标签:plane direct string sre key one 删除 返回键 his
主场景要包括其它类的头文件
#include "cocos2d.h" #include "MyPlane.h" #include "Bullet.h" #include "EnemyManager.h" #include "Controller.h" #include "BackgroundMove.h" #include "FlowWord.h"
void gameUpdate(float dt); // 碰撞检測 bool bulletCollisionEnemy(Sprite* pBullet); // 子弹和敌机碰撞 void enemyCollisionPlane(); // 我机和敌机、敌机子弹碰撞 virtual void onKeyReleased(EventKeyboard::KeyCode keyCode, Event* event);
当然。主场景要有各个类的实例做变量
MyPlane *planeLayer; Bullet *bulletLayer; EnemyManager *enemyLayer; Controller *controlLayer;
主场景的实现
TollgateOne::TollgateOne() : planeLayer(NULL), bulletLayer(NULL), enemyLayer(NULL), controlLayer(NULL)
{
}
TollgateOne::~TollgateOne()
{
	_eventDispatcher->removeEventListenersForTarget(this);
}
cocos2d::Scene* TollgateOne::createScene()
{
	auto scene = Scene::create();
	auto layer = TollgateOne::create();
	scene->addChild(layer);
	return scene;
}
bool TollgateOne::init()
{
	if (!Layer::init())
	{
		return false;
	}
	// 启动触摸机制
	this->setTouchEnabled(true);
	// 背景无限滚动
	auto m_back = BackgroundMove::create();
	this->addChild(m_back,0);
	//游戏開始 飘字效果
	auto dictionary = Dictionary::createWithContentsOfFile("fonts/AboutMe.xml");
	auto m_flow = FlowWord::create();
	m_flow->showFlowWord(
		((__String *)(dictionary->objectForKey("play")))->getCString(),
		Point(Director::getInstance()->getVisibleSize().width / 2+60, Director::getInstance()->getVisibleSize().height/2), 
		m_flow->otherFlowWord()
		);
	this->addChild(m_flow);
	//游戏更新
	this->schedule(schedule_selector(TollgateOne::gameUpdate));
	// 增加控制层
	controlLayer = Controller::create();
	this->addChild(controlLayer);
	// 增加飞机
	planeLayer = MyPlane::create();
	this->addChild(planeLayer,1);
	// 增加敌机和分数显示
	enemyLayer = EnemyManager::create();
	enemyLayer->bindController(controlLayer);
	this->addChild(enemyLayer,1);
	// 开启子弹
	bulletLayer = Bullet::create();
	bulletLayer->bindEnemyManager(enemyLayer);
	this->addChild(bulletLayer,1);
	//对返回键的响应
	auto m_listener = EventListenerKeyboard::create();
	m_listener->onKeyReleased = CC_CALLBACK_2(TollgateOne::onKeyReleased, this);
	_eventDispatcher->addEventListenerWithSceneGraphPriority(m_listener, this);
	return true;
}
void TollgateOne::gameUpdate(float dt)
{
	bool bMoveButt = false;
	//子弹和敌机对碰
	for (auto& eButtle : bulletLayer->vecBullet)
	{
		Sprite* pBullet = (Sprite*)eButtle; // 获取子弹精灵
		bMoveButt = bulletCollisionEnemy(pBullet);
		if (bMoveButt)
		{
			// 子弹删除了。无需再遍历
			return;
		}
	}
	// 敌机、敌机子弹与我方飞机碰撞
	enemyCollisionPlane();
}
bool TollgateOne::bulletCollisionEnemy(Sprite* pBullet)
{
	for (auto& eEnemy : enemyLayer->vecEnemy)
	{
		Enemy* pEnemySprite = (Enemy*)eEnemy;
		// 是否发生碰撞
		if (pBullet->boundingBox().intersectsRect(pEnemySprite->getBoundingBox()))
		{
			// 飞机仅仅剩下一格生命值
			if (1 == pEnemySprite->getLife())
			{
				pEnemySprite->loseLife(); // 知道为什么这里也要loselife吗?你能够试着凝视掉看看
				enemyLayer->blowupEnemy(pEnemySprite);
			}
			else
			{
				pEnemySprite->loseLife();
			}
			//删除子弹
			bulletLayer->removeBullet(pBullet);
			return true;
		}
	}
	return false;
}
void TollgateOne::enemyCollisionPlane()
{
	Sprite* pPlane = (Sprite*)planeLayer->getChildByTag(AIRPLANE);
	for (auto& eEnemy : enemyLayer->vecEnemy)
	{
		Enemy* pEnemySprite = (Enemy*)eEnemy;
		// 是否发生碰撞
		if (pPlane->boundingBox().intersectsRect(pEnemySprite->getBoundingBox()) && pEnemySprite->getLife() > 0)
		{
			if (1 == planeLayer->getAlive())
			{
				planeLayer->loseAlive();
				controlLayer->getSaveData()->save();
				this->unscheduleAllSelectors();
				this->bulletLayer->StopBulletShoot();
				this->planeLayer->blowUp();
				Director::getInstance()->replaceScene(
					TransitionMoveInT::create(0.8f, GameOver::createScene())); // 替换场景
			}
			else
				planeLayer->loseAlive();
		}
	}
	for (auto& eEnemyBullet : bulletLayer->vecEnemyBullet)
	{
		Sprite* pEnemyBullet = (Sprite*)eEnemyBullet; // 获取子弹精灵
		// 是否发生碰撞
		if (pPlane->boundingBox().intersectsRect(pEnemyBullet->getBoundingBox()))
		{
			if (1 == planeLayer->getAlive())
			{
				planeLayer->loseAlive();
				controlLayer->getSaveData()->save();
				this->unscheduleAllSelectors();
				this->bulletLayer->StopBulletShoot();
				this->planeLayer->blowUp();
				Director::getInstance()->replaceScene(
					TransitionMoveInT::create(0.8f, GameOver::createScene())); // 替换场景
			}
			else
				planeLayer->loseAlive();
			bulletLayer->removeEnemyBullet(pEnemyBullet);
			return;
		}
	}
}
void TollgateOne::onKeyReleased(EventKeyboard::KeyCode keyCode, Event* event)
{
	if (keyCode == EventKeyboard::KeyCode::KEY_ESCAPE)
	{
		Director::getInstance()->replaceScene(HelloWorld::createScene());
	}
}主场景就是将其他类融合在一起,碰撞检測也是在这里进行。
注意一下这里的事件监听,和開始界面的不太一样。但都要在析构函数中移除。
【cocos2d-x 3.7 飞机大战】 决战南海I (十) 游戏主场景
标签:plane direct string sre key one 删除 返回键 his
原文地址:http://www.cnblogs.com/cxchanpin/p/6917250.html