游戏有三种状态,准备开始、游戏中、游戏结束,定义一个枚举来表示:
/** * The status of game,it has three status. */typedef enum tag_GameState { /** The game hasn't started,but ready to start */ kGameStateReady = 1,/** The game has started,and the player is playing the game */ kGameStateStarted,/** The game has over,it means that the player has lost */ kGameStateOver} GameState;
游戏层与控制层需要通信,因此要遵守代理协议:
class GameScene : public cocos2d::Layer,public OptionDelegate
代理协议只有一个方法,就是点击屏幕事件监听回调:
/** * The OptionDelegate method overrIDe */ voID ontouch();
游戏层还需要与状态层通信,因此需要接收一个代理:
/** * The delegate of status. * When is setted,it will call StatusDelegate corresponding method on correct * time. */ CC_SYNTHESIZE(GameStatusDelegate*,_statusDelegate,StatusDelegate);
把状态层对象作为代理传到游戏层,就可以二者通信了。
下面看下初始化方法,这个是很重要的,添加物理特性,并监听触碰事件:
bool GameScene::init() { if (!Layer::init()) { return false; } auto size = Director::getInstance()->getVisibleSize(); auto origin = Director::getInstance()->getVisibleOrigin(); // Add the bird auto bird = BirdSprite::getInstance(); bird->createBird(); auto body = PhysicsBody::create(); body->addShape(PhysiCSShapeCircle::create(kBirdRadius)); body->setDynamic(true); body->setlineardamPing(0.0f); body->setGravityEnable(false); body->set@R_403_4602@Bitmask(0x01); body->setCollisionBitmask(0x01); body->setContactTestBitmask(0x01); bird->setPhysicsBody(body); bird->setposition(origin.x + size.wIDth / 3 - 5,origin.y + size.height / 2 + 5); bird->setActionState(kActionStateIDle); this->addChild(bird); // Add the ground _groundNode = Node::create(); auto groundBody = PhysicsBody::create(); auto groundSize = Size(kDesignWIDth,BackgroundLayer::getLandHeight()); groundBody->addShape(PhysiCSShapeBox::create(groundSize)); groundBody->setDynamic(false); groundBody->setlineardamPing(0.0f); groundBody->set@R_403_4602@Bitmask(0x01); groundBody->setContactTestBitmask(0x01); groundBody->setCollisionBitmask(0x01); _groundNode->setPhysicsBody(groundBody); _groundNode->setposition(groundSize.wIDth / 2,groundSize.height); this->addChild(_groundNode); // land // Add the land1 and land2 _land1 = Sprite::createWithSpriteFrame(AtlasLoader::getInstance()->getSpriteFrame("land")); _land1->setAnchorPoint(Vec2::ZERO); _land1->setposition(Vec2::ZERO); this->addChild(_land1,30); _land2 = Sprite::createWithSpriteFrame(AtlasLoader::getInstance()->getSpriteFrame("land")); _land2->setAnchorPoint(Vec2::ZERO); _land2->setposition(Vec2(_land1->getContentSize().wIDth - 2.0f,0)); this->addChild(_land2,30); // Add a timer to update the land _shiftLand = schedule_selector(GameScene::scrollLand); this->schedule(_shiftLand,0.01f); // will call update(float delta) method this->scheduleUpdate(); // Add contact Listener // // If body->get@R_403_4602@Bitmask() & groundBody->getContactTestBitmask() == 1 // Then we can Listen the physics touch event,otherwise not. // // If body->get@R_403_4602@Bitmask() & groundBody->getCollisionBitmask() == 1 // Then the bird and the ground can collIDe,otherwise not. auto Listener = EventListenerPhysicsContact::create(); Listener->onContactBegin = CC_CALLBACK_1(GameScene::onContactBegin,this); this->getEventdispatcher()->addEventListenerWithSceneGraPHPriority(Listener,this); return true;}
要想让A和B能够在相碰时,发出事件,规则如下:
// If body->get@R_403_4602@Bitmask() & groundBody->getContactTestBitmask() == 1
// Then we can Listen the physics touch event,otherwise not.
要想让A和B能够发生冲突并发出事件,规则如下:
//
// If body->get@R_403_4602@Bitmask() & groundBody->getCollisionBitmask() == 1
// Then the bird and the ground can collIDe,otherwise not.
如果不添加,默认情况下是不会监听到的,刚开始我就遇到此问题,然后通过百度才明白原因。
下面是创建场景,需要把背景层、控制层、状态层、游戏层添加到场景中:
Scene* GameScene::createScene() { // create a scene with physics world // 场景需要使用物理世界来创建,否则添加的物理特性就无效 auto scene = Scene::createWithPhysics(); if (scene->getPhysicsWorld()) { scene->getPhysicsWorld()->setGravity(Vect(0,-900)); } else { cclOG("Error: Game scene get physics world,but it is nullptr"); } // background layer auto backgroundLayer = BackgroundLayer::create(); if (backgroundLayer) { scene->addChild(backgroundLayer); } // game layer auto gameLayer = GameScene::create(); // status layer auto statusLayer = StatusLayer::create(); if (gameLayer) { gameLayer->setPhysicsWorld(scene->getPhysicsWorld()); // 游戏层与状态层是需要通信的,把状态层作为游戏层的代理 gameLayer->setStatusDelegate(statusLayer); gameLayer->setTag(kGameLayerTag); scene->addChild(gameLayer); } if (statusLayer) { scene->addChild(statusLayer); } // option layer auto optionLayer = OptionLayer::create(); if (optionLayer) { // 状态层与游戏层是需要通信的,把游戏层作为状态层的代理 optionLayer->setoptionDelegate(gameLayer); scene->addChild(optionLayer); } return scene;}
添加水管,给水管也添加物理特性,就可以让小鸟与水管在接触时,发出相碰事件
voID GameScene::createPipes() { // create pipes auto size = Director::getInstance()->getVisibleSize(); for (int i = 0; i < kPipePairCount; ++i) { auto pipeUp = Sprite::createWithSpriteFrame(AtlasLoader::getInstance()->getSpriteFrame("pipe_up")); //pipeUp->setposition(0,<#float y#>) auto pipeDown = Sprite::createWithSpriteFrame(AtlasLoader::getInstance()->getSpriteFrame("pipe_down")); pipeDown->setposition(0,kPipeHeight + kPipeupdowndistance); auto pipeNode = Node::create(); pipeNode->setposition(size.wIDth + i * kPipeInterval + kWaitdistance,getRandomPipeHeight()); pipeNode->addChild(pipeDown,0,kPipeDownTag); pipeNode->addChild(pipeUp,kPipeUpTag); // Add physics to pipe auto body = PhysicsBody::create(); auto Box = PhysiCSShapeBox::create(pipeDown->getContentSize(),PHYSICSSHAPE_MATERIAL_DEFAulT,Vec2(0,kPipeHeight + kPipeupdowndistance)); body->addShape(Box); body->addShape(PhysiCSShapeBox::create(pipeUp->getContentSize())); body->setDynamic(false);// If body->get@R_403_4602@Bitmask() & 小鸟的物理body>->getCollisionBitmask() == 1// 小鸟与水管接触才会发出事件 body->set@R_403_4602@Bitmask(0x01); body->setContactTestBitmask(0x01); body->setCollisionBitmask(0x01); pipeNode->setPhysicsBody(body); pipeNode->setTag(kPipeNewTag); this->addChild(pipeNode); _pipes.pushBack(pipeNode); }}
小鸟通过水管检测:
voID GameScene::checkHit() { for (auto pipe : _pipes) { if (pipe->getTag() == kPipeNewTag) { // 通过一根 if (pipe->getpositionX() < BirdSprite::getInstance()->getpositionX()) { CocosDenshion::SimpleAudioEngine::getInstance()->playEffect("sfx_point.ogg"); ++_currentscore; if (this->getStatusDelegate()) { this->getStatusDelegate()->onGamePlaying(_currentscore); } pipe->setTag(kPipePassedTag); } } }}
通过遍历所有水管,如果当前是显示在屏幕上新的水管,再判断与小鸟的X坐标,来判断小鸟是否通过了水管。 当通过后,又把水管设置为已经通过的水管,如此重复使用。
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