本文主要是介绍【Cocos2d-x3.0学习笔记 09】游戏实例跑跑跑01,希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!
1.Tiled地图
Tiled Map Editor
官方网址:http://www.mapeditor.org
新建地图
将图片拖动到图块的地方
然后就可以绘制地图了
2.创建跑步场景
在场景中加入tiled地图
#include "TollgateScene.h"Scene* TollgateScene::createScene(){Scene* scene = Scene::create();auto layer = TollgateScene::create();scene->addChild(layer);return scene;
}bool TollgateScene::init(){if (!Layer::init()){return false;}TMXTiledMap* map = TMXTiledMap::create("level01.tmx");this->addChild(map);return true;}
运行,地图已经加载到场景中了
这边需要注意的是地图文件的图片路径经常会出错,改成相对路径即可
3.创建主角
还是习惯性的创建基类,主角类
Entity继承Node
#include "Entity.h"
void Entity::bindSprite(Sprite* sprite){mSprite = sprite;this->addChild(mSprite);
}
Player继承Entity
#include "Player.h"
bool Player::init(){return true;
}void Player::run(){}
在TollgateScene中添加addPlayer方法
//添加主角
void TollgateScene::addPlayer(TMXTiledMap* map){Size visibleSize = Director::getInstance()->getVisibleSize();Player* player = Player::create();player->bindSprite(Sprite::create("run1.png"));player->run();player->setPosition(Point(100,visibleSize.height/2));map->addChild(player);
}
运行后,主角加载到场景中
4.固定主角的出生点,对象层的使用
Tiled Map的对象层功能
图层-->添加对象层,命名为objects
选中对象层,插入矩形,更改属性,改名为playerpoint
//添加主角
void TollgateScene::addPlayer(TMXTiledMap* map){Size visibleSize = Director::getInstance()->getVisibleSize();Player* player = Player::create();player->bindSprite(Sprite::create("run1.png"));player->run();//获取对象层TMXObjectGroup* objectGroup = map->getObjectGroup("objects");//加载玩家坐标ValueMap playerPoint = objectGroup->getObject("PlayerPoint");float playerX = playerPoint.at("x").asFloat();float playerY = playerPoint.at("y").asFloat();player->setPosition(Point(playerX,playerY));map->addChild(player);
}
TmxObjectGroup对象存放了对象层的所有对象,通过getObjectGroup获取指定的对象层,于是我们就获得了对象层的所有对象,这些对象用一个Map的容器存放
ValueMap和Map类似,不过ValueMap限定了key值为string了
5.让主角跑起来,
我们可以用到上节的动画辅助类
void Player::run(){SpriteFrameCache* frameCache = SpriteFrameCache::getInstance();frameCache->addSpriteFramesWithFile("runs.plist","runs.png");Animation* action = AnimationUtil::createWithStringFrameName("run",0.1f,-1);mSprite->runAction(Animate::create(action));
}
6.添加角色控制器
采用组合的形式让主角向前跑,把向前跑作为一个功能单独写成一个类,主角只要增加一个成员变量(向前跑的类)就能实现向前跑的动作。
①先创建控制器的基类,继承Node对象
Controller:设置监听对象
#ifndef _CONTROLLER_H_
#define _CONTROLLER_H_
#include "cocos2d.h"
#include "ControllerListener.h"
USING_NS_CC;
class Controller : public Node
{
public://设置监听对象void setControllerListener(ControllerListener* listener);protected:ControllerListener* m_listener;
};
#endif#include "Controller.h"void Controller::setControllerListener(ControllerListener* listener){this->m_listener = listener;
}
②创建监听对象接口
要被控制的对象,只要继承ControllerListener接口,就可以被Controller控制
#ifndef _CONTROLLER_LISTENER_H_
#define _CONTROLLER_LISTENER_H_
#include "cocos2d.h"
class ControllerListener
{
public://两个都是虚函数,c++的虚函数就是在后面加=0,//设置目标坐标virtual void setTagPosition(int x,int y) = 0;//得到目标坐标virtual cocos2d::Point getTagPosition() = 0;
private:};
#endif
③创建简单移动控制器,继承自Controller
主要调用update来进行position的更新操作
#ifndef _SIMPLE_MOVE_CONTROLLER_H_
#define _SIMPLE_MOVE_CONTROLLER_H_
#include "Controller.h"
#include "cocos2d.h"
class SimpleMoveController : public Controller
{
public:CREATE_FUNC(SimpleMoveController);virtual bool init();virtual void update(float dt);//设置速度void setISpeed(int iSpeed);private:int m_iSpeed;
};#endif
#include "SimpleMoveController.h"
bool SimpleMoveController::init(){this->m_iSpeed = 0;//启用定时器this->scheduleUpdate();return true;
}//设置速度
void SimpleMoveController::setISpeed(int iSpeed){this->m_iSpeed = iSpeed;
}void SimpleMoveController::update(float dt){if (m_listener!=NULL){Point pos = m_listener->getTagPosition();//仅仅增加移动对象的x坐标pos.x+=m_iSpeed;m_listener->setTagPosition(pos.x,pos.y);}
}
m_listener是Controller的protected变量
④实体的基类继承ControllerListener类
实现了ControllerListener的两个方法,绑定Controller对象
#ifndef _ENTITY_H_
#define _ENTITY_H_
#include "cocos2d.h"
#include "ControllerListener.h"
#include "Controller.h"
USING_NS_CC;
class Entity : public Node,public ControllerListener
{
public:void bindSprite(Sprite* sprite);//实现SimpleMoveController的方法virtual void setTagPosition(int x,int y);virtual Point getTagPosition();//设置控制器void setController(Controller* controller);protected:Sprite* mSprite;Controller* mController;
};
#endif
#include "Entity.h"
void Entity::bindSprite(Sprite* sprite){mSprite = sprite;this->addChild(mSprite);
}
void Entity::setController(Controller* controller){//绑定Controller对象this->mController = controller;mController->setControllerListener(this);
}void Entity::setTagPosition(int x,int y){setPosition(Point(x,y));
}Point Entity::getTagPosition(){return getPosition();
}
⑤当然是创建简单移动控制器,并绑定主角
//添加主角
void TollgateScene::addPlayer(TMXTiledMap* map){Size visibleSize = Director::getInstance()->getVisibleSize();Player* player = Player::create();player->bindSprite(Sprite::create("run1.png"));player->run();//获取对象层TMXObjectGroup* objectGroup = map->getObjectGroup("objects");//加载玩家坐标ValueMap playerPoint = objectGroup->getObject("PlayerPoint");float playerX = playerPoint.at("x").asFloat();float playerY = playerPoint.at("y").asFloat();player->setPosition(Point(playerX,playerY));//创建简单的移动控制器SimpleMoveController* controller = SimpleMoveController::create();//设置速度为1controller->setISpeed(1);//添加到节点中,才能调用刷新函数this->addChild(controller);//给主角加上控制器player->setController(controller);map->addChild(player);}
运行,截图(本想qq截图的,但是看下360,就没开qq了)
这篇关于【Cocos2d-x3.0学习笔记 09】游戏实例跑跑跑01的文章就介绍到这儿,希望我们推荐的文章对编程师们有所帮助!