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cocos2d_android开发简单游戏
1)游戏图层设计:
public class WellcomeLayer extends CCLayer { public WellcomeLayer() { this.setIsTouchEnabled(true); CCSprite background1 = CCSprite.sprite("background.jpg"); CCSprite background2 = CCSprite.sprite("background.jpg"); background1.setAnchorPoint(0, 0); background1.setPosition(0, 0); this.addChild(background1); background2.setAnchorPoint(0, 0); background2.setPosition(0, background1.getContentSize().height); this.addChild(background2); CCSprite logo = CCSprite.sprite("LOGO.png"); logo.setAnchorPoint(0, 0); logo.setPosition((CCDirector.sharedDirector().winSize().width - logo.getContentSize().width) / 2 , CCDirector.sharedDirector().winSize().height/2); this.addChild(logo); } } 游戏界面层 public class GameOverLayer extends CCLayer { public GameOverLayer(int score) { ... } }
2)滚动背景设计
同一时候在图层放三张图片,垂直排列,而且每帧2个像素点向下移动,当第二张图片到原点时,反复循环
background1 = CCSprite.sprite("background.jpg"); background2 = CCSprite.sprite("background.jpg"); background3 = CCSprite.sprite("background.jpg"); background3.setAnchorPoint(0, 0); background2.setAnchorPoint(0, 0); background1.setAnchorPoint(0, 0); this.addChild(background1); this.addChild(background2); this.addChild(background3); //初始化三张背景图 //使用cocos2d的定时调度 this.schedule("backgroundMove", 0.01f); /** * 背景移动 * @param dalat */ public void backgroundMove(float dalat) { background1.setPosition(0, background1.getPosition().y - 2); background2.setPosition(0, background1.getPosition().y + background1.getContentSize().height); background3.setPosition(0, background2.getPosition().y + background2.getContentSize().height); if(background2.getPosition().y == 0) { background1.setPosition(0, 0); } }
2)背景音乐:
context = CCDirector.sharedDirector().getActivity(); SoundEngine.sharedEngine().preloadEffect(context, R.raw.game_music); SoundEngine.sharedEngine().playSound(context, R.raw.game_music, true);
4)精灵设计与产生:
/** * 发射子弹 * @param dalat */ public void shoot(float dalat) { CCSprite bullet = CCSprite.sprite("bullet1.png"); bullet.setPosition(player.getPosition().x, player.getPosition().y + player.getContentSize().height); addChild(bullet); CCMoveBy move = CCMoveBy.action(5, CGPoint.ccp(0, winSize.getHeight() + 10)); bullet.runAction(move); this.bulletList.add(bullet); } /** * 随机生成敌机 @param dalat */ public void addEnemy(float dalat) { CCSprite enemy = CCSprite.sprite("enemy1.png"); enemy.setPosition(random.nextInt((int)winSize.getWidth()), winSize.getHeight()); CGPoint p = CGPoint.ccp(0, 0 - winSize.getHeight() - 20); addChild(enemy); CCMoveBy move = CCMoveBy.action(20, p); enemy.runAction(move); this.enemyList.add(enemy); }
5)碰撞检測
/** * 推断主机是否与敌机发生碰撞 * @param dalat * @return */ public void boom(float dalat) { for(int i = 0; i < enemyList.size(); i++) { CCSprite enemy = enemyList.get(i); if(CGRect.intersects(player.getBoundingBox(), enemy.getBoundingBox())){ CCBlink blink = CCBlink.action(1, 3); CCHide hide = CCHide.action(); this.enemyList.remove(i); CCSequence seq = CCSequence.actions(blink, hide); enemy.runAction(enemyDownSeq); player.runAction(seq); new Thread(){ public void run() { try { Thread.sleep(1000); } catch (InterruptedException e) { // TODO Auto-generated catch block e.printStackTrace(); } exitGame(); } }.start(); } if(enemy.getPosition().y < 0) { this.enemyList.remove(i); this.removeChild(enemy, true); } } }
界面:
源代码:https://github.com/wujiagan/plane-war
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