如何移動(dòng)一個(gè)cocos2d-x精靈
void addTarget()函數(shù)將會(huì)幫我們完成這一工作,敵人將會(huì)以隨機(jī)的速度,從游戲場(chǎng)景左移動(dòng)到右。
在HelloWorldScence.h里聲明void addTarget(),并在HelloWorldScene.cpp里添加以下的代碼,(請(qǐng)不要忘記在HelloWorldScene.cpp的開(kāi)頭加入using namespace cocos2d)
1// cpp with cocos2d-x
2void HelloWorld::addTarget()
3{
4 CCSprite *target = CCSprite::spriteWithFile("Target.png",
5 CCRectMake(0,0,27,40) );
6
7 // Determine where to spawn the target along the Y axis
8 CCSize winSize = CCDirector::sharedDirector()->getWinSize();
9 int minY = target->getContentSize().height/2;
10 int maxY = winSize.height
11 - target->getContentSize().height/2;
12 int rangeY = maxY - minY;
13 // srand( TimGetTicks() );
14 int actualY = ( rand() % rangeY ) + minY;
15
16 // Create the target slightly off-screen along the right edge,
17 // and along a random position along the Y axis as calculated
18 target->setPosition(
19 ccp(winSize.width + (target->getContentSize().width/2),
20 actualY) );
21 this->addChild(target);
22
23 // Determine speed of the target
24 int minDuration = (int)2.0;
25 int maxDuration = (int)4.0;
26 int rangeDuration = maxDuration - minDuration;
27 // srand( TimGetTicks() );
28 int actualDuration = ( rand() % rangeDuration )
29 + minDuration;
30
31 // Create the actions
32 CCFiniteTimeAction* actionMove =
33 CCMoveTo::actionWithDuration( (ccTime)actualDuration,
34 ccp(0 - target->getContentSize().width/2, actualY) );
35 CCFiniteTimeAction* actionMoveDone =
36 CCCallFuncN::actionWithTarget( this,
37 callfuncN_selector(HelloWorld::spriteMoveFinished));
38 target->runAction( CCSequence::actions(actionMove,
39 actionMoveDone, NULL) );
40}
1// objc with cocos2d-iphone
2-(void)addTarget
3{
4 CCSprite *target = [CCSprite spriteWithFile:@"Target.png"
5 rect:CGRectMake(0, 0, 27, 40)];
6
7 // Determine where to spawn the target along the Y axis
8 CGSize winSize = [[CCDirector sharedDirector] winSize];
9 int minY = target.contentSize.height/2;
10 int maxY = winSize.height - target.contentSize.height/2;
11 int rangeY = maxY - minY;
12
13 int actualY = (arc4random() % rangeY) + minY;
14
15 // Create the target slightly off-screen along the right edge,
16 // and along a random position along the Y axis as calculated
17 target.position =
18 ccp(winSize.width + (target.contentSize.width/2),
19 actualY);
20 [self addChild:target];
21
22 // Determine speed of the target
23 int minDuration = 2.0;
24 int maxDuration = 4.0;
25 int rangeDuration = maxDuration - minDuration;
26
27 int actualDuration = (arc4random() % rangeDuration)
28 + minDuration;
29
30 // Create the actions
31 id actionMove =
32 [CCMoveTo actionWithDuration:actualDuration
33 position:ccp(-target.contentSize.width/2, actualY)];
34 id actionMoveDone =
35 [CCCallFuncN actionWithTarget:self
36 selector:@selector(spriteMoveFinished:)];
37 [target runAction:[CCSequence actions:actionMove,
38 actionMoveDone, nil]];
39}
這里用callfuncN_selector(HelloWorld::spriteMoveFinished)回調(diào)了spriteMoveFinished方法,我們需要在HelloWorldScene.h里聲明并如下來(lái)定義它,
1// cpp with cocos2d-x
2void HelloWorld::spriteMoveFinished(CCNode* sender)
3{
4 CCSprite *sprite = (CCSprite *)sender;
5 this->removeChild(sprite, true);
6}
1// objc with cocos2d-iphone
2-(void)spriteMoveFinished:(id)sender
3{
4 CCSprite *sprite = (CCSprite *)sender;
5 [self removeChild:sprite cleanup:YES];
6}
要點(diǎn)
1. 關(guān)于隨機(jī)函數(shù)。srand和rand是C標(biāo)準(zhǔn)庫(kù)函數(shù)。對(duì)于每一個(gè)平臺(tái)來(lái)說(shuō),你可以先獲取毫秒級(jí)時(shí)間來(lái)得到一個(gè)隨機(jī)數(shù)。在沃Phone上,這個(gè)函數(shù)是TimGetTickes(),而在iPhone上,你可以直接通過(guò)arc4random()函數(shù)來(lái)獲得隨機(jī)數(shù)。
2. Objc中的YES和NO,在cpp中變?yōu)閠rue和false。
3. 回調(diào)函數(shù),在objc中用selector:@selector(spriteMoveFinished),但在cpp中實(shí)現(xiàn)就比較復(fù)雜了,你可以參考cocos2dx\include\selector_protocol.h里的聲明。一共有5種回調(diào)函數(shù)類(lèi)型
 schedule_selector
 callfunc_selector
 callfuncN_selector
 callfuncND_selector
 menu_selector
如何使用它們,根據(jù)所用函數(shù)的定義來(lái)決定。比如使用CCTimer::initWithTarget函數(shù),它的第二個(gè)參數(shù)是SEL_SCHEDULE類(lèi)型,到selector_protocol.h里查一下,可以看到對(duì)應(yīng)的是schedule_selector(_SELECTOR)宏,所以調(diào)用時(shí)就需要在類(lèi)里頭實(shí)現(xiàn)一個(gè)void MyClass::MyCallbackFuncName(ccTime)函數(shù),然后把schedule_selector(MyClass::MyCallbackFuncName)作為CCTimer::initWithTarget的第二個(gè)參數(shù)傳入。
之后,我們應(yīng)該定時(shí)地為游戲加入敵人,把以下代碼加入到init()函數(shù)的返回值前。
1// cpp with cocos2d-x
2// Call game logic about every second
3this->schedule( schedule_selector(HelloWorld::gameLogic), 1.0 );
1// objc with cocos2d-iphone
2// Call game logic about every second
3[self schedule:@selector(gameLogic:) interval:1.0];
然后在HelloWorldScence.cpp里實(shí)現(xiàn)gameLogic()。請(qǐng)注意gameLogic()應(yīng)該聲明為pubilc,否則是無(wú)法回調(diào)的。
1// cpp with cocos2d-x
2void HelloWorld::gameLogic(ccTime dt)
3{
4 this->addTarget();
5}
1// objc with cocos2d-iphone
2-(void)gameLogic:(ccTime)dt
3{
4 [self addTarget];
5}
好了,所有事情都做完了,編譯并運(yùn)行,好好享用你的成果。
iPhone
Android
沃Phone
Win32















 
 
 
 
 
 
 