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HomeDatabaseMysql Tutorialcocos2dx 3.0 飞机大战

由于课程需要,然后又水平有限,所以写了个飞机大战,加上不会画画,所以图片资源也是从微信apk解压出来的,设计思路参考的偶尔e网事。 闲话不说,先讲一下设计,大体上一共分为3个场景,场景下面是Layer 开始场景:WelcomeScene --WelcomeLayer 类欢迎界面

由于课程需要,然后又水平有限,所以写了个飞机大战,加上不会画画,所以图片资源也是从微信apk解压出来的,设计思路参考的偶尔e网事。


闲话不说,先讲一下设计,大体上一共分为3个场景,场景下面是Layer


开始场景:WelcomeScene -->WelcomeLayer  类似欢迎界面

游戏主场景:GameScene  --> GameLayer  游戏元素添加 和 碰撞检测

结束场景:GameOverScene -->GameOverLayer


然后是游戏的元素,在GameLayer添加,一个分为4个Layer:


PlaneLayer:主角层 

EnemyLayer:敌机层 ,分为3种,每种敌机生命值不一样

UFOLayer: 道具层,bullet和加bomb

BulletLayer:子弹层 bullet 和mutiBullet


然后简单讲一下碰撞检测的实现:

if(bullet->boundingBox().intersectsRect(enemy1->getBoundingBox())){
				if(enemy1->getLife() == 1){
					enemy1->loseLife();
					bulletsToDelete->addObject(bullet);
					enemy1ToDelete->addObject(enemy1);
					score += ENEMY1_SCORE;
					this->mControlLayer->updateScore(score);
				}
			}
Rect Enemy::getBoundingBox(){
	Rect rect = this->m_sprite->boundingBox();
	Point pos = this->convertToWorldSpace(rect.origin);
	return Rect(pos.x, pos.y, rect.size.width, rect.size.height);
}


还有再来就是子弹层的处理:

子弹发射需要步骤:1.添加子弹,2.移动子弹,3移除子弹

由于需要源源不断的发射子弹,所以将子弹添加到一个SpriteBatchNode节点中,然后在这个SpriteBatchNode节点对子弹进行添加,移动,和移除,这样子做的好处是只需要渲染一次,降低内存消耗

auto texture = TextureCache::getInstance()->textureForKey("shoot.png");
	bulletBatchNode = SpriteBatchNode::createWithTexture(texture);
	this->addChild(bulletBatchNode);


然后再讲一下图片资源的处理:


下载这个工具:plist解析工具

将微信需要的资源解析出来,然后可以用photoshop处理一下,哈哈,可以将微信的图片去掉,随便p上自己的名字

然后用TexturePacker打包,恩,大概就像这样子


cocos2dx 3.0 飞机大战


最后再讲一下编译成android工程的步骤和细节:


1.先在Android.mk文件中添加所有必须的cpp

2.记得在AppDelegate cpp 中添加分辨率适应

glview->setDesignResolutionSize(480,800,ResolutionPolicy::SHOW_ALL);
3.在proj.android文件夹下面修改AndroidManifest.xml 竖屏属性:
android:screenOrientation="portrait"

4.cmd到工程目录,命令:cocos compile -p android -j 4




源码:飞机大战



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