Cocos2d-x瓦片地图及本地存储

作业要求

  • 随机产生怪物并且怪物会向角色靠近
  • 怪物碰到角色后,角色掉血,角色血量为空则播放死亡动画并解除所有事件
  • 角色可以攻击怪物
  • 使用tilemap创建地图
  • 加分项:使用本地数据存储,记录打到的怪物数量,同时在游戏中显示打倒数量

游戏演示

游戏演示

Resources文件夹截图

Resources

TileMap软件界面截图

TileMap

UserDefault.xml位置及内容截图

UserDefault

解决的有关问题

问题的解决方法在代码的注释中

  • tmx文件无法显示问题
  • UserDefault.xml文件位置问题
  • 死亡动画和停止所有动画的冲突问题

具体实现

HelloWorldScene.h

#pragma once
#include "cocos2d.h"
using namespace cocos2d;

class HelloWorld : public cocos2d::Scene
{
public:
    static cocos2d::Scene* createScene();

    virtual bool init();

    // implement the "static create()" method manually
    CREATE_FUNC(HelloWorld);
private:
    cocos2d::Sprite* player;
    cocos2d::Vector<SpriteFrame*> attack;
    cocos2d::Vector<SpriteFrame*> dead;
    cocos2d::Vector<SpriteFrame*> run;
    cocos2d::Vector<SpriteFrame*> idle;
    cocos2d::Size visibleSize;
    cocos2d::Vec2 origin;
    cocos2d::Label* time;
    int dtime;
    cocos2d::ProgressTimer* pT;

    //判断是否在播放动作
    bool isAnimating;
    //移动
    void moveCallback(Ref* pSender, std::string direction);
    //攻击
    void attackCallback(Ref* pSender);
    //死亡
    void deadCallback(Ref* pSender);
    //重写update,实现倒计时
    void update(float time)override;

    //下面是新加的变量
    //用来显示打倒的敌人数
    cocos2d::Label* score;
    //判断是否在攻击
    bool isAttack = false;
    //判断是否在死亡
    bool isDead = false;
    //产生一个怪物,并且移动
    void createMonster(float time);
    //被怪物打击
    void hitByMonster(float time);
    //停止所有动作
    void stop(float time);
};

HelloWorldScene.cpp

#include "HelloWorldScene.h"
#include "SimpleAudioEngine.h"
#include "Monster.h"

//宏定义用于本地数据持久化
#define database UserDefault::getInstance()

//因为string要用,或者std::string也行
using namespace std;
#pragma execution_character_set("utf-8")

USING_NS_CC;

Scene* HelloWorld::createScene()
{
    return HelloWorld::create();
}

// Print useful error message instead of segfaulting when files are not there.
static void problemLoading(const char* filename)
{
    printf("Error while loading: %s\n", filename);
    printf("Depending on how you compiled you might have to add 'Resources/' in front of filenames in HelloWorldScene.cpp\n");
}

// on "init" you need to initialize your instance
bool HelloWorld::init()
{
    //////////////////////////////
    // 1. super init first
    if ( !Scene::init() )
    {
        return false;
    }

    visibleSize = Director::getInstance()->getVisibleSize();
    origin = Director::getInstance()->getVisibleOrigin();

    //这里需要特别注意
    /***********************************************************************/
    /*这里差不多花了三个小时的时间
    主要解决,图片没有显示的问题,上网查了很多资料,没有一个有用的。
    有的说png图片不能用,有的说bmp图片不能用,我暂时用的jpg图片。
    据说新建层没有添加物体会奔溃,发现并没有,不知道网上的问题是怎么回事,全部都是错误答案。
    也可能是版本的问题,毕竟那个时候还是CC前缀还在的时候
    至于除去以上问题,画面还是没法显示,怎么解决?
    经过尝试,这种方法是可以的:
    一开始将所有要用到的资源放在Resources,不能直接把生成好的map.tmx放在Resources,
    否则没有显示,但是tmx != NULL。也不能将生成好的map.tmx先放在Resources下,再把用到
    的资源放在Resources,亲测不行。只能先把要用到的资源放在Resources下,我用到的资源是
    Test.jpg,然后打开TileMap,新建地图,保存地址也要保存到Resources,最好不要保存到其他位置,然后
    再拷贝到Resources,接下来导入图块,一定要用Resources下的图片,这样生成的图片才可以在Cocos中显示。*/
    /***********************************************************************/
    TMXTiledMap *tmx = TMXTiledMap::create("map.tmx");
    tmx->setPosition(visibleSize.width / 2, visibleSize.height / 2);
    CCLOG("%f,%f", visibleSize.width / 2, visibleSize.height / 2);
    tmx->setAnchorPoint(Vec2(0.5, 0.5));
    tmx->setScale(Director::getInstance()->getContentScaleFactor());
    addChild(tmx, 0);

    //创建一张贴图
    auto texture = Director::getInstance()->getTextureCache()->addImage("$lucia_2.png");
    //从贴图中以像素单位切割,创建关键帧
    auto frame0 = SpriteFrame::createWithTexture(texture, CC_RECT_PIXELS_TO_POINTS(Rect(0, 0, 113, 113)));
    //使用第一帧创建精灵
    player = Sprite::createWithSpriteFrame(frame0);
    player->setPosition(Vec2(origin.x + visibleSize.width / 2,
        origin.y + visibleSize.height / 2));
    addChild(player, 3);

    //hp条
    Sprite* sp0 = Sprite::create("hp.png", CC_RECT_PIXELS_TO_POINTS(Rect(0, 320, 420, 47)));
    Sprite* sp = Sprite::create("hp.png", CC_RECT_PIXELS_TO_POINTS(Rect(610, 362, 4, 16)));

    //使用hp条设置progressBar
    pT = ProgressTimer::create(sp);
    pT->setScaleX(90);
    pT->setAnchorPoint(Vec2(0, 0));
    pT->setType(ProgressTimerType::BAR);
    pT->setBarChangeRate(Point(1, 0));
    pT->setMidpoint(Point(0, 1));
    pT->setPercentage(100);
    pT->setPosition(Vec2(origin.x + 14 * pT->getContentSize().width, origin.y + visibleSize.height - 2 * pT->getContentSize().height));
    addChild(pT, 1);
    sp0->setAnchorPoint(Vec2(0, 0));
    sp0->setPosition(Vec2(origin.x + pT->getContentSize().width, origin.y + visibleSize.height - sp0->getContentSize().height));
    addChild(sp0, 0);

    // 静态动画
    idle.reserve(1);
    idle.pushBack(frame0);

    // 攻击动画
    attack.reserve(17);
    for (int i = 0; i < 17; i++) {
        auto frame = SpriteFrame::createWithTexture(texture, CC_RECT_PIXELS_TO_POINTS(Rect(113 * i, 0, 113, 113)));
        attack.pushBack(frame);
    }
    //这里又加入了frame0,原因是,动作结束之后要处理静止状态,而不是动作结束之后的状态
    attack.pushBack(frame0);
    auto attackAnimation = Animation::createWithSpriteFrames(attack, 0.1f);
    AnimationCache::getInstance()->addAnimation(attackAnimation, "attack");

    // 可以仿照攻击动画
    // 死亡动画(帧数:22帧,高:90,宽:79)
    auto texture2 = Director::getInstance()->getTextureCache()->addImage("$lucia_dead.png");
    // Todo
    dead.reserve(22);
    for (int i = 0; i < 22; i++) {
        auto frame = SpriteFrame::createWithTexture(texture2, CC_RECT_PIXELS_TO_POINTS(Rect(79 * i, 0, 79, 90)));
        dead.pushBack(frame);
    }
    //dead.pushBack(frame0);
    auto deadAnimation = Animation::createWithSpriteFrames(dead, 0.1f);
    AnimationCache::getInstance()->addAnimation(deadAnimation, "dead");

    // 运动动画(帧数:8帧,高:101,宽:68)
    auto texture3 = Director::getInstance()->getTextureCache()->addImage("$lucia_forward.png");
    // Todo
    run.reserve(8);
    for (int i = 0; i < 2; i++) {
        auto frame = SpriteFrame::createWithTexture(texture3, CC_RECT_PIXELS_TO_POINTS(Rect(68 * i, 0, 68, 101)));
        run.pushBack(frame);
    }
    run.pushBack(frame0);
    auto runAnimation = Animation::createWithSpriteFrames(run, 0.1f);
    AnimationCache::getInstance()->addAnimation(runAnimation, "run");

    auto menu = Menu::create();
    menu->setPosition(80, 50);
    addChild(menu);

    //参考以往代码,感觉这样写比较好
    auto createDirectionLabel = [this, &menu](string c) {
        int x = 0, y = 0;
        auto label = Label::create(c, "arial", 36);
        auto menuItem = MenuItemLabel::create(label, CC_CALLBACK_1(HelloWorld::moveCallback, this, c));
        if (c == "W") {
            y += 1.2 * label->getContentSize().height;
        }
        else if (c == "A") {
            x -= 1.5 * label->getContentSize().width;
        }
        else if (c == "D") {
            x += 1.5 * label->getContentSize().width;
        }
        menuItem->setPosition(x, y);
        menu->addChild(menuItem);
    };

    //创建方向键
    createDirectionLabel("W");
    createDirectionLabel("S");
    createDirectionLabel("A");
    createDirectionLabel("D");

    //X按钮
    auto labelX = Label::create("X", "fonts/arial.ttf", 36);
    auto menuItem = MenuItemLabel::create(labelX, CC_CALLBACK_1(HelloWorld::attackCallback, this));
    menuItem->setPosition(origin.x + visibleSize.width - 120, -15);
    menu->addChild(menuItem);

    //Y按钮
    auto labelY = Label::create("Y", "fonts/arial.ttf", 36);
    menuItem = MenuItemLabel::create(labelY, CC_CALLBACK_1(HelloWorld::deadCallback, this));
    menuItem->setPosition(origin.x + visibleSize.width - 100, 15);
    menu->addChild(menuItem);

    //倒计时
    time = Label::createWithTTF("180", "fonts/arial.ttf", 36);
    time->setPosition(origin.x + visibleSize.width / 2, origin.y + visibleSize.height -50);
    addChild(time);

    score = Label::createWithTTF("0", "fonts/arial.ttf", 36);
    score->setPosition(origin.x + visibleSize.width / 2, origin.y + visibleSize.height - 100);
    addChild(score);

    //每一秒时间减少一
    schedule(schedule_selector(HelloWorld::update), 1.0f);
    //每两秒生成一个怪物,并且移动
    schedule(schedule_selector(HelloWorld::createMonster), 2.0f);
    //每0.1秒检测有没有被怪物攻击
    schedule(schedule_selector(HelloWorld::hitByMonster), 0.1f);
    //每0.1秒检测主角有没有死
    //为什么要这么做,其实也是无奈的办法
    //因为如果死亡就要播放死亡动画,死亡动画结束后,取消所有动作,
    // 将死亡动画和取消所有动作放在一个函数中的时候,因为死亡动画是要时间的,函数会
    //直接执行,所以取消所有动作覆盖了死亡动画,导致没有播放,有人可能会依靠isDead来实现
    //先死亡再停止,但是本质没有改变,用一个序列来实现,序列结束的时候改变isDead的值,再用这个值
    //决定是否停止动画,同样,停止所有动画不会等isDead的值改变再执行。所有直接用调度器了。
    schedule(schedule_selector(HelloWorld::stop), 0.1f);
    return true;
}

void HelloWorld::moveCallback(Ref* pSender, string direction)
{
    if (isDead == true) {
        return;
    }
    auto position = player->getPosition();
    //事实证明,在区间(0,visibleSize.width)之间还是会出界,所以再缩小一点
    if (isAnimating == false && ((position.x > 50 && direction == "A") || (position.x < visibleSize.width-50 && direction == "D") || (position.y > 50 && direction == "S") || (position.y < visibleSize.height-50 && direction == "W"))) {
        isAnimating = true;
        int x, y;
        if (direction == "W") {
            x = 0;
            y = 50;
        }
        else if (direction == "A") {
            x = -50;
            y = 0;
            player->setFlippedX(true);
        }
        else if (direction == "S") {
            x = 0;
            y = -50;
        }
        else if (direction == "D") {
            x = 50;
            y = 0;
            player->setFlippedX(false);
        }
        //移动和动画是同时执行的
        auto spawn = Spawn::createWithTwoActions(Animate::create(AnimationCache::getInstance()->getAnimation("run")), MoveBy::create(0.5f, Vec2(x, y)));
        //执行完之后要将isAnimating置为false
        auto sequence = Sequence::create(spawn, CCCallFunc::create(([this]() { isAnimating = false; })), nullptr);
        player->runAction(sequence);
    }
    return;
}

/*
实现攻击动作,攻击工作结束将isAnimating置为false
加分项是实现血条的变化
*/
/*
这次作业将血条和攻击分离了
*/
void HelloWorld::attackCallback(Ref * pSender)
{
    if (isDead == true) {
        return;
    }
    if (isAnimating == false) {
        isAnimating = true;
        isAttack = true;
        auto sequence = Sequence::create(Animate::create(AnimationCache::getInstance()->getAnimation("attack")),
            CCCallFunc::create(([this]() {
            isAnimating = false;
            isAttack = false;
        })), nullptr);
        player->runAction(sequence);
    }
}

/*
死亡动作的实现
*/
/*
死亡之后,处理调度器
*/
void HelloWorld::deadCallback(Ref * pSender)
{
    if (isDead == false) {
        isAnimating = true;
        auto sequence = Sequence::create(Animate::create(AnimationCache::getInstance()->getAnimation("dead")),
            CCCallFunc::create(([this]() {
            isAnimating = false;
            isDead = true;
        })), nullptr);
        player->runAction(sequence);
        unschedule(schedule_selector(HelloWorld::createMonster));
        unschedule(schedule_selector(HelloWorld::hitByMonster));
        unschedule(schedule_selector(HelloWorld::update));
    }
}


/*
update实现倒计时的功能,其中开始的值是180
需要每秒减一,所以需要拿到当前的值,并且减一再赋值回去
其中需要int和string的相互转换
由于是cocos2d,还有一个新的类型是CCString
这三者之间的转换参考下面链接
https://www.cnblogs.com/leehongee/p/3642308.html
*/

void HelloWorld::update(float dt)
{
    string str = time->getString();
    int timeLength = atoi(str.c_str());
    if (timeLength > 0) {
        timeLength--;
        CCString* ns = CCString::createWithFormat("%d", timeLength);
        string s = ns->_string;
        time->setString(s);
    }
    else {
        unschedule(schedule_selector(HelloWorld::update));
    }
}

//参考PPT
void HelloWorld::createMonster(float dt) 
{
    auto fac = Factory::getInstance();
    auto m = fac->createMonster();
    float x = random(origin.x, visibleSize.width);
    float y = random(origin.y, visibleSize.height);
    m->setPosition(x, y);
    addChild(m, 3);
    fac->moveMonster(player->getPosition(), 0.5f);
}

//参考PPT
void HelloWorld::hitByMonster(float dt) 
{
    auto fac = Factory::getInstance();
    Rect playerRect = player->getBoundingBox();
    Rect attackRect = Rect(playerRect.getMinX() - 40, playerRect.getMinY(), playerRect.getMaxX() - playerRect.getMinX() + 80, playerRect.getMaxY() - playerRect.getMinY());
    Sprite *attackCollision = fac->collider(attackRect);
    //这边注意判断的时候,是嵌套关系,不是并列关系
    //就是说不能将attackCollison和playerCollision放在并列关系判断,否则会出错
    if (attackCollision != NULL) {
        if (isAttack) {
            fac->removeMonster(attackCollision);
            float percentage = pT->getPercentage();
            if (percentage < 100) {
                auto to = ProgressFromTo::create(1.0f, percentage, percentage + 20);
                pT->runAction(to);
            }
            string str = score->getString();
            int scoreLength = atoi(str.c_str());
            scoreLength++;
            CCString* ns = CCString::createWithFormat("%d", scoreLength);
            string s = ns->_string;
            score->setString(s);
            //放在本地文件UserDefault.xml中
            database->setIntegerForKey("score",scoreLength);
            //这里又要吐槽一下网上的解答,说UserDefault.xml文件在Debug文件夹里面之类的
            //直接用下面的输出语句就可以看到地址,实现本地数据持久化
            CCLOG("%s", FileUtils::getInstance()->getWritablePath().c_str());
        }
        else {
            Sprite *playerCollision = fac->collider(playerRect);
            if (playerCollision != NULL) {
                fac->removeMonster(playerCollision);
                float percentage = pT->getPercentage();
                if (percentage > 0) {
                    auto to = ProgressFromTo::create(1.0f, percentage, percentage - 20);
                    pT->runAction(to);
                }
                else {
                    deadCallback(NULL);
                }
            }
        }
    }
}

//停止所有动作
void HelloWorld::stop(float dt) 
{
    if (isDead == true) {
        player->stopAllActions();
    }
}

资源及视频

资源及视频

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转载自blog.csdn.net/yaoxh6/article/details/80552456