从网上下了一点素材资源,外加自己ps一点资源,然后东拼西凑写了一个横版跑酷的小游戏
ps:csdn好不爽,无法传大点的gif,所以只好录了个短的gif,而且压缩之后凑合能看
预览
步骤
1 工程结构
开发环境
- win8.1
- vs2013
- cocos2dx 3.2
代码目录
游戏组成结构
主要有以下几个场景
- void LoadingScene::loadingCallBack(Texture2D *texture)
- {
- loadedNum++;
- //此处的预加载帧动画指示用于实验性质
- switch(loadedNum)
- {
- case 1:
- //预加载帧缓存纹理
- SpriteFrameCache::getInstance()->addSpriteFramesWithFile("boy.plist",texture);
- loadProgress->setPercentage((float)loadedNum/totalNum*100);
- break;
- case 2:
- //预加载帧缓存纹理
- SpriteFrameCache::getInstance()->addSpriteFramesWithFile("girl.plist",texture);
- loadProgress->setPercentage((float)loadedNum/totalNum*100);
- break;
- default:
- break;
- }
- if(loadedNum==totalNum)
- {
- //预加载帧动画
- auto boyAnimation=Animation::create();
- boyAnimation->setDelayPerUnit(0.1f);
- for(int i=1;i<=12;i++)
- {
- char str[100]={0};
- sprintf(str,"boy%d.png",i);
- boyAnimation->addSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName(str));
- }
- AnimationCache::getInstance()->addAnimation(boyAnimation,"boyAnimation");
- //预加载帧动画
- auto girlAnimation=Animation::create();
- girlAnimation->setDelayPerUnit(0.2f);
- for(int i=1;i<=8;i++)
- girlAnimation->addSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("girl"+std::to_string(i)+".png"));
- AnimationCache::getInstance()->addAnimation(girlAnimation,"girlAnimation");
- ////预加载音乐和音效
- SimpleAudioEngine::getInstance()->preloadBackgroundMusic("spring_music.wav");
- SimpleAudioEngine::getInstance()->preloadBackgroundMusic("winter_music.mp3");
- SimpleAudioEngine::getInstance()->preloadEffect("jump.wav");
- SimpleAudioEngine::getInstance()->preloadEffect("point.mp3");
- SimpleAudioEngine::getInstance()->preloadEffect("gameover.wav");
- //加载完毕跳转到游戏场景
- auto mainMenu=MainMenu::createScene();
- TransitionScene *transition=TransitionFade::create(1.0f,mainMenu);
- Director::getInstance()->replaceScene(transition);
- }
- }
3 主菜单场景
添加一个菜单和对应的回调函数,分别有开始游戏、选项、关于等菜单项
- //添加菜单
- auto newGameItem=MenuItemImage::create("newgameA.png","newgameB.png",CC_CALLBACK_1(MainMenu::menuStartCallback,this));
- newGameItem->setPosition(Point(visibleOrigin.x+visibleSize.width/2,visibleOrigin.y+visibleSize.height/2));
- auto optionItem=MenuItemImage::create("option_btn.png","option_btn.png",CC_CALLBACK_1(MainMenu::menuOptionCallback,this));
- optionItem->setPosition(Point(visibleOrigin.x+visibleSize.width/2,visibleOrigin.y+visibleSize.height/2-60));
- auto aboutItem=MenuItemImage::create("aboutA.png","aboutB.png",CC_CALLBACK_1(MainMenu::menuAboutCallback,this));
- aboutItem->setPosition(Point(visibleOrigin.x+visibleSize.width/2,visibleOrigin.y+visibleSize.height/2-120));
- auto menu=Menu::create(newGameItem,optionItem,aboutItem,NULL);
- menu->setPosition(Point::ZERO);
- this->addChild(menu,1);
4 游戏主场景
common头文件
为了便于计算,将屏幕设计分辨率定位800*480,一个砖块或怪物的大小是80*80,一个拾取物的大小是40*40,这样计算坐标时只需要左整数倍数的偏移就可以了。
- //游戏关卡枚举
- enum Level
- {
- SPRING,WINTER
- };
- //游戏角色枚举
- enum PlayerType
- {
- BOY,GIRL
- };
- //游戏角色状态
- enum PlayerState
- {
- RUN,SLIDE,JUMP
- };
- //地图元素枚举
- enum BlockType
- {
- LAND,//砖块
- NPC,//怪物
- STAR,//星星
- TOOL,//工具
- NONE //空
- };
- //场景间隔基本单位定为80,分辨率800*480,则排满是10*6个格子,便于作碰撞检测
- const float BLOCK_SIZE=80.0f;
- const float PICKUP_SIZE=40.0f;
- const float PLAYER_RADIUS=50.0f;
- const float GRAVITY=-1500.0f;
- const float PLAYER_SPEED=700.0f;
游戏里面设置了两种关卡,分别对应了春天和冬天的地图,春天的怪物是绿水灵,冬天的怪物是蓝蘑菇,(玩过冒险岛的都知道),同时还可以选择男、女两种角色。
都是用全局变量进行控制。
游戏角色player类
游戏角色分男女,具有奔跑、跳跃、滑行三种状态
- class Player:public Node
- {
- public:
- virtual bool init() override;
- CREATE_FUNC(Player);
- public:
- void run(); //主角奔跑
- void jump(); //主角跳跃
- void slide(); //主角滑行
- PlayerState playerState; //角色状态
- private:
- Sprite *playerSprite; //奔跑的角色精灵
- Sprite *playerSpriteSlideJump; //滑行和起跳的角色精灵
- Animate *playerAnim;
- Texture2D *jumpTexture;
- Texture2D *slideTexture;
- };
角色还有奔跑动画,同时还要为角色绑定刚体,需要受物理引擎作用
- playerSprite=Sprite::create(playerTextureName); //此处必须初始化一张角色纹理,否则后面无法切换纹理
- jumpTexture=Sprite::create(playerJumpTexureName)->getTexture(); //创建跳跃纹理
- slideTexture=Sprite::create(playerSlideTextureName)->getTexture(); //创建滑行纹理
- playerAnim=Animate::create(playerAnimation);
- this->addChild(playerSprite);
- auto playerBody=PhysicsBody::createBox(playerSprite->getContentSize()); //这里要用包围盒,如果用圆形的话会导致滚动
- playerBody->setDynamic(true);
- playerBody->setContactTestBitmask(1);
- playerBody->setGravityEnable(true);
- playerBody->getShape(0)->setRestitution(0.0f); //设置刚体回弹力
- this->setPhysicsBody(playerBody);
游戏移动地图类
主要是地图中的砖块和怪物等元素的无限滚屏移动
主要是地图中的砖块和怪物等元素的无限滚屏移动
首先,在初始化里面,手动设置初始地图,放置砖块、怪物、拾取物等等
每个物体都绑定了刚体,便于在物理世界做碰撞检测
- //手动搭建地图,没有加入即时计算~
- //1层
- for(int i=0;i<10;i++)
- {
- if(i!=3&&i!=4&&i!=7&&i!=8)
- {
- //添加land
- auto block=Sprite::create(block_file);
- block->setPosition(BLOCK_SIZE/2+i*BLOCK_SIZE,BLOCK_SIZE/2+1*BLOCK_SIZE);
- this->addChild(block);
- block->setTag(LAND); //设置tag
- auto blockBody=PhysicsBody::createBox(block->getContentSize());
- blockBody->setDynamic(false);
- blockBody->setContactTestBitmask(1);
- blockBody->getShape(0)->setRestitution(0);
- block->setPhysicsBody(blockBody);
- }
- }
- //2层
- for(int i=0;i<10;i++)
- {
- if(i==2||i==5||i==6)
- {
- //添加怪物
- auto npc=Sprite::create(npc_file);
- npc->setTag(NPC);
- npc->setPosition(BLOCK_SIZE/2+i*BLOCK_SIZE,BLOCK_SIZE/2+2*BLOCK_SIZE);
- auto npcBody=PhysicsBody::createBox(npc->getContentSize());
- npcBody->setDynamic(false);
- npcBody->setContactTestBitmask(1);
- npcBody->getShape(0)->setRestitution(0);
- npc->setPhysicsBody(npcBody);
- this->addChild(npc);
- }
- if(i==3)
- {
- //添加land
- auto block=Sprite::create(block_file);
- block->setPosition(BLOCK_SIZE/2+i*BLOCK_SIZE,BLOCK_SIZE/2+1*BLOCK_SIZE);
- this->addChild(block);
- block->setTag(LAND); //设置tag
- auto blockBody=PhysicsBody::createBox(block->getContentSize());
- blockBody->setDynamic(false);
- blockBody->setContactTestBitmask(1);
- blockBody->getShape(0)->setRestitution(0);
- block->setPhysicsBody(blockBody);
- }
- }
- //3层
- for(int i=0;i<10;i++)
- {
- if(i!=0&&i!=3&&i!=4)
- {
- //添加星星
- auto star1=Sprite::create(star_file);
- star1->setTag(STAR);
- star1->setPosition(PICKUP_SIZE/2+i*BLOCK_SIZE,BLOCK_SIZE/2+3*BLOCK_SIZE);
- auto starBody1=PhysicsBody::createBox(star1->getContentSize());
- starBody1->setDynamic(false);
- starBody1->setContactTestBitmask(1);
- starBody1->getShape(0)->setRestitution(0.0f);
- star1->setPhysicsBody(starBody1);
- this->addChild(star1);
- auto star2=Sprite::create(star_file);
- star2->setTag(STAR);
- star2->setPosition(PICKUP_SIZE/2*3+i*BLOCK_SIZE,BLOCK_SIZE/2+3*BLOCK_SIZE);
- auto starBody2=PhysicsBody::createBox(star2->getContentSize());
- starBody2->setDynamic(false);
- starBody2->setContactTestBitmask(1);
- starBody2->getShape(0)->setRestitution(0.0f);
- star2->setPhysicsBody(starBody2);
- this->addChild(star2);
- }
- }
- //4层
- for(int i=0;i<10;i++)
- {
- if(i==3||i==4)
- {
- //添加land
- auto block=Sprite::create(block_file);
- block->setPosition(BLOCK_SIZE/2+i*BLOCK_SIZE,BLOCK_SIZE/2+4*BLOCK_SIZE);
- this->addChild(block);
- block->setTag(LAND); //设置tag
- auto blockBody=PhysicsBody::createBox(block->getContentSize());
- blockBody->setDynamic(false);
- blockBody->setContactTestBitmask(1);
- blockBody->getShape(0)->setRestitution(0);
- block->setPhysicsBody(blockBody);
- }
- if(i==8)
- {
- auto star1=Sprite::create(star_file);
- star1->setTag(STAR);
- star1->setPosition(PICKUP_SIZE/2+i*BLOCK_SIZE,BLOCK_SIZE/2+3*BLOCK_SIZE);
- auto starBody2=PhysicsBody::createBox(star2->getContentSize());
- starBody2->setDynamic(false);
- starBody2->setContactTestBitmask(1);
- starBody2->getShape(0)->setRestitution(0.0f);
- star2->setPhysicsBody(starBody2);
- this->addChild(star2);
- }
- if(i==6)
- {
- //添加道具
- auto tool=Sprite::create(tool_file);
- tool->setTag(TOOL);
- tool->setPosition(PICKUP_SIZE/2+i*BLOCK_SIZE,BLOCK_SIZE/2+3*BLOCK_SIZE);
- auto toolBody=PhysicsBody::createBox(tool->getContentSize());
- toolBody->setDynamic(false);
- toolBody->setContactTestBitmask(1);
- toolBody->getShape(0)->setRestitution(0.0f);
- tool->setPhysicsBody(toolBody);
- this->addChild(tool);
- }
- }
然后需要启动无限滚屏
目前所采用的策略是党某个node消失在左侧是,重新设置其坐标到有边缘从右往左移动,不过,更好的方法是动态的随机生成地图结点,但是算法较复杂。
- //启动调度器,地图滚屏
- this->schedule(schedule_selector(GameMap::mapUpdate),0.01f);
- void GameMap::mapUpdate(float dt)
- {
- for(auto &node:this->getChildren())
- {
- node->setPositionX(node->getPositionX()-3.0f);
- if(node->getPositionX()<=-node->getContentSize().width/2)
- node->setPositionX(node->getPositionX()+BLOCK_SIZE/2+10*BLOCK_SIZE);
- }
- }
游戏主场景类
这里有游戏最重要的逻辑代码。
一开始需要初始化物理引擎
- auto *scene=Scene::createWithPhysics();
- scene->getPhysicsWorld()->setGravity(Vec2(0,GRAVITY));
- backGround1=Sprite::create(backGroundFile);
- backGround1->setAnchorPoint(Point::ZERO);
- backGround1->setPosition(Point::ZERO);
- this->addChild(backGround1,0);
- backGround2=Sprite::create(backGroundFile);
- backGround2->setAnchorPoint(Point::ZERO);
- backGround2->setPosition(Point::ZERO);
- this->addChild(backGround2,0);
- void GameScene::backGroundUpdate(float dt)
- {
- backGround1->setPositionX(backGround1->getPositionX()-1.0f);
- backGround2->setPositionX(backGround1->getPositionX()+backGround1->getContentSize().width);
- if(backGround2->getPositionX()<=0.0f)
- backGround1->setPositionX(0.0f);
- }
- //添加player
- player=Player::create();
- player->setPosition(Point(visibleOrigin.x+2*BLOCK_SIZE,visibleOrigin.y+4*BLOCK_SIZE));
- this->addChild(player,1);
添加地图
- //设置地图,默认锚点在左下角
- gameMap=GameMap::create();
- gameMap->setPosition(visibleOrigin.x,visibleOrigin.y);
- this->addChild(gameMap,1);
添加两个控制按钮
- //添加滑行和跳跃按钮的事件
- score=0; //初始化分数
- slideBtn=Sprite::create("slideButton.png");
- auto slideBtnTexture1=Sprite::create("slideButton.png")->getTexture();
- auto slideBtnTexture2=Sprite::create("slideButtonPress.png")->getTexture();
- slideBtnTextures.pushBack(slideBtnTexture1);
- slideBtnTextures.pushBack(slideBtnTexture2);
- slideBtn->setScale(0.5);
- slideBtn->setPosition(Point(visibleOrigin.x+100,visibleOrigin.y+50));
- this->addChild(slideBtn,2);
- jumpBtn=Sprite::create("jumpButton.png");
- auto jumpBtnTexture1=Sprite::create("jumpButton.png")->getTexture();
- auto jumpBtnTexture2=Sprite::create("jumpButtonPress.png")->getTexture();
- jumpBtnTextures.pushBack(jumpBtnTexture1);
- jumpBtnTextures.pushBack(jumpBtnTexture2);
- jumpBtn->setScale(0.5);
- jumpBtn->setPosition(Point(visibleOrigin.x+visibleSize.width-100,visibleOrigin.y+50));
- this->addChild(jumpBtn,2);
触摸检测,用于控制按钮
滑行时动态更换纹理
跳跃时给角色一个向上的速度,暂停动画,更换纹理
要注意的是,一开始只能二段跳,接了道具之后可以三段跳
- bool GameScene::onTouchBegan(Touch *touch,Event *event)
- {
- auto touchPoint=touch->getLocation();
- //检测是否触摸在按钮区域
- if(slideBtn->getBoundingBox().containsPoint(touchPoint))
- {
- slideBtn->setTexture(slideBtnTextures.at(1));
- player->slide();
- }
- if(jumpTimes<jumpTotal&&jumpBtn->getBoundingBox().containsPoint(touchPoint))
- {
- if(isSound)
- SimpleAudioEngine::getInstance()->playEffect("jump.wav"); //播放跳跃音效
- jumpBtn->setTexture(jumpBtnTextures.at(1));
- player->jump();
- jumpTimes++;
- }
- return true;
- }
- void GameScene::onTouchEnded(Touch *touch,Event *event)
- {
- auto touchPoint=touch->getLocation();
- //判断是释放时是否在按钮区域
- if(slideBtn->getBoundingBox().containsPoint(touchPoint))
- {
- slideBtn->setTexture(slideBtnTextures.at(0));
- player->run();
- }
- if(jumpBtn->getBoundingBox().containsPoint(touchPoint))
- {
- jumpBtn->setTexture(jumpBtnTextures.at(0));
- }
- }
碰撞检测
- bool GameScene::onContactBegin(const PhysicsContact &contact)
- {
- jumpTimes=0; //落回地面就将已跳跃次数清零
- //获得被碰撞物体,getShapeA getShapeB要尝试一下
- auto target=contact.getShapeA()->getBody()->getNode();
- if(target->getTag()==STAR)
- {
- //碰到星星就涨分,星星消失
- gameMap->moveNode(target);
- addscore(100); //拾取星星得100
- }
- else if(target->getTag()==NPC&&target->getPositionY()+target->getContentSize().height/2<player->getPositionY()) //此处要用else if,只有当角色在怪物头上才能踩中
- {
- gameMap->moveNode(target);
- addscore(150); //踩怪得150
- }
- else if(target->getTag()==NPC&&target->getPositionY()+target->getContentSize().height/2>=player->getPositionY()) //如果角色正面遇到怪物就挂了
- gameOver();
- else if(target->getTag()==TOOL)
- {
- jumpTotal=3;
- auto toolIcon=Sprite::create("accelerate_state.png");
- toolIcon->setPosition(Point(visibleOrigin.x+180,visibleOrigin.y+50));
- this->addChild(toolIcon,2);
- target->removeFromParent(); //道具只出现一次,从parent里面删除
- addscore(300); //道具300
- }
- //落回地面恢复跑步状态
- if(player->playerState==JUMP)
- player->run();
- return true;
- }
碰撞检测的逻辑主要是
- 判断碰撞的是砖块则继续奔跑
- 判断碰撞的是怪物,并且是踩在投上,则消除怪物,得分
- 判断碰撞的是拾取物,则消除拾取物,得分,如果是道具的话则获得三段跳的能力
- 判断碰撞是正面遇到怪物,则游戏结束
游戏结束的逻辑
- 正面遇到怪物
- 落到屏幕底下
- void GameScene::gameOver()
- {
- //游戏结束停止所有的调度器
- gameMap->unscheduleAllSelectors();
- this->unscheduleAllSelectors();
- //播放游戏结束声音
- if(isSound)
- SimpleAudioEngine::getInstance()->playEffect("gameover.wav");
- //游戏结束出现菜单
- visibleSize=Director::getInstance()->getVisibleSize();
- visibleOrigin=Director::getInstance()->getVisibleOrigin();
- auto gameOverPanel=Node::create();
- auto overLabel=Sprite::create("gameover.png");
- overLabel->setPosition(visibleOrigin.x+visibleSize.width/2,visibleOrigin.y+visibleSize.height/2+100);
- gameOverPanel->addChild(overLabel);
- auto backItem=MenuItemImage::create("back_to_menu.png","back_to_menu_press.png",[](Object *sender)
- {
- //用lambda表达式作为菜单函数回调
- auto mainMenu=MainMenu::createScene();
- TransitionScene *transition=TransitionFade::create(1.0f,mainMenu);
- Director::getInstance()->replaceScene(transition);
- });
- auto backMenu=Menu::createWithItem(backItem);
- backMenu->setPosition(visibleOrigin.x+visibleSize.width/2,visibleOrigin.y+visibleSize.height/2-50);
- gameOverPanel->addChild(backMenu);
- gameOverPanel->setPositionY(visibleOrigin.y+visibleSize.height);
- this->addChild(gameOverPanel,3);
- //滑入gameover logo,注意node的锚点在左下角
- gameOverPanel->runAction(MoveTo::create(0.5f,Vec2(visibleOrigin.x,visibleOrigin.y)));
- }
其他逻辑
都放到update这个函数里面进行
角色被阻挡后赶到原来的位置
- //当角色被挡道之后跟上原来的位置
- float step=2.0f;
- if(player->getPositionX()<2*BLOCK_SIZE)
- player->setPositionX(player->getPositionX()+step);
- if(player->getPositionX()>2*BLOCK_SIZE)
- player->setPositionX(player->getPositionX()-step);
5 设置场景
设置游戏关卡、游戏角色和声音,这里懒得加xml配置文件存储。
通过全局变量与其他场景交互
- //春天
- auto springItem=MenuItemImage::create("spring_icon.png","spring_icon_press.png",[](Object *sender)
- {
- //修改关卡
- level=SPRING;
- textLevel->setString("level: Spring");
- });
- springItem->setPosition(visibleOrigin.x+visibleSize.width/4+35,visibleOrigin.y+visibleSize.height/4*3);
- //冬天
- auto winterItem=MenuItemImage::create("winter_icon.png","winter_icon_press.png",[](Object *sender)
- {
- //修改关卡
- level=WINTER;
- textLevel->setString("level: Winter");
- });
- winterItem->setPosition(visibleOrigin.x+visibleSize.width/4*3-35,visibleOrigin.y+visibleSize.height/4*3);
- //男生
- auto boyItem=MenuItemImage::create("boy1.png","boy_jump.png",[](Object *sender)
- {
- //修改角色
- playerType=BOY;
- textPlayer->setString("player: Boy");
- });
- boyItem->setPosition(visibleOrigin.x+visibleSize.width/2,visibleOrigin.y+visibleSize.height/2-100);
- //女生
- auto girlItem=MenuItemImage::create("girl1.png","girl_jump.png",[](Object *sender)
- {
- //修改角色
- playerType=GIRL;
- textPlayer->setString("player: Girl");
- });
- girlItem->setPosition(visibleOrigin.x+visibleSize.width/2+200,visibleOrigin.y+visibleSize.height/2-100);
- //声音开关
- auto soundItem=MenuItemImage::create("sound_on.png","sound_off.png",[](Object *sender)
- {
- //修改声音
- isSound=!isSound;
- textSound->setString(isSound?"sound: On":"sound: Off");
- });
- soundItem->setPosition(visibleOrigin.x+soundItem->getContentSize().width/2,visibleOrigin.y+soundItem->getContentSize().height/2);
- auto menu=Menu::create(backItem,springItem,winterItem,boyItem,girlItem,soundItem,NULL);
- menu->setPosition(Point::ZERO);
- this->addChild(menu);
6 关于场景
一些简介
- //添加动态背景
- auto backGround=Sprite::create("about.jpg");
- backGround->setPosition(visibleOrigin.x+visibleSize.width/2,visibleOrigin.y+visibleSize.height/2);
- auto repeatanim=MoveBy::create(3.0f,Vec2(0,50));
- backGround->runAction(RepeatForever::create(Sequence::create(repeatanim,repeatanim->reverse(),NULL)));
- this->addChild(backGround,0);
- //添加关于告示
- auto aboutLabel=Sprite::create("aboutLabel.png");
- aboutLabel->setPosition(visibleOrigin.x+visibleSize.width/2,visibleOrigin.y+visibleSize.height/2);
- this->addChild(aboutLabel,1);
- auto text=LabelBMFont::create("author:tashaxing\nE-mail:tashaxing@163.com\n\nWish you have fun!","bitmapFontChinese.fnt");
- text->setPosition(visibleOrigin.x+visibleSize.width/2,visibleOrigin.y+visibleSize.height/2);
- this->addChild(text,2);
效果图
整个demo也做了蛮久的,很多图片和图标,配色都是我自己ps的,算是策划、美术和程序一人承担了。
源码下载
csdn:
跑酷游戏
github:
parkour