是时候放一些坏家伙来搅合一下了!
// Add these instance variables
int wave;
CCLabelBMFont *ui_wave_lbl;
// Add the following property to the properties section
@property (nonatomic,strong) NSMutableArray *enemies;
// Synthesize enemies
@synthesize enemies;
现在到了创建保存敌人信息并且管理它们如何在屏幕上移动的类了.创建一个新的类,名字为Enemy,继承于CCNode.
将Enemy.h替换为如下内容:
#import "cocos2d.h"
#import "HelloWorldLayer.h"
@class HelloWorldLayer,Waypoint,Tower;
@interface Enemy: CCNode {
CGPoint myPosition;
int maxHp;
int currentHp;
float walkingSpeed;
Waypoint *destinationWaypoint;
BOOL active;
}
@property (nonatomic,assign) HelloWorldLayer *theGame;
@property (nonatomic,assign) CCSprite *mySprite;
+(id)nodeWithTheGame:(HelloWorldLayer*)_game;
-(id)initWithTheGame:(HelloWorldLayer *)_game;
-(void)doActivate;
-(void)getRemoved;
@end
#import "Enemy.h"
#import "Tower.h"
#import "Waypoint.h"
#define HEALTH_BAR_WIDTH 20
#define HEALTH_BAR_ORIGIN -10
@implementation Enemy
@synthesize mySprite,theGame;
+(id)nodeWithTheGame:(HelloWorldLayer*)_game {
return [[self alloc] initWithTheGame:_game];
}
-(id)initWithTheGame:(HelloWorldLayer *)_game {
if ((self=[super init])) {
theGame = _game;
maxHp = 40;
currentHp = maxHp;
active = NO;
walkingSpeed = 0.5;
mySprite = [CCSprite spriteWithFile:@"enemy.png"];
[self addChild:mySprite];
Waypoint * waypoint = (Waypoint *)[theGame.waypoints
objectAtIndex:([theGame.waypoints count]-1)];
destinationWaypoint = waypoint.nextWaypoint;
CGPoint pos = waypoint.myPosition;
myPosition = pos;
[mySprite setPosition:pos];
[theGame addChild:self];
[self scheduleUpdate];
}
return self;
}
-(void)doActivate
{
active = YES;
}
-(void)update:(ccTime)dt
{
if(!active)return;
if([theGame circle:myPosition withRadius:1 collisionWithCircle:destinationWaypoint.myPosition
collisionCircleRadius:1])
{
if(destinationWaypoint.nextWaypoint)
{
destinationWaypoint = destinationWaypoint.nextWaypoint;
}else
{
//Reached the end of the road. Damage the player
[theGame getHpDamage];
[self getRemoved];
}
}
CGPoint targetPoint = destinationWaypoint.myPosition;
float movementSpeed = walkingSpeed;
CGPoint normalized = ccpNormalize(ccp(targetPoint.x-myPosition.x,targetPoint.y-myPosition.y));
mySprite.rotation = CC_RADIANS_TO_DEGREES(atan2(normalized.y,-normalized.x));
myPosition = ccp(myPosition.x+normalized.x * movementSpeed,myPosition.y+normalized.y * movementSpeed);
[mySprite setPosition:myPosition];
}
-(void)getRemoved
{
[self.parent removeChild:self cleanup:YES];
[theGame.enemies removeObject:self];
//Notify the game that we killed an enemy so we can check if we can send another wave
[theGame enemyGotKilled];
}
-(void)draw
{
ccDrawSolidRect(ccp(myPosition.x+HEALTH_BAR_ORIGIN,myPosition.y+16),ccp(myPosition.x+HEALTH_BAR_ORIGIN+HEALTH_BAR_WIDTH,myPosition.y+14),ccc4f(1.0,0,1.0));
ccDrawSolidRect(ccp(myPosition.x+HEALTH_BAR_ORIGIN,ccp(myPosition.x+HEALTH_BAR_ORIGIN + (float)(currentHp * HEALTH_BAR_WIDTH)/maxHp,ccc4f(0,1.0,1.0));
}
@end