK);
final_score_label->setPosition(visible_origin.x + visible_size.width / 2,
visible_origin.y + visible_size.height / 2);
addChild(final_score_label, kGameoverZorder);
// 重新開始按鈕
Button* restart_btn = Button::create("img/restart.png"); // 只添加一張背景圖按鈕
restart_btn->setScale(1.5);
restart_btn->setPosition(Vec2(visible_origin.x + visible_size.width / 2,
visible_origin.y + visible_size.height / 2 - 30));
restart_btn->addTouchEventListener([&](Ref* sender, Widget::TouchEventType type){
// 按鈕點擊事件
switch (type)
{
case ui::Widget::TouchEventType::BEGAN:
// 播放音效
SimpleAudioEngine::getInstance()->playEffect("sound/button.wav");
break;
case ui::Widget::TouchEventType::ENDED:
{
// 重載主遊戲場景
auto game_scene = GameScene::createScene();
TransitionScene* transition_scene = TransitionFade::create(0.5, game_scene);
Director::getInstance()->replaceScene(transition_scene);
}
break;
default:
break;
}
});
addChild(restart_btn, kGameoverZorder);
// 結束遊戲按鈕
Button* quit_btn = Button::create("img/quit.png"); // 只添加一張背景圖按鈕
quit_btn->setScale(1.5);
quit_btn->setPosition(Vec2(visible_origin.x + visible_size.width / 2,
visible_origin.y + visible_size.height / 2 - 60));
quit_btn->addTouchEventListener([&](Ref* sender, Widget::TouchEventType type){
// 按鈕點擊事件
switch (type)
{
case ui::Widget::TouchEventType::BEGAN:
// 播放音效
SimpleAudioEngine::getInstance()->playEffect("sound/button.wav");
break;
case ui::Widget::TouchEventType::ENDED:
{
// 返回到菜單場景
auto main_menu_scene = MainMenuScene::createScene();
TransitionScene* transition_scene = TransitionFade::create(0.5, main_menu_scene);
Director::getInstance()->replaceScene(main_menu_scene);
}
break;
default:
break;
}
});
addChild(quit_btn, kGameoverZorder);
}
void GameScene::gamePause()
{
// 暫停背景音樂
SimpleAudioEngine::getInstance()->pauseBackgroundMusic();
// 暫停遊戲標誌
m_is_pause = true;
// 暫停所有調度器
unschedule(schedule_selector(GameScene::generateEnemy));
unschedule(schedule_selector(GameScene::generateWeapon));
unschedule(schedule_selector(GameScene::generateBullet));
// 暫停所有的元素移動
m_sky_background->pauseRotate();
for (Enemy* enemy : m_enemies)
enemy->pauseMove();
for (Bullet* bullet : m_bullets)
bullet->pauseMove();
for (Weapon* weapon : m_weapons)
weapon->pauseMove();
}
void GameScene::gameResume()
{
// 恢復背景音樂
SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
// 恢復遊戲標誌
m_is_pause = false;
// 恢復所有調度器
schedule(schedule_selector(GameScene::generateEnemy), kEnemyGenerateInterval);
schedule(schedule_selector(GameScene::generateWeapon), kWeaponGenerateInterval);
schedule(schedule_selector(GameScene::generateBullet), kBulletGenerateInterval);
// 恢復所有的元素移動
m_sky_background->resumeRotate();
for (Enemy* enemy : m_enemies)
enemy->resumeMove();
for (Bullet* bullet : m_bullets)
bullet->resumeMove();
for (Weapon* weapon : m_weapons)
weapon->resumeMove();
}
效果圖