工作总结3(随时修改)

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子弹类:

Bullet* Bullet::create(float attack,Vec2 startPos,Vec2 endPos)
{
	Bullet* pRet = new Bullet();
	pRet->_attack = attack;     //攻击力
	pRet->_startPos = startPos; //起点和终点
	pRet->_endPos = endPos;


	if (pRet && pRet->init())
	{
		pRet->autorelease();
		return pRet;
	}
	else
	{
		delete pRet;
		pRet = NULL;
		return NULL;
	}
}

bool Bullet::init()
{
	if (!Layer::init())
	{
		return false;
	}
	Size visibleSize = Director::getInstance()->getVisibleSize();

	_bullet = Sprite::create("pd/baizhanche.png");
	Vec2 dtPos = _endPos - _startPos;
	float rotation = CC_RADIANS_TO_DEGREES(Vec2::angle(dtPos,Vec2(1,0))); //弧度转为角度,现在是点击点与起点和横轴的夹角                                                                       
	if (dtPos.y > 0)   //点击的点在武将位置的上方
		rotation = -rotation;
        float dt = _endPos.distance(_startPos);
	_bullet->setRotation(_bullet->getRotation() + rotation);
	this->setPosition(_startPos);
	_bullet->setPosition(Vec2(0,0));
	auto done = CallFuncN::create([=](Ref* ref)
	{
		this->removeFromParentAndCleanup(true);
	});
	this->runAction(Sequence::create(MoveBy::create(2,dtPos*(visibleSize.width * 2 / dt)),done,NULL));
	addChild(_bullet,0);
	return true;
}
Rect Bullet::getRect()
{
<span style="white-space:pre">	</span>Rect a = _bullet->getTextureRect();
<span style="white-space:pre">	</span>float minX = this->getPosition().x - a.getMaxX() * 0.5; //最左的边
<span style="white-space:pre">	</span>float minY = this->getPosition().y - a.getMaxY() * 0.5; //最下的边
<span style="white-space:pre">	</span>Rect b = Rect(minX,minY,a.getMaxX(),a.getMaxY());
<span style="white-space:pre">	</span>return b;
}

另如果想实现匀速运动(因为MoveTo MoveBy都是按照固定的时间来运动):

void Bullet::kaihuo(Point pos)
{
	float xdistance = (pos.x - this->getPosition().x);
	float ydistance = (pos.y - this->getPosition().y);
	_radii = atan2(ydistance,xdistance);
	scheduleUpdate();
}
void Bullet::update(float dt)
{
	_time += dt;
	this->setPosition(Vec2(_pos.x + BULLETSPEED * _time * cos(_radii),_pos.y + BULLETSPEED * _time * sin(_radii)));
}

另:

getBoundingBox 中得 Size.width .height 显示图片真实大小 (考虑缩放和不缩放)
getContentSize 纹理图片大小
getTextureRect 当前的纹理在总纹理的位置 (不考虑 缩放不缩放)
图片有缩放 就用 getBoundingBox ,不考虑缩放用 getContentSize

原文链接:https://www.f2er.com/cocos2dx/344750.html

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