CitrusEngine横版游戏开发教程(一)创建游戏

第一步,创建文档类:

文档类须继承自CitrusEngine,如果你想整合Starling,那么继承自StarlingCitrusEngine

下面我们来创建一个HelloWorld:

package
{
   import citrus.core.starling.StarlingCitrusEngine;
   
    public class HelloWorld extends CitrusEngine
    {
        public function HelloWorld()
        {
               setUpStarling(true);
               state = new GameState();
        }
    }
}

  

切换关卡只须将关卡赋值给state。

第二步,创建关卡:

关卡须继承自对应的State完成,有四个State可供选择:

1.citrus.core.State

2.citrus.core.starling.StarlingState

3.citrus.core.away3d.Away3DState

4.blitting.BlittingGameState

其中4是继承于1的,不同的是BlittingGameState将所有可视对象在一张位图上进行渲染。

下面我们仍然以Starling为例:

package com.cong.level
{
    import Box2D.Common.Math.b2Vec2;
    import Box2D.Dynamics.Contacts.b2Contact;

    import citrus.core.starling.StarlingState;
    import citrus.math.MathVector;
    import citrus.objects.platformer.box2d.Hero;
    import citrus.objects.platformer.box2d.Sensor;
    import citrus.physics.box2d.Box2D;
    import citrus.physics.box2d.Box2DUtils;
    import citrus.utils.objectmakers.ObjectMakerStarling;
    import citrus.view.starlingview.AnimationSequence;

    import starling.extensions.particles.PDParticleSystem;
    import starling.extensions.particles.ParticleSystem;
    import starling.text.TextField;
    import starling.textures.Texture;
    import starling.textures.TextureAtlas;

    import com.cong.entity.Mario;

    import org.osflash.signals.Signal;

    import flash.display.Bitmap;
    import flash.geom.Rectangle;

    /**
     * @author cong   QQ:19312413
     */
    public class GameState extends StarlingState
    {
        public var lvlEnded : Signal;
        public var restartLevel : Signal;
        protected var _hero : Hero;
        [Embed(source="/../embed/Hero.xml", mimeType="application/octet-stream")]
        private var _heroConfig : Class;
        [Embed(source="/../embed/Hero.png")]
        private var _heroPng : Class;
        [Embed(source="/../embed/Particle.pex", mimeType="application/octet-stream")]
        private var _particleConfig : Class;
        [Embed(source="/../embed/ParticleTexture.png")]
        private var _particlePng : Class;
        private var _particleSystem : ParticleSystem;
        protected var _tilesConfig : XML;
        private var _tiles : Bitmap;
        protected var _map : XML;

        public function GameState(tiles : Bitmap)
        {
            super();
            _tiles = tiles;
            lvlEnded = new Signal();
            restartLevel = new Signal();
       //地图文件包含的对象类型,预加载用,没有别的意义
       var objects : Array = [Platform, Hero, Coin, Enemy, Gear, MovingPlatform, MovingPathPlatform, Pool, Thorns, Teleporter]; } override
public function initialize() : void { super.initialize();        //整合BOX2D var box2D : Box2D = new Box2D("box2D"); box2D.visible = true; box2D.gravity = new b2Vec2(0, 25); add(box2D);
      
       createMap();
} protected function createMap() : void { var texture : Texture = Texture.fromBitmap(_tiles); var mapAtlas : TextureAtlas = new TextureAtlas(texture, _tilesConfig);
       //从TMX地图文件读取对象 ObjectMakerStarling.FromTiledMap(_map, mapAtlas);        //创建一个Hero对象 _hero
= new Hero("mario"); _hero.x = 10; _hero.y = 500; add(_hero); var bitmap : Bitmap = new _heroPng(); texture = Texture.fromBitmap(bitmap); var xml : XML = XML(new _heroConfig()); var sTextureAtlas : TextureAtlas = new TextureAtlas(texture, xml);        //getFirstObjectByType顾名思议,获取第一个Type类型的对象 _hero = Hero(getFirstObjectByType(Hero));
       //AnimationSequence是一个从TextureAtlas中获取动画序列的集合,下面默认播放idle _hero.view
= new AnimationSequence(sTextureAtlas, ["walk", "duck", "idle", "jump", "hurt"], "idle"); _hero.hurtDuration = 500;
       //使用摄像头
       //参数1:target 绑定的对象,不解释
       //参数2:offset 对象处于屏幕的位置,下面我们设置在舞台中间
       //参数3:bounds camera的边界
       //参数4:easing camera跟随target的缓动系数 view.camera.setUp(_hero,
new MathVector(stage.stageWidth / 2, stage.stageHeight / 2), new Rectangle(0, 0, 10000, 10000), new MathVector(.25, .05));         var psconfig : XML = new XML(new _particleConfig()); var psTexture : Texture = Texture.fromBitmap(new _particlePng());        //创建一个粒子对象 _particleSystem = new PDParticleSystem(psconfig, psTexture); _particleSystem.start();        //创建一个Sensor作为关卡结束的标志 var endLevel : Sensor = Sensor(getObjectByName("endLevel")); endLevel.onBeginContact.add(endLevelHandler);
       //绑定Sensor的视图 endLevel.view
= _particleSystem; } private function endLevelHandler(contact:b2Contact) : void { if (Box2DUtils.CollisionGetOther(Sensor(getObjectByName("endLevel")), contact) is Hero) { lvlEnded.dispatch(); } } override public function update(timeDelta : Number) : void { super.update(timeDelta); } override public function destroy() : void { TextField.unregisterBitmapFont("ArialMT"); super.destroy(); } } }

Citrus用Signal来传递消息的,其原理是函数回调,效率据说比AS3的事件机制要高出3倍。因为Citrus的基类不是继承自sprite,所以用Signal 比较合适。

有关Signal的用法 就不再详述了。没有接触过的童鞋请自行查阅相关资料 

下一篇将着重介绍一下CitrusEngine游戏开发图形装箱工具、刚体编辑工具、地图编辑器的使用。

posted on 2013-05-16 23:36  苍蝇也是鸟  阅读(849)  评论(1编辑  收藏  举报

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