cocos2d-x v3.2 FlappyBird 各个类对象详细代码分析(7)

今天我们介绍最后两个类

GameOverLayer类

GameLayer类

GameLayer类是整个游戏中最重要的类,由于是整个游戏的中央系统,控制着各个类(层)之间的交互,这个类中实现了猪脚小鸟和它的敌人(管道和草地- . -)碰撞检測。说道物理引擎的碰撞检測。我也是第一次接触。也没多大难度。就直接调用了cocos2d-x的接口。这个类就是游戏的主场景,游戏就是在这里进行的。


GameOverLayer类。游戏结束后一些分数的显示。还有就是奖牌的实现(楼主写的非常easy......),这边比較有意思的就是加分效果的实现。这个楼主曾经在写AS3的时候经经常使用到。最后就是两个button。一个又一次開始button,一个排名button。排名button没有写功能,这个要跟手机的游戏中心配合。这边放一张游戏结束后的图片:


差点儿相同了。这个游戏全部的类都介绍的差点儿相同了。游戏的源代码和图片:

http://download.csdn.net/detail/u011373759/7941891

以下是这两个类的源代码分析,谢谢大家,结束

//GameOverLayer.h
#pragma once
#include "cocos2d.h"

class GameOverLayer:public cocos2d::Layer
{
public:
	GameOverLayer();
	~GameOverLayer();
	bool init();
	//回调函数
	void callBack();
	//再来一次
	void gameAgain();
	//获取排名
	void getRank();
	//显示分数
	void showScore(float);
	CREATE_FUNC(GameOverLayer);
private:
	//计分板精灵
	cocos2d::Sprite * box;
	//终于分数label
	cocos2d::Label * numberLabel;
	int score;
	int highScore;
};

//GameOverLayer.cpp
#include "GameOverLayer.h"
#include "define.h"
#include "GameLayer.h"
#include "NumberLayer.h"
#include "GetLocalScore.h"
USING_NS_CC;

GameOverLayer::GameOverLayer()
{
	
}

GameOverLayer::~GameOverLayer()
{
}

bool GameOverLayer::init()
{
	if (!Layer::init())
	{
		return false;
	}
	auto origin=Director::getInstance()->getVisibleOrigin();
	auto visibleSize=Director::getInstance()->getVisibleSize();

	//历史最高分
	highScore=GetLocalScore::getInstance()->getHighScore();


	//计分板
	box=Sprite::createWithSpriteFrameName("score_panel.png");
	box->setPosition(Point(origin.x+visibleSize.width/2,origin.y-visibleSize.height/2));
	this->addChild(box);

	//游戏结束后,计分板要从屏幕底部向上运动出现
	//动画结束后要显示分数和两个button(在回调函数里)
	auto moveto=MoveTo::create(SCORECARD_SHOW_TIME,Point(origin.x+visibleSize.width/2,origin.y+visibleSize.height*0.5));
	auto callback=CallFuncN::create(CC_CALLBACK_0(GameOverLayer::callBack,this));
	auto sequence=Sequence::create(moveto,callback,NULL);
	box->runAction(sequence);
	//动画的声音
	CocosDenshion::SimpleAudioEngine::getInstance()->playEffect("sounds/sfx_swooshing.mp3");

	//gameover 字
	auto gameover=Sprite::createWithSpriteFrameName("text_game_over.png");
	gameover->setPosition(Point(origin.x+visibleSize.width/2,origin.y+visibleSize.height+gameover->getContentSize().height/2));

	//gameover精灵也要运行同样的动画,只是它是从上到下运动
	auto moveto2=MoveTo::create(SCORECARD_SHOW_TIME,Point(origin.x+visibleSize.width/2,origin.y+visibleSize.height*0.7));

	gameover->runAction(moveto2);

	this->addChild(gameover);

	return true;
}

void GameOverLayer::callBack()
{
	log("callback");
	auto origin=Director::getInstance()->getVisibleOrigin();
	auto visibleSize=Director::getInstance()->getVisibleSize();




	//排名和再来一次button
	//计分板和gameover精灵运行完动画后,出现button
	auto again=Sprite::createWithSpriteFrameName("button_play.png");
	auto menuAgain=MenuItemSprite::create(again,again,CC_CALLBACK_0(GameOverLayer::gameAgain,this));

	auto rank=Sprite::createWithSpriteFrameName("button_score.png");
	auto menuRank=MenuItemSprite::create(rank,rank,CC_CALLBACK_0(GameOverLayer::getRank,this));

	//两个button坐标的设定
	int l=(visibleSize.width-again->getContentSize().width*2)/3;

	menuAgain->setPosition(Point(origin.x+l+again->getContentSize().width/2,origin.y+visibleSize.height*0.3));
	menuRank->setPosition(Point(origin.x+visibleSize.width-l-again->getContentSize().width/2,origin.y+visibleSize.height*0.3));

	//把button放到菜单中去
	auto menu=Menu::create(menuAgain,menuRank,NULL);
	menu->setAnchorPoint(Point::ANCHOR_BOTTOM_LEFT);
	menu->setPosition(Point::ZERO);

	this->addChild(menu);

	//分数显示
	score=0;
	auto str=__String::createWithFormat("%d",score);
	numberLabel=Label::createWithBMFont("font2.fnt",str->getCString());
	numberLabel->setPosition(Point(origin.x+visibleSize.width/2+65,origin.y+visibleSize.height*0.5+10));
	this->addChild(numberLabel);
	
	//当分数大于0时运行一个分数从0到n的动画
	if (NumberLayer::getInstance()->getScore()>0)
	{
		this->schedule(schedule_selector(GameOverLayer::showScore),ADDSCORE_FRE);
	}
	

	//历史最高分
	auto str1=__String::createWithFormat("%d",highScore);
	auto highScoreLabel=Label::createWithBMFont("font2.fnt",str1->getCString());
	highScoreLabel->setPosition(Point(origin.x+visibleSize.width/2+65,origin.y+visibleSize.height*0.5-30));
	this->addChild(highScoreLabel);

	//假设当前分数大于历史最高分。则会出现new的字样
	if (NumberLayer::getInstance()->getScore()>highScore)
	{
		GetLocalScore::getInstance()->setHighScore(NumberLayer::getInstance()->getScore());
		auto picNew=Sprite::createWithSpriteFrameName("new.png");
		picNew->setPosition(Point(origin.x+visibleSize.width/2+37,origin.y+visibleSize.height*0.5-4));
		this->addChild(picNew);
	}

	//奖牌显示
	//这边的奖牌显示是自己定的
	//各个奖牌之间要达到多少分数请看define.h
	int l2=(visibleSize.width-box->getContentSize().width)/2;
	if (NumberLayer::getInstance()->getScore()<MEDALS_0)
	{
		return;
	}
	Sprite * medals;
	if (NumberLayer::getInstance()->getScore()>=MEDALS_0&&NumberLayer::getInstance()->getScore()<MEDALS_1)
	{
		medals=Sprite::createWithSpriteFrameName("medals_0.png");
		
	}
	if (NumberLayer::getInstance()->getScore()>=MEDALS_1&&NumberLayer::getInstance()->getScore()<MEDALS_2)
	{
		medals=Sprite::createWithSpriteFrameName("medals_1.png");
	}
	if (NumberLayer::getInstance()->getScore()>=MEDALS_2&&NumberLayer::getInstance()->getScore()<MEDALS_3)
	{
		medals=Sprite::createWithSpriteFrameName("medals_2.png");
	}
	if (NumberLayer::getInstance()->getScore()>=MEDALS_3)
	{
		medals=Sprite::createWithSpriteFrameName("medals_3.png");
	}
	medals->setPosition(Point(origin.x+l2+54,origin.y+visibleSize.height*0.49));
	this->addChild(medals);
}

//再来一次。场景切换
void GameOverLayer::gameAgain()
{
	Director::getInstance()->replaceScene(TransitionFade::create(CHANGESCENE_TIME,GameLayer::createScene()));
}

//排名button的回调。这里没写,由于这里要调用的是手机游戏中心的资料
void GameOverLayer::getRank()
{
	log("get rank");
}

//分数显示动画
void GameOverLayer::showScore( float )
{
	score++;
	auto str=__String::createWithFormat("%d",score);
	numberLabel->setString(str->getCString());
	if (score==NumberLayer::getInstance()->getScore())
	{
		this->unschedule(schedule_selector(GameOverLayer::showScore));
	}
}

//GameLayer.h
#pragma once
#include "cocos2d.h"
#include "SpriteBird.h"

class GameLayer:public cocos2d::Layer
{
public:
	GameLayer();
	~GameLayer();
	static cocos2d::Scene * createScene();
	bool init();
	//游戏開始
	void startGame();
	CREATE_FUNC(GameLayer);
private:
	//猪脚层
	SpriteBird * bird;
	//物理碰撞侦听
	cocos2d::EventListenerPhysicsContact * contactListener;
};

//GameLayer.cpp
#include "GameLayer.h"
#include "define.h"
#include "HelpLayer.h"
#include "PipeLayer.h"
#include "LandLayer.h"
#include "NumberLayer.h"
#include "GameOverLayer.h"
USING_NS_CC;
GameLayer::GameLayer()
{
}

GameLayer::~GameLayer()
{
}

cocos2d::Scene * GameLayer::createScene()
{
	//注意我们这边创造的是物理场景
	auto scene=Scene::createWithPhysics();
	//增加了重力。GRAVITY的值为(0,-980)
	//跟我们的世界重力加速度是一样的,比較真实
	scene->getPhysicsWorld()->setGravity(GRAVITY);
	auto gameLayer=GameLayer::create();
	scene->addChild(gameLayer);
	return scene;
}





bool GameLayer::init()
{
	if (!Layer::init())
	{
		return false;
	}
	
	auto origin=Director::getInstance()->getVisibleOrigin();
	auto visibleSize=Director::getInstance()->getVisibleSize();

	//背景图片。依据时间载入晚上和白天的图片
	time_t t=time(NULL);
	tm * lt=localtime(&t);
	int hour=lt->tm_hour;

	Sprite * bg;

	if (hour>=6&&hour<=17)
	{
		bg=Sprite::createWithSpriteFrameName("bg_day.png");
	}
	else
	{
		bg=Sprite::createWithSpriteFrameName("bg_night.png");
	}

	bg->setPosition(Point(origin.x+visibleSize.width/2,origin.y+visibleSize.height/2));
	this->addChild(bg);

	//以下就是我们前几章讲的各个类的实例的运用了
	//这个游戏就像贴纸一样,一层一层叠起来,各层运行各层的逻辑
	//靠这个游戏层来控制各层的之间的交互

	//草底层
	auto landLayer=LandLayer::create();
	landLayer->setAnchorPoint(Point::ANCHOR_BOTTOM_LEFT);
	landLayer->setPosition(Point::ZERO);
	this->addChild(landLayer,2);

	//帮助界面
	auto helpLayer=HelpLayer::create();
	helpLayer->setAnchorPoint(Point::ANCHOR_BOTTOM_LEFT);
	helpLayer->setPosition(Point::ZERO);
	this->addChild(helpLayer);

	//管子层
	auto pipeLayer=PipeLayer::create();
	pipeLayer->setAnchorPoint(Point::ANCHOR_BOTTOM_LEFT);
	pipeLayer->setPosition(Point::ZERO);
	this->addChild(pipeLayer,1);

	//主角
	bird=SpriteBird::createBird();
	bird->setAnchorPoint(Point::ANCHOR_BOTTOM_LEFT);
	bird->setPosition(Point::ZERO);
	this->addChild(bird,2);

	bird->changeState(ACTION_STATE_IDLE);

	

	//这里创建了触控侦听
	//当玩家点击屏幕时,游戏開始。并移除这个侦听
	auto listener=EventListenerTouchOneByOne::create();
	listener->setSwallowTouches(false);
	listener->onTouchBegan=[=](Touch * t,Event * e)
	{
		log("GameLayer touch begin");
		
		return true;
	};
	listener->onTouchEnded=[=](Touch * t,Event * e)
	{
		pipeLayer->startPipe();
		startGame();

		_eventDispatcher->removeEventListener(listener);
	};

	_eventDispatcher->addEventListenerWithSceneGraphPriority(listener,this);


	//碰撞检測侦听
	contactListener=EventListenerPhysicsContact::create();
	contactListener->onContactBegin=[=](const PhysicsContact& contact)
	{
		log("1111111111111111111111111");
		//当检測到碰撞的时候,播放hit声音
		//小鸟要么撞到草地,要么撞到管道
		CocosDenshion::SimpleAudioEngine::getInstance()->playEffect("sounds/sfx_hit.mp3");
		//管道停止运动
		pipeLayer->stopPipe();
		//草地停止运动
		landLayer->stopLand();
		//小鸟改变状态
		bird->changeState(ACTION_STATE_DIE);
		//移除积分器
		this->removeChild(NumberLayer::getInstance());

		//游戏结束后计分板出现
		auto scorecard=GameOverLayer::create();
		scorecard->setAnchorPoint(Point::ANCHOR_BOTTOM_LEFT);
		scorecard->setPosition(Point::ZERO);
		this->addChild(scorecard,99);

		_eventDispatcher->removeEventListener(contactListener);
		return true;
	};
	
	_eventDispatcher->addEventListenerWithSceneGraphPriority(contactListener,this);

	return true;
}


void GameLayer::startGame()
{
	//游戏開始,小鸟转换到飞行状态
	bird->changeState(ACTION_STATE_FLY);
	//增加积分器并初始化
	NumberLayer::getInstance()->initScore();
	this->addChild(NumberLayer::getInstance(),10);

}




原文地址:https://www.cnblogs.com/lcchuguo/p/5261764.html