塔之战:炮塔的攻击
炮塔就位了?检查.敌人前进中?再次检查 - 它们看起来就是如此!看起来到了击溃这些家伙的时候了!这里我们将智能置入炮塔的代码中去.
每一个炮塔检查是否有敌人在其攻击范围.(炮塔一次只能攻击一个敌人.猫猪注)如果有,炮塔将开始向敌人开火直到两件事之一发生:敌人移出攻击范围或者敌人被摧毁.炮塔接着开始寻找其他欠扁的家伙 :]
将它们放到一起,新建新炮塔!你已经有一个防御基础了!
因为敌人和炮塔类相互依赖彼此,你不得不首先更新它们类的头文件,去避免你在修改实现代码时Xcode发生显示错误.
// Add some instance variables
BOOL attacking;
Enemy *chosenEnemy;
// Add method definition
-(void)targetKilled;
// Add instance variable
NSMutableArray *attackedBy;
// Add method definitions
-(void)getAttacked:(Tower *)attacker;
-(void)gotLostSight:(Tower *)attacker;
-(void)getDamaged:(int)damage;
下一步,回到Tower.m中做如下修改:
// Import Enemy header at the top of the file:
#import "Enemy.h"
// Add the following methods
-(void)attackEnemy
{
[self schedule:@selector(shootWeapon) interval:fireRate];
}
-(void)chosenEnemyForAttack:(Enemy *)enemy
{
chosenEnemy = nil;
chosenEnemy = enemy;
[self attackEnemy];
[enemy getAttacked:self];
}
-(void)shootWeapon
{
CCSprite * bullet = [CCSprite spriteWithFile:@"bullet.png"];
[theGame addChild:bullet];
[bullet setPosition:mySprite.position];
[bullet runAction:[CCSequence actions:
[CCMoveTo actionWithDuration:0.1 position:chosenEnemy.mySprite.position],[CCCallFunc actionWithTarget:self selector:@selector(damageEnemy)],[CCCallFuncN actionWithTarget:self selector:@selector(removeBullet:)],nil]];
}
-(void)removeBullet:(CCSprite *)bullet
{
[bullet.parent removeChild:bullet cleanup:YES];
}
-(void)damageEnemy
{
[chosenEnemy getDamaged:damage];
}
-(void)targetKilled
{
if(chosenEnemy)
chosenEnemy =nil;
[self unschedule:@selector(shootWeapon)];
}
-(void)lostSightOfEnemy
{
[chosenEnemy gotLostSight:self];
if(chosenEnemy)
chosenEnemy =nil;
[self unschedule:@selector(shootWeapon)];
}
最后,替换之前版本只能怪留下的空白update方法:
-(void)update:(ccTime)dt {
if (chosenEnemy){
//We make it turn to target the enemy chosen
CGPoint normalized = ccpNormalize(ccp(chosenEnemy.mySprite.position.x-mySprite.position.x,chosenEnemy.mySprite.position.y-mySprite.position.y));
mySprite.rotation = CC_RADIANS_TO_DEGREES(atan2(normalized.y,-normalized.x))+90;
if(![theGame circle:mySprite.position withRadius:attackRange
collisionWithCircle:chosenEnemy.mySprite.position collisionCircleRadius:1])
{
[self lostSightOfEnemy];
}
} else {
for(Enemy * enemy in theGame.enemies)
{
if([theGame circle:mySprite.position withRadius:attackRange
collisionWithCircle:enemy.mySprite.position collisionCircleRadius:1])
{
[self chosenEnemyForAttack:enemy];
break;
}
}
}
}