cocos2d-x 3.0游戲開發xcode5帥印博客教學 003.[HoldTail]游戲世界以及背景畫面
寫給大家的前言,在學習cocos2d-x的時候自己走了很多的彎路,也遇到了很多很多問題,不管是簡單的還是困難的現在都慢慢的一步一步克服了,其實用cocos2d-x做游戲特別的簡單,大家不要被是做游戲嚇到了,支持我把游戲開源的原因是因為 eoe上海 的大家的支持。加油,加油,要說明一下的是,寫得不好還請大家多多包含哦。相信你們跟着我得博客,一步一步做肯定會成功的。
昨天做了游戲的主場景的開始畫面,今天要做的是整個游戲的世界和游戲的滾動的背景
注意由於是在模擬器上門進行所以幀不高,但是如果是在真機上,則是60幀滿幀運行
效果圖

首先建立背景地圖類
//
// SWGameMap.h
// Holdtail
//
// Created by 帥 印 on 13-12-02.
//
//
#ifndef __Holdtail__SWGameMap__
#define __Holdtail__SWGameMap__
#include <iostream>
#include "cocos2d.h"
using namespace cocos2d;
//定義圖片的枚舉的類型
typedef enum{
tag_Img01_01,
tag_Img01_02,
tag_Img02_01,
tag_Img02_02,
tag_Img03_01,
tag_Img03_02,
tag_Img04_01,
tag_Img04_02,
tag_Img05_01,
tag_Img05_02,
tag_Img06_01,
tag_Img06_02
}tagMap;
class SWGameMap:public cocos2d::Layer{
public:
static SWGameMap* createMap (const char* fileName01,
const char* fileName02,
const char* fileName03,
const char* fileName04,
const char* fileName05,
const char* fileName06);
//提供一個方法修改所有圖片的高度,使之隨着背景移動
static void updateLayerHeight(float layh);
//提供一個公共靜態的方法獲取地圖對象
static SWGameMap *sharedMap();
//獲取地圖現在的高度
float getMapHeight();
//地圖下移 每次下移的高度
void downMap(float time);
//地圖上移 每次上移的高度
void upMap(float time);
private:
void mapInit(const char* fileName01,
const char* fileName02,
const char* fileName03,
const char* fileName04,
const char* fileName05,
const char* fileName06);
void update(float time);
virtual void onExit();
};
#endif /* defined(__Holdtail__SWGameMap__) */
//
// SWGameMap.cpp
// Holdtail
//
// Created by 帥 印 on 13-12-02.
//
//
#include "SWGameMap.h"
#include "SWGameWorld.h"
using namespace cocos2d;
static float layHeight;
static SWGameMap *sm;
SWGameMap *SWGameMap::sharedMap(){
if(sm != NULL){
return sm;
}
return NULL;
}
//創建一個地圖對象
SWGameMap *SWGameMap::createMap(const char* fileName01,
const char* fileName02,
const char* fileName03,
const char* fileName04,
const char* fileName05,
const char* fileName06){
SWGameMap *map = new SWGameMap();
if(map && map->create()){
layHeight = 210;
map->autorelease();
map->mapInit(fileName01,
fileName02,
fileName03,
fileName04,
fileName05,
fileName06);
return map;
}
CC_SAFE_DELETE(map);
return NULL;
}
float SWGameMap::getMapHeight(){
return layHeight;
}
//提供一個方法修改所有圖片的高度,使之隨着背景移動
void SWGameMap::updateLayerHeight(float layh){
if(0 == layh){
//地圖的上下移動
sm->unschedule(schedule_selector(SWGameMap::upMap));
sm->schedule(schedule_selector(SWGameMap::downMap), 0.005f);
}else if(1 == layh){
//地圖的上下移動
sm->unschedule(schedule_selector(SWGameMap::downMap));
sm->schedule(schedule_selector(SWGameMap::upMap), 0.005f);
}
}
void SWGameMap::downMap(float time){
float layh = -2;
//控制地圖的最底高度
if (layHeight >= -500) {
layHeight = layHeight+layh;
//Sprite *sp0101 = (Sprite *)sm->getChildByTag(tag_Img01_01);
//sp0101->setPosition(sp0101->getPosition(), ccp(0, layh)));
//Sprite *sp0102 = (Sprite *)sm->getChildByTag(tag_Img01_02);
//sp0102->setPosition(sp0102->getPosition(), ccp(0, layh)));
Sprite *sp0201 = (Sprite *)sm->getChildByTag(tag_Img02_01);
sp0201->setPosition(sp0201->getPosition() + Point(0, layh));
Sprite *sp0202 = (Sprite *)sm->getChildByTag(tag_Img02_02);
sp0202->setPosition(sp0202->getPosition() + Point(0, layh));
Sprite *sp0301 = (Sprite *)sm->getChildByTag(tag_Img03_01);
sp0301->setPosition(sp0301->getPosition() + Point(0, layh));
Sprite *sp0302 = (Sprite *)sm->getChildByTag(tag_Img03_02);
sp0302->setPosition(sp0302->getPosition() + Point(0, layh));
Sprite *sp0401 = (Sprite *)sm->getChildByTag(tag_Img04_01);
sp0401->setPosition(sp0401->getPosition() + Point(0, layh));
Sprite *sp0402 = (Sprite *)sm->getChildByTag(tag_Img04_02);
sp0402->setPosition(sp0402->getPosition() + Point(0, layh));
Sprite *sp0501 = (Sprite *)sm->getChildByTag(tag_Img05_01);
sp0501->setPosition(sp0501->getPosition() + Point(0, layh));
Sprite *sp0502 = (Sprite *)sm->getChildByTag(tag_Img05_02);
sp0502->setPosition(sp0502->getPosition() + Point(0, layh));
Sprite *sp0601 = (Sprite *)sm->getChildByTag(tag_Img06_01);
sp0601->setPosition(sp0601->getPosition() + Point(0, layh));
Sprite *sp0602 = (Sprite *)sm->getChildByTag(tag_Img06_02);
sp0602->setPosition(sp0602->getPosition() + Point(0, layh));
}else{
//自動停止
sm->unschedule(schedule_selector(SWGameMap::downMap));
}
}
void SWGameMap::upMap(float time){
float layh = +2;
//控制人物的最高高度
if (layHeight < 210) {
layHeight = layHeight+layh;
//Sprite *sp0101 = (Sprite *)sm->getChildByTag(tag_Img01_01);
//sp0101->setPosition(sp0101->getPosition(), ccp(0, layh)));
//Sprite *sp0102 = (Sprite *)sm->getChildByTag(tag_Img01_02);
//sp0102->setPosition(sp0102->getPosition(), ccp(0, layh)));
Sprite *sp0201 = (Sprite *)sm->getChildByTag(tag_Img02_01);
sp0201->setPosition(sp0201->getPosition() + Point(0, layh));
Sprite *sp0202 = (Sprite *)sm->getChildByTag(tag_Img02_02);
sp0202->setPosition(sp0202->getPosition() + Point(0, layh));
Sprite *sp0301 = (Sprite *)sm->getChildByTag(tag_Img03_01);
sp0301->setPosition(sp0301->getPosition() + Point(0, layh));
Sprite *sp0302 = (Sprite *)sm->getChildByTag(tag_Img03_02);
sp0302->setPosition(sp0302->getPosition() + Point(0, layh));
Sprite *sp0401 = (Sprite *)sm->getChildByTag(tag_Img04_01);
sp0401->setPosition(sp0401->getPosition() + Point(0, layh));
Sprite *sp0402 = (Sprite *)sm->getChildByTag(tag_Img04_02);
sp0402->setPosition(sp0402->getPosition() + Point(0, layh));
Sprite *sp0501 = (Sprite *)sm->getChildByTag(tag_Img05_01);
sp0501->setPosition(sp0501->getPosition() + Point(0, layh));
Sprite *sp0502 = (Sprite *)sm->getChildByTag(tag_Img05_02);
sp0502->setPosition(sp0502->getPosition() + Point(0, layh));
Sprite *sp0601 = (Sprite *)sm->getChildByTag(tag_Img06_01);
sp0601->setPosition(sp0601->getPosition() + Point(0, layh));
Sprite *sp0602 = (Sprite *)sm->getChildByTag(tag_Img06_02);
sp0602->setPosition(sp0602->getPosition() + Point(0, layh));
}else{
//自動停止
sm->unschedule(schedule_selector(SWGameMap::upMap));
}
}
void SWGameMap::mapInit(const char* fileName01,
const char* fileName02,
const char* fileName03,
const char* fileName04,
const char* fileName05,
const char* fileName06){
sm = this;
//CCSize size = CCDirector::sharedDirector()->getWinSize();
//創建第一一個地圖背景
Sprite *turnImg0101 = Sprite::create(fileName01);
turnImg0101->setPosition(Point(turnImg0101->getContentSize().width*0.5, 250));
this->addChild(turnImg0101,0,tag_Img01_01);
//創建第一二個地圖背景
Sprite *turnImg0102 = Sprite::create(fileName01);
turnImg0102->setPosition(Point(turnImg0102->getContentSize().width*1.5, 250));
this->addChild(turnImg0102,0,tag_Img01_02);
//創建第二一個地圖背景
Sprite *turnImg0201 = Sprite::create(fileName02);
turnImg0201->setPosition(Point(turnImg0201->getContentSize().width*0.5, layHeight+700));
this->addChild(turnImg0201,0,tag_Img02_01);
//創建第二二個地圖背景
Sprite *turnImg0202 = Sprite::create(fileName02);
turnImg0202->setPosition(Point(turnImg0202->getContentSize().width*1.5, layHeight+700));
this->addChild(turnImg0202,0,tag_Img02_02);
//創建第三一個地圖背景
Sprite *turnImg0301 = Sprite::create(fileName03);
turnImg0301->setPosition(Point(turnImg0301->getContentSize().width*0.5, layHeight+500));
this->addChild(turnImg0301,0,tag_Img03_01);
//創建第三二個地圖背景
Sprite *turnImg0302 = Sprite::create(fileName03);
turnImg0302->setPosition(Point(turnImg0302->getContentSize().width*1.5, layHeight+500));
this->addChild(turnImg0302,0,tag_Img03_02);
//創建第四一個地圖背景
Sprite *turnImg0401 = Sprite::create(fileName04);
turnImg0401->setPosition(Point(turnImg0401->getContentSize().width*0.5, layHeight+300));
this->addChild(turnImg0401,0,tag_Img04_01);
//創建第四二個地圖背景
Sprite *turnImg0402 = Sprite::create(fileName04);
turnImg0402->setPosition(Point(turnImg0402->getContentSize().width*1.5, layHeight+300));
this->addChild(turnImg0402,0,tag_Img04_02);
//創建第五一個地圖背景
Sprite *turnImg0501 = Sprite::create(fileName05);
turnImg0501->setPosition(Point(turnImg0501->getContentSize().width*0.5, layHeight+100));
this->addChild(turnImg0501,0,tag_Img05_01);
//創建第五二個地圖背景
Sprite *turnImg0502 = Sprite::create(fileName05);
turnImg0502->setPosition(Point(turnImg0502->getContentSize().width*1.5, layHeight+100));
this->addChild(turnImg0502,0,tag_Img05_02);
//創建第六一個地圖背景
Sprite *turnImg0601 = Sprite::create(fileName06);
turnImg0601->setPosition(Point(turnImg0601->getContentSize().width*0.5, layHeight));
this->addChild(turnImg0601,0,tag_Img06_01);
//創建第六二個地圖背景
Sprite *turnImg0602 = Sprite::create(fileName06);
turnImg0602->setPosition(Point(turnImg0602->getContentSize().width*1.5, layHeight));
this->addChild(turnImg0602,0,tag_Img06_02);
//更新
this->scheduleUpdate();
}
void SWGameMap::update(float time){
//CCSize size = CCDirector::sharedDirector()->getWinSize();
//第一張圖片
Sprite *sp0101 = (Sprite *)this->getChildByTag(tag_Img01_01);
if(sp0101->getPositionX() <= -sp0101->getContentSize().width*0.5){
sp0101->setPosition(Point(sp0101->getContentSize().width*1.5f-2, 250));
}else{
sp0101->setPosition(sp0101->getPosition() + Point(-2, 0));
}
Sprite *sp0102 = (Sprite *)this->getChildByTag(tag_Img01_02);
if(sp0102->getPositionX() <= -sp0102->getContentSize().width*0.5){
sp0102->setPosition(Point(sp0102->getContentSize().width*1.5f-2, 250));
}else{
sp0102->setPosition(sp0102->getPosition() + Point(-2, 0));
}
//第二張圖片
Sprite *sp0201 = (Sprite *)this->getChildByTag(tag_Img02_01);
if(sp0201->getPositionX() <= -sp0201->getContentSize().width*0.5){
sp0201->setPosition(Point(sp0201->getContentSize().width*1.5f-3, layHeight+700));
}else{
sp0201->setPosition(sp0201->getPosition() + Point(-1.5, 0));
}
Sprite *sp0202 = (Sprite *)this->getChildByTag(tag_Img02_02);
if(sp0202->getPositionX() <= -sp0202->getContentSize().width*0.5){
sp0202->setPosition(Point(sp0202->getContentSize().width*1.5f-3, layHeight+700));
}else{
sp0202->setPosition(sp0202->getPosition() + Point(-1.5, 0));
}
//第三張圖片
Sprite *sp0301 = (Sprite *)this->getChildByTag(tag_Img03_01);
if(sp0301->getPositionX() <= -sp0301->getContentSize().width*0.5){
sp0301->setPosition(Point(sp0301->getContentSize().width*1.5f-2, layHeight+500));
}else{
sp0301->setPosition(sp0301->getPosition() + Point(-2, 0));
}
Sprite *sp0302 = (Sprite *)this->getChildByTag(tag_Img03_02);
if(sp0302->getPositionX() <= -sp0302->getContentSize().width*0.5){
sp0302->setPosition(Point(sp0302->getContentSize().width*1.5f-2, layHeight+500));
}else{
sp0302->setPosition(sp0302->getPosition() + Point(-2, 0));
}
//第四張圖片
Sprite *sp0401 = (Sprite *)this->getChildByTag(tag_Img04_01);
if(sp0401->getPositionX() <= -sp0401->getContentSize().width*0.5){
sp0401->setPosition(Point(sp0401->getContentSize().width*1.5f-2.5, layHeight+300));
}else{
sp0401->setPosition(sp0401->getPosition() + Point(-2.5, 0));
}
Sprite *sp0402 = (Sprite *)this->getChildByTag(tag_Img04_02);
if(sp0402->getPositionX() <= -sp0402->getContentSize().width*0.5){
sp0402->setPosition(Point(sp0402->getContentSize().width*1.5f-2.5, layHeight+300));
}else{
sp0402->setPosition(sp0402->getPosition() + Point(-2.5, 0));
}
//第五張圖片
Sprite *sp0501 = (Sprite *)this->getChildByTag(tag_Img05_01);
if(sp0501->getPositionX() <= -sp0501->getContentSize().width*0.5){
sp0501->setPosition(Point(sp0501->getContentSize().width*1.5f-3, layHeight+100));
}else{
sp0501->setPosition(sp0501->getPosition() + Point(-3, 0));
}
Sprite *sp0502 = (Sprite *)this->getChildByTag(tag_Img05_02);
if(sp0502->getPositionX() <= -sp0502->getContentSize().width*0.5){
sp0502->setPosition(Point(sp0502->getContentSize().width*1.5f-3, layHeight+100));
}else{
sp0502->setPosition(sp0502->getPosition() + Point(-3, 0));
}
//第六張圖片
Sprite *sp0601 = (Sprite *)this->getChildByTag(tag_Img06_01);
if(sp0601->getPositionX() <= -sp0601->getContentSize().width*0.5){
sp0601->setPosition(Point(sp0601->getContentSize().width*1.5f-4, layHeight));
}else{
sp0601->setPosition(sp0601->getPosition() + Point(-4, 0));
}
Sprite *sp0602 = (Sprite *)this->getChildByTag(tag_Img06_02);
if(sp0602->getPositionX() <= -sp0602->getContentSize().width*0.5){
sp0602->setPosition(Point(sp0602->getContentSize().width*1.5f-4, layHeight));
}else{
sp0602->setPosition(sp0602->getPosition() + Point(-4, 0));
}
}
//退出
void SWGameMap::onExit(){
this->unscheduleUpdate();
CCLayer::onExit();
}
地圖類建立完成之后,接下來建立游戲世界類
//
// SWGameWorld.h
// Holdtail
//
// Created by 帥 印 on 13-12-02.
//
//
#ifndef __Holdtail__SWGameWorld__
#define __Holdtail__SWGameWorld__
#include <iostream>
#include "cocos2d.h"
//定義屬性
typedef enum {
tag_player
}tagWorld;
class SWGameWorld:public cocos2d::Layer{
public:
static cocos2d::Scene *scene();
static SWGameWorld *sharedWorld();
private:
virtual bool init();
CREATE_FUNC(SWGameWorld);
};
#endif /* defined(__Holdtail__SWGameWorld__) */
//
// SWGameWorld.cpp
// Holdtail
//
// Created by 帥 印 on 13-12-02.
//
//
#include "SWGameWorld.h"
#include "cocos2d.h"
#include "SimpleAudioEngine.h"
#include "SWGameMap.h"
using namespace cocos2d;
using namespace CocosDenshion;
//聲明靜態變量
static SWGameWorld *SWGW;
SWGameWorld *SWGameWorld::sharedWorld(){
if(SWGW != NULL){
return SWGW;
}
return NULL;
}
Scene *SWGameWorld::scene(){
Scene *scene = Scene::create();
SWGameWorld *layer = SWGameWorld::create();
scene->addChild(layer);
return scene;
}
//創建場景
bool SWGameWorld::init(){
if( !Layer::init()){
return false;
}
SWGW = this;
//地圖
SWGameMap *map = SWGameMap::createMap("cloudbg.png","cloud04.png","cloud03.png","cloud02.png","cloud01.png","treesbg.png");
addChild(map);
return true;
}
當這兩個類都建立完成后,就可以使用了,點擊開始游戲按鈕,切換到世界類,背景就可以滾動咯
//各種按鈕點擊的方法實現
void SWMenu::PlayPressed(Object* pSender){
//實現
CCDirector::getInstance()->replaceScene(CCTransitionFade::create(0.5, SWGameWorld::scene()));
}
今天的這個階段的項目打包下載-->飛機直達
