(十) 游戏主场景

最后更新于:2022-04-01 16:12:27

主场景要包含其他类的头文件 ~~~ #include "cocos2d.h" #include "MyPlane.h" #include "Bullet.h" #include "EnemyManager.h" #include "Controller.h" #include "BackgroundMove.h" #include "FlowWord.h" ~~~ 在这个游戏中,我将各种碰撞检测也放到主场景中进行 ~~~ void gameUpdate(float dt); // 碰撞检测 bool bulletCollisionEnemy(Sprite* pBullet); // 子弹和敌机碰撞 void enemyCollisionPlane(); // 我机和敌机、敌机子弹碰撞 virtual void onKeyReleased(EventKeyboard::KeyCode keyCode, Event* event); ~~~ 当然,主场景要有各个类的实例做变量 ~~~ MyPlane *planeLayer; Bullet *bulletLayer; EnemyManager *enemyLayer; Controller *controlLayer; ~~~ 主场景的实现 ~~~ TollgateOne::TollgateOne() : planeLayer(NULL), bulletLayer(NULL), enemyLayer(NULL), controlLayer(NULL) { } TollgateOne::~TollgateOne() { _eventDispatcher->removeEventListenersForTarget(this); } cocos2d::Scene* TollgateOne::createScene() { auto scene = Scene::create(); auto layer = TollgateOne::create(); scene->addChild(layer); return scene; } bool TollgateOne::init() { if (!Layer::init()) { return false; } // 启动触摸机制 this->setTouchEnabled(true); // 背景无限滚动 auto m_back = BackgroundMove::create(); this->addChild(m_back,0); //游戏开始 飘字效果 auto dictionary = Dictionary::createWithContentsOfFile("fonts/AboutMe.xml"); auto m_flow = FlowWord::create(); m_flow->showFlowWord( ((__String *)(dictionary->objectForKey("play")))->getCString(), Point(Director::getInstance()->getVisibleSize().width / 2+60, Director::getInstance()->getVisibleSize().height/2), m_flow->otherFlowWord() ); this->addChild(m_flow); //游戏更新 this->schedule(schedule_selector(TollgateOne::gameUpdate)); // 加入控制层 controlLayer = Controller::create(); this->addChild(controlLayer); // 加入飞机 planeLayer = MyPlane::create(); this->addChild(planeLayer,1); // 加入敌机和分数显示 enemyLayer = EnemyManager::create(); enemyLayer->bindController(controlLayer); this->addChild(enemyLayer,1); // 开启子弹 bulletLayer = Bullet::create(); bulletLayer->bindEnemyManager(enemyLayer); this->addChild(bulletLayer,1); //对返回键的响应 auto m_listener = EventListenerKeyboard::create(); m_listener->onKeyReleased = CC_CALLBACK_2(TollgateOne::onKeyReleased, this); _eventDispatcher->addEventListenerWithSceneGraphPriority(m_listener, this); return true; } void TollgateOne::gameUpdate(float dt) { bool bMoveButt = false; //子弹和敌机对碰 for (auto& eButtle : bulletLayer->vecBullet) { Sprite* pBullet = (Sprite*)eButtle; // 获取子弹精灵 bMoveButt = bulletCollisionEnemy(pBullet); if (bMoveButt) { // 子弹删除了,无需再遍历 return; } } // 敌机、敌机子弹与我方飞机碰撞 enemyCollisionPlane(); } bool TollgateOne::bulletCollisionEnemy(Sprite* pBullet) { for (auto& eEnemy : enemyLayer->vecEnemy) { Enemy* pEnemySprite = (Enemy*)eEnemy; // 是否发生碰撞 if (pBullet->boundingBox().intersectsRect(pEnemySprite->getBoundingBox())) { // 飞机只剩下一格生命值 if (1 == pEnemySprite->getLife()) { pEnemySprite->loseLife(); // 知道为什么这里也要loselife吗?你可以试着注释掉看看 enemyLayer->blowupEnemy(pEnemySprite); } else { pEnemySprite->loseLife(); } //删除子弹 bulletLayer->removeBullet(pBullet); return true; } } return false; } void TollgateOne::enemyCollisionPlane() { Sprite* pPlane = (Sprite*)planeLayer->getChildByTag(AIRPLANE); for (auto& eEnemy : enemyLayer->vecEnemy) { Enemy* pEnemySprite = (Enemy*)eEnemy; // 是否发生碰撞 if (pPlane->boundingBox().intersectsRect(pEnemySprite->getBoundingBox()) && pEnemySprite->getLife() > 0) { if (1 == planeLayer->getAlive()) { planeLayer->loseAlive(); controlLayer->getSaveData()->save(); this->unscheduleAllSelectors(); this->bulletLayer->StopBulletShoot(); this->planeLayer->blowUp(); Director::getInstance()->replaceScene( TransitionMoveInT::create(0.8f, GameOver::createScene())); // 替换场景 } else planeLayer->loseAlive(); } } for (auto& eEnemyBullet : bulletLayer->vecEnemyBullet) { Sprite* pEnemyBullet = (Sprite*)eEnemyBullet; // 获取子弹精灵 // 是否发生碰撞 if (pPlane->boundingBox().intersectsRect(pEnemyBullet->getBoundingBox())) { if (1 == planeLayer->getAlive()) { planeLayer->loseAlive(); controlLayer->getSaveData()->save(); this->unscheduleAllSelectors(); this->bulletLayer->StopBulletShoot(); this->planeLayer->blowUp(); Director::getInstance()->replaceScene( TransitionMoveInT::create(0.8f, GameOver::createScene())); // 替换场景 } else planeLayer->loseAlive(); bulletLayer->removeEnemyBullet(pEnemyBullet); return; } } } void TollgateOne::onKeyReleased(EventKeyboard::KeyCode keyCode, Event* event) { if (keyCode == EventKeyboard::KeyCode::KEY_ESCAPE) { Director::getInstance()->replaceScene(HelloWorld::createScene()); } } ~~~ 主场景就是将其它类融合在一起,碰撞检测也是在这里进行。 注意一下这里的事件监听,和开始界面的不太一样,但都要在析构函数中移除。
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