与箭塔相比,箭塔一共需要只需要1-2张图片,除了弓箭手,塔是静止的,而炮塔相对比较复杂
从图中我们可以看出,炮塔的动作序列比较复杂,所以只需要将一个个动画序列分清楚,好在我们用的现成的图片资源,只要一个个通过addchild添加进去即可,然后用动画序列播放。
首先重载shoot
void BaseArtilleryTower::shoot(float dt) { checkNearestMonster(); if(nearestMonster!=NULL && nearestMonster->getCurrHp() > 0) { auto firePosition = nearestMonster->baseSprite->getPosition() - this->getParent()->getPosition(); runAction(Sequence::create( CallFuncN::create(CC_CALLBACK_0(BaseArtilleryTower::fireAnimation,this)),CallFuncN::create(CC_CALLBACK_0(BaseArtilleryTower::fire,this,firePosition)),NULL)); } }当射程范围内有敌人时,按顺序执行这个序列
先是左边的炮手蹲下并上抛这个动作,然后是炮弹飞到炮筒的动画
void BaseArtilleryTower::filledAnimation() { leftShooter->runAction(Animate::create(AnimationCache::getInstance()->getAnimation(getName()+"leftShooter_throw"))); c4->runAction(Animate::create(AnimationCache::getInstance()->getAnimation(getName()+"c4"))); }之后执行fire将炮弹发射出去,基本原理和弓箭塔差不多,并且简单不少
void BaseArtilleryTower::fire(Point firePosition) { auto currBullet = ArtilleryTowerBullet(); auto shootVector = firePosition; Point highPoint = Point(shootVector.x,shootVector.y+200); ccBezierConfig bezier; bezier.controlPoint_1 = Point(currBullet->getPosition().x,currBullet->getPosition().y+200); bezier.controlPoint_2 = Point(shootVector.x,shootVector.y+200);; bezier.endPosition = shootVector; float endRotate; if(shootVector.x>currBullet->getPosition().x) endRotate = 180.0f; else endRotate = -180.0f; auto action = Spawn::create(BezierTo::create(1.0f,bezier),RotateTo::create(1.0f,endRotate),NULL); currBullet->setBulletAction(action); currBullet->shoot(); runAction(Sequence::create(DelayTime::create(1.0f),CallFuncN::create(CC_CALLBACK_0(BaseArtilleryTower::filledAnimation,NULL)); currBullet = NULL; }
filledAnimation是右边的炮手和炮筒的动画这里就省略了
其中炮弹的动画与弓箭的动画区别就是旋转角度是转一圈,其他区别不大~
因为比较简单,这章就粗略介绍下
原文链接:https://www.f2er.com/cocos2dx/341035.html