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这个实例基于cocos2d-x-12版本开发,有点久了,不过没关系。
设计模式采用单例模式,开发环境为vs2010,后期会写怎么移植到android中去,好可以开始了。
单例模式的代码写拷贝过来。
#ifndef __SINGLETON_H__//40 #define __SINGLETON_H__ /* 单例模式 */ template <typename T> class Singleton { public: inline static T* getInstance(); inline static void release(); private: static T* t; }; template <typename T> inline T* Singleton<T>::getInstance() { if (!t) { t = new T; } return t; } template<typename T> inline void Singleton<T>::release() { if (t) { delete t; t = 0; } } template <typename T> T* Singleton<T>::t = 0; #endif // __SINGLE_H__
添加到HelloWorld项目中,新建Global.h文件和Animation.h文件部分代码如下;
#ifndef _GLOBAL_H_//143 #define _GLOBAL_H_ #include"cocos2d.h" #include"core/Singleton.h" #include"DBgame.h" #include"core/boy.h" #include"core\boss.h" #include"Core\typedefine.h" #define MaxBuffer 100 using namespace cocos2d; class Global:public Singleton<Global> { public: Global(void); ~Global(void); bool init(); }; #define sGlobal Global::getInstance() #endif//_GLOBAL_
Animation.h
#ifndef _ANIMATION_H_//41 #define _ANIMATION_H_ #include"core/boy.h" #include "cocos2d.h" #include "core/Singleton.h" struct AnimationFormation { char *animateName;//动画名:对应文件开头 int frameNum;//帧数 Behaviour behaviour;//行为 Direction direction;//朝向 }; extern AnimationFormation heroAnimation[12]; extern AnimationFormation bombAnimation[2]; extern AnimationFormation monsterAnimation[3]; extern AnimationFormation monster[3]; extern AnimationFormation pDing[3]; extern AnimationFormation wing[4]; extern AnimationFormation box[4]; extern AnimationFormation portal[2]; extern AnimationFormation cube[2]; extern AnimationFormation moonk[8]; extern AnimationFormation toto_weapon[11]; class AnimationManager:public Singleton<AnimationManager> { public: bool loadAnimation(AnimationFormation *af,int count); bool loadObjAnimation(AnimationFormation *af,int count); bool loadWeaponAnimation(AnimationFormation *af,int count); bool loadMoonkAnimation(AnimationFormation *af,int count); cocos2d::CCAnimate* getAnimate(char *name,Behaviour behaviour,Direction direction); cocos2d::CCAnimation* getAnimation(char *name,Behaviour behaviour,Direction direction); int getDirection(Direction direction); char* getDirectionName(Direction direction); char* getBehaviour(Behaviour behaviour); private: char *getAnimationName(char *name,Behaviour behaviour,Direction direction); }; #define sAnimation AnimationManager::getInstance() #endif//
现在打开HelloWorld.cpp文件,添加以下代码;
主要为控制部分
CCMenuItemImage *pBtn_Left = CCMenuItemImage::itemFromNormalImage( btn_left_d, btn_left_u ); CCMenuItemImage *pBtn_Right = CCMenuItemImage::itemFromNormalImage( btn_right_d, btn_right_u ); CCMenuItemImage *pBtn_Jump = CCMenuItemImage::itemFromNormalImage( jump_btn_d, jump_btn_u ); CCMenuItemImage *pBtn_Attack = CCMenuItemImage::itemFromNormalImage( attack_btn_d, attack_btn_u ); CCMenu* pControlBtn = CCMenu::menuWithItems(pBtn_Left,pBtn_Right,pBtn_Attack, NULL); pBtn_Left->setPosition(ccp(50*(size.width/480),35*(size.height/320))); pBtn_Left->setScaleX(size.width/480); pBtn_Left->setScaleY(size.height/320); pBtn_Right->setPosition(ccp(150*(size.width/480),35*(size.height/320)));//50 150 435 325 pBtn_Right->setScaleX(size.width/480); pBtn_Right->setScaleY(size.height/320); pBtn_Jump->setPosition(ccp(435*(size.width/480),40*(size.height/320)));//1174.5 pBtn_Jump->setScaleX(size.width/480); pBtn_Jump->setScaleY(size.height/320); pBtn_Attack->setPosition(ccp(325*(size.width/480),40*(size.height/320)));//877.5 pBtn_Attack->setScaleX(size.width/480); pBtn_Attack->setScaleY(size.height/320); CCMenu* jumpBtn = CCMenu::menuWithItems(pBtn_Jump,NULL); jumpBtn->setPosition(CCPointZero); pControlBtn->setPosition(CCPointZero); this->addChild(jumpBtn,1); this->addChild(pControlBtn,1);
注意一点,pBtn_Jump单独加载的,这样可以与其他按键同时被按下。setScale()函数放大CCNode的包括(CCSprite,等)。
然后开始加载地图
int lvl = CCUserDefault::sharedUserDefault()->getIntegerForKey("lvl"); if(lvl == 0) { lvl = 1; CCUserDefault::sharedUserDefault()->setIntegerForKey("lvl",1); } //---------------------------------2013.3.4--------------------------------- //int lvl=1; char mapPath[20]; char lvlinform[30]; //map_tmx_lvl1 sprintf(mapPath,"mapTmx/map%d.tmx",lvl); sprintf(lvlinform,"Lvl %d",lvl); CCTMXTiledMap *map = CCTMXTiledMap::tiledMapWithTMXFile(mapPath); //addChild(map,0,mapList); if(!map) { CCLOG("map not init!"); } map->setAnchorPoint(CCPointZero); map->setPosition(ccp(0,50*(size.height/320)));//112.5 map->setScaleX(size.width/480); map->setScaleY(size.height/320); this->addChild(map,-2,mapList);
Animation.cpp的部分代码
#include "core/Animation.h"//386 #include"DBgame.h" using namespace cocos2d; static char charBuffer[128]; AnimationFormation heroAnimation[12]= { {"toto",1,STAND,LEFT}, {"toto",1,STAND,RIGHT}, {"toto",1,STAND,OVERLOOK}, {"toto",2,MOVE,LEFT}, {"toto",2,MOVE,RIGHT}, {"toto",3,MOVE,JUMP},/* 3 */ {"toto",5,MOVE,ATTACK}, {"toto",4,MOVE,JUMPATTACK}, {"toto",6,DEAD,OVERLOOK}, {"toto",2,MOVE,ATTACKED}, {"toto",4,MOVE,FIRESTAND}, {"toto",4,MOVE,ICESTAND}, }; bool AnimationManager::loadAnimation(AnimationFormation *af,int count) { //缓冲——这会加载对应的png,并裁切成SpriteFrame,而且还会完成索引 memset(charBuffer,0,sizeof(charBuffer)); //sprintf(charBuffer,"objectTexture/16bit/4444-%sYPding.plist",af[0].animateName); //CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile(charBuffer); CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile(totoYPdingPlist); //创建动画数据 CCMutableArray<CCSpriteFrame*> *spriteFrames = new CCMutableArray<CCSpriteFrame*>(); for (int i=0;i<count;i++) { CCMutableArray<CCString*> *picArray = new CCMutableArray<CCString*>(); for(int j=getDirection(af[i].direction);j<getDirection(af[i].direction)+af[i].frameNum;j++) { memset(charBuffer,0,sizeof(charBuffer)); sprintf(charBuffer,"%s_%d.png",af[i].animateName,/*getBehaviour(af[i].behaviour)*/j); CCString* picName=new CCString(); picName->m_sString=charBuffer; picArray->addObject(picName); //printf("------AnimationPicture: %s\n",charBuffer); //CCLOG("------AnimationPicture: %s",charBuffer); //FrameCache CCSpriteFrame *spriteFrame=CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName(charBuffer); spriteFrames->addObject(spriteFrame); } //使用cache缓冲管理 CCAnimation *animation=CCAnimation::animationWithFrames(spriteFrames,0.1f); memset(charBuffer,0,sizeof(charBuffer)); sprintf(charBuffer,"%s_%s%s",af[i].animateName,getBehaviour(af[i].behaviour),getDirectionName(af[i].direction)); //CCLOG("AnimationName: %s\n",charBuffer); //parse plist CCPlistParseCache::sharedPlistParseCache()->addPictureArrayWithAnimationName(charBuffer,picArray); CCAnimationCache::sharedAnimationCache()->addAnimation(animation,charBuffer); spriteFrames->removeAllObjects(); } spriteFrames->release(); return true; } //根据方向与行为对animation的frame(51帧)进行截取1-5 6-12 13-15等 cocos2d::CCAnimate* AnimationManager::getAnimate(char *name,Behaviour behaviour,Direction direction ) { CCAnimation* animation=CCAnimationCache::sharedAnimationCache()->animationByName(getAnimationName(name,behaviour,direction)); if(animation) { return cocos2d::CCAnimate::actionWithAnimation(animation); } return NULL; } CCAnimation* AnimationManager::getAnimation(char *name,Behaviour behaviour,Direction direction) { CCAnimation* animation=CCAnimationCache::sharedAnimationCache()->animationByName(getAnimationName(name,behaviour,direction)); if(animation) { return animation; } return NULL; } char* AnimationManager::getAnimationName(char *name,Behaviour behaviour,Direction direction ) { memset(charBuffer,0,sizeof(charBuffer)); sprintf(charBuffer,"%s_%s%s",name,getBehaviour(behaviour),getDirectionName(direction)); return charBuffer; } char* AnimationManager::getBehaviour( Behaviour behaviour ) { switch(behaviour) { case STAND: return "stand"; case MOVE: return "move"; case DEAD: return "dead"; } } char* AnimationManager::getDirectionName(Direction direction) { switch(direction) { case JUMP: return "jump"; case ATTACK: return "attack"; case JUMPATTACK: return "jumpattack"; case LEFT: return "left"; case RIGHT: return "right"; case MOVERLOOK: return "moverlook"; case MATTACK: return "mattack"; case OVERLOOK: return "overlook"; case ATTACKED: return "attacked"; case BOVERLOOK: return "boverlook"; case BONE: return "bone"; case BTWO: return "btwo"; case BTHREE: return "bthree"; case REMOVE: return "remove"; case PORTALONE: return "portalone"; case PORTALTWO: return "portaltwo"; case CUBEONE: return "cubeone"; case CUBETWO: return "cubetwo"; case FIRESTAND: return "firestand"; case FIRELEFT: return "fireleft"; case FIRERIGHT: return "fireright"; case ICERIGHT: return "iceright"; case ICELEFT: return "iceleft"; case ICESTAND: return "icestand"; case FIREEXPODE: return "fireexpode"; case SWORDRIGHT: return "swordright"; case SWORDLEFT: return "swordleft"; case SWORDSTAND: return "swordstand"; case SWORDATTACK: return "swordattack"; case WRIGHT: return "wright"; case WLEFT: return "wleft"; case WATTACK: return "wattack"; case WREMOVE: return "wremove"; case BO×××IGHT: return "bo***ight"; case BOSSLEFT: return "bossleft"; case BOSSATTACK: return "bossattack"; case BOSSATTACKONE: return "bossattackone"; case BOSSATTACKTWO: return "bossattacktwo"; case BOSSATTACKTHREE: return "bossattackthree"; case BO×××EMOVE: return "bo***emove"; case BOSSSTAND: return "bossstand"; } } int AnimationManager::getDirection( Direction direction ) { switch(direction) { case JUMP: return 36;/*35*/ case ATTACK: return 14; case JUMPATTACK: return 24; case LEFT: return 2; case RIGHT: return 2; case MOVERLOOK: return 2; case MATTACK: return 6; case OVERLOOK: return 1; case ATTACKED: return 39; case BOVERLOOK: return 5; case BONE: return 4; case BTWO: return 2; case BTHREE: return 1; case REMOVE: return 11; case PORTALONE: return 0; case PORTALTWO: return 3; case CUBEONE: return 0; case CUBETWO: return 3; case FIRESTAND: return 52; case ICESTAND: return 56; case FIRELEFT: return 0; case FIRERIGHT: return 0; case ICERIGHT: return 0; case ICELEFT: return 0; case FIREEXPODE: return 4; case SWORDSTAND: return 0; case SWORDRIGHT: return 0; case SWORDLEFT: return 0; case SWORDATTACK: return 4; case WRIGHT: return 0; case WLEFT: return 0; case WATTACK: return 2; case WREMOVE: return 11; case BO×××IGHT: return 4; case BOSSLEFT: return 4; case BOSSATTACK: return 8; case BOSSATTACKONE: return 10; case BOSSATTACKTWO: return 25; case BOSSATTACKTHREE: return 27;//27 13 case BO×××EMOVE: return 52; case BOSSSTAND: return 0; //0-8 8-16 16-24 24-32 //default: //return 0; } }
然后在HelloWorld.cpp文件intit()函数中添加
AnimationManager::getInstance()->loadAnimation(heroAnimation,12);
接下来是HERO的实现
boy.h #ifndef _BOY_H_ #define _BOY_H_ #include"Common\BoundingBox.h" #include"cocos2d.h" #include"DBgame.h" #include"Core\typedefine.h" using namespace cocos2d; class Boy:public CCNode { public: Boy(void); ~Boy(void); //静态方法用于创建hero实例 static Boy* player(); void setAnimation(Direction dir,Behaviour be); void setAnimation(Direction dir,Behaviour be,float time); Direction getDirection(); Behaviour getBehaviour(); void attack(); void attackDone(); void executeAnimation(Direction dir,Behaviour be,int nextAni); void executeDone(CCNode* pSender,void* i); void attacked(); void attackedDone(); BoundingBox hitBox; BoundingBox attackBox; CCRect getRect(); CCRect getCollisionRect(int width,int height); Behaviour behaviour; Direction direction; CCSprite* getHeroSprite(); protected: CCAnimate *getAnimate(); CCSprite *sprite; float xVel; float yVel; CCPoint touchPoint; //CCAnimate *getAnimate(char* playName); bool init(); }; #endif//
boy.cpp的实现
#include"core\boy.h"//215 #include"DBgame.h" #include"core\Animation.h" using namespace cocos2d; Boy::Boy() { xVel=0; yVel=0; } Boy::~Boy() { } Boy* Boy::player() { Boy *player = new Boy(); if (player && player->init()) { player->autorelease(); return player; } CC_SAFE_DELETE(player); return NULL; } bool Boy::init() { bool bRet = false; do{ this->setAnchorPoint(CCPointZero); //创建动画 sprite=CCSprite::spriteWithSpriteFrameName("toto_0.png"); sprite->setAnchorPoint(CCPointZero); this->addChild(sprite); //设置状态 behaviour=STAND; direction=OVERLOOK; // //behaviour=MOVE; //direction=ATTACKED; sprite->runAction(CCRepeatForever::actionWithAction(getAnimate())); bRet=true; }while(0); return bRet; } CCSprite* Boy::getHeroSprite() { return this->sprite; } void Boy::setAnimation(Direction dir,Behaviour be) { direction=dir; behaviour=be; sprite->stopAllActions(); sprite->runAction(CCRepeatForever::actionWithAction(getAnimate())); } void Boy::setAnimation(Direction dir,Behaviour be,float time) { CCAction* action=CCSequence::actions( getAnimate(), CCDelayTime::actionWithDuration(0.001f), NULL); //运行动画 sprite->runAction(action); } //注意,不同精灵,这个函数写法不同,主要区别都是OVERLOOK上,有些精灵是没有四方向的 CCAnimate * Boy::getAnimate() { if (behaviour==DEAD) { direction=OVERLOOK; } return AnimationManager::getInstance()->getAnimate("toto",behaviour,direction); } Direction Boy::getDirection() { return this->direction; } Behaviour Boy::getBehaviour() { return this->behaviour; }
枚举定义的代码
#ifndef _TYPEDEFINE_H #define _TYPEDEFINE_H typedef enum { UP, DOWN, JUMP, ATTACK, JUMPATTACK, LEFT, RIGHT, MOVERLOOK, MATTACK, OVERLOOK, //任何朝向都一样 ATTACKED, BOVERLOOK, BONE, BTWO, BTHREE, REMOVE, PORTALONE, PORTALTWO, CUBEONE, CUBETWO, FIRERIGHT, FIRELEFT, FIRESTAND, ICERIGHT, ICELEFT, ICESTAND, FIREEXPODE, SWORDRIGHT, SWORDSTAND, SWORDLEFT, SWORDATTACK, WRIGHT, WLEFT, WATTACK, WREMOVE, BO×××IGHT, BOSSLEFT, BO×××EMOVE, BOSSATTACK, BOSSATTACKONE, BOSSATTACKTWO, BOSSATTACKTHREE, BOSSSTAND } Direction; typedef enum{ STAND, MOVE, DEAD } Behaviour; typedef enum{ GETFIRE, GETICE, GETSWORD, GETHAM, GETHP, NOSTAGE }STAGE; #endif;
HelloWord中init()函数添加以下代码
player=Boy::player(); player->getHeroSprite()->setPosition(ccp(100,10)); map->addChild(player,1); sprite=player->getHeroSprite();
待续-------------------------------------------------------------------------------------
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