版本效果MoonWarrior cocos2d-x版本 --1
文章结束给大家来个程序员笑话:[M]
网上似乎有这个版本了,但是人家是人家做的,自己动手敲一遍代码感觉还是不一样的
MoonWarrior cocos2d-x里头是用JS绑定来实现的,效果写的还挺好的,麻雀虽小五脏俱全,改成C++,既熟习了cocos2d-x,也复习了前段时间学的js
把win32的环境搭建好当前,新建一个cocos2d-x的工程,这篇就写Menu吧
新建一个类,继承自CCLayer,
需要写两行代码
virtual bool init(); CREATE_FUNC(LoadingScene);
CREATE_FUNC是个宏定义,就是实现了create的方法,而create方法会调用init方法来初始化
bool bRet = false; do{ ////////////////////////////////////////////////////////////////////////// // super init first ////////////////////////////////////////////////////////////////////////// CC_BREAK_IF(! CCLayer::init()); CCSize winSize = CCDirector::sharedDirector()->getWinSize();
//加了两个图片进来 CCSprite* background = CCSprite::create("loading.png"); background->setAnchorPoint(ccp(0,0)); this->addChild(background,0,1); CCSprite* logo = CCSprite::create("logo.png"); logo->setAnchorPoint(ccp(0,0)); logo->setPosition(ccp(0,250)); this->addChild(logo,10,1);
//三个menu进来,menu也是有状态的,直接就能够生成了 CCSprite* newGameNormal = CCSprite::create("menu.png",CCRectMake(0, 0, 126, 33));//cc.Sprite.create(s_menu, cc.rect(0, 0, 126, 33)); CCSprite* newGameSelected = CCSprite::create("menu.png", CCRectMake(0, 33, 126, 33)); CCSprite* newGameDisabled = CCSprite::create("menu.png", CCRectMake(0, 33 * 2, 126, 33)); CCSprite* gameSettingsNormal = CCSprite::create("menu.png", CCRectMake(126, 0, 126, 33)); CCSprite* gameSettingsSelected = CCSprite::create("menu.png", CCRectMake(126, 33, 126, 33)); CCSprite* gameSettingsDisabled = CCSprite::create("menu.png", CCRectMake(126, 33 * 2, 126, 33)); CCSprite* aboutNormal = CCSprite::create("menu.png", CCRectMake(252, 0, 126, 33)); CCSprite* aboutSelected = CCSprite::create("menu.png", CCRectMake(252, 33, 126, 33)); CCSprite* aboutDisabled = CCSprite::create("menu.png", CCRectMake(252, 33 * 2, 126, 33)); CCMenuItem* newGame = CCMenuItemSprite::create(newGameNormal,newGameSelected,newGameDisabled,this, menu_selector(LoadingSense::newGameCallback)); CCMenuItem* gameSettings = CCMenuItemSprite::create(gameSettingsNormal,gameSettingsSelected,gameSettingsDisabled,this, menu_selector(LoadingSense::onSettings)); CCMenuItem* about = CCMenuItemSprite::create(aboutNormal,aboutSelected,aboutDisabled,this, menu_selector(LoadingSense::onAbout));//cc.MenuItemSprite.create(aboutNormal, aboutSelected, aboutDisabled, this, this.onAbout); CCMenu* menu = CCMenu::create(newGame,gameSettings,about,NULL); //CCMenu::create(newGame, gameSettings, about); menu->alignItemsVerticallyWithPadding(10); this->addChild(menu, 1, 2); menu->setPosition(ccp(winSize.width / 2, winSize.height / 2 - 80));
//这个schedule是让背景的那个小飞机飞到顶端了,还能从下面接着飞 //this->schedule this->schedule(schedule_selector(LoadingSense::update), 0.1); CCTexture2D* tmp = CCTextureCache::sharedTextureCache()->addImage("ship01.png"); m_pShip = CCSprite::createWithTexture(tmp,CCRectMake(0, 45, 60, 38)); this->addChild(m_pShip,0,4); CCPoint pos = ccp(((float)(rand()%10)/10)*winSize.width, 0); //让飞机从底下飞到上边 m_pShip->setPosition(pos); //m_pShip->setPosition(ccp(100,100)); m_pShip->runAction(CCMoveBy::create(2,ccp(((float)(rand()%10)/10)*winSize.width,pos.y+winSize.height + 100))); //m_pShip->runAction(CCMoveBy::create(2,ccp(200,200)));
//播放音乐 if(true){ CocosDenshion::SimpleAudioEngine::sharedEngine()->setBackgroundMusicVolume(0.7); CocosDenshion::SimpleAudioEngine::sharedEngine()->playBackgroundMusic(s_mainMainMusic,true); } bRet = true; }while(0); return bRet;
转一篇关于锚点的 http://blog.csdn.net/cjopengler/article/details/7045638
基本的都有了,下面再看一个动画效果,点击new game当前,会有一个效果,看看这个效果怎么做的
CCSprite* flare = CCSprite::create("flare.jpg"); ccBlendFunc ccBF = {GL_SRC_ALPHA, GL_ONE};
flare->setBlendFunc(ccBF); parent->addChild(flare, 10); flare->setOpacity(0); flare->setPosition(ccp(-30, 297)); flare->setRotation(-120); flare->setScale(0.2); CCFadeTo* opacityAnim = CCFadeTo::create(0.5, 255); CCFadeTo* opacDim = CCFadeTo::create(1, 0); CCScaleBy* biggeAnim = CCScaleBy::create(0.7, 1.2, 1.2); CCEaseSineOut* biggerEase = CCEaseSineOut::create(biggeAnim); CCMoveBy* moveAnim = CCMoveBy::create(0.5, ccp(328, 0)); CCEaseSineOut* easeMove = CCEaseSineOut::create(moveAnim); CCRotateBy* rotateAnim = CCRotateBy::create(2.5, 90); CCEaseExponentialOut* rotateEase = CCEaseExponentialOut::create(rotateAnim); CCScaleTo* bigger = CCScaleTo::create(0.5, 1); CCCallFunc* onComplete = CCCallFunc::create(target, callback); CCCallFunc* killflare = CCCallFunc::create(target, callfunc_selector(LoadingSense::killFlare)); flare->runAction(CCSequence::create(opacityAnim, biggerEase, opacDim, killflare, onComplete,NULL)); flare->runAction(easeMove); flare->runAction(rotateEase); flare->runAction(bigger);
关于cocos2d-x的动画,简单点的可以看http://blog.csdn.net/odustggg/article/details/8187843
这样背景 菜单 点击newGame以后的动画效果都就有了,后面就是该做游戏的重头戏了
文章结束给大家分享下程序员的一些笑话语录:
面试官:熟悉哪种语言
应聘者:JAVA
面试官:知道什么叫类么
应聘者:我这人实在,工作努力,不知道什么叫累
面试官:知道什么是包?
应聘者:我这人实在 平常不带包 也不用公司准备了
面试官:知道什么是接口吗?
应聘者:我这个人工作认真。从来不找借口偷懒
面试官:知道什么是继承么
应聘者:我是孤儿没什么可以继承的
面试官:知道什么叫对象么?
应聘者:知道,不过我工作努力,上进心强,暂时还没有打算找对象。
面试官:知道多态么?
应聘者:知道,我很保守的。我认为让心爱的女人为了自已一时的快乐去堕胎是不道德的行为!请问这和C#有什么关系??
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