

步骤如下:使用脚本创建工程
./create-multi-platform-projects.py -p Ninja -k com.HuLuo.Ninja -l cpp
2.编译运行,可以看到如下图所示:
3.下载本游戏所需的资源,将资源放置"Resources"目录下;
4.游戏需要一个白色的背景,最简单的方法是使用CCLayerColor,将HelloWorldScene.h文件"HelloWorld"类改为如下:
class HelloWorld : public cocos2d::LayerColor之后添加如下代码:
Sprite* _player; Sprite* _monster; void addMonster(); void spriteMoveFinished(Node* sender); void gameLogic(float dt);首先添加玩家,让玩家位于左边屏幕中间,将HelloWorldScene.cpp文件的init函数,改为如下:
bool HelloWorld::init() { bool bRet = false; do { CC_BREAK_IF(!LayerColor::initWithColor(Color4B(255, 255, 255, 255))); Size winSize = Director::getInstance()->getWinSize(); _player = Sprite::create("Player.png"); _player->setPosition(Point(_player->getContentSize().width / 2, winSize.height / 2)); _player->setScale(2); this->addChild(_player); this->schedule(schedule_selector(HelloWorld::gameLogic), 1.0); bRet = true; } while (0); return bRet; } void HelloWorld::gameLogic(float dt) { }5.编译运行,可以看到玩家精灵在白色背景上,如下图所示:
6.接下来添加怪物,并且让怪物可以移动,我们在屏幕右边创建怪物,建立动作让它们向左移动,增加addMonster方法,代码如下:
void HelloWorld::addMonster() { _monster = Sprite::create("monster.png"); _monster->setScale(2); Size winSize = Director::getInstance()->getWinSize(); int minY = _monster->getContentSize().height / 2; int maxY = winSize.height - _monster->getContentSize().height / 2; int rangeY = maxY - minY; int actualY = (rand() % rangeY) + minY; _monster->setPosition(Point(winSize.width + _monster->getContentSize().width / 2, actualY)); this->addChild(_monster); int minDuration = 2; int maxDuration = 4; int rangeDuration = maxDuration - minDuration; int actualDuration = (rand() % rangeDuration) + minDuration; MoveTo* actionMove = MoveTo::create(actualDuration, Point(-_monster->getContentSize().width / 2, actualY)); CallFuncN* actionMoveDone = CallFuncN::create(std::bind(&HelloWorld::spriteMoveFinished, this,_monster)); _monster->runAction(Sequence::create(actionMove,actionMoveDone, NULL)); }在右边屏幕以随机的位置添加怪物精灵,注意计算精灵的位置坐标,默认描点在中心,不要让怪物截断了。然后再以2~4秒的随机总时间,让怪物从右边移动到左边,移动出边界后,即回调函数spriteMoveFinished,进行删除精灵对象,增加的spriteMoveFinished方法如下:
void HelloWorld::spriteMoveFinished(cocos2d::Node *sender) { Sprite* sprite = (Sprite*)sender; this->removeChild(sprite); }接下去就是定时创建怪物,在init函数返回之前,安装定时器,每秒执行一次,代码如下:
this->schedule(schedule_selector(HelloWorld::gameLogic), 1.0);增加gameLogic方法,代码如下:
void HelloWorld::gameLogic(float dt) { this->addMonster(); }7.编译运行,可以看到右边怪物定时增加,并且以不同的速度向左边移动,如下图所示:
8.接着让玩家可以射击子弹,当用户在屏幕点击时,就让玩家往点击的方向进行发送子弹,用户的屏幕点击点并不是子弹移动的最终地,借用原文的一张图片来说明:
要让层可以支持触摸,需要在init方法,添加如下代码:
this->setTouchEnabled(true);
然后重载onTouchesEnded方法,代码如下:
void HelloWorld::onTouchesEnded(const std::vector&touches, cocos2d::Event *event) { Touch* touch = touches.front(); Point location = this->convertTouchToNodeSpace(touch); Size winSize = Director::getInstance()->getWinSize(); Sprite* projectile = Sprite::create("Projectile.png"); projectile->setScale(2); projectile->setPosition(Point(20, winSize.height / 2)); Point offset = ccpSub(location, projectile->getPosition()); if (offset.x addChild(projectile); int realX = winSize.width + projectile->getContentSize().width / 2; float ratio = (float)offset.y / (float)offset.x; int realY = realX * ratio + projectile->getPosition().y; Point realDest = Point(realX, realY); int offRealX = realX - projectile->getPosition().x; int offRealY = realY - projectile->getPosition().y; float length = sqrtf(offRealX * offRealX + offRealY * offRealY); float velocity = 480 / 1; float realMoveDuration = length / velocity; projectile->runAction(Sequence::create(MoveTo::create(realMoveDuration, realDest),CallFuncN::create(std::bind(&HelloWorld::spriteMoveFinished, this,projectile)), NULL)); }
首先,得到触摸点,然后创建子弹精灵,算出触摸点与子弹初始位置之差,若触摸点在初始位置的前方(即玩家前方),则添加子弹到层上。以同比例方法,计算出子弹飞向屏幕右边的最终坐标。然后再用勾股定理计算飞行长度,假定速度为每秒480像素,则计算出飞行总时间。之后就是让子弹执行给定的飞行动作,以及之后的删除自身调用。
9.编译运行,往屏幕点击,可以看到子弹发射出去,如下图所示:
10.当子弹碰到怪物时,怪物被消灭,子弹消失,即碰撞检测。需要在场景中跟踪目标和子弹,在HelloWorldScene.h声明如下:
Array* _monsters; Array* _projectiles;在构造函数和析构函数,添加如下:
HelloWorld::HelloWorld() { _monsters = NULL; _projectiles = NULL; } HelloWorld::~HelloWorld() { if (_monsters) { CC_SAFE_RELEASE_NULL(_monsters); } if (_projectiles) { CC_SAFE_RELEASE_NULL(_projectiles); } }然后在init函数中初始化这两个数组:
this->_monsters = Array::create(); this->_monsters->retain(); this->_projectiles = Array::create(); this->_projectiles->retain();修改addMonster函数,为怪物精灵添加标签,并加入到数组,代码如下:
_monster->setTag(1); _monsters->addObject(_monster);修改onTouchesEnded函数,为子弹精灵添加标签,并加入到数组,代码如下:
projectile->setTag(2); _projectiles->addObject(projectile);然后修改spriteMoveFinished函数,增加如下代码:
if (sprite->getTag() == 1) { _monsters->removeObject(sprite); } else if (sprite->getTag() == 2) { _projectiles->removeObject(sprite); }添加如下方法:
void HelloWorld::update(float delta) { Array* projectilesToDelete = Array::create(); Object* pObject = NULL; Object* pObject2 = NULL; CCARRAY_FOREACH(_projectiles, pObject) { Sprite* projectile = (Sprite*)pObject; Array* monstersToDelete = Array::create(); CCARRAY_FOREACH(_monsters, pObject2) { Sprite* monster = (Sprite*)pObject2; if (projectile->getBoundingBox().intersectsRect(monster->getBoundingBox())) { monstersToDelete->addObject(monster); } } CCARRAY_FOREACH(monstersToDelete, pObject2) { Sprite* monster = (Sprite*)pObject2; _monsters->removeObject(monster); this->removeChild(monster); } if (monstersToDelete->count() > 0) { projectilesToDelete->addObject(projectile); } monstersToDelete->release(); } CCARRAY_FOREACH(projectilesToDelete, pObject) { Sprite* projectile = (Sprite*)pObject; _projectiles->removeObject(projectile); this->removeChild(projectile); } projectilesToDelete->release(); }遍历子弹数组,计算每一个子弹所可能遇到的怪物,用它们各自的边界框进行交叉检测,检测到交叉,则将怪物对象放入ToDelete(待删除)数组,不能在遍历的时候删除一个对象。若是子弹遇到了怪物,也需要放入ToDelete(待删除)数组。然后从场景和数组中移动掉。同样,也在init函数,安装定时器,代码如下:
this->scheduleUpdate();11.编译运行,这时当子弹和怪物碰撞时,它们就会消失;
12.接下来,创建一个新的场景,来指示"You Win"或者"You Lose"。创建新类
GameOverLayer.h文件代码为:
#include "cocos2d.h" USING_NS_CC; class GameOverLayer:public LayerColor{ public: GameOverLayer(); ~GameOverLayer(); bool initWithWon(bool won); static Scene* sceneWithWon(bool won); void gameOverDone(); };GameOverLayer.cpp文件代码为:
// // GameOverLayer.cpp // HelloCpp // // Created by 杜甲 on 13-12-1. // // #include "GameOverLayer.h" #include "HelloWorldScene.h" GameOverLayer::GameOverLayer() { } GameOverLayer::~GameOverLayer() { } GameOverLayer* GameOverLayer::createWithWon(bool won) { GameOverLayer* pRet = new GameOverLayer(); if (pRet && pRet->initWithWon(won)) { } else{ CC_SAFE_RELEASE_NULL(pRet); } return pRet; } bool GameOverLayer::initWithWon(bool won) { bool bRet = false; do { CC_BREAK_IF(!LayerColor::initWithColor(Color4B(255, 255, 255, 255))); char* message; if (won) { message = "You Won"; } else { message = "You Lose"; } Size winSize = Director::getInstance()->getWinSize(); LabelTTF* label = LabelTTF::create(message, "Arial", 32); label->setColor(Color3B(0, 0, 0)); label->setPosition(Point(winSize.width / 2, winSize.height / 2)); this->addChild(label); this->runAction(Sequence::create(DelayTime::create(3), CallFunc::create(std::bind(&GameOverLayer::gameOverDone, this)), NULL)); bRet = true; } while (0); return bRet; } Scene* GameOverLayer::sceneWithWon(bool won) { Scene* scene = NULL; do { scene = Scene::create(); CC_BREAK_IF(!scene); GameOverLayer* layer = GameOverLayer::createWithWon(won); CC_BREAK_IF(!layer); scene->addChild(layer); } while (0); return scene; } void GameOverLayer::gameOverDone() { Director::getInstance()->replaceScene(HelloWorld::createScene()); }游戏结束时,切换到以上所建的场景,场景上的层显示一个文本,在3秒之后返回到HelloWorld场景中。
13.最后,为游戏添加一些游戏逻辑。记录玩家消灭怪物的数量,进而决定该玩家输赢。在HelloWorldScene.h文件中,添加如下:
int _monstersDestroyed;添加头文件引用:
#include "GameOverLayer.h"在update定时函数中,monstersToDelete循环removeChild(monster, true)的后面添加被消灭怪物的计数,并判断胜利条件,代码如下:
_monstersDestroyed++; if (_monstersDestroyed > 2) { Scene* gameOverScene = GameOverLayer::sceneWithWon(true); Director::getInstance()->replaceScene(gameOverScene); }最后为玩家添加失败条件,规定只要有一只怪物跑到左边屏幕里,则玩家失败,在spriteMoveFinished函数里,sprite->getTag() == 1条件的后面,添加如下:
Scene* gameOverScene = GameOverLayer::sceneWithWon(false); Director::getInstance()->replaceScene(gameOverScene);14.编译并运行,到此已完成了一个简单的游戏,包含音效,并带有胜利和失败的结束。游戏效果如下:

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