Cocos2d游戏创建

目前我使用的是最新版:cocos2d-x-3.0alpha1,开发环境为win7+vs2012。这个游戏demo是在网上看到的,觉得挺有意思,网上也已经有很多了文章和例子了,不过基本上都是用cocos2d-x较早的版本实现的,本文使用cocos2d-x 3.0重新实现了一遍。cocos2d-x 3.0更新了一些API,加入了c++ 11特性。我们将要学习精灵动作切换和保存、碰撞检测、简单的机器人AI、3.0新功能的使用等等。

项目源码:http://download.csdn.net/detail/zhoujianghai/6962541

废话少说,现在就开始吧。

 1. 创建项目
切换到tools\project-creator目录下,shift+右键,打开命令提示符窗口,输入:
python create_project.py -p PompaDroid -k com.alexzhou.pompadroid -l cpp
环境配置和项目创建可以参考http://codingnow.cn/cocos2d-x/1285.html这篇博客。
项目目录如下图:
 
双击cocos2d-x-3.0\projects\PompaDroid\proj.win32\PompaDroid.sln,打开项目。
 
2. 下载游戏所需资源文件:http://download.csdn.net/detail/zhoujianghai/6880595
 使用Tiled打开pd_tilemap.tmx,就可以看到游戏的整个地图:
 
根据地图,我们可以得到以下信息:
1.地图分成两层:Wall(墙)和Floor(地板),关闭每个层的透明度可以查看每层的构成。
2.每个瓦片都是32*32,地图瓦片数100×10(宽x高)。
3.从下往上数,前三行瓦片是可以行走的。
 
3. 添加地图
创建GameLayer类,代码如下:
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GameLayer.h
class GameLayer : public cocos2d::Layer
{
public:
 GameLayer();
 ~GameLayer();
 virtual bool init();
 CREATE_FUNC(GameLayer);
private:
 cocos2d::TMXTiledMap *m_pTiledMap;
};
 
GameLayer.cpp
GameLayer::GameLayer()
 :m_pTiledMap(NULL)
{
}
GameLayer::~GameLayer()
{
}
bool GameLayer::init()
{
 bool ret = false;
 do {
  CC_BREAK_IF( !Layer::init());
  m_pTiledMap = TMXTiledMap::create("pd_tilemap.tmx");
  this->addChild(m_pTiledMap, -10);
  ret = true;
 while(0);
 return ret;
}

这里设置z-order的值为-10,可以设置为其他值,因为地图一般是显示在最底层,所以添加其他元素的时候可以设置z-order的值大于该值即可。
接着创建场景类GameScene:

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GameScene.h
class GameScene
{
public:
 static cocos2d::Scene* createScene();
};
GameScene.cpp
Scene* GameScene::createScene()
{
 auto scene = Scene::create();
 
 auto gameLayer = GameLayer::create();
 scene->addChild(gameLayer, 0);
 return scene;
}

然后修改AppDelegate.cpp的applicationDidFinishLaunching函数:

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bool AppDelegate::applicationDidFinishLaunching() {
    // initialize director
    auto director = Director::getInstance();
    auto eglView = EGLView::getInstance();
    director->setOpenGLView(eglView);
 eglView->setDesignResolutionSize(480, 320, ResolutionPolicy::SHOW_ALL);
    // turn on display FPS
    director->setDisplayStats(false);
    // set FPS. the default value is 1.0/60 if you don't call this
    director->setAnimationInterval(1.0 / 60);
    // create a scene. it's an autorelease object
 auto scene = GameScene::createScene();
    // run
    director->runWithScene(scene);
    return true;
}

setDesignResolutionSize这个设置资源分辨率尺寸,为了适配多个分辨率的。
因为这里资源分辨率是480×320,所以在main.cpp中设置宽高为480×320效果最好。
编译运行项目会看到地图已经显示出来了,效果如下:

现在地图上啥也没有,太单调了,那就创造一个英雄吧。

4. 添加英雄
英雄的资源文件是pd_sprites.pvr.ccz,可以使用TexturePacker打开,如下图:

英雄有5种状态:
1. 空闲(站着不动时)
2. 行走
3. 攻击
4. 被攻击
5. 死亡

每个状态都对应一组动画,因为英雄不可能同时处于多种状态下,所以我们要考虑的是如何实现状态切换,然后播放状态对应的动画。
这里当英雄处于空闲状态时,只能切换到行走、攻击、受伤状态,不会还没受伤就死亡了,当英雄死亡后,就不能切换到其他四种状态了。
创建BaseSprite类,作为精灵的基类:

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BaseSprite.h
typedef enum {
 ACTION_STATE_NONE = 0,
 ACTION_STATE_IDLE,
 ACTION_STATE_WALK,
 ACTION_STATE_ATTACK,
 ACTION_STATE_HURT,
 ACTION_STATE_DEAD
}ActionState;
 
class BaseSprite : public cocos2d::Sprite
{
public:
 BaseSprite();
 ~BaseSprite();
 void runIdleAction();
 void runWalkAction();
 void runAttackAction();
 void runHurtAction();
 void runDeadAction();
 CC_SYNTHESIZE_RETAIN(cocos2d::Action*, m_pIdleAction, IdleAction);
 CC_SYNTHESIZE_RETAIN(cocos2d::Action*, m_pWalkAction, WalkAction);
 CC_SYNTHESIZE_RETAIN(cocos2d::Action*, m_pAttackAction, AttackAction);
 CC_SYNTHESIZE_RETAIN(cocos2d::Action*, m_pHurtAction, HurtAction);
 CC_SYNTHESIZE_RETAIN(cocos2d::Action*, m_pDeadAction, DeadAction);
 CC_SYNTHESIZE(ActionState, m_currActionState, CurrActionState);
 cocos2d::CallFunc* createIdleCallbackFunc();
protected:
 static cocos2d::Animation* createAnimation(const char* formatStr, int frameCount, int fps);
private:
 bool changeState(ActionState actionState);
};
 
BaseSprite.cpp
BaseSprite::BaseSprite():
 m_pIdleAction(NULL),
 m_pWalkAction(NULL),
 m_pAttackAction(NULL),
 m_pHurtAction(NULL),
 m_pDeadAction(NULL),
 m_currActionState(ACTION_STATE_NONE)
{
}
BaseSprite::~BaseSprite()
{
 CC_SAFE_RELEASE_NULL(m_pIdleAction);
 CC_SAFE_RELEASE_NULL(m_pWalkAction);
 CC_SAFE_RELEASE_NULL(m_pAttackAction);
 CC_SAFE_RELEASE_NULL(m_pHurtAction);
 CC_SAFE_RELEASE_NULL(m_pDeadAction);
}
void BaseSprite::runIdleAction()
{
 if(changeState(ACTION_STATE_IDLE))
 {
  this->runAction(m_pIdleAction);
 }
}
 
void BaseSprite::runWalkAction()
{
 if(changeState(ACTION_STATE_WALK))
 {
  this->runAction(m_pWalkAction);
 }
}
void BaseSprite::runAttackAction()
{
 if(changeState(ACTION_STATE_ATTACK))
 {
  this->runAction(m_pAttackAction);
 }
}
void BaseSprite::runHurtAction()
{
 if(changeState(ACTION_STATE_HURT))
 {
  this->runAction(m_pHurtAction);
 }
}
void BaseSprite::runDeadAction()
{
 if(changeState(ACTION_STATE_DEAD))
 {
  this->runAction(m_pDeadAction);
 }
}
Animation* BaseSprite::createAnimation(const char* formatStr, int frameCount, int fps)
{
 Array *pFrames = Array::createWithCapacity(frameCount);
 for(int i = 0; i < frameCount; ++ i)
 {
  const char* imgName = String::createWithFormat(formatStr, i)->getCString();
  SpriteFrame *pFrame = SpriteFrameCache::getInstance()->getSpriteFrameByName(imgName);
  pFrames->addObject(pFrame);
 }
 return Animation::createWithSpriteFrames(pFrames, 1.0f / fps);
}
bool BaseSprite::changeState(ActionState actionState)
{
 if(m_currActionState == ACTION_STATE_DEAD || m_currActionState == actionState)
 {
  return false;
 }
 this->stopAllActions();
 this->m_currActionState = actionState;
 return true;
}
CallFunc* BaseSprite::createIdleCallbackFunc()
{
 return CallFunc::create(CC_CALLBACK_0(BaseSprite::runIdleAction, this));
}

ActionState枚举表示精灵的各种状态,runXXXAction表示切换状态以及播放各状态对应的动画。变量m_currActionState表示当前精灵的状态。createIdleCallbackFunc函数后面需要用到,表示当精灵切换到攻击或者受伤状态后立即回到空闲状态。createAnimation函数是一个工具函数,根据图片路径、帧数、每秒显示的帧数来创建动画。changeState函数就是状态切换函数,当精灵死亡的时候就GameOver了。
现在该创建咱们的英雄类Hero了:

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Hero.h
class Hero : public BaseSprite
{
public:
 Hero();
 ~Hero();
 bool init();
 CREATE_FUNC(Hero);
};
 
Hero.cpp
Hero::Hero()
{}
Hero::~Hero()
{}
bool Hero::init()
{
 bool ret = false;
 do {
  CC_BREAK_IF( !this->initWithSpriteFrameName("hero_idle_00.png") );
  Animation *pIdleAnim = this->createAnimation("hero_idle_%02d.png", 6, 12);
  this->setIdleAction(RepeatForever::create(Animate::create(pIdleAnim)));
  Animation *pWalkAnim = this->createAnimation("hero_walk_%02d.png", 7, 14);
  this->setWalkAction(RepeatForever::create(Animate::create(pWalkAnim)));
 
  Animation *pAttackAnim = this->createAnimation("hero_attack_00_%02d.png", 3, 20);
  this->setAttackAction(Sequence::create(Animate::create(pAttackAnim), BaseSprite::createIdleCallbackFunc(), NULL));
  Animation *pHurtAnim = this->createAnimation("hero_hurt_%02d.png", 3, 12);
  this->setHurtAction(Sequence::create(Animate::create(pHurtAnim), BaseSprite::createIdleCallbackFunc(), NULL));
  Animation *pDeadAnim = this->createAnimation("hero_knockout_%02d.png", 5, 12);
  this->setDeadAction(Sequence::create(Animate::create(pDeadAnim), Blink::create(3, 9), NULL));
  ret = true;
 while(0);
 return ret;
}

Hero类比较简单,就是初始化各种动作。
我们来修改GameLayer类,加载精灵图片所需的资源。
在GameLayer.h中添加:

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CC_SYNTHESIZE_READONLY(Hero*, m_pHero, Hero);
 
 float m_fScreenWidth;
 float m_fScreenHeight;
 cocos2d::Point m_origin;
 cocos2d::SpriteBatchNode *m_pSpriteNodes;

在GameLayer.cpp的init函数中添加:

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auto visibleSize = Director::getInstance()->getVisibleSize();
  this->m_origin = Director::getInstance()->getVisibleOrigin();
  this->m_fScreenWidth = visibleSize.width;
  this->m_fScreenHeight = visibleSize.height;
  SpriteFrameCache::getInstance()->addSpriteFramesWithFile("pd_sprites.plist");
  m_pSpriteNodes = SpriteBatchNode::create("pd_sprites.pvr.ccz");
  this->addChild(m_pSpriteNodes);
  m_pHero = Hero::create();
  m_pHero->setPosition( m_origin + Point(100, 100) );
  m_pHero->runIdleAction();
  m_pHero->setZOrder(m_fScreenHeight - m_pHero->getPositionY());
  m_pSpriteNodes->addChild(m_pHero);

这里添加了一个英雄,然后切换到空闲状态,设置ZOrder值跟Y坐标相关,这样后期可以解决英雄和怪物的遮挡问题,关于SpriteFrameCache和SpriteBatchNode这里就不介绍了,不明白的可以查看http://codingnow.cn/cocos2d-x/795.html
现在编译运行项目,就可以看到一个骚包在屏幕上晃来晃去了:

ok,这篇就到此为止吧,文章太长会让人看着累。下一篇来实现控制英雄,让英雄动起来。

 

参考资料:

http://www.raywenderlich.com/24452/how-to-make-a-side-scrolling-beat-em-up-game-like-scott-pilgrim-with-cocos2d-part-2

http://www.raywenderlich.com/24155/how-to-make-a-side-scrolling-beat-em-up-game-like-scott-pilgrim-with-cocos2d-part-1

http://philon.cn/post/cocos2d-x-3.0-zhi-zuo-heng-ban-ge-dou-you-xi

 

posted @ 2015-04-18 21:28  梅兴昊  阅读(149)  评论(0编辑  收藏  举报