(四) 敌机管理
最后更新于:2022-04-01 16:12:14
敌方飞机应该不定时的出现,有自己的生命周期、运动轨迹。这个类用来管理敌机的产生、移动、爆炸、销毁等。
敌机管理类主要函数如下
~~~
//绑定控制器(更新分数)
void bindController(Controller* controller);
//根据分数决定添加敌机速度
void addSpeed(float dt);
// 添加敌机1
void addEnemy1(float dt);
// 添加敌机2
void addEnemy2(float dt);
// 添加敌机3
void addEnemy3(float dt);
// 添加敌机4
void addEnemy4(float dt);
// 敌机爆炸
void blowupEnemy(Enemy* pEnemySprite);
// 移除敌机pNode
void removeEnemy(Node *pNode);
~~~
其成员变量如下
~~~
Vector<Enemy*> vecEnemy;// 敌机容器,用于遍历碰撞问题
Controller* m_controlLayer; //控制器
float m_fSpeed; //添加敌机速度
float m_fEnemy1;
float m_fEnemy2;
float m_fEnemy3;
float m_fEnemy4;
~~~
敌机产生后,要先存储在容器中,通过容器来进行与子弹、我方飞机的碰撞检测,之后统一销毁。
还有就是,因为分数是要存储在数据库中的,所以我们用一个控制器来管理分数。对于我方飞机的触摸移动,也可以用控制器来控制,由于本游戏中的我方飞机操作简单,代码就嵌在了我方飞机类中。(⊙o⊙)…扯远了,先介绍敌机管理类的实现,再讲控制器。
~~~
bool EnemyManager::init()
{
if (!Layer::init())
{
return false;
}
cocos2d::Vector<SpriteFrame*> vecTemp;
vecTemp.clear();
// 敌机1爆炸
for (int i = 0; i < 4; i++)
{
auto blowUpName = __String::createWithFormat("enemy1_down%d.png", i + 1);
auto tempBlowUp = SpriteFrameCache::getInstance()->getSpriteFrameByName(
blowUpName->getCString());
vecTemp.pushBack(tempBlowUp);
}
Animation* pAnimation1 = Animation::createWithSpriteFrames(vecTemp, 0.1f);
// 添加到AnimationCache,并且命名为Enemy1Blowup
AnimationCache::getInstance()->addAnimation(pAnimation1, "Enemy1Blowup");
// 敌机2爆炸
vecTemp.clear();
for (int i = 0; i < 4; i++)
{
auto blowUpName = __String::createWithFormat("enemy2_down%d.png", i + 1);
auto tempBlowUp = SpriteFrameCache::getInstance()->getSpriteFrameByName(
blowUpName->getCString());
vecTemp.pushBack(tempBlowUp);
}
Animation *pAnimation2 = Animation::createWithSpriteFrames(vecTemp,0.1f);
AnimationCache::getInstance()->addAnimation(pAnimation2, "Enemy2Blowup");
// 敌机3爆炸
vecTemp.clear();
for (int i = 0; i < 4; i++)
{
auto blowUpName = __String::createWithFormat("enemy3_down%d.png", i + 1);
auto tempBlowUp = SpriteFrameCache::getInstance()->getSpriteFrameByName(
blowUpName->getCString());
vecTemp.pushBack(tempBlowUp);
}
Animation *pAnimation3 = Animation::createWithSpriteFrames(vecTemp,0.1f);
AnimationCache::getInstance()->addAnimation(pAnimation3, "Enemy3Blowup");
// 敌机4爆炸
vecTemp.clear();
for (int i = 0; i < 4; i++)
{
auto blowUpName = __String::createWithFormat("enemy4_down%d.png", i + 1);
auto tempBlowUp = SpriteFrameCache::getInstance()->getSpriteFrameByName(
blowUpName->getCString());
vecTemp.pushBack(tempBlowUp);
}
Animation *pAnimation4 = Animation::createWithSpriteFrames(vecTemp, 0.1f);
AnimationCache::getInstance()->addAnimation(pAnimation4, "Enemy4Blowup");
//根据当前分数来设定添加各种敌机的速度
this->schedule(schedule_selector(EnemyManager::addSpeed), 0.1f);
return true;
}
//绑定控制器(更新分数)
void EnemyManager::bindController(Controller* controller)
{
this->m_controlLayer = controller;
m_controlLayer->retain();
}
//根据分数决定添加敌机速度
void EnemyManager::addSpeed(float dt)
{
m_fSpeed = m_controlLayer->getSaveData()->getScore() / 1000 + 1;
this->schedule(schedule_selector(EnemyManager::addEnemy1), m_fEnemy1 / m_fSpeed); // 每1秒出现一架敌机1
this->schedule(schedule_selector(EnemyManager::addEnemy2), m_fEnemy2 / m_fSpeed);
this->schedule(schedule_selector(EnemyManager::addEnemy3), m_fEnemy3 / m_fSpeed);
this->schedule(schedule_selector(EnemyManager::addEnemy4), m_fEnemy4 / m_fSpeed);
}
void EnemyManager::addEnemy1(float dt)
{
Size size = Director::getInstance()->getVisibleSize();
Enemy *pEnemySprite = Enemy::create();
pEnemySprite->setEnemyByType(Enemy1);
pEnemySprite->setTag(Enemy1);
this->addChild(pEnemySprite);
vecEnemy.pushBack(pEnemySprite);
// 设置运动轨迹 以及到终点时调用的函数
ccBezierConfig m_bezier;
m_bezier.controlPoint_1 = ccp(size.width/20, size.height*0.7);
m_bezier.controlPoint_2 = ccp(size.width/2, size.height/2);
m_bezier.endPosition = ccp(size.width*0.9, size.height*0.9);
auto actionMove = BezierTo::create(2.0f, m_bezier);
auto actionDone = CallFuncN::create(CC_CALLBACK_1(EnemyManager::removeEnemy, this));
Sequence* sequence = Sequence::create(actionMove, actionDone, NULL);
pEnemySprite->runAction(sequence);
//根据分数改变敌机数量
}
void EnemyManager::addEnemy2(float dt)
{
Size size = Director::getInstance()->getVisibleSize();
Enemy *pEnemySprite = Enemy::create();
pEnemySprite->setEnemyByType(Enemy2);
pEnemySprite->setTag(Enemy2);
this->addChild(pEnemySprite);
vecEnemy.pushBack(pEnemySprite);
// 设置运动轨迹 以及到终点时调用的函数
ccBezierConfig m_bezier;
m_bezier.controlPoint_1 = ccp(40, 500);
m_bezier.controlPoint_2 = ccp(250, 400);
m_bezier.endPosition = ccp(400, 700);
auto actionMove = BezierTo::create(4.0f, m_bezier);
auto actionDone = CallFuncN::create(CC_CALLBACK_1(EnemyManager::removeEnemy, this));
Sequence* sequence = Sequence::create(actionMove, actionDone, NULL);
pEnemySprite->runAction(sequence);
}
void EnemyManager::addEnemy3(float dt)
{
Size size = Director::getInstance()->getVisibleSize();
Enemy *pEnemySprite = Enemy::create();
pEnemySprite->setEnemyByType(Enemy3);
pEnemySprite->setTag(Enemy3);
this->addChild(pEnemySprite);
vecEnemy.pushBack(pEnemySprite);
// 设置运动轨迹 以及到终点时调用的函数
ccBezierConfig m_bezier;
m_bezier.controlPoint_1 = ccp(60, 550);
m_bezier.controlPoint_2 = ccp(100, 400);
m_bezier.endPosition = ccp(400, 700);
auto actionMove = BezierTo::create(6.0f, m_bezier);
auto actionDone = CallFuncN::create(CC_CALLBACK_1(EnemyManager::removeEnemy, this));
Sequence* sequence = Sequence::create(actionMove, actionDone, NULL);
pEnemySprite->runAction(sequence);
}
// 添加敌机4
void EnemyManager::addEnemy4(float dt)
{
Enemy *pEnemySprite = Enemy::create();
pEnemySprite->setEnemyByType(Enemy4);
pEnemySprite->setTag(Enemy4);
this->addChild(pEnemySprite);
vecEnemy.pushBack(pEnemySprite);
// 设置运动轨迹 以及到终点时调用的函数
ccBezierConfig m_bezier;
m_bezier.controlPoint_1 = ccp(80, 650);
m_bezier.controlPoint_2 = ccp(350, 450);
m_bezier.endPosition = ccp(400, 700);
auto actionMove = BezierTo::create(8.0f, m_bezier);
auto actionDone = CallFuncN::create(CC_CALLBACK_1(EnemyManager::removeEnemy, this));
// 按顺序执行 敌机飞到边缘,敌机移动结束
Sequence* sequence = Sequence::create(actionMove, actionDone, NULL);
pEnemySprite->runAction(sequence);
}
void EnemyManager::removeEnemy(Node *pNode)
{
Enemy* enemy = (Enemy*)pNode;
if (enemy != NULL)
{
this->removeChild(enemy, true);
vecEnemy.eraseObject(enemy);
}
}
void EnemyManager::blowupEnemy(Enemy* pEnemySprite)
{
auto saveData = m_controlLayer->getSaveData();
Animation *pAnimation = NULL;
if (Enemy1 == pEnemySprite->getTag())
{
// 之前缓存的爆炸动作
pAnimation = AnimationCache::getInstance()->getAnimation("Enemy1Blowup");
if (CocosDenshion::SimpleAudioEngine::getInstance()->isBackgroundMusicPlaying())
{
}
if (CocosDenshion::SimpleAudioEngine::getInstance()->isBackgroundMusicPlaying())
{
CocosDenshion::SimpleAudioEngine::getInstance()->playEffect("sound/enemy1_down.wav");
}
saveData->setScore(saveData->getScore() + ENEMY1_SCORE);
}
else if (Enemy2 == pEnemySprite->getTag())
{
pAnimation = AnimationCache::getInstance()->getAnimation("Enemy2Blowup");
if (CocosDenshion::SimpleAudioEngine::getInstance()->isBackgroundMusicPlaying())
{
CocosDenshion::SimpleAudioEngine::getInstance()->playEffect("sound/enemy2_down.wav");
}
saveData->setScore(saveData->getScore() + ENEMY2_SCORE);
}
else if (Enemy3 == pEnemySprite->getTag())
{
pAnimation = AnimationCache::getInstance()->getAnimation("Enemy3Blowup");
if (CocosDenshion::SimpleAudioEngine::getInstance()->isBackgroundMusicPlaying())
{
CocosDenshion::SimpleAudioEngine::getInstance()->playEffect("sound/enemy3_down.wav");
}
saveData->setScore(saveData->getScore() + ENEMY3_SCORE);
}
else if (Enemy4 == pEnemySprite->getTag())
{
pAnimation = AnimationCache::getInstance()->getAnimation("Enemy4Blowup");
if (CocosDenshion::SimpleAudioEngine::getInstance()->isBackgroundMusicPlaying())
{
CocosDenshion::SimpleAudioEngine::getInstance()->playEffect("sound/enemy4_down.wav");
}
saveData->setScore(saveData->getScore() + ENEMY4_SCORE);
}
else
{
return;
}
Animate *pAnimate = Animate::create(pAnimation);
// 爆炸完,要移除敌机
auto pActionDone = CallFuncN::create(CC_CALLBACK_0(EnemyManager::removeEnemy, this, pEnemySprite));
Sequence* pSequence = Sequence::create(pAnimate, pActionDone, NULL);
pEnemySprite->getSprite()->runAction(pSequence);
}
~~~
每种类型的敌机的爆炸代码比较短,直接在init()函数中进行初始化。为了使游戏难度不断增加,会根据分数来改变添加敌机的速度。敌机的运动轨迹大同小异,不过贝塞尔曲线看起来确实挺不错的。