现在只有hero一个在走来走去没什么意思,现在添加几个npc,给hero点压力,好的那就开始吧!
添加enemy.h文件和enemy.h文件
#ifndef _ENEMY_H_//66 #define _ENEMY_H_ #include"cocos2d.h" #include"DBgame.h" #define MaxBuf 20 using namespace cocos2d; class Enemy:public CCNode { public: Enemy(void); ~Enemy(void); //静态方法用于创建hero实例 static Enemy* monster(char *monsterName); void setAnimation(Direction dir,Behaviour be,char* monsterName); Direction getDirection(); Behaviour getBehaviour(); void getCurrentAnimationIndex(); void boxAttacked(Direction dir,Behaviour be,int i); void boxAttackedDone(CCNode* pSender,void *i); void portal(Direction dir,Behaviour be,int i); void portalDone(CCNode* pSender,void *i); void cube(Direction dir,Behaviour be,int i); void cubeDone(CCNode* pSender,void *i); void executeAnimation(Direction dir,Behaviour be,int nextAni,char* monsterName); void executeDone(CCNode* pSender,void* i); void deadAnimation(int id,char* monsterName); void enemyDeadAnimation(int id,char* monsterName); void enemyDeadAnimationDone(); void enemypDingDeadAnimation(int id,char* monsterName); void enemypDingDeadAnimationDone(); void enemyWingDeadAnimation(int id,char* monsterName); void enemyWingDeadAnimationDone(); void dingDead(int id,char* monsterName); void dingDeadDone(); int getDeadID(); int id; void pDingDead(int id,char* monsterName); void pDingDeadDone(); int getpDingDeadID(); int pId; int wID; int getWingDeadID(); //void wingDead(int id,char* monsterName); //void wingDeadDone(); CCRect getRect(); CCRect getCollisionRect(int width,int height); Behaviour behaviour; Direction direction; void jump(); CCSprite* getMonsterSprite(); CCAnimate *getAnimate(char* monsterName); protected: CCAnimation* getAnimation(); CCSprite *sprite; float xVel; float yVel; CCPoint touchPoint; bool init(char* monsterName); }; #define MAXLIFE 100 class EnemyData { public: //yDing 42 EnemyData(void); float getMonsterHeight(int i); //void initMonsterHeightArray(int i); void setMonsterHeight(float height,int i); int getEnemyLife(int i); void setEnemyLife(int life,int i); float getActionTime(int i); void setActionTime(float val,int i); CCPoint getPositionMonster(int i); void setPositionMonster(CCPoint pos,int i); private: //CCMutableArray<float*> *monsterHeight; CCPoint monPosition[MaxBuf]; float actionTime[MaxBuf]; int enemyLife[MaxBuf]; float monsterHeightArray[MaxBuf]; }; #endif//
enemy.h文件
#include"enemy.h"//497 #include"cocos2d.h" #include"core\boy.h" #include"DBgame.h" #include"core\Animation.h" using namespace cocos2d; Enemy::Enemy() { xVel=0; yVel=0; } Enemy::~Enemy() { } Enemy* Enemy::monster(char* monsterName) { Enemy *monster = new Enemy(); if (monster && monster->init(monsterName)) { monster->autorelease(); return monster; } CC_SAFE_DELETE(monster); return NULL; } bool Enemy::init(char* monsterName) { bool bRet = false; do{ //printf("hello-------------\n"); this->setAnchorPoint(CCPointZero); //创建动画 //sprite=CCSprite::spriteWithSpriteFrameName("yDing_0.png"); char charBuffer[128]="\0"; sprintf(charBuffer,"%s_0.png",monsterName); //CCLOG("hello-------------%s",charBuffer); sprite=CCSprite::spriteWithSpriteFrameName(charBuffer);//yDing,pDing sprite->setAnchorPoint(CCPointZero); this->addChild(sprite); //设置状态 const char* str=charBuffer; if(strcmp("box_0.png",str)==0) { //CCLOG("BOX------------------"); behaviour=MOVE; direction=BOVERLOOK; } else if(strcmp("pDing_0.png",str)==0) { //CCLOG("BOX------------------"); behaviour=MOVE; direction=MOVERLOOK; } else if(strcmp("wing_0.png",str)==0) { behaviour=MOVE; direction=WLEFT; } else if(strcmp("yDing_0.png",str)==0) { behaviour=MOVE; //behaviour=DEAD; direction=MOVERLOOK; //direction=REMOVE; } else if(strcmp("portal_0.png",str)==0) { behaviour=MOVE; //behaviour=DEAD; direction=PORTALONE; sprite->setIsVisible(false); //direction=REMOVE; } else if(strcmp("cube_0.png",str)==0) { behaviour=MOVE; direction=CUBEONE; } //behaviour=MOVE; //direction=MOVERLOOK; //direction=MATTACK; CCAction* action=CCRepeatForever::actionWithAction(getAnimate(monsterName));//monsterName ---"yDing pDing" //sprite->runAction(CCRepeatForever::actionWithAction(getAnimate())); sprite->runAction(action); // bRet=true; }while(0); return bRet; } void Enemy::getCurrentAnimationIndex() { /* 假设有一个CCAnimation* anim,由5张图组成。 将这个anim包装成CCAnimate* animate。使用的时侯sprite->runAction(animate),播放动画。 */ //这里我们来获取第几帧: int currentAnimIndex = 0; //精灵当前播放的是第几帧 CCAnimation* anim=getAnimation(); for(int i = 1; i <4; i++) { //CCLOG("animIndex"); //5张图5帧 if(sprite->displayedFrame() == anim->getFrames()->getObjectAtIndex(i)) { //这个i返回的只是一个索引,如果帧数是从1开始计算就要+1 currentAnimIndex = i+1; CCLOG("animaIndex:%d",currentAnimIndex); } } } CCSprite* Enemy::getMonsterSprite() { return this->sprite; } void Enemy::boxAttacked(Direction dir,Behaviour be,int i) { behaviour=be; direction=dir; this->cleanup(); sprite->cleanup(); CCAction *sequneceAction = CCSequence::actions( getAnimate("box"), CCCallFuncND::actionWithTarget(this, callfuncND_selector(Enemy::boxAttackedDone),(void*)i), NULL); sprite->runAction(sequneceAction); } //--------------------2013.3.3---------------------------------- //下一关的通道有关函数 void Enemy::portal(Direction dir,Behaviour be,int i) { behaviour=be; direction=dir; sprite->setIsVisible(true); this->cleanup(); sprite->cleanup(); CCAction *sequneceAction = CCSequence::actions( getAnimate("portal"), CCCallFuncND::actionWithTarget(this, callfuncND_selector(Enemy::portalDone),(void*)i), NULL); sprite->runAction(sequneceAction); } void Enemy::portalDone(CCNode* pSender,void* i) { int j=(int)i; if(j==1) { behaviour=MOVE; direction=PORTALTWO; } sprite->stopAllActions(); sprite->runAction(CCRepeatForever::actionWithAction(getAnimate("portal"))); } //---------------------2013.3.3-------------------------- //道具获得箱子的有关函数 void Enemy::cube(Direction dir,Behaviour be,int i) { behaviour=be; direction=dir; sprite->setIsVisible(true); this->cleanup(); sprite->cleanup(); CCAction *sequneceAction = CCSequence::actions( getAnimate("cube"), CCCallFuncND::actionWithTarget(this, callfuncND_selector(Enemy::cubeDone),(void*)i), NULL); sprite->runAction(sequneceAction); } void Enemy::cubeDone(CCNode *pSender,void *i) { int j=(int)i; if(j==1) { behaviour=MOVE; direction=CUBEONE; } else if(j==2) { behaviour=MOVE; direction=CUBETWO; } sprite->stopAllActions(); sprite->runAction(CCRepeatForever::actionWithAction(getAnimate("cube"))); sprite->setIsVisible(false); } void Enemy::enemyDeadAnimation(int id,char* monsterName) { behaviour=DEAD; direction=REMOVE; this->id=id; this->cleanup(); sprite->cleanup(); CCAction *sequneceAction = CCSequence::actions( getAnimate(monsterName), CCCallFunc::actionWithTarget(this, callfunc_selector(Enemy::enemyDeadAnimationDone)), NULL); sprite->runAction(sequneceAction); } void Enemy::enemyDeadAnimationDone() { sGlobal->enemyDeadAnimationDone(1,true); } void Enemy::enemypDingDeadAnimation(int id,char* monsterName) { behaviour=DEAD; direction=REMOVE; this->pId=id; this->cleanup(); sprite->cleanup(); CCAction *sequneceAction = CCSequence::actions( getAnimate(monsterName), CCCallFunc::actionWithTarget(this, callfunc_selector(Enemy::enemypDingDeadAnimationDone)), NULL); sprite->runAction(sequneceAction); } void Enemy::enemypDingDeadAnimationDone() { sGlobal->enemyDeadAnimationDone(2,true); } void Enemy::enemyWingDeadAnimation(int id,char* monsterName) { behaviour=DEAD; direction=WREMOVE; this->wID=id; this->cleanup(); sprite->cleanup(); CCAction *sequneceAction = CCSequence::actions( getAnimate(monsterName), CCCallFunc::actionWithTarget(this, callfunc_selector(Enemy::enemyWingDeadAnimationDone)), NULL); sprite->runAction(sequneceAction); } void Enemy::enemyWingDeadAnimationDone() { sGlobal->enemyDeadAnimationDone(3,true); } int Enemy::getWingDeadID() { return this->wID; } void Enemy::deadAnimation(int id,char* monsterName) { behaviour=DEAD; direction=REMOVE; this->id=id; sprite->stopAllActions(); sprite->runAction(CCRepeatForever::actionWithAction(getAnimate(monsterName))); } void Enemy::dingDead(int id,char* monsterName) { behaviour=DEAD; direction=REMOVE; this->id=id; this->cleanup(); sprite->cleanup(); CCAction *sequneceAction = CCSequence::actions( getAnimate(monsterName), CCCallFunc::actionWithTarget(this, callfunc_selector(Enemy::dingDeadDone)), NULL); sprite->runAction(sequneceAction); } void Enemy::pDingDead(int id,char* monsterName) { behaviour=DEAD; direction=REMOVE; this->pId=id; this->cleanup(); sprite->cleanup(); CCAction *sequneceAction = CCSequence::actions( getAnimate(monsterName), CCCallFunc::actionWithTarget(this, callfunc_selector(Enemy::pDingDeadDone)), NULL); sprite->runAction(sequneceAction); } int Enemy::getpDingDeadID() { return this->pId; } int Enemy::getDeadID() { return this->id; } void Enemy::dingDeadDone() { //behaviour=DEAD; //direction=REMOVE; //sprite->stopAllActions(); //运动的算法 CCPoint pos=this->getMonsterSprite()->getPosition(); //sprite->stopAllActions(); //sprite->runAction(CCRepeatForever::actionWithAction(getAnimate("yDing"))); sprite->runAction(CCMoveTo::actionWithDuration(1, CCPointMake(pos.x+40,pos.y))); //sprite->setIsVisible(false); } void Enemy::pDingDeadDone() { // } void Enemy::boxAttackedDone(CCNode* pSender,void* i) { int j=(int)i; if(j==1) { behaviour=MOVE; direction=BONE; } else if(j==2) { behaviour=MOVE; direction=BTWO; } else if(j==3) { behaviour=MOVE; direction=BTHREE; } sprite->stopAllActions(); sprite->runAction(CCRepeatForever::actionWithAction(getAnimate("box"))); } void Enemy::setAnimation(Direction dir,Behaviour be,char* monsterName) { direction=dir; behaviour=be; sprite->stopAllActions(); sprite->runAction(CCRepeatForever::actionWithAction(getAnimate(monsterName))); } //1 2 3 yDing 11 12 13 pDing void Enemy::executeAnimation(Direction dir,Behaviour be,int nextAni,char* monsterName) { behaviour=be; direction=dir; this->cleanup(); sprite->cleanup(); CCAction *sequneceAction = CCSequence::actions( getAnimate(monsterName), CCCallFuncND::actionWithTarget(this, callfuncND_selector(Enemy::executeDone),(void*)nextAni), NULL); sprite->runAction(sequneceAction); } void Enemy::executeDone(CCNode* pSender,void* i) { int next=(int)i; if(next==1) { behaviour=MOVE; direction=MOVERLOOK; } else if(next==2) { behaviour=MOVE; direction=MATTACK; } else if(next==3) { behaviour=DEAD; direction=REMOVE; } else if(next==11) { behaviour=MOVE; direction=MOVERLOOK; } else if(next==12) { behaviour=MOVE; direction=MATTACK; } else if(next==13) { behaviour=DEAD; direction=REMOVE; } else if(next==21) { behaviour=MOVE; direction=WRIGHT; } else if(next=22) { behaviour=MOVE; direction=WLEFT; } else if(next==23) { behaviour=MOVE; direction=WATTACK; } else if(next=24) { behaviour=DEAD; direction=WREMOVE; } sprite->stopAllActions(); if(next<20&&next>10) { sprite->runAction(CCRepeatForever::actionWithAction(getAnimate("pDing"))); } else if(next<10) { sprite->runAction(CCRepeatForever::actionWithAction(getAnimate("yDing"))); } else if(next>20) { sprite->runAction(CCRepeatForever::actionWithAction(getAnimate("wing"))); } } //注意,不同精灵,这个函数写法不同,主要区别都是OVERLOOK上,有些精灵是没有四方向的 CCAnimate * Enemy::getAnimate(char* monsterName) { if (behaviour==DEAD) { //direction=MOVERLOOK; } return AnimationManager::getInstance()->getAnimate(monsterName,behaviour,direction); } CCAnimation* Enemy::getAnimation() { if (behaviour==DEAD) { //direction=MOVERLOOK; } return AnimationManager::getInstance()->getAnimation("yDing",behaviour,direction); } Direction Enemy::getDirection() { return this->direction; } Behaviour Enemy::getBehaviour() { return this->behaviour; } CCRect Enemy::getRect() { float x=sprite->getPosition().x; float y=sprite->getPosition().y; //printf("x:%f y:%f\n",x,y); return CCRectMake(x,y,70,62); } CCRect Enemy::getCollisionRect(int width,int height) { float x=sprite->getPosition().x; float y=sprite->getPosition().y; //CCLOG("Enemy--x:%f y:%f width:%d height:%d\n",x,y,width,height); return CCRectMake(x,y,width,height); } void Enemy::jump() { this->sprite->runAction(CCJumpTo::actionWithDuration(0.05f,ccp(this->sprite->getPosition().x , this->sprite->getPosition().y),20,100)); } EnemyData::EnemyData(void) { for(int i=0;i<MaxBuf;i++) { enemyLife[i]=MAXLIFE; monsterHeightArray[i]=2.5; actionTime[i]=0.0; monPosition[i]=CCPointZero; } //monsterHeight=new CCMutableArray<float*>(); } int EnemyData::getEnemyLife(int i) { return this->enemyLife[i]; } void EnemyData::setEnemyLife(int life,int i) { this->enemyLife[i]=life; } float EnemyData::getMonsterHeight(int i) { return this->monsterHeightArray[i]; } void EnemyData::setMonsterHeight(float height,int i) { this->monsterHeightArray[i]=height; } void EnemyData::setActionTime(float val,int i) { this->actionTime[i]=val; } float EnemyData::getActionTime(int i) { return this->actionTime[i]; } void EnemyData::setPositionMonster(CCPoint pos,int i) { this->monPosition[i]=pos; } CCPoint EnemyData::getPositionMonster(int i) { return this->monPosition[i]; }
现在可以在scene中添加npc了,说到就开始。
Global.h中添加如下定义:
CCMutableArray<Enemy*> *enemyArray; void addMonster();
Global.cpp中实现:
CCMutableArray<CCStringToStringDictionary *> * all = data->getObjects(); do { for (int i = 0 ; i <all->count(); i++) { CCStringToStringDictionary * temp = all->getObjectAtIndex(i); if(temp->objectForKey("name")->toStdString() == std::string("y")) { float x = temp->objectForKey("x")->toFloat(); float y = temp->objectForKey("y")->toFloat(); CCVector2d* vector=new CCVector2d(); vector->x=x; vector->y=5; monsterPositionArray->addObject(vector); Enemy* monster = Enemy::monster("yDing"); monster->getMonsterSprite()->setPosition(ccp(x,5)); map->addChild(monster,map->getChildren()->count()); enemyArray->addObject(monster);//yDing } }
HelloworldScene.cpp中的init()中添加如下
sGlobal->addMonster();
下一篇将会讲解enemy的群集运动以及配合动画,以及hero的碰撞检测准备。
待续。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。。
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