好久没写过博客了,现在把刚做的游戏发上来吧,以后要注意更新博客啦~!
游戏截图
游戏整体结构图
第一步 在AppDelegate 中设定游戏界面大小以及缩放方式
cocos2d-x3.7新生成的项目中,AppDelegate有默认的界面大小以及缩放方式,这里,我对其作出一些更改,使其适应本项目
Size frameSize = glview->getFrameSize(); Size winSize=Size(450,750); float widthRate = frameSize.width/winSize.width; float heightRate = frameSize.height/winSize.height; if (widthRate > heightRate) { glview->setDesignResolutionSize(winSize.width,winSize.height*heightRate/widthRate,ResolutionPolicy::NO_BORDER); } else { glview->setDesignResolutionSize(winSize.width*widthRate/heightRate,winSize.height,ResolutionPolicy::NO_BORDER); }
游戏背景图片大小为 450*750,所以,这里以背景图片为标准,设置不同的缩放比例
第二步 更改HelloWorld类,使其成为启动界面
自带的HelloWorld类里面并没有太多内容,只要将其删除即可,然后,设计主界面
HelloWorld(); ~HelloWorld(); // there's no 'id' in cpp,so we recommend returning the class instance pointer static cocos2d::Scene* createScene(); // Here's a difference. Method 'init' in cocos2d-x returns bool,instead of returning 'id' in cocos2d-iphone virtual bool init(); // implement the "static create()" method manually CREATE_FUNC(HelloWorld);
在每一个场景中,一般都会出现上面的函数,以后在介绍其他类的时候,除非特殊情况,否则不再说明。
通过文章一开始的图片,我们可以看到,启动界面包含四个菜单项按钮,以及初始动画
//预加载声音和图片 void preLoadSoundAndPicture(); //开始游戏 void startGame(Ref* pSender); //高分记录 void highscore(Ref* pSender); //游戏说明 void aboutGame(Ref* pSender); //退出游戏 void menuCloseCallback(cocos2d::Ref* pSender); //启动界面动画 Animate* startMainAnimate(); //卸载不必要的资源 virtual void onExit(); //响应键盘(主要针对Android) void onKeyReleased(EventKeyboard::KeyCode keyCode,Event* event);
EventListenerKeyboard* m_listener;
下面是cpp文件的实现
#include "HelloWorldScene.h" #include "TollgateOne.h" #include "scoreScene.h" #include "AboutGame.h" USING_NS_CC; HelloWorld::HelloWorld() { } HelloWorld::~HelloWorld() { Director::getInstance()->getEventDispatcher()->removeEventListener(m_listener);<span style="white-space:pre"> </span>//一定要记得在析构函数中移除 } Scene* HelloWorld::createScene() { // 'scene' is an autorelease object auto scene = Scene::create(); // 'layer' is an autorelease object auto layer = HelloWorld::create(); // add layer as a child to scene scene->addChild(layer); // return the scene return scene; } // on "init" you need to initialize your instance bool HelloWorld::init() { ////////////////////////////// // 1. super init first if ( !Layer::init() ) { return false; } //预加载声音 图片 preLoadSoundAndPicture(); //播放背景音乐 CocosDenshion::SimpleAudioEngine::getInstance()->playBackgroundMusic("sound/game_start.mp3",true); Size visibleSize = Director::getInstance()->getVisibleSize(); Vec2 origin = Director::getInstance()->getVisibleOrigin(); //加载背景 auto m_background = Sprite::createWithSpriteFrame( SpriteFrameCache::getInstance()->getSpriteFrameByName("backgroundStartGame.jpg")); m_background->setPosition(Vec2(origin.x + visibleSize.width / 2,visibleSize.height / 2)); m_background->setAnchorPoint(Vec2(0.5,0.5)); this->addChild(m_background); //加载启动界面动画 auto startSprite = Sprite::createWithSpriteFrameName("backgroundAnimate1.png"); startSprite->setPosition(Vec2(origin.x + visibleSize.width / 2,visibleSize.height / 2)); this->addChild(startSprite,1); startSprite->runAction(this->startMainAnimate()); ///////////////////////////// // 2. add a menu item with "X" image,which is clicked to quit the program // you may modify it. //开始游戏 按钮 auto tempStart1 = Sprite::createWithSpriteFrameName("StartGame_nor.png"); auto tempStart2 = Sprite::createWithSpriteFrameName("StartGame_touched.png"); auto startItem = MenuItemSprite::create( tempStart1,tempStart2,CC_CALLBACK_1(HelloWorld::startGame,this) ); //高分记录 按钮 auto tempscore1 = Sprite::createWithSpriteFrameName("Gamescore_nor.png"); auto tempscore2 = Sprite::createWithSpriteFrameName("Gamescore_touched.png"); auto highscoreItem = MenuItemSprite::create( tempscore1,tempscore2,CC_CALLBACK_1(HelloWorld::highscore,this) ); //游戏说明 按钮 auto tempHelp1 = Sprite::createWithSpriteFrameName("GameHelp_nor.png"); auto tempHelp2 = Sprite::createWithSpriteFrameName("GameHelp_touched.png"); auto aboutGameItem = MenuItemSprite::create( tempHelp1,tempHelp2,CC_CALLBACK_1(HelloWorld::aboutGame,this) ); //退出游戏 按钮 auto tempOver1 = Sprite::createWithSpriteFrameName("GameOver_nor.png"); auto tempOver2 = Sprite::createWithSpriteFrameName("GameOver_touched.png"); auto closeItem = MenuItemSprite::create( tempOver1,tempOver2,CC_CALLBACK_1(HelloWorld::menuCloseCallback,this) ); // create menu,it's an autorelease object auto menu = Menu::create(startItem,highscoreItem,aboutGameItem,closeItem,NULL); menu->alignItemsVerticallyWithPadding(closeItem->getContentSize().height/2); menu->setPosition(Vec2(origin.x + visibleSize.width / 2,visibleSize.height / 2)); this->addChild(menu,1); //监听手机键盘 m_listener = EventListenerKeyboard::create(); m_listener->onKeyReleased = CC_CALLBACK_2(HelloWorld::onKeyReleased,this); Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraPHPriority( m_listener,this); return true; } //预加载声音 图片 void HelloWorld::preLoadSoundAndPicture() { //加载声音 CocosDenshion::SimpleAudioEngine::getInstance()->preloadBackgroundMusic("sound/game_start.mp3"); CocosDenshion::SimpleAudioEngine::getInstance()->preloadBackgroundMusic("sound/game_over.wav"); CocosDenshion::SimpleAudioEngine::getInstance()->preloadBackgroundMusic("sound/BackgroundMusic.wav"); CocosDenshion::SimpleAudioEngine::getInstance()->preloadEffect("sound/achievement.mp3"); CocosDenshion::SimpleAudioEngine::getInstance()->preloadEffect("sound/bullet.wav"); CocosDenshion::SimpleAudioEngine::getInstance()->preloadEffect("sound/button.mp3"); CocosDenshion::SimpleAudioEngine::getInstance()->preloadEffect("sound/enemy1_down.wav"); CocosDenshion::SimpleAudioEngine::getInstance()->preloadEffect("sound/enemy2_down.wav"); CocosDenshion::SimpleAudioEngine::getInstance()->preloadEffect("sound/enemy3_down.wav"); CocosDenshion::SimpleAudioEngine::getInstance()->preloadEffect("sound/get_bomb.mp3"); CocosDenshion::SimpleAudioEngine::getInstance()->preloadEffect("sound/get_double_laser.mp3"); CocosDenshion::SimpleAudioEngine::getInstance()->preloadEffect("sound/out_porp.mp3"); CocosDenshion::SimpleAudioEngine::getInstance()->preloadEffect("sound/use_bomb.mp3"); //加载图片 SpriteFrameCache::getInstance()->addSpriteFramesWithFile("ui/background.plist"); SpriteFrameCache::getInstance()->addSpriteFramesWithFile("ui/plane.plist"); } //开始游戏 void HelloWorld::startGame(Ref* pSender) { CocosDenshion::SimpleAudioEngine::getInstance()->stopBackgroundMusic(); Director::getInstance()->replaceScene(TollgateOne::createScene()); } //高分记录 void HelloWorld::highscore(Ref* pSender) { Director::getInstance()->pushScene( TransitionProgressRadialCCW::create(1.0f,scoreScene::createScene())); } //游戏说明 void HelloWorld::aboutGame(Ref* pSender) { Director::getInstance()->pushScene( TransitionJumpZoom::create(1.0f,AboutGame::createScene())); } void HelloWorld::menuCloseCallback(Ref* pSender) { Director::getInstance()->end(); #if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS) exit(0); #endif } //启动界面动画 Animate* HelloWorld::startMainAnimate() { Vector<SpriteFrame*> vecStartAnimate; for (int i = 0; i < 5; i++) { auto tempString = __String::createWithFormat("backgroundAnimate%d.png",i + 1); auto tempAnimate = SpriteFrameCache::getInstance()->getSpriteFrameByName(tempString->getCString()); vecStartAnimate.pushBack(tempAnimate); } auto animate = Animate::create(Animation::createWithSpriteFrames( vecStartAnimate,0.5f,-1)); return animate; } //卸载不必要的资源 void HelloWorld::onExit() { Layer::onExit(); Director::getInstance()->getTextureCache()->removeUnusedTextures(); } //响应键盘(主要针对Android) void HelloWorld::onKeyReleased(EventKeyboard::KeyCode keyCode,Event* event) { if (keyCode == EventKeyboard::KeyCode::KEY_ESCAPE) Director::getInstance()->end(); }
之前一直用cocos2d-x2.2.6,现在换成3.7了,感觉变化挺大的。