(译)加入敌人和战斗:如果使用cocos2d制作基于tiled地图的游戏:第三部分
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程序截图:
这篇教程是Ray Wenderlich的《如何使用cocos2d制作基于tiled地图的游戏》系列教程的后续。如果你还没有看过前面两部分的教程,可以在我的博客上找到另外两篇我翻译Ray的教程。
在第二部分教程中,Ray教大家如何在地图中制作可碰撞的区域,如何使用tile属性,如何制作可以拾取的物品以及如何动态修改地图、如何使用“Heads up display”来显示分数。
在这个教程中,我们将加入敌人,这样的话,你的忍者就可以向它们扔飞镖啦,同时还增加了胜利和失败的游戏逻辑。但是,首先,你得下载一些相关的资源文件。
这个zip文件里面包含以下内容:
1.一个敌人精灵
2.一个忍者飞镖,从Ray的《如何使用cocos2d制作一个简单的iphone游戏》中拿过来的。
3.两张按钮的图片,在教程的后面有使用。
在继续学习之前,不要忘了把这些资源加入到你的工程中。
增加敌人
到第二部分教程结束的时候,游戏已经很酷了,但是它还不是一个完整的游戏。你的忍者可以轻而易举地四处游荡,想吃就吃。但是,什么时候玩家会胜利或者失败呢。我们不妨想象一下,有2个敌人在追杀你的忍者,那么这个游戏会显得更加有趣。
敌人出现的位置点
好了,回到Tiled软件(此教程使用java版),然后打开你的Tile地图(TileMap.tmx)。
往对象层中加入一个对象,在player附近就行,但是不要太近,否则敌人一出现玩家就Game over了。这个位置将成为敌人出现的位置点,把它命名为“EnemySpawn1”。
对象组(对象层中的所有对象组成一个对象组)中的对象被存储在一个NSMutableDictionary中,同时使用对象名字作为key。这意味着每一个位置点必须有一个唯一的名字。尽管我们可以遍历所有的key来比较哪个是以“EnemySpawn”开头,但是这样做效率很低下。相反,我们采用的做法是,使用一个属性来表示,每个给定的对象代表一个敌人出现的位置点。
给这个对象一个属性“Enemy”,同时赋一个值1.如果你想在这个教程的基础上扩展,并且增加其它的不同类型的敌人,你可以使用这些敌人的属性值来表示不同类型的敌人。
现在,制作6-10个这种敌人出现位置点对象,相应的它们离player的距离也要有一些不同。为每一个对象定义一个“Enemy”属性,并且赋值为1.保存这张地图并且回到Xcode。
开始创建敌人
好了,现在我们将把敌人实际显示到地图上来。首先在HelloWorldScene.m中添加如下代码:
//in the HelloWorld class
-(void)addEnemyAtX:(int)x y:(int)y {
CCSprite *enemy = [CCSprite spriteWithFile:@"enemy1.png"];
enemy.position = ccp(x, y);
[self addChild:enemy];
}
// in the init method - after creating the player
// iterate through objects, finding all enemy spawn points
// create an enemy for each one
NSMutableDictionary * spawnPoint;
for (spawnPoint in [objects objects]) {
if ([[spawnPoint valueForKey:@"Enemy"] intValue] ==1){
x = [[spawnPoint valueForKey:@"x"] intValue];
y = [[spawnPoint valueForKey:@"y"] intValue];
[self addEnemyAtX:x y:y];
}
}
-(void)addEnemyAtX:(int)x y:(int)y {
CCSprite *enemy = [CCSprite spriteWithFile:@"enemy1.png"];
enemy.position = ccp(x, y);
[self addChild:enemy];
}
// in the init method - after creating the player
// iterate through objects, finding all enemy spawn points
// create an enemy for each one
NSMutableDictionary * spawnPoint;
for (spawnPoint in [objects objects]) {
if ([[spawnPoint valueForKey:@"Enemy"] intValue] ==1){
x = [[spawnPoint valueForKey:@"x"] intValue];
y = [[spawnPoint valueForKey:@"y"] intValue];
[self addEnemyAtX:x y:y];
}
}
第一个循环遍历对象列表,判断它是否是一个敌人出现的位置点。如果是,则获得它的x和y坐标值,然后调用addEnemyAtX:Y方法把它们加入到合适的地方去。
这个addEnemyAtX:Y方法非常直白,它仅仅是在传入的X,Y坐标值处创建一个敌人精灵。
如果你编译并运行,你会看到这些敌人出现在你之前在Tiled工具中设定的位置处,很酷吧!
但是,这里有一个问题,这些敌人很傻瓜,它们并不会追杀你的忍者。
使它们移动
因此,现在我们将添加一些代码,使这些敌人会追着我们的player跑。因为,player肯定会移动,我们必须动态地改变敌人的运动方向。为了实现这个目的,我们让敌人每次移动10个像素,然后在下一次移动之前,先调整它们的方向。在HelloWorldScene.m中加入如下代码:
// callback. starts another iteration of enemy movement.
- (void) enemyMoveFinished:(id)sender {
CCSprite *enemy = (CCSprite *)sender;
[self animateEnemy: enemy];
}
// a method to move the enemy 10 pixels toward the player
- (void) animateEnemy:(CCSprite*)enemy
{
// speed of the enemy
ccTime actualDuration =0.3;
// Create the actions
id actionMove = [CCMoveBy actionWithDuration:actualDuration
position:ccpMult(ccpNormalize(ccpSub(_player.position,enemy.position)), 10)];
id actionMoveDone = [CCCallFuncN actionWithTarget:self
selector:@selector(enemyMoveFinished:)];
[enemy runAction:
[CCSequence actions:actionMove, actionMoveDone, nil]];
}
// add this at the end of addEnemyAtX:y:
// Use our animation method and
// start the enemy moving toward the player
[self animateEnemy:enemy];
- (void) enemyMoveFinished:(id)sender {
CCSprite *enemy = (CCSprite *)sender;
[self animateEnemy: enemy];
}
// a method to move the enemy 10 pixels toward the player
- (void) animateEnemy:(CCSprite*)enemy
{
// speed of the enemy
ccTime actualDuration =0.3;
// Create the actions
id actionMove = [CCMoveBy actionWithDuration:actualDuration
position:ccpMult(ccpNormalize(ccpSub(_player.position,enemy.position)), 10)];
id actionMoveDone = [CCCallFuncN actionWithTarget:self
selector:@selector(enemyMoveFinished:)];
[enemy runAction:
[CCSequence actions:actionMove, actionMoveDone, nil]];
}
// add this at the end of addEnemyAtX:y:
// Use our animation method and
// start the enemy moving toward the player
[self animateEnemy:enemy];
animateEnemy:方法创建两个action。第一个action使之朝敌人移动10个像素,时间为0.3秒。你可以改变这个时间使之移动得更快或者更慢。第二个action将会调用enemyMoveFinished:方法。我们使用CCSequence action来把它们组合起来,这样的话,当敌人停止移动的时候就立马可以执行enemyMoveFinished:方法就可以被调用了。在addEnemyAtX:Y:方法里面,我们调用animateEnemy:方法来使敌人朝着玩家(player)移动。(其实这里是个递归的调用,每次移动10个像素,然后又调用enemyMoveFinished:方法)
很简洁!但是,但是,如果敌人每次移动的时候面部都对着player那样是不是更逼真呢?只需要在animateEnemy:方法中加入下列语句即可:
//immediately before creating the actions in animateEnemy
//rotate to face the player
CGPoint diff = ccpSub(_player.position,enemy.position);
float angleRadians = atanf((float)diff.y / (float)diff.x);
float angleDegrees = CC_RADIANS_TO_DEGREES(angleRadians);
float cocosAngle =-1* angleDegrees;
if (diff.x <0) {
cocosAngle +=180;
}
//rotate to face the player
CGPoint diff = ccpSub(_player.position,enemy.position);
float angleRadians = atanf((float)diff.y / (float)diff.x);
float angleDegrees = CC_RADIANS_TO_DEGREES(angleRadians);
float cocosAngle =-1* angleDegrees;
if (diff.x <0) {
cocosAngle +=180;
}
enemy.rotation = cocosAngle
这个代码计算每次玩家相对于敌人的角度,然后旋转敌人来使之面朝玩家。
忍者飞镖
已经很不错了,但是玩家是一个忍者啊!他应该要能够保护他自己!
我们将向游戏中添加模式(modes)。模式并不是实现这个功能的最好方式,但是,它比其他的方法要简单,而且这个方法在模拟器下也能运行(因为并不需要多点触摸)。因为这些优点,所以这个教程里面,我们使用这种方法。首先将会建立UI,这样的话玩家可以方便地在“移动模式”和“掷飞镖”模式之间进行切换。我们将增加一个按钮来使用这个功能的转换。(即从移动模式转到掷飞镖模式)。
现在,我们将增加一些属性,使两个层之间可以更好的通信。在HelloWorldScene.h里面增加如下代码:
// at the top of the file add a forward declaration for HelloWorld,
// because our two layers need to reference each other
@class HelloWorld;
// inside the HelloWorldHud class declaration
HelloWorld *_gameLayer;
// After the class declaration
@property (nonatomic, assign) HelloWorld *gameLayer;
// Inside the HelloWorld class declaration
int _mode;
// After the class declaration
@property (nonatomic, assign) int mode;
// because our two layers need to reference each other
@class HelloWorld;
// inside the HelloWorldHud class declaration
HelloWorld *_gameLayer;
// After the class declaration
@property (nonatomic, assign) HelloWorld *gameLayer;
// Inside the HelloWorld class declaration
int _mode;
// After the class declaration
@property (nonatomic, assign) int mode;
同时修改HelloWorldScene.m文件
// At the top of the HelloWorldHud implementation
@synthesize gameLayer = _gameLayer;
// At the top of the HelloWorld implementation
@synthesize mode = _mode;
// in HelloWorld's init method
_mode =0;
// in HelloWorld's scene method
// after layer.hud = hud
hud.gameLayer = layer;
@synthesize gameLayer = _gameLayer;
// At the top of the HelloWorld implementation
@synthesize mode = _mode;
// in HelloWorld's init method
_mode =0;
// in HelloWorld's scene method
// after layer.hud = hud
hud.gameLayer = layer;
如果想知道在cocos2d里面如何使用按钮,可以参照我翻译的另外一篇教程《在cocos2d里面如何制作按钮:简单按钮、单选按钮和开关按钮》。
在HelloWorldScene.m中添加下面的代码,这段代码定义了一个按钮。
Add the folowing code, which defines a button, to HelloWorldScene.m:
// in HelloWorldHud's init method
// define the button
CCMenuItem *on;
CCMenuItem *off;
on = [[CCMenuItemImage itemFromNormalImage:@"projectile-button-on.png"
selectedImage:@"projectile-button-on.png" target:nil selector:nil] retain];
off = [[CCMenuItemImage itemFromNormalImage:@"projectile-button-off.png"
selectedImage:@"projectile-button-off.png" target:nil selector:nil] retain];
CCMenuItemToggle *toggleItem = [CCMenuItemToggle itemWithTarget:self
selector:@selector(projectileButtonTapped:) items:off, on, nil];
CCMenu *toggleMenu = [CCMenu menuWithItems:toggleItem, nil];
toggleMenu.position = ccp(100, 32);
[self addChild:toggleMenu];
// in HelloWorldHud
//callback for the button
//mode 0 = moving mode
//mode 1 = ninja star throwing mode
- (void)projectileButtonTapped:(id)sender
{
if (_gameLayer.mode ==1) {
_gameLayer.mode =0;
} else {
_gameLayer.mode =1;
}
}
// in HelloWorldHud's init method
// define the button
CCMenuItem *on;
CCMenuItem *off;
on = [[CCMenuItemImage itemFromNormalImage:@"projectile-button-on.png"
selectedImage:@"projectile-button-on.png" target:nil selector:nil] retain];
off = [[CCMenuItemImage itemFromNormalImage:@"projectile-button-off.png"
selectedImage:@"projectile-button-off.png" target:nil selector:nil] retain];
CCMenuItemToggle *toggleItem = [CCMenuItemToggle itemWithTarget:self
selector:@selector(projectileButtonTapped:) items:off, on, nil];
CCMenu *toggleMenu = [CCMenu menuWithItems:toggleItem, nil];
toggleMenu.position = ccp(100, 32);
[self addChild:toggleMenu];
// in HelloWorldHud
//callback for the button
//mode 0 = moving mode
//mode 1 = ninja star throwing mode
- (void)projectileButtonTapped:(id)sender
{
if (_gameLayer.mode ==1) {
_gameLayer.mode =0;
} else {
_gameLayer.mode =1;
}
}
编译并运行。这时会在左下角出现一个按钮,并且你可以打开或者关闭之。但是这并不会对游戏造成任何影响。我们的下一步就是增加飞镖的发射。
发射飞镖
接下来,我们将添加一些代码来检查玩家当前处于哪种模式下面,并且在用户点击屏幕的时候影响不同的事件。如果是移动模式则移动玩家,如果是射击模式,则掷飞镖。在ccTouchEnded:withEvent:方法里面增加下面代码:
if (_mode ==0) {
// old contents of ccTouchEnded:withEvent:
} else {
// code to throw ninja stars will go here
}
// old contents of ccTouchEnded:withEvent:
} else {
// code to throw ninja stars will go here
}
这样可以使得移动模式下,玩家只能移动。下一步就是要添加代码使忍者能够发射飞镖。在else部分增加,在增加之前,先在HelloWorld.m中添加一些清理代码:
- (void) projectileMoveFinished:(id)sender {
CCSprite *sprite = (CCSprite *)sender;
[self removeChild:sprite cleanup:YES];
}
CCSprite *sprite = (CCSprite *)sender;
[self removeChild:sprite cleanup:YES];
}
好了,看到上面的else部分的注释了吗:
// code to throw ninja stars will go here
在上面的注释后面添加下面的代码:
// Find where the touch is
CGPoint touchLocation = [touch locationInView: [touch view]];
touchLocation = [[CCDirector sharedDirector] convertToGL: touchLocation];
touchLocation = [self convertToNodeSpace:touchLocation];
// Create a projectile and put it at the player's location
CCSprite *projectile = [CCSprite spriteWithFile:@"Projectile.png"];
projectile.position = _player.position;
[self addChild:projectile];
// Determine where we wish to shoot the projectile to
int realX;
// Are we shooting to the left or right?
CGPoint diff = ccpSub(touchLocation, _player.position);
if (diff.x >0)
{
realX = (_tileMap.mapSize.width * _tileMap.tileSize.width) +
(projectile.contentSize.width/2);
} else {
realX =-(_tileMap.mapSize.width * _tileMap.tileSize.width) -
(projectile.contentSize.width/2);
}
float ratio = (float) diff.y / (float) diff.x;
int realY = ((realX - projectile.position.x) * ratio) + projectile.position.y;
CGPoint realDest = ccp(realX, realY);
// Determine the length of how far we're shooting
int offRealX = realX - projectile.position.x;
int offRealY = realY - projectile.position.y;
float length = sqrtf((offRealX*offRealX) + (offRealY*offRealY));
float velocity =480/1; // 480pixels/1sec
float realMoveDuration = length/velocity;
// Move projectile to actual endpoint
id actionMoveDone = [CCCallFuncN actionWithTarget:self
selector:@selector(projectileMoveFinished:)];
[projectile runAction:
[CCSequence actionOne:
[CCMoveTo actionWithDuration: realMoveDuration
position: realDest]
two: actionMoveDone]];
CGPoint touchLocation = [touch locationInView: [touch view]];
touchLocation = [[CCDirector sharedDirector] convertToGL: touchLocation];
touchLocation = [self convertToNodeSpace:touchLocation];
// Create a projectile and put it at the player's location
CCSprite *projectile = [CCSprite spriteWithFile:@"Projectile.png"];
projectile.position = _player.position;
[self addChild:projectile];
// Determine where we wish to shoot the projectile to
int realX;
// Are we shooting to the left or right?
CGPoint diff = ccpSub(touchLocation, _player.position);
if (diff.x >0)
{
realX = (_tileMap.mapSize.width * _tileMap.tileSize.width) +
(projectile.contentSize.width/2);
} else {
realX =-(_tileMap.mapSize.width * _tileMap.tileSize.width) -
(projectile.contentSize.width/2);
}
float ratio = (float) diff.y / (float) diff.x;
int realY = ((realX - projectile.position.x) * ratio) + projectile.position.y;
CGPoint realDest = ccp(realX, realY);
// Determine the length of how far we're shooting
int offRealX = realX - projectile.position.x;
int offRealY = realY - projectile.position.y;
float length = sqrtf((offRealX*offRealX) + (offRealY*offRealY));
float velocity =480/1; // 480pixels/1sec
float realMoveDuration = length/velocity;
// Move projectile to actual endpoint
id actionMoveDone = [CCCallFuncN actionWithTarget:self
selector:@selector(projectileMoveFinished:)];
[projectile runAction:
[CCSequence actionOne:
[CCMoveTo actionWithDuration: realMoveDuration
position: realDest]
two: actionMoveDone]];
这段代码会在用户点击屏幕的方向发射飞镖。对于这段代码的完整的细节,可以查看我翻译的另一个文章《如何使用cocos2d来做一个简单的iphone游戏教程(第一部分)》。当然,查看原作者的文章后面的注释会更加清楚明白一些。
projectileMoveFinished:方法会在飞镖移动到屏幕之外的时候移除。这个方法非常关键。一旦我们开始做碰撞检测的时候,我们将要循环遍历所有的飞镖。如果我们不移除飞出屏幕范围之外的飞镖的话,这个存储飞镖的列表将会越来越大,而且游戏将会越来越慢。编译并运行工程,现在,你的忍者可以向敌人投掷飞镖了。
碰撞检测
接下来,就是当飞镖击中敌人的时候,要把敌人销毁。在HelloWorldClass类中增加以下变量(在HelloWorldScene.h文件中):
NSMutableArray *_enemies;
NSMutableArray *_projectiles;
NSMutableArray *_projectiles;
然后初使化_projectiles数组:
// at the end of the launch projectiles section of ccTouchEnded:withEvent:
[_projectiles addObject:projectile];
// at the end of projectileMoveFinished:
[_projectiles removeObject:sprite];
[_projectiles addObject:projectile];
// at the end of projectileMoveFinished:
[_projectiles removeObject:sprite];
然后在addEnemyAtX:y方法的结尾添加如下代码:
[_enemies addObject:enemy];
接着,在HelloWorld类中添加如下代码:
- (void)testCollisions:(ccTime)dt {
NSMutableArray *projectilesToDelete = [[NSMutableArray alloc] init];
// iterate through projectiles
for (CCSprite *projectile in _projectiles) {
CGRect projectileRect = CGRectMake(
projectile.position.x - (projectile.contentSize.width/2),
projectile.position.y - (projectile.contentSize.height/2),
projectile.contentSize.width,
projectile.contentSize.height);
NSMutableArray *targetsToDelete = [[NSMutableArray alloc] init];
// iterate through enemies, see if any intersect with current projectile
for (CCSprite *target in _enemies) {
CGRect targetRect = CGRectMake(
target.position.x - (target.contentSize.width/2),
target.position.y - (target.contentSize.height/2),
target.contentSize.width,
target.contentSize.height);
if (CGRectIntersectsRect(projectileRect, targetRect)) {
[targetsToDelete addObject:target];
}
}
// delete all hit enemies
for (CCSprite *target in targetsToDelete) {
[_enemies removeObject:target];
[self removeChild:target cleanup:YES];
}
if (targetsToDelete.count >0) {
// add the projectile to the list of ones to remove
[projectilesToDelete addObject:projectile];
}
[targetsToDelete release];
}
// remove all the projectiles that hit.
for (CCSprite *projectile in projectilesToDelete) {
[_projectiles removeObject:projectile];
[self removeChild:projectile cleanup:YES];
}
[projectilesToDelete release];
}
NSMutableArray *projectilesToDelete = [[NSMutableArray alloc] init];
// iterate through projectiles
for (CCSprite *projectile in _projectiles) {
CGRect projectileRect = CGRectMake(
projectile.position.x - (projectile.contentSize.width/2),
projectile.position.y - (projectile.contentSize.height/2),
projectile.contentSize.width,
projectile.contentSize.height);
NSMutableArray *targetsToDelete = [[NSMutableArray alloc] init];
// iterate through enemies, see if any intersect with current projectile
for (CCSprite *target in _enemies) {
CGRect targetRect = CGRectMake(
target.position.x - (target.contentSize.width/2),
target.position.y - (target.contentSize.height/2),
target.contentSize.width,
target.contentSize.height);
if (CGRectIntersectsRect(projectileRect, targetRect)) {
[targetsToDelete addObject:target];
}
}
// delete all hit enemies
for (CCSprite *target in targetsToDelete) {
[_enemies removeObject:target];
[self removeChild:target cleanup:YES];
}
if (targetsToDelete.count >0) {
// add the projectile to the list of ones to remove
[projectilesToDelete addObject:projectile];
}
[targetsToDelete release];
}
// remove all the projectiles that hit.
for (CCSprite *projectile in projectilesToDelete) {
[_projectiles removeObject:projectile];
[self removeChild:projectile cleanup:YES];
}
[projectilesToDelete release];
}
最后,初始化敌人来飞镖数组,并且调度testCollisions:方法,把这些代码加在HelloWorld类的init方法中。
// you need to put these initializations before you add the enemies,
// because addEnemyAtX:y: uses these arrays.
_enemies = [[NSMutableArray alloc] init];
_projectiles = [[NSMutableArray alloc] init];
[self schedule:@selector(testCollisions:)];
// because addEnemyAtX:y: uses these arrays.
_enemies = [[NSMutableArray alloc] init];
_projectiles = [[NSMutableArray alloc] init];
[self schedule:@selector(testCollisions:)];
上面的所有的代码,关于具体是如何工作的,可以在我的博客上查找《如何使用COCOS2D制作一个简单的iphone游戏》教程。当然,原作者的文章注释部分的讨论更加清晰,所以我翻译的教程,也希望大家多讨论啊。代码尽量自己用手敲进去,不要为了省事,alt+c,alt+v,这样不好,真的!
好了,现在可以用飞镖打敌人,而且打中之后它们会消失。现在让我们添加一些逻辑,使得游戏可以胜利或者失败吧!
胜利和失败
The Game Over Scene
好了,让我们创建一个新的场景,来作为我们的“You Win”或者“You Lose”指示器吧。在Xcode中,选择Classes文件夹,然后点击File\New File,再选择Objective-c类,确保NSObject是基类被选中。点击下一步,然后输入文件名GameOverScene,并且确保“Also create GameOverScene.h”复选中。
然后用下面的代码替换掉模板生成代码:
#import "cocos2d.h"
@interface GameOverLayer : CCColorLayer {
CCLabel *_label;
}
@property (nonatomic, retain) CCLabel *label;
@end
@interface GameOverScene : CCScene {
GameOverLayer *_layer;
}
@property (nonatomic, retain) GameOverLayer *layer;
@end
@interface GameOverLayer : CCColorLayer {
CCLabel *_label;
}
@property (nonatomic, retain) CCLabel *label;
@end
@interface GameOverScene : CCScene {
GameOverLayer *_layer;
}
@property (nonatomic, retain) GameOverLayer *layer;
@end
相应地修改GameOverScene.m文件:
#import "GameOverScene.h"
#import "HelloWorldScene.h"
@implementation GameOverScene
@synthesize layer = _layer;
- (id)init {
if ((self = [super init])) {
self.layer = [GameOverLayer node];
[self addChild:_layer];
}
return self;
}
- (void)dealloc {
[_layer release];
_layer = nil;
[super dealloc];
}
@end
@implementation GameOverLayer
@synthesize label = _label;
-(id) init
{
if( (self=[super initWithColor:ccc4(255,255,255,255)] )) {
CGSize winSize = [[CCDirector sharedDirector] winSize];
self.label = [CCLabel labelWithString:@"" fontName:@"Arial" fontSize:32];
_label.color = ccc3(0,0,0);
_label.position = ccp(winSize.width/2, winSize.height/2);
[self addChild:_label];
[self runAction:[CCSequence actions:
[CCDelayTime actionWithDuration:3],
[CCCallFunc actionWithTarget:self selector:@selector(gameOverDone)],
nil]];
}
return self;
}
- (void)gameOverDone {
[[CCDirector sharedDirector] replaceScene:[HelloWorld scene]];
}
- (void)dealloc {
[_label release];
_label = nil;
[super dealloc];
}
@end
#import "HelloWorldScene.h"
@implementation GameOverScene
@synthesize layer = _layer;
- (id)init {
if ((self = [super init])) {
self.layer = [GameOverLayer node];
[self addChild:_layer];
}
return self;
}
- (void)dealloc {
[_layer release];
_layer = nil;
[super dealloc];
}
@end
@implementation GameOverLayer
@synthesize label = _label;
-(id) init
{
if( (self=[super initWithColor:ccc4(255,255,255,255)] )) {
CGSize winSize = [[CCDirector sharedDirector] winSize];
self.label = [CCLabel labelWithString:@"" fontName:@"Arial" fontSize:32];
_label.color = ccc3(0,0,0);
_label.position = ccp(winSize.width/2, winSize.height/2);
[self addChild:_label];
[self runAction:[CCSequence actions:
[CCDelayTime actionWithDuration:3],
[CCCallFunc actionWithTarget:self selector:@selector(gameOverDone)],
nil]];
}
return self;
}
- (void)gameOverDone {
[[CCDirector sharedDirector] replaceScene:[HelloWorld scene]];
}
- (void)dealloc {
[_label release];
_label = nil;
[super dealloc];
}
@end
GameOverLayer仅仅只是在屏幕中间旋转一个label,然后调度一个transition隔3秒后回到HelloWorld场景中。
胜利场景
现在,让我们添加一些代码,使得玩家吃完所有的西瓜的时候,游戏会结束。在HelloWorld类的setPlayerPositoin:方法中添加以下代码,(位于HelloWorldScene.m中,就是update代码后面:)
// put the number of melons on your map in place of the '2'
if (_numCollected ==2) {
[self win];
}
if (_numCollected ==2) {
[self win];
}
然后,在HelloWorld类中创建win方法:
- (void) win {
GameOverScene *gameOverScene = [GameOverScene node];
[gameOverScene.layer.label setString:@"You Win!"];
[[CCDirector sharedDirector] replaceScene:gameOverScene];
}
GameOverScene *gameOverScene = [GameOverScene node];
[gameOverScene.layer.label setString:@"You Win!"];
[[CCDirector sharedDirector] replaceScene:gameOverScene];
}
不要忘了包含头文件:
#import "GameOverScene.h"
编译并运行,当你吃完所有的西瓜后,就会出现如下画面:
失败场景
就这个教程而言,我们的玩家只要有一个敌人碰到他,游戏是结束了。在HelloWorld类的testCollision方法中添加以列循环:
for (CCSprite *target in _enemies) {
CGRect targetRect = CGRectMake(
target.position.x - (target.contentSize.width/2),
target.position.y - (target.contentSize.height/2),
target.contentSize.width,
target.contentSize.height );
if (CGRectContainsPoint(targetRect, _player.position)) {
[self lose];
}
}
CGRect targetRect = CGRectMake(
target.position.x - (target.contentSize.width/2),
target.position.y - (target.contentSize.height/2),
target.contentSize.width,
target.contentSize.height );
if (CGRectContainsPoint(targetRect, _player.position)) {
[self lose];
}
}
这个循环遍历所有的敌人,只要有一个敌人精灵的图片所在的矩形和玩家接触到了,那么游戏就失败了。接下,再创建lose方法:
- (void) lose {
GameOverScene *gameOverScene = [GameOverScene node];
[gameOverScene.layer.label setString:@"You Lose!"];
[[CCDirector sharedDirector] replaceScene:gameOverScene];
}
GameOverScene *gameOverScene = [GameOverScene node];
[gameOverScene.layer.label setString:@"You Lose!"];
[[CCDirector sharedDirector] replaceScene:gameOverScene];
}
编译并运行,一旦有一个敌人碰到你,你就会看到下面的场景:
完整源代码
这里有这个教程的完整源代码。谢谢你们有耐心看到这里。
接下来怎么做?
建议:
- 增加多个关卡
- 增加不同类型的敌人
- 在Hud层中显示血条和玩家生命
- 制作更多的道具,比如加血的,武器等等
- 一个菜单系统,可以选择关卡,关闭音效,等等
- 使用更好的用户界面,来使游戏画面更加精美,投掷飞镖更加潇洒。
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