什么是cocos2d-android
用一句话简单来说,cocos2d-android就是cocos引擎的java版本的API。
优缺点
其优点是容易使用和入门,不需要使用其他语言交叉编译,其开发和调试相比cocos2d-x等其他版本都比较方便。当然缺点也就显而易见–不能进行跨平台开发。另外随着触控科技加大对c++/lua/js的投入,cocos2d-android也面临着缺乏维护而没落的危机。
如何引入到自己的项目中
MainActivity
package com.example.cocos2ddemo;
import org.cocos2d.layers.CCScene;
import org.cocos2d.nodes.CCDirector;
import org.cocos2d.opengl.CCGLSurfaceView;
import com.masonchen.cocos.FirstLayer;
import android.os.Bundle;
import android.app.Activity;
import android.view.Menu;
public class MainActivity extends Activity {
private CCDirector director;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
CCGLSurfaceView surfaceView=new CCGLSurfaceView(this);
setContentView(surfaceView);
// 程序只能有一个导演
director = CCDirector.sharedDirector();
director.attachInView(surfaceView);// 开启线程
director.setDeviceOrientation(CCDirector.kCCDeviceOrientationPortrait);// 设置游戏方向 水平
director.setDisplayFPS(true);//是否展示帧率
// director.setAnimationInterval(1.0f/30);// 锁定帧率 指定一个帧率 向下锁定
director.setScreenSize(720,1280);//设置屏幕的大小 可以自动屏幕适配
CCScene ccScene=CCScene.node();// 为了api 和cocos-iphone 一致
ccScene.addChild(new FirstLayer());//场景添加了图层
director.runWithScene(ccScene);// 运行场景
}
@Override
protected void onResume() {
super.onResume();
director.resume();
}
@Override
protected void onPause() {
super.onPause();
director.onPause();
//director.pause();
}
@Override
protected void onDestroy() {
super.onDestroy();
director.end();// 游戏结束了
}
}
GameLayer
package com.masonchen.cocos;
import java.util.ArrayList;
import java.util.List;
import org.cocos2d.actions.base.CCRepeatForever;
import org.cocos2d.actions.instant.CCCallFunc;
import org.cocos2d.actions.instant.CCCallFuncN;
import org.cocos2d.actions.interval.CCAnimate;
import org.cocos2d.actions.interval.CCMoveBy;
import org.cocos2d.actions.interval.CCMoveTo;
import org.cocos2d.actions.interval.CCRepeat;
import org.cocos2d.actions.interval.CCSequence;
import org.cocos2d.layers.CCLayer;
import org.cocos2d.nodes.CCAnimation;
import org.cocos2d.nodes.CCDirector;
import org.cocos2d.nodes.CCNode;
import org.cocos2d.nodes.CCSprite;
import org.cocos2d.nodes.CCSpriteFrame;
import org.cocos2d.types.CGPoint;
import com.badlogic.gdx.physics.Box2d.World;
import android.R.integer;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Rect;
import android.util.Log;
import android.view.MotionEvent;
public class FirstLayer extends CCLayer {
static final int kTagSprite = 1;
static final int manSpeed = 500;
private CCSprite[] fires;// 子弹
private CCSprite[] enemys;// 敌机
private int numberOfFire;
private int numberOfEnemy;
public FirstLayer() {
init();
}
/* * 初始化背景,子弹,敌机,英雄的精灵对象 */
private void init() {
CCSprite background = CCSprite
.sprite("ui/shoot_background/background.png");
background.setScale(3.0);
this.addChild(background);
CCSprite sprite = CCSprite.sprite("ui/shoot/hero1.png");
this.addChild(sprite,0,kTagSprite);
fires = new CCSprite[10];//循环回收利用,只使用10个子弹,避免浪费内存
enemys = new CCSprite[10];//和上面同理
for (int i = 0; i < 10; i++) {
fires[i] = CCSprite.sprite("ui/shoot/bullet1.png");
fires[i].setPosition(-100,-100);
addChild(fires[i]);
}
for (int i = 0; i < 10; i++) {
enemys[i] = CCSprite.sprite("ui/shoot/enemy1.png");
enemys[i].setPosition(-200,-200);
addChild(enemys[i]);
}
numberOfFire = 0;
numberOfEnemy = 0;
schedule("fire",0.2f);// 英雄飞机开火的调度器,每隔0.2s发射一颗子弹
schedule("createEnemy",0.5f);// 创建敌机调度器,每隔0.5s创建一个敌机
scheduleUpdate(); // 默认调度器,进行子弹和敌机的碰撞检测
isTouchEnabled_ = true;//设置为可触摸
}
@Override
public boolean ccTouchesBegan(MotionEvent event) {
CGPoint point = new CGPoint();
point.set(event.getX(),event.getY());
CGPoint convertedLocation = CCDirector.sharedDirector().convertToGL(
point);
CCNode sprite = getChildByTag(kTagSprite);
sprite.stopAllActions();
sprite.runAction(CCMoveTo.action(getDistance(convertedLocation)
/ manSpeed,CCNode.ccp(convertedLocation.x,convertedLocation.y)));
return super.ccTouchesBegan(event);
}
public float getDistance(CGPoint touchPoint) {
CCNode sprite = getChildByTag(kTagSprite);
CGPoint nowPoint = sprite.getPosition();
float dx = nowPoint.x - touchPoint.x;
float dy = nowPoint.y - touchPoint.y;
return (float) Math.sqrt(dx * dx + dy * dy);
}
public void update(float dt) {
// Log.i("","默认调度器");
for (int i = 0; i < 10; i++) {
for (int j = 0; j < 10; j++) {
if (enemys[i].getBoundingBox().contains(
fires[j].getPosition().x,fires[j].getPosition().y)) {
enemys[i].stopAllActions();
fires[j].stopAllActions();
enemys[i].setPosition(-100,-100);
fires[j].setPosition(-200,-100);
break;
// return;
}
}
}
}
public void enemysCallback() {
}
public void fire(float dt) {
fires[numberOfFire]
.setPosition(getChildByTag(kTagSprite).getPosition());
fires[numberOfFire].setVisible(true);
fires[numberOfFire].runAction(CCMoveBy.action((float) 1.5,CCNode.ccp(0,1380)));
numberOfFire++;
if (numberOfFire >= 10)
numberOfFire -= 10;
}
public void createEnemy(float dt) {
enemys[numberOfEnemy].setPosition((float) (720 * Math.random()),1280);
enemys[numberOfEnemy].setScale(1.5);
enemys[numberOfEnemy].setVisible(true);
enemys[numberOfEnemy].runAction(CCMoveBy.action((float) 3.5,-1400)));
numberOfEnemy++;
if (numberOfEnemy >= 10)
numberOfEnemy -= 10;
}
}