1.參考鏈接彙總
關於Cocos2d-x中addchild和removeChild方法的參數的解析
cocos2d-x convertToWorldSpace 和 convertToNodeSpace
cocos2d-x 延遲執行一段代碼1 順序執行動作+延遲動作+CallFunc
android Drawbitmap 畫一個圖片(Rect 的作用)
Cocos2d-X中使用ProgressTimer實現一些簡單的效果
Cocos2dx學習筆記12:cocos2dx進度條(ProgressTimer)
cocos2dx[3.4](25)——瓦片地圖TiledMap
cocos2dx 中 如果一個精靈被擊中了,需要消失,用什麼函數來實現呢?
Cocos2d-x v3.3中UserDefault保存的XML文件位置
2.創建Sprite
auto bg = Sprite::create("level-background-0.jpg");
bg->setPosition(Vec2(visibleSize.width / 2 + origin.x, visibleSize.height / 2 + origin.y));
this->addChild(bg, 0);
使用plist:
auto spritecache = SpriteFrameCache::getInstance();
spritecache->addSpriteFramesWithFile("level-sheet.plist");
mouse = Sprite::createWithSpriteFrameName("gem-mouse-0.png");
mouse->setPosition(Vec2(origin.x + visibleSize.width / 2, 0));
使用動畫第一幀:
// 創建一張貼圖
auto texture = Director::getInstance()->getTextureCache()->addImage("$lucia_2.png");
// 從貼圖中以像素單位切割,創建關鍵幀
auto frame0 = SpriteFrame::createWithTexture(texture, CC_RECT_PIXELS_TO_POINTS(Rect(0, 0, 113, 113)));
// 使用第一幀創建精靈
player = Sprite::createWithSpriteFrame(frame0);
player->setPosition(Vec2(origin.x + visibleSize.width / 2,
origin.y + visibleSize.height/2));
addChild(player, 3);
3.創建MenuItem
auto closeItem = MenuItemImage::create(
"CloseNormal.png",
"CloseSelected.png",
CC_CALLBACK_1(HelloWorld::menuCloseCallback, this));
closeItem->setPosition(Vec2(origin.x + visibleSize.width - closeItem->getContentSize().width/2 ,
origin.y + closeItem->getContentSize().height/2));
auto menu = Menu::create(closeItem, NULL);
menu->setPosition(Vec2::ZERO);
this->addChild(menu, 1);
void HelloWorld::menuCloseCallback(Ref* pSender)
{
Director::getInstance()->end();
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
exit(0);
#endif
}
4.創建Layer
stoneLayer = Layer::create();
stoneLayer->setPosition(Vec2(0, 0));
stoneLayer->setAnchorPoint(Vec2(0, 0));
stoneLayer->ignoreAnchorPointForPosition(false);
stoneLayer->addChild(stone);
mouseLayer = Layer::create();
mouseLayer->setPosition(Vec2(0, origin.y + visibleSize.height / 2));
mouseLayer->setAnchorPoint(Vec2(0, 0));
mouseLayer->ignoreAnchorPointForPosition(false);
mouseLayer->addChild(mouse);
this->addChild(stoneLayer, 1);
this->addChild(mouseLayer, 1);
5.顯示中文字符
CCDictionary* message = CCDictionary::createWithContentsOfFile("Chinese.xml");
auto nameKey = message->valueForKey("Name");
const char* Name = nameKey->getCString();
auto IDKey = message->valueForKey("ID");
const char* ID = IDKey->getCString();
auto label = Label::createWithTTF(Name, "fonts/FZSTK.ttf", 24);
auto label1 = Label::createWithTTF(ID, "fonts/Marker Felt.ttf", 24);
// position the label on the center of the screen
label->setPosition(Vec2(origin.x + visibleSize.width/2,
origin.y + visibleSize.height - label->getContentSize().height));
label1->setPosition(Vec2(origin.x + visibleSize.width / 2,
origin.y + visibleSize.height
- label->getContentSize().height-label1->getContentSize().height));
<?xml version="1.0" encoding="UTF-8"?>
<dict>
<key>Name</key>
<string>名字</string>
<key>ID</key>
<string>學號</string>
</dict>
6. 播放背景英語
#include <SimpleAudioEngine.h>
#define MUSIC_FILE "666.mp3"
以下是menuItem的觸發函數,點擊一下播放音樂,再點擊一下停止音樂
void HelloWorld::display_music(Ref* pSender) {
CocosDenshion::SimpleAudioEngine::sharedEngine()->preloadBackgroundMusic(MUSIC_FILE);
CocosDenshion::SimpleAudioEngine::sharedEngine()->setBackgroundMusicVolume(0.5);
if (count % 2 == 0)
CocosDenshion::SimpleAudioEngine::sharedEngine()->playBackgroundMusic(MUSIC_FILE, true);
else
CocosDenshion::SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
count++;
}
7.定義動畫(使用plist)
在AppDelegate.cpp中,
SpriteFrameCache::getInstance()->addSpriteFramesWithFile("level-sheet.plist");
char _totalFrames = 7;
char _frameName[40];
Animation* diamondAnimation = Animation::create();
for (int i = 0; i < _totalFrames; i++) {
sprintf(_frameName, "pulled-diamond-%d.png", i);
diamondAnimation->addSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName(_frameName));
}
diamondAnimation->setDelayPerUnit(0.1);
AnimationCache::getInstance()->addAnimation(diamondAnimation, "diamondAnimation");
在GameSence.cpp中,
Animate* diamondAnimate = Animate::create(AnimationCache::getInstance()->getAnimation("diamondAnimation"));
diamond->runAction(RepeatForever::create(diamondAnimate));
通過texture定義動畫:
// 定義存儲動畫幀的vector
cocos2d::Vector<SpriteFrame*> attack;
// 創建一張貼圖
auto texture = Director::getInstance()->getTextureCache()->addImage("$lucia_2.png");
// 攻擊動畫
attack.reserve(17);
for (int i = 0; i < 17; i++) {
auto frame = SpriteFrame::createWithTexture(texture, CC_RECT_PIXELS_TO_POINTS(Rect(113*i,0,113,113)));
attack.pushBack(frame);
}
auto attack_animation = Animation::createWithSpriteFrames(attack, 0.1f);
attack_animation->setRestoreOriginalFrame(true);
AnimationCache::getInstance()->addAnimation(attack_animation, "attackAnimation");
8.觸摸監聽器
EventListenerTouchOneByOne* listener = EventListenerTouchOneByOne::create();
listener->setSwallowTouches(true);
listener->onTouchBegan = CC_CALLBACK_2(GameSence::onTouchBegan, this);
Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(listener, this);
bool GameSence::onTouchBegan(Touch *touch, Event *unused_event) {}
9.獲得visibleSize與origin
Size visibleSize = Director::getInstance()->getVisibleSize();
Vec2 origin = Director::getInstance()->getVisibleOrigin();
10.設置錨點
mouseLayer->setAnchorPoint(Vec2(0, 0));
mouseLayer->ignoreAnchorPointForPosition(false);
11.MoveTo使用
auto moveTo = MoveTo::create(2, mouseLayer->convertToNodeSpace(location));
mouse->runAction(moveTo);
12.世界座標系與本地座標系的轉換
auto location = mouse->getPosition();
location = mouseLayer->convertToWorldSpace(location);
auto moveTo = MoveTo::create(1, stoneLayer->convertToNodeSpace(location));
stone->runAction(moveTo);
13.延遲函數的實現(異步操作)
auto _delayTime = DelayTime::create(0.5);
auto _func = CallFunc::create([this]() {
stoneLayer->removeChild(stone);
stone = Sprite::create("stone.png");
stone->setPosition(Vec2(560, 480));
stoneLayer->addChild(stone);
});
auto _seq = Sequence::create(_delayTime, _func, NULL);
this->runAction(_seq);
14.設置背景
// 設置背景
auto bg = Sprite::create("background.jpg");
bg->setPosition(Vec2(visibleSize.width / 2 + origin.x, visibleSize.height / 2 + origin.y));
this->addChild(bg, 0);
使用TileMap
// 設置背景
TMXTiledMap* tmx = TMXTiledMap::create("map.tmx");
tmx->setPosition(Vec2(visibleSize.width / 2 + origin.x, visibleSize.height / 2 + origin.y));
tmx->setAnchorPoint(Vec2(0.5, 0.5));
tmx->setScale(Director::getInstance()->getContentScaleFactor());
this->addChild(tmx, 0);
15.創建倒計時
// 創建倒計時
time = Label::createWithTTF("120", "fonts/arial.ttf", 36);
time->setPosition(Vec2(origin.x+visibleSize.width/2, origin.y+visibleSize.height-30));
this->addChild(time);
schedule(schedule_selector(HelloWorld::updateTime), 1);
dtime = 120;
// 事件更新函數
void HelloWorld::updateTime(float delta) {
dtime--;
if (dtime < 0) dtime = 0;
char str[10];
sprintf(str, "%d", dtime); // 將int類型轉化爲字符串char*類型
time->setString(str);
}
16.遊戲的hp條
// 進度條定義
cocos2d::ProgressTimer* pT;
// hp條
Sprite* sp0 = Sprite::create("hp.png", CC_RECT_PIXELS_TO_POINTS(Rect(0, 320, 420, 47))); // 進度條框
Sprite* sp = Sprite::create("hp.png", CC_RECT_PIXELS_TO_POINTS(Rect(610, 362, 4, 16))); // 進度條
// 使用hp條設置progressBar
pT = ProgressTimer::create(sp);
pT->setScaleX(90);
pT->setAnchorPoint(Vec2(0, 0));
pT->setType(ProgressTimerType::BAR); // 定義進度條類型
pT->setBarChangeRate(Point(1, 0));
pT->setMidpoint(Point(0, 1));
pT->setPercentage(100);
pT->setPosition(Vec2(origin.x+14*pT->getContentSize().width,origin.y + visibleSize.height - 2*pT->getContentSize().height));
addChild(pT,1);
sp0->setAnchorPoint(Vec2(0, 0));
sp0->setPosition(Vec2(origin.x + pT->getContentSize().width, origin.y + visibleSize.height - sp0->getContentSize().height));
addChild(sp0,0);
17.遊戲方向鍵WSAD定義
// 方向鍵
auto buttonW = Button::create("W.png", "W.png");
auto buttonS = Button::create("S.png", "S.png");
auto buttonA = Button::create("A.png", "A.png");
auto buttonD = Button::create("D.png", "D.png");
buttonW->setPosition(Vec2(origin.x + 60, origin.y + 60));
buttonS->setPosition(Vec2(origin.x + 60, origin.y + 20));
buttonA->setPosition(Vec2(origin.x + 20, origin.y + 20));
buttonD->setPosition(Vec2(origin.x + 100, origin.y + 20));
// W鍵事件處理函數
buttonW->addTouchEventListener([&](Ref* sender, Widget::TouchEventType type) {
switch (type) {
case ui::Widget::TouchEventType::BEGAN:
schedule(schedule_selector(HelloWorld::moveW), 0.3f);
break;
case ui::Widget::TouchEventType::ENDED:
unschedule(schedule_selector(HelloWorld::moveW));
break;
}
});
// S鍵事件處理函數
buttonS->addTouchEventListener([&](Ref* sender, Widget::TouchEventType type) {
switch (type) {
case ui::Widget::TouchEventType::BEGAN:
schedule(schedule_selector(HelloWorld::moveS), 0.3f);
break;
case ui::Widget::TouchEventType::ENDED:
unschedule(schedule_selector(HelloWorld::moveS));
break;
}
});
// A鍵事件處理函數
buttonA->addTouchEventListener([&](Ref* sender, Widget::TouchEventType type) {
switch (type) {
case ui::Widget::TouchEventType::BEGAN:
schedule(schedule_selector(HelloWorld::moveA), 0.3f);
break;
case ui::Widget::TouchEventType::ENDED:
unschedule(schedule_selector(HelloWorld::moveA));
break;
}
});
// D鍵事件處理函數
buttonD->addTouchEventListener([&](Ref* sender, Widget::TouchEventType type) {
switch (type) {
case ui::Widget::TouchEventType::BEGAN:
schedule(schedule_selector(HelloWorld::moveD), 0.3f);
break;
case ui::Widget::TouchEventType::ENDED:
unschedule(schedule_selector(HelloWorld::moveD));
break;
}
});
this->addChild(buttonW);
this->addChild(buttonS);
this->addChild(buttonA);
this->addChild(buttonD);
// 方向鍵D的移動
void HelloWorld::moveD(float dt) {
//auto seq = Sequence::createWithTwoActions(Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")),
// MoveBy::create(0.15f, Vec2(10, 0)));
auto location = player->getPosition();
if (location.x + 20 >= visibleSize.width) {
auto seq = Sequence::createWithTwoActions(MoveBy::create(0.6f, Vec2(visibleSize.width-location.x-10, 0)),
Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")));
player->runAction(seq);
return;
}
auto seq = Sequence::createWithTwoActions(MoveBy::create(0.6f, Vec2(20, 0)),
Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")));
player->runAction(seq);
}
// 方向鍵A的移動
void HelloWorld::moveA(float dt) {
//auto seq = Sequence::createWithTwoActions(Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")),
//MoveBy::create(0.15f, Vec2(-10, 0)));
auto location = player->getPosition();
if (location.x - 20 <= 0) {
auto seq = Sequence::createWithTwoActions(MoveBy::create(0.6f, Vec2(-location.x+10, 0)),
Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")));
player->runAction(seq);
return;
}
auto seq = Sequence::createWithTwoActions(MoveBy::create(0.6f, Vec2(-20, 0)),
Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")));
player->runAction(seq);
}
// 方向鍵W的移動
void HelloWorld::moveW(float dt) {
//auto seq = Sequence::createWithTwoActions(Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")),
//MoveBy::create(0.15f, Vec2(0, 10)));
auto location = player->getPosition();
if (location.y + 20 >= visibleSize.height) {
auto seq = Sequence::createWithTwoActions(MoveBy::create(0.6f, Vec2(0, visibleSize.height-location.y-10)),
Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")));
player->runAction(seq);
return;
}
auto seq = Sequence::createWithTwoActions(MoveBy::create(0.6f, Vec2(0, 20)),
Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")));
player->runAction(seq);
}
// 方向鍵S的移動
void HelloWorld::moveS(float dt) {
//auto seq = Sequence::createWithTwoActions(Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")),
//MoveBy::create(0.15f, Vec2(0, -10)));
auto location = player->getPosition();
if (location.y - 20 <= 0) {
auto seq = Sequence::createWithTwoActions(MoveBy::create(0.6f, Vec2(0, -location.y+10)),
Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")));
player->runAction(seq);
return;
}
auto seq = Sequence::createWithTwoActions(MoveBy::create(0.6f, Vec2(0, -20)),
Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")));
player->runAction(seq);
}
上面的按鈕實現的是點擊按鈕移動,鬆開按鈕停止移動。但是這種實現可能會有bug,莫名其妙人物就不受控制了。所以我將之改爲點擊一下移動一下,即鬆開鼠標按鈕後人物纔會移動:
// 方向鍵D的移動
void HelloWorld::moveD(float dt) {
//auto seq = Sequence::createWithTwoActions(Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")),
// MoveBy::create(0.15f, Vec2(10, 0)));
player->setFlipX(false);
auto location = player->getPosition();
if (location.x + 20 >= visibleSize.width) {
//auto seq = Sequence::createWithTwoActions(MoveBy::create(0.6f, Vec2(visibleSize.width-location.x-10, 0)),
//Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")));
//player->runAction(seq);
player->runAction(Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")));
player->runAction(MoveBy::create(0.6f, Vec2(visibleSize.width - location.x - 10, 0)));
return;
}
//auto seq = Sequence::createWithTwoActions(MoveBy::create(0.6f, Vec2(20, 0)),
//Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")));
//player->runAction(seq);
player->runAction(Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")));
player->runAction(MoveBy::create(0.6f, Vec2(20, 0)));
}
// 方向鍵A的移動
void HelloWorld::moveA(float dt) {
//auto seq = Sequence::createWithTwoActions(Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")),
//MoveBy::create(0.15f, Vec2(-10, 0)));
player->setFlipX(true);
auto location = player->getPosition();
if (location.x - 20 <= 0) {
//auto seq = Sequence::createWithTwoActions(MoveBy::create(0.6f, Vec2(-location.x+10, 0)),
//Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")));
//player->runAction(seq);
player->runAction(Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")));
player->runAction(MoveBy::create(0.6f, Vec2(-location.x + 10, 0)));
return;
}
//auto seq = Sequence::createWithTwoActions(MoveBy::create(0.6f, Vec2(-20, 0)),
//Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")));
//player->runAction(seq);
player->runAction(Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")));
player->runAction(MoveBy::create(0.6f, Vec2(-20, 0)));
}
// 方向鍵W的移動
void HelloWorld::moveW(float dt) {
//auto seq = Sequence::createWithTwoActions(Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")),
//MoveBy::create(0.15f, Vec2(0, 10)));
auto location = player->getPosition();
if (location.y + 20 >= visibleSize.height) {
//auto seq = Sequence::createWithTwoActions(MoveBy::create(0.6f, Vec2(0, visibleSize.height-location.y-10)),
//Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")));
//player->runAction(seq);
player->runAction(Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")));
player->runAction(MoveBy::create(0.6f, Vec2(0, visibleSize.height - location.y - 10)));
return;
}
//auto seq = Sequence::createWithTwoActions(MoveBy::create(0.6f, Vec2(0, 20)),
//Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")));
//player->runAction(seq);
player->runAction(Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")));
player->runAction(MoveBy::create(0.6f, Vec2(0, 20)));
}
// 方向鍵S的移動
void HelloWorld::moveS(float dt) {
//auto seq = Sequence::createWithTwoActions(Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")),
//MoveBy::create(0.15f, Vec2(0, -10)));
auto location = player->getPosition();
if (location.y - 20 <= 0) {
//auto seq = Sequence::createWithTwoActions(MoveBy::create(0.6f, Vec2(0, -location.y+10)),
//Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")));
//player->runAction(seq);
player->runAction(Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")));
player->runAction(MoveBy::create(0.6f, Vec2(0, -location.y + 10)));
return;
}
//auto seq = Sequence::createWithTwoActions(MoveBy::create(0.6f, Vec2(0, -20)),
//Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")));
//player->runAction(seq);
player->runAction(Animate::create(AnimationCache::getInstance()->getAnimation("runAnimation")));
player->runAction(MoveBy::create(0.6f, Vec2(0, -20)));
}
18.實現動畫Animation的回調函數
auto callFunc = CallFunc::create([&] {isDone = true; });
auto seq = Sequence::createWithTwoActions(Animate::create(AnimationCache::getInstance()->getAnimation("attackAnimation")),
callFunc);
19.通過互斥鎖避免動畫重疊進行
(1)首先我在類中新添加一個isDone成員,當isDone爲false時,說明player正在執行動畫;當isDone爲true時,說明player已經執行完動畫;
(2)將isDone初始爲true,即可執行狀態;
(3)在X、Y的點擊事件處理函數的開始部分(在執行動畫之前),添加一個條件判斷,判斷isDone是否爲true。如果爲true,則繼續執行下面的代碼,如果爲false,則return函數;
(4)然後利用Sequence的createTwoAction來實現動畫完成後的回調函數,回調函數的功能就是將isDone的值賦爲true。
// 技能鍵X的事件處理函數
buttonX->addTouchEventListener([&](Ref* sender, Widget::TouchEventType type) {
switch (type) {
case ui::Widget::TouchEventType::BEGAN:
break;
case ui::Widget::TouchEventType::ENDED:
if (isDone == false) return; // 動畫未完成,不能執行新動畫
else isDone = false; // 開始執行動畫
if (pT->getPercentage() == 0) return; // 進度條爲0時不可再執行該動畫
auto callFunc = CallFunc::create([&] {isDone = true; }); // 定義動畫執行完畢的回調函數
/*Animate* deadAnimation = Animate::create(AnimationCache::getInstance()->getAnimation("deadAnimation"));
auto action = Sequence::create(callFunc);*/
auto seq = Sequence::createWithTwoActions(Animate::create(AnimationCache::getInstance()->getAnimation("deadAnimation")),
callFunc);
player->runAction(seq);
//player->runAction(deadAnimation);
if (pT->getPercentage() - 40 >= 0) { // 每次X操作減少進度條40
pT->setPercentage(pT->getPercentage() - 40);
}
else {
pT->setPercentage(0);
}
break;
}
});
// 技能鍵Y的事件處理函數
buttonY->addTouchEventListener([&](Ref* sender, Widget::TouchEventType type) {
switch (type) {
case ui::Widget::TouchEventType::BEGAN:
break;
case ui::Widget::TouchEventType::ENDED:
if (isDone == false) return;
else isDone = false;
/*Animate* attackAnimation = Animate::create(AnimationCache::getInstance()->getAnimation("attackAnimation"));
player->runAction(attackAnimation);*/
auto callFunc = CallFunc::create([&] {isDone = true; });
auto seq = Sequence::createWithTwoActions(Animate::create(AnimationCache::getInstance()->getAnimation("attackAnimation")),
callFunc);
player->runAction(seq);
if (pT->getPercentage() + 40 <= 100) {
pT->setPercentage(pT->getPercentage() + 40);
}
else {
pT->setPercentage(100);
}
break;
}
});
this->addChild(buttonX);
this->addChild(buttonY);
return true;
}
20.自定義調度器
switch (type) {
case ui::Widget::TouchEventType::BEGAN:
schedule(schedule_selector(HelloWorld::moveS), 0.3f);
break;
case ui::Widget::TouchEventType::ENDED:
unschedule(schedule_selector(HelloWorld::moveS));
break;
21.Lambada函數
buttonA->addTouchEventListener([&](Ref* sender, Widget::TouchEventType type) {
switch (type) {
case ui::Widget::TouchEventType::BEGAN:
schedule(schedule_selector(HelloWorld::moveA), 0.3f);
break;
case ui::Widget::TouchEventType::ENDED:
unschedule(schedule_selector(HelloWorld::moveA));
break;
}
});
22. 單例模式示例
class Factory:public cocos2d::Ref {
public:
//獲取單例工廠
static Factory* getInstance();
//生成一個怪物,並存儲到容器中管理
Sprite* createMonster();
//讓容器中的所有怪物都往角色移動,通過容器管理所有的怪物很方便
void moveMonster(Vec2 playerPos,float time);
//移除怪物
void removeMonster(Sprite*);
//判斷碰撞
Sprite* collider(Rect rect);
//初始化怪物幀動畫
void initSpriteFrame();
private:
Factory();
Vector<Sprite*> monster;
cocos2d::Vector<SpriteFrame*> monsterDead;
static Factory* factory;
};
// Monster.cpp
Factory* Factory::factory = NULL;
Factory::Factory() {
initSpriteFrame();
}
// 獲取單例
Factory* Factory::getInstance() {
if (factory == NULL) {
factory = new Factory();
}
return factory;
}
// 生成monster死亡的動畫幀並存入到vector數組中
void Factory::initSpriteFrame() {
auto texture = Director::getInstance()->getTextureCache()->addImage("Monster.png");
monsterDead.reserve(4);
for (int i = 0; i < 4; i++) {
auto frame = SpriteFrame::createWithTexture(texture, CC_RECT_PIXELS_TO_POINTS(Rect(258 - 48 * i, 0, 42, 42)));
monsterDead.pushBack(frame);
}
// 將這個動畫加入到AnimationCache中
auto monsterdead_animation = Animation::createWithSpriteFrames(monsterDead, 0.1f);
AnimationCache::getInstance()->addAnimation(monsterdead_animation, "monsterDeadAnimation");
}
// 新建一個monster
Sprite* Factory::createMonster() {
Sprite* mons = Sprite::create("Monster.png", CC_RECT_PIXELS_TO_POINTS(Rect(364,0,42,42)));
monster.pushBack(mons);
return mons;
}
// 遍歷刪除與參數一致的monster
void Factory::removeMonster(Sprite* sp) {
cocos2d:Vector<Sprite*>::iterator it = monster.begin();
for (; it != monster.end(); it++) {
if (*it == sp) {
monster.erase(it);
return;
}
}
}
// 實現monster朝着player的方向移動
void Factory::moveMonster(Vec2 playerPos,float time){
cocos2d:Vector<Sprite*>::iterator it = monster.begin();
for (; it != monster.end(); it++) {
Vec2 monsterPos = (*it)->getPosition();
Vec2 direction = playerPos - monsterPos;
direction.normalize(); // 得到該向量的單位向量,即向量除以向量的模
(*it)->runAction(MoveBy::create(time, direction*30));
}
}
// 當monster在rect的範圍內時,返回指向該monster的指針
Sprite* Factory::collider(Rect rect) {
cocos2d:Vector<Sprite*>::iterator it = monster.begin();
for (; it != monster.end(); it++) {
Vec2 monsterPos = (*it)->getPosition();
if (rect.containsPoint(monsterPos)) {
return (*it);
}
}
return NULL;
}
23.Monster朝Player方向移動
// 實現monster朝着player的方向移動
void Factory::moveMonster(Vec2 playerPos,float time){
cocos2d:Vector<Sprite*>::iterator it = monster.begin();
for (; it != monster.end(); it++) {
Vec2 monsterPos = (*it)->getPosition();
Vec2 direction = playerPos - monsterPos;
direction.normalize(); // 得到該向量的單位向量,即向量除以向量的模
(*it)->runAction(MoveBy::create(time, direction*30));
}
}
24.碰撞檢測
// 當monster在rect的範圍內時,返回指向該monster的指針
Sprite* Factory::collider(Rect rect) {
cocos2d:Vector<Sprite*>::iterator it = monster.begin();
for (; it != monster.end(); it++) {
Vec2 monsterPos = (*it)->getPosition();
if (rect.containsPoint(monsterPos)) {
return (*it);
}
}
return NULL;
}
// 檢測碰撞
// getBoundingBox()用於獲取精靈外框區域
void HelloWorld::detectHit(float delta) {
auto factory = Factory::getInstance();
Sprite* collision = factory->collider(player->getBoundingBox());
if (collision != NULL) {
buttonX();
Animate* monsterDead = Animate::create(AnimationCache::getInstance()->getAnimation("monsterDeadAnimation"));
collision->runAction(monsterDead);
//collision->setVisible(false);
// 碰到人物後怪物消失
CCActionInterval* fadeout = CCFadeOut::create(2);
collision->runAction(fadeout);
factory->removeMonster(collision);
}
}
25.生成處於隨機位置的精靈
// 生成怪物
void HelloWorld::createMonster(float delta) {
auto factory = Factory::getInstance();
auto monster = factory->createMonster();
monster->setPosition(random(origin.x, origin.x + visibleSize.width), random(origin.y, origin.y + visibleSize.height));
this->addChild(monster, 3);
factory->moveMonster(player->getPosition(), 5);
}
26.同步實現兩個動畫
// collision 是一個精靈對象
Animate* monsterDead = Animate::create(AnimationCache::getInstance()->getAnimation("monsterDeadAnimation"));
collision->runAction(monsterDead);
//collision->setVisible(false);
// 碰到人物後怪物消失
CCActionInterval* fadeout = CCFadeOut::create(2);
collision->runAction(fadeout);
27. 精靈的翻轉
player->setFlipX(true);
player->setFlipX(false);
28. 增加player左右各40的攻擊範圍
Rect playerRect = player->getBoundingBox();
Rect attackRect = Rect(playerRect.getMinX() - 40, playerRect.getMinY(),
playerRect.getMaxX() - playerRect.getMinX() + 80,
playerRect.getMaxY() - playerRect.getMinY());
Rect 的第一二個參數爲左下角的x,y座標,第三個參數爲寬,第四個參數爲高。
29. 漸漸淡出消失的動畫
CCActionInterval* fadeout = CCFadeOut::create(2);
collision->runAction(fadeout);
factory->removeMonster(collision);
30. 本地存儲UserDefault
# define database UserDefault::getInstance()
database->setIntegerForKey("killNum", dtime);
// 當set完後,數據不會馬上保存到XML文件中。所以一定要記得用flush()來保存數據,否則會丟失
database->flush();
// 查詢xml存放的路徑
log("%s", FileUtils::getInstance()->getWritablePath().c_str());
31. HttpClient
POST請求
HttpRequest* request = new HttpRequest();
request->setUrl("http://localhost:8080/login");
request->setRequestType(HttpRequest::Type::POST);
request->setResponseCallback(CC_CALLBACK_2(LoginScene::onHttpRequestComplete, this));
request->setTag("POST test");
String str = "username=" + textField->getString();
const char* postData = str.getCString();
request->setRequestData(postData, strlen(postData));
cocos2d::network::HttpClient::getInstance()->send(request);
request->release();
void LoginScene::onHttpRequestComplete(HttpClient *sender, HttpResponse *response) {
if (!response) {
return;
}
if (!response->isSucceed()) {
log("response fail!");
log("error buffer:%s", response->getErrorBuffer());
return;
}
std::vector<char> *buffer = response->getResponseData();
printf("Http Text, dump data: ");
for (unsigned int i = 0; i < buffer->size(); i++) {
printf("%c", (*buffer)[i]);
}
printf("\n");
string head = "";
std::vector<char> *header = response->getResponseHeader();
for (unsigned int i = 0; i < header->size(); i++) {
head += (*header)[i];
}
// 在登錄請求完畢後,獲取該用戶的gameSessionId
Global::gameSessionId = Global::getSessionIdFromHeader(head);
UserDefault* default = UserDefault::getInstance();
default->setStringForKey("Me", Global::gameSessionId);
}
GET請求
HttpRequest* request = new HttpRequest();
string str = "http://localhost:8080/rank?top=" + rank_str;
request->setUrl(str.c_str());
request->setRequestType(HttpRequest::Type::GET);
request->setTag("GET test");
vector<string> headers;
headers.push_back("Cookie: GAMESESSIONID=" + Global::gameSessionId);
request->setHeaders(headers);
request->setResponseCallback(CC_CALLBACK_2(GameScene::onHttpRequestComplete1, this));
cocos2d::network::HttpClient::getInstance()->send(request);
request->release();
// rank的請求完成函數
void GameScene::onHttpRequestComplete1(HttpClient *sender, HttpResponse *response) {
if (!response) {
return;
}
if (!response->isSucceed()) {
log("response fail!");
log("error buffer:%s", response->getErrorBuffer());
return;
}
std::vector<char> *buffer = response->getResponseData();
printf("Http Text, dump data: ");
string str;
for (unsigned int i = 0; i < buffer->size(); i++) {
printf("%c", (*buffer)[i]);
str += (*buffer)[i];
}
printf("\n");
// rank_field->setString(str);
// 對返回的json進行解析
rapidjson::Document d;
d.Parse<0>(str.c_str());
string info = d["info"].GetString();
str = "";
for (unsigned int i = 1; i < info.size(); i++) {
if (info[i] != '|') {
str += info[i];
}
else {
str += "\n";
}
}
rank_field->setString(str);
}
32. 實現自動化登錄
從createScene函數中開刀:
Scene* LoginScene::createScene()
{
// 'scene' is an autorelease object
auto scene = Scene::create();
Global::gameSessionId = UserDefault::getInstance()->getStringForKey("Me");
if (Global::gameSessionId != "") {
auto layer = GameScene::create();
scene->addChild(layer);
}
else {
// 'layer' is an autorelease object
auto layer = LoginScene::create();
// add layer as a child to scene
scene->addChild(layer);
}
// return the scene
return scene;
}
33.頁面跳轉
以跳轉GameScene頁面爲例:
// 頁面跳轉
auto sc = GameScene::createScene();
Director::getInstance()->pushScene(sc);