在頭文件GameScene.h中添加如下代碼:
void update(cocos2d::ccTime dt);
void ccTouchesEnded(cocos2d::CCSet *touches,cocos2d::CCEvent *event);
private:
cocos2d::CCMutableArray<cocos2d::CCSprite *> *enemies;
cocos2d::CCMutableArray<cocos2d::CCSprite *> *projectiles;
添加了兩個成員變量:enemies和projectiles,這兩個容器是用來存儲屏幕上的敵人和子彈的,爲後面的碰撞檢測做準備。修改源文件GameScene.cpp:
在init函數中添加:
enemies = new CCMutableArray<CCSprite *>;
projectiles = new CCMutableArray<CCSprite *>;
this->setIsTouchEnabled(true);
this->schedule(schedule_selector(SimpleGame::update));
定時器不指定時間表示每幀都調用。
在addEnemy函數中添加:
enemy->setTag(1);
enemies->addObject(enemy);
設置敵人精靈tag爲1,子彈精靈tag爲2。
在析構函數~SimpleGame中添加:
if(enemies)
{
enemies->release();
enemies = NULL;
}
if(projectiles)
{
projectiles->release();
projectiles = NULL;
}
在spriteMoveFinished函數中添加:
if(sprite->getTag() == 1)
{
enemies->removeObject(sprite);
}
else if(sprite->getTag() == 2)
{
projectiles->removeObject(sprite);
}
添加update和ccTouchesEnded函數:監聽觸屏事件和實現碰撞檢測。
void SimpleGame::ccTouchesEnded(CCSet *touches,CCEvent *event)
{
//CocosDenshion::SimpleAudioEngine::sharedEngine()->playEffect("pew-pew-lei.wav");
CCTouch *touch = (CCTouch *)(touches->anyObject());
CCPoint location = touch->locationInView(touch->view());
location = CCDirector::sharedDirector()->convertToGL(location);
CCSize winSize = CCDirector::sharedDirector()->getWinSize();
CCSprite *projectile = CCSprite::spriteWithFile("Projectile.png",CCRectMake(0,0,20,20));
projectile->setPosition(ccp(20,winSize.height / 2));
int offX = location.x - projectile->getPosition().x;
int offY = location.y - projectile->getPosition().y;
if(offX <= 0) return;
this->addChild(projectile);
int realX = winSize.width + projectile->getPosition().x / 2;
float ratio = (float)offY / (float)offX;
int realY = realX * ratio + projectile->getPosition().y;
int realOffX = realX - projectile->getPosition().x;
int realOffY = realY - projectile->getPosition().y;
float distance = sqrtf(realOffX * realOffX + realOffY * realOffY);
float velocity = 480 / 1;
float realMoveDuration = distance / velocity;
projectile->runAction(CCSequence::actions(CCMoveTo::actionWithDuration(realMoveDuration,ccp(realX,realY)),
CCCallFuncN::actionWithTarget(this,callfuncN_selector(SimpleGame::spriteMoveFinished))
,NULL));
projectile->setTag(2);
projectiles->addObject(projectile);
}
void SimpleGame::update(ccTime dt)
{
CCMutableArray<CCSprite *>::CCMutableArrayIterator it,jt;
CCMutableArray<CCSprite *> *projectileToDelete = new CCMutableArray<CCSprite *>;
//遍歷所有子彈,然後根據子彈遍歷所有敵人,檢查子彈跟敵人是否發生碰撞
for(jt = projectiles->begin(); jt != projectiles->end(); jt ++)
{
CCSprite *projectile = *jt;
CCRect projectileRect = CCRectMake(projectile->getPosition().x - projectile->getContentSize().width/2,
projectile->getPosition().y - projectile->getContentSize().height/2,
projectile->getContentSize().width,
projectile->getContentSize().height);
CCMutableArray<CCSprite *> *enemyToDelete = new CCMutableArray<CCSprite *>;
for(it = enemies->begin(); it != enemies->end(); it ++)
{
CCSprite *enemy = *it;
CCRect enemyRect = CCRectMake(enemy->getPosition().x - enemy->getContentSize().width/2,
enemy->getPosition().y - enemy->getContentSize().height/2,
enemy->getContentSize().width,
enemy->getContentSize().height);
//如果碰撞,則把被擊中的敵人放進要刪除的列表中
if(CCRect::CCRectIntersectsRect(projectileRect,enemyRect))
{
enemyToDelete->addObject(enemy);
}
}
for(it = enemyToDelete->begin(); it != enemyToDelete->end(); it ++)
{
CCSprite *enemy = *it;
enemies->removeObject(enemy);
this->removeChild(enemy,true);
}
//無論該子彈擊中多少敵人,都只添加一次
if(enemyToDelete->count() > 0)
{
projectileToDelete->addObject(projectile);
}
enemyToDelete->release();
}
for(jt = projectileToDelete->begin(); jt != projectileToDelete->end(); jt ++)
{
CCSprite *projectile = *jt;
projectiles->removeObject(projectile);
this->removeChild(projectile,true);
}
projectileToDelete->release();
}
編譯運行程序,現在可以把敵人一個一個的幹掉了。
轉載請註明來自:Alex
Zhou,本文鏈接:http://codingnow.cn/cocos2d-x/690.html