//
// GameScene.cpp
// example11-1
//
// Created by shuoquan man on 12-10-14.
// Copyright (c) 2012年 __MyCompanyName__. All rights reserved.
//
#include "GameAboutScene.h"
#include "GameMenuScene.h"
#include "GameScene.h"
#include "GameObjHero.h"
#include "GameHeroBullet.h"
#include "GameEnemyBullet.h"
#include "GameMark.h"
using namespace cocos2d;
CCScene* GameMain::scene()
{
CCScene *scene = CCScene::create();
GameMain *layer = GameMain::create();
scene->addChild(layer);
return scene;
}
void GameMain::releaseenemyBullet(int x,int y){
//遍历子弹数组,不在使用的子弹释放
for(int i = 0;i < enemybullets->capacity();i ++){
if(!((GameEnemyBullet *)enemybullets->objectAtIndex(i))->getIsvisble()){
//设置位置,并设置为显示
((GameEnemyBullet *)enemybullets->objectAtIndex(i))->setPosition(ccp(x,y));
((GameEnemyBullet *)enemybullets->objectAtIndex(i))->setIsVisable();
break;
}
}
}
void GameMain::releaseheroBullet(int x,int y){
//遍历子弹数组,不在使用的子弹释放
for(int i = 0;i < bullets->capacity();i ++){
if(!((GameHeroBullet *)bullets->objectAtIndex(i))->getIsvisble()){
//设置位置,并设置为显示
((GameHeroBullet *)bullets->objectAtIndex(i))->setPosition(ccp(x,y));
((GameHeroBullet *)bullets->objectAtIndex(i))->setIsVisable();
break;
}
}
}
bool GameMain::init()
{
if ( !CCLayer::init() )
{
return false;
}
CCSize size = CCDirector::sharedDirector()->getWinSize();
//创建背景
bg1 = CCSprite::create("bg.png");
bg1->setScale(0.5);
bg2 = CCSprite::create("bg.png");
bg2->setScale(0.5);
bg1->setAnchorPoint(ccp(0,0));
bg2->setAnchorPoint(ccp(0,0));
bg1->setPosition( ccp(0,0) );
bg2->setPosition( ccp(0,size.height) );
this->addChild(bg1, 0);
this->addChild(bg2, 0);
//创建主角
hero = new GameObjHero();
hero->setPosition(ccp(size.width/2,-50));
hero->setScale(0.5);
addChild(hero,2,1);
hero->runAction(CCMoveBy::create(0.5,ccp(0,150)));
//创建敌人
enemys = CCArray::create();
for(int i = 0;i < 3;i ++){
int type = i + 1;
GameObjEnemy* enemy = new GameObjEnemy();
enemy->setPosition(ccp(size.width/4 * type,size.height + 50));
enemy->setScale(0.5);
enemy->setType(type);
enemys->addObject(enemy);
addChild(enemy,1);
enemy->movestart();
}
enemys->retain();
//创建血量ui
blood = 3;
CCSpriteBatchNode* ui = CCSpriteBatchNode::create("cat.png");
//CCNode *ui = CCNode::create();
blood1 = CCSprite::createWithTexture(ui->getTexture());
blood1->setPosition(ccp(20,size.height - 20));
blood1->setScale(0.2);
ui->addChild(blood1);
blood2 = CCSprite::createWithTexture(ui->getTexture());
blood2->setPosition(ccp(50,size.height - 20));
blood2->setScale(0.2);
ui->addChild(blood2);
blood3 = CCSprite::createWithTexture(ui->getTexture());
blood3->setPosition(ccp(80,size.height - 20));
blood3->setScale(0.2);
ui->addChild(blood3);
addChild(ui,4);
//初始化主角子弹
bullets = CCArray::create();
for(int i = 0;i < bullets->capacity();i ++){
GameHeroBullet * mybullet = new GameHeroBullet();
mybullet->setIsNotVisable(mybullet);
mybullet->setScale(0.5);
bullets->addObject(mybullet);
this->addChild(mybullet,3);
}
//初始化敌人子弹
bullets->retain();
enemybullets = CCArray::create();
for(int i = 0;i < enemybullets->capacity();i ++){
GameEnemyBullet * mybullet = new GameEnemyBullet();
mybullet->setIsNotVisable(mybullet);
mybullet->setScale(0.5);
enemybullets->addObject(mybullet);
this->addChild(mybullet,3);
}
gamemark = new GameMark();
addChild(gamemark,4);
enemybullets->retain();
//初始化游戏结束弹板及按钮
gameover = CCSprite::create("gameover.png");
gameover->setAnchorPoint(ccp(0.5,0.5));
gameover->setPosition(ccp(0,0));
gameover->setPosition(ccp(size.width/2,size.height/2 + 70));
gameover->setVisible(false);
gameover->setScale(0.5);
addChild(gameover,5);
CCMenuItemImage *pCloseItem = CCMenuItemImage::create("back.png","back.png",
this,menu_selector(GameMain::menuBackCallback) );
pCloseItem->setPosition( ccp(size.width/2,size.height/2 - 50) );
pCloseItem->setScale(0.5);
CCMenu* pMenu = CCMenu::create(pCloseItem, NULL);
pMenu->setPosition( CCPointZero );
this->addChild(pMenu,5,25);
pMenu->setVisible(false);
pMenu->setEnabled(false);
isreduce = false;
isover = false;
scheduleUpdate();
return true;
}
void GameMain::menuBackCallback(CCObject* pSender){
CCDirector::sharedDirector()->replaceScene(GameMenu::scene());
}
bool GameMain::isCollion(CCPoint p1,CCPoint p2,int w1,int h1,int w2,int h2){
//判断两个矩形是否碰撞
if(abs(p1.x - p2.x) < w1 + w2 && abs(p1.y - p2.y) < h1 + h2){
return true;
}
return false;
}
void GameMain::setover(){
//设置游戏结束
CCMenu* pMenu = (CCMenu *)this->getChildByTag(25);
pMenu->setVisible(true);
pMenu->setEnabled(true);
gameover->setVisible(true);
gameover->setScale(0);
pMenu->setScale(0);
pMenu->runAction(CCScaleTo::create(0.5,1));
gameover->runAction(CCScaleTo::create(0.5,0.5));
}
void GameMain::setherohurt(){
//主角受伤,减血
hero->stopAllActions();
switch(blood){
case 3:
blood1->setVisible(false);
blood --;
break;
case 2:
blood2->setVisible(false);
blood --;
break;
case 1:
blood3->setVisible(false);
blood --;
break;
case 0:
if(! isover){
isover = true;
setover();
}
break;
}
CCActionInterval* action = CCBlink::create(5, 10);
hero->runAction(action);
schedule(schedule_selector(GameMain::resetreduce), 5.0f);
isreduce = true;
}
void GameMain::resetreduce(float f){
isreduce = false;
}
void GameMain::update(float time){
//背景移动逻辑
bg1->setPosition(ccp(bg1->getPosition().x,bg1->getPosition().y - 2));
bg2->setPosition(ccp(bg2->getPosition().x,bg2->getPosition().y - 2));
if(bg2->getPosition().y < 0){
float temp = bg2->getPosition().y + 480;
bg1->setPosition(ccp(bg2->getPosition().x,temp));
}
if(bg1->getPosition().y < 0){
float temp = bg1->getPosition().y + 480;
bg2->setPosition(ccp(bg1->getPosition().x,temp));
}
CCPoint hpos = hero->getPosition();
//敌人和子弹碰撞检测
for(int i = 0;i < 3;i ++){
GameObjEnemy * enemy = ((GameObjEnemy *) enemys->objectAtIndex(i));
CCPoint epos = enemy->getPosition();
if(enemy->islife){
for(int i = 0;i < bullets->capacity();i ++){
if(((GameHeroBullet *)bullets->objectAtIndex(i))->getIsvisble()){
if(isCollion(((GameHeroBullet *)bullets->objectAtIndex(i))->getPosition(),epos,5,13,21,28)){
enemy->setdie();
gamemark->addnumber(200);
break;
}
}
}
}
if(!isreduce && enemy->islife && isCollion(hpos,epos,21,22.5,21,28)){
enemy->setdie();
setherohurt();
}
}
//主角和敌人子弹碰撞
if(!isreduce){
for(int i = 0;i < enemybullets->capacity();i ++){
if(isCollion(hpos,((GameEnemyBullet *)enemybullets->objectAtIndex(i))->getPosition(),21,22.5,5,13)){
setherohurt();
}
}
}
}
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温馨提示
cocos2d-x权威指南中的样例代码-喵星战争,原书的代码使用的sdk版本较低,在2.04上无法通过编译,在网上下了几个其它版本,也是通不过编译.于是,我花了一些时间进行修改,代码在2.04版本通过编译并可正确运行,压缩包里附带了vs2010的工程文件,方便大家导入,要1分不算贵,赚个辛苦分^_^
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收起资源包目录
-基于cocos2d-x2.04修改代码,包含vs2010工程文件.rar (82个子文件)
MyGame
Resources
catBody2-4.png 6KB
sound-on-B.png 10KB
catBody1.png 6KB
cat.png 17KB
newgameA.png 18KB
DrDogZD.png 5KB
bg.png 312KB
DrDog2.png 17KB
battle.png 34KB
backB.png 7KB
Icon-Small@2x.png 8KB
boom2.png 7KB
background.mp3 125KB
back.png 8KB
star.png 8KB
sound-off-B.png 9KB
continueA.png 17KB
shu.png 8KB
catHand2.png 1KB
boom4.png 6KB
about.png 7KB
boom1.png 7KB
fps_images.png 7KB
catBody3.png 6KB
meowstar.png 54KB
moon.png 174KB
newgameB.png 22KB
iTunesArtwork 61KB
Icon.png 9KB
score.png 5KB
continueB.png 20KB
CloseSelected.png 5KB
Icon-Small.png 5KB
YuGuZD.png 3KB
sound-off-A.png 10KB
Icon@2x.png 16KB
Icon-72.png 12KB
Info.plist 1KB
gameover.png 50KB
catHand1.png 1KB
retry.png 4KB
DrDog1.png 18KB
aboutB.png 17KB
boom5.png 6KB
Default.png 87KB
boom3.png 13KB
Icon-Small-50.png 7KB
aboutA.png 16KB
CloseNormal.png 6KB
tb.png 66KB
catTail.png 7KB
backA.png 7KB
HelloWorld.png 136KB
sound-on-A.png 11KB
Classes
AppDelegate.h 960B
HelloWorldScene.h 657B
HelloWorldScene.cpp 2KB
AppDelegate.cpp 1KB
proj.win32
GameHeroBullet.cpp 1KB
main.cpp 900B
main.h 270B
GameObjEnemy.cpp 4KB
resource.h 492B
MyGame.rc 2KB
MyGame.win32.vcxproj.user 763B
GameObjHero.h 888B
GameScene.h 1015B
GameObjEnemy.h 618B
GameAboutScene.h 493B
GameMenuScene.cpp 5KB
GameMark.cpp 3KB
GameMark.h 466B
MyGame.win32.vcxproj 9KB
GameObjHero.cpp 4KB
GameScene.cpp 7KB
GameEnemyBullet.h 481B
GameAboutScene.cpp 3KB
GameHeroBullet.h 477B
res
MyGame.ico 47KB
MyGame.win32.vcxproj.filters 3KB
GameMenuScene.h 689B
GameEnemyBullet.cpp 1KB
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