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喵星战争源码分析

 转载请注明出处:http://blog.csdn.net/oyangyufu/article/details/26942311

 

Ccp文件介绍:

GameMenuScene.cpp游戏主菜单

GameMainScene.cpp游戏主页面

GameObjHero.cpp主角

GameHeroBullet.cpp主角的子弹

GameObjEnemy.cpp敌人

GameEnemyBullet.cpp敌人的子弹

GameAboutScene.cpp关于页面

GameMark.cpp游戏分数

 

运行游戏进入游戏主菜单页面

代码:

GameMenuScene类init()函数,初始化主菜单页面背景图

	CCSprite* back = CCSprite::create("bg.png");	back->setScale(0.5);	back->setPosition(ccp(size.width/2,size.height/2));	this->addChild(back,0,0);


初始化主菜单页面背景星球图片

	CCSprite* bgstar = CCSprite::create("moon.png");	bgstar->setAnchorPoint(ccp(0.5,0));	bgstar->setScale(0.5);	bgstar->setPosition(ccp(size.width/3 * 2, 0));	this->addChild(bgstar,1,1);


初始化主菜单页面标题名称meowstar、battle

	CCNode* title = CCNode::create();	title->setContentSize(CCSizeMake(0,0));	CCSprite* ptmLabel = CCSprite::create("meowstar.png");	ptmLabel->setScale(0.5);	ptmLabel->setPosition(ccp(0,30));	title->addChild(ptmLabel);	CCSprite *ptbLabel = CCSprite::create("battle.png");	ptbLabel->setScale(0.5);	ptbLabel->setPosition( ccp(0,-30) );	title->addChild(ptbLabel);	title->setPosition(ccp(size.width / 2, size.height - 80));	this->addChild(title,2,2);

初始化主菜单页面中的菜单项及单击事件,并设置为不可见

	CCMenuItemImage *newGameItem = CCMenuItemImage::create("newgameA.png", "newgameB.png",this,menu_selector(GameMenuScene::menuNewGameCallback));//newgame菜单项	newGameItem->setScale(0.5);	newGameItem->setPosition(ccp(size.width / 2,size.height / 2 - 20));	newGameItem->setEnabled(false);	CCMenuItemImage *continueItem = CCMenuItemImage::create("continueA.png", "continueB.png",this,menu_selector(GameMenuScene::menuContinueCallback));//continue菜单项	continueItem->setScale(0.5);	continueItem->setPosition(ccp(size.width / 2,size.height / 2 - 80));	continueItem->setEnabled(false);	CCMenuItemImage *aboutItem = CCMenuItemImage::create("aboutA.png", "aboutB.png",this,menu_selector(GameMenuScene::menuAboutCallback));//aboutA菜单项	aboutItem->setScale(0.5);	aboutItem->setPosition(ccp(size.width / 2,size.height / 2 - 140));	aboutItem->setEnabled(false);	m_soundItem = CCMenuItemImage::create("sound-on-A.png", "sound-on-B.png",this,menu_selector(GameMenuScene::menuSoundCallback));//设置声音菜单项	m_soundItem->setScale(0.5);	m_soundItem->setEnabled(false);	m_soundItem->setPosition(ccp(40,40));	CCMenuItemImage *pCloseItem = CCMenuItemImage::create(		"CloseNormal.png",		"CloseSelected.png",		this,		menu_selector(GameMenuScene::menuCloseCallback));	pCloseItem->setPosition(ccp(size.width - 20, 20));	//使用按钮创建菜单	CCMenu* mainmenu = CCMenu::create(newGameItem,continueItem,aboutItem,m_soundItem,pCloseItem,NULL);	mainmenu->setPosition(ccp(0,0));	this->addChild(mainmenu,1,3);

初始化背景音乐

	m_isSound = true;//是否开启声音标识	CocosDenshion::SimpleAudioEngine::sharedEngine()->preloadBackgroundMusic( CCFileUtils::sharedFileUtils()->fullPathForFilename("background.mp3").c_str() );	CocosDenshion::SimpleAudioEngine::sharedEngine()->setBackgroundMusicVolume(0.5);	CocosDenshion::SimpleAudioEngine::sharedEngine()->playBackgroundMusic(CCFileUtils::sharedFileUtils()->fullPathForFilename("background.mp3").c_str(), true);

进入主菜单页面有动画效果

void GameMenuScene::onEnter(){	CCLayer::onEnter();	CCSize size = CCDirector::sharedDirector()->getWinSize();	CCNode* mainmenu = this->getChildByTag(3);//主菜单	mainmenu->setPositionX(-200);	mainmenu->runAction(CCSequence::create(CCEaseElasticOut::create(CCMoveTo::create(1,ccp(0,0))),CCCallFuncN::create(this, callfuncN_selector(GameMenuScene::menuEnter)),NULL));//终点有弹力	CCNode* title = this->getChildByTag(2);//标题	title->setPositionY(size.height + 20);	title->runAction(CCEaseElasticOut::create(CCMoveBy::create(1,ccp(0,-100))));	CCNode* bgstar = this->getChildByTag(1);//星球	bgstar->setPositionX(size.width/3);	bgstar->runAction(CCMoveBy::create(0.5,ccp(size.width/3,0)));}void GameMenuScene::menuEnter( CCNode* pSender ){	//菜单项可见	CCNode* mainmenu = this->getChildByTag(3);	CCArray* temp = mainmenu->getChildren();	for(unsigned int i = 0;i < temp->count();i ++)	{		((CCMenuItemImage *)temp->objectAtIndex(i))->setEnabled(true);	}}


点击NEW GAME、Contunue菜单按键切换GameMainScene场景进入游戏主页面

void GameMenuScene::menuNewGameCallback( CCObject* pSender ){	CCDirector::sharedDirector()->replaceScene(GameMainScene::scene());}void GameMenuScene::menuContinueCallback( CCObject* pSender ){	CCDirector::sharedDirector()->replaceScene(GameMainScene::scene());}


点击About 菜单按键切换GameAboutScene场景进入关于页面

void GameMenuScene::menuAboutCallback( CCObject* pSender ){	CCDirector::sharedDirector()->replaceScene(GameAboutScene::scene());}


点击声音菜单按键,变换按键图标,设置声音开关

void GameMenuScene::menuSoundCallback( CCObject* pSender ){	if(!m_isSound)//声音开	{		m_soundItem->setNormalImage(CCSprite::create("sound-on-A.png"));		m_soundItem->setDisabledImage(CCSprite::create("sound-on-B.png"));		CocosDenshion::SimpleAudioEngine::sharedEngine()->playBackgroundMusic(CCFileUtils::sharedFileUtils()->fullPathForFilename("background.mp3").c_str(), true);		m_isSound = true;	}	else//声音关	{		m_soundItem->setNormalImage(CCSprite::create("sound-off-A.png"));		m_soundItem->setDisabledImage(CCSprite::create("sound-off-B.png"));		CocosDenshion::SimpleAudioEngine::sharedEngine()->stopBackgroundMusic();		m_isSound = false;	}}

 

关于页面

代码:

初始化关于页面

背景

	CCSprite* bg = CCSprite::create("bg.png");	bg->setScale(0.5);	bg->setPosition( ccp(size.width/2, size.height/2) );	this->addChild(bg, 0,0);

星球

	CCSprite*bgstar = CCSprite::create("moon.png");	bgstar->setAnchorPoint(ccp(0.5,0));	bgstar->setScale(0.5);	bgstar->setPosition(ccp(size.width/3 * 1, 0));	this->addChild(bgstar,1,1);

关于页面的信息

	CCSprite*kuang = CCSprite::create("tb.png");	kuang->setScale(0.5);	kuang->setPosition(ccp(size.width/2, size.height/2));	this->addChild(kuang,2,2);	char inf[256];	sprintf(inf,"游戏名称:喵星战争\n\n作者:\n\n公司:\n\n使用工具:cocos2D-x");	CCLabelTTF * myjineng = CCLabelTTF::create(inf,"Marker Felt",40,CCSizeMake(400,400),kCCTextAlignmentLeft);	myjineng->setAnchorPoint(ccp(0,1));	myjineng->setColor(ccc3(255,200,0));	myjineng->setPosition(ccp(50,600));	kuang->addChild(myjineng);//将标签加入关于框

返回菜单按键,并注册点击事件

	CCMenuItemImage *back = CCMenuItemImage::create("backA.png", "backB.png",this,menu_selector(GameAboutScene::menuBackCallback));	back->setScale(0.5);	back->setPosition(ccp(size.width - 20,size.height - 20));	back->setEnabled(false);	CCMenu* mainmenu = CCMenu::create(back,NULL);	mainmenu->setPosition(ccp(0,0));	this->addChild(mainmenu,3,4);

返回键点击返回到主菜单页面

void GameAboutScene::menuBackCallback( CCObject* pSender ){	 CCDirector::sharedDirector()->replaceScene(GameMenuScene::scene());}

进入关于页面时的动画

void GameAboutScene::onEnter(){	 CCLayer::onEnter();	  //菜单进入后,菜单项点击有效	 CCSize size = CCDirector::sharedDirector()->getWinSize();	 CCNode* mainmenu = this->getChildByTag(4);//返回键	 mainmenu->setPositionX(-100);	 mainmenu->runAction(CCSequence::create(CCEaseElasticOut::create(CCMoveBy::create(0.5,ccp(100,0))),CCCallFuncN::create(this, callfuncN_selector(GameAboutScene::menuEnter)),NULL));//终点弹力效果	 //	 CCNode* title = this->getChildByTag(3);//关于页面标题	 title->setPositionY(size.height+20);	 title->runAction(CCEaseElasticOut::create(CCMoveBy::create(0.5,ccp(0,-40))));	 CCNode*bgstar = this->getChildByTag(1);	 bgstar->setPositionX(size.width/3 * 2);	 bgstar->runAction(CCMoveBy::create(0.5,ccp(-size.width/3,0)));	 CCNode*kuang = this->getChildByTag(2);//关于框	 kuang->setPositionX(-200);	 kuang->runAction(CCEaseElasticOut::create(CCMoveTo::create(0.5,ccp(size.width/2,size.height/2))));}

 

 

进入主页面

代码:

初始化游戏主页面

背景,创建2个图拼接一起

	m_bg1 = CCSprite::create("bg.png");	m_bg1->setScale(0.5);	m_bg2 = CCSprite::create("bg.png");	m_bg2->setScale(0.5);	m_bg1->setAnchorPoint(ccp(0,0));//设置锚点	m_bg2->setAnchorPoint(ccp(0,0));	m_bg1->setPosition( ccp(0,0) );	m_bg2->setPosition( ccp(0,size.height) );	this->addChild(m_bg1, 0);	this->addChild(m_bg2, 0);

创建主角及出场动画

	m_hero = new GameObjHero();	m_hero->setPosition(ccp(size.width/2,-50));	m_hero->setScale(0.5);	this->addChild(m_hero,2,1);	m_hero->runAction(CCMoveBy::create(0.5,ccp(0,150)));


创建3个敌人,每个敌人有移动动作

	m_enemys = CCArray::createWithCapacity(3);	for(int i = 0;i < 3;i ++)	{		int type = i + 1;		GameObjEnemy* enemy = new GameObjEnemy();		enemy->setPosition(ccp(size.width/4 * type,size.height + 50));		enemy->setScale(0.5);		enemy->setType(type);		m_enemys->addObject(enemy);		this->addChild(enemy,1);		enemy->moveStart();	}


初始主角生命数及生命图标

	m_blood = 3;	CCSpriteBatchNode* ui = CCSpriteBatchNode::create("cat.png");	//CCNode *ui = CCNode::create();	m_blood1 = CCSprite::createWithTexture(ui->getTexture());	m_blood1->setPosition(ccp(20,size.height - 20));	m_blood1->setScale(0.2f);	ui->addChild(m_blood1);	m_blood2 = CCSprite::createWithTexture(ui->getTexture());	m_blood2->setPosition(ccp(50,size.height - 20));	m_blood2->setScale(0.2f);	ui->addChild(m_blood2);	m_blood3 = CCSprite::createWithTexture(ui->getTexture());	m_blood3->setPosition(ccp(80,size.height - 20));	m_blood3->setScale(0.2f);	ui->addChild(m_blood3);	addChild(ui,4);

初始化主角子弹

 	m_heroBullets = CCArray::createWithCapacity(5); 	for(size_t i = 0;i < m_heroBullets->capacity();i ++) 	{ 		GameHeroBullet * mybullet = new GameHeroBullet(); 		mybullet->setIsNotVisable(this); 		mybullet->setScale(0.5); 		m_heroBullets->addObject(mybullet); 		this->addChild(mybullet,3); 	} 	m_heroBullets->retain();//计数器+1

初始化敌人子弹

 	m_enemyBullets = CCArray::createWithCapacity(10); 	for(size_t i = 0;i < m_enemyBullets->capacity();i ++) 	{ 		GameEnemyBullet * mybullet = new GameEnemyBullet(); 		mybullet->setIsNotVisable(this);//若是没加object参数,会发生运行时调用约定错误,原因未知 		mybullet->setScale(0.5); 		m_enemyBullets->addObject(mybullet); 		this->addChild(mybullet,3); 	} 	m_enemyBullets->retain();

游戏分数

	m_gameMark = new GameMark();	this->addChild(m_gameMark,4);


初始化游戏结束语gameover

	m_gameOver = CCSprite::create("gameover.png");	m_gameOver->setAnchorPoint(ccp(0.5,0.5));	m_gameOver->setPosition(ccp(0,0));	m_gameOver->setPosition(ccp(size.width/2,size.height/2 + 70));	m_gameOver->setVisible(false);	m_gameOver->setScale(0.5);	this->addChild(m_gameOver,5);

游戏结束上一步菜单按键

	CCMenuItemImage *pCloseItem = CCMenuItemImage::create("back.png","back.png",		this,menu_selector(GameMainScene::menuBackCallback) );	pCloseItem->setPosition( ccp(size.width/2,size.height/2 - 50) );	pCloseItem->setScale(0.5);	CCMenu* pMenu = CCMenu::create(pCloseItem, NULL);	pMenu->setPosition( CCPointZero );	this->addChild(pMenu,5,25);	pMenu->setVisible(false);	pMenu->setEnabled(false);	m_isReduce = false;	m_isGameOver = false;	scheduleUpdate();



主角及主角子弹

代码:

主角接收触摸

	CCDirector* pDirector = CCDirector::sharedDirector();	pDirector->getTouchDispatcher()->addTargetedDelegate(this, 0, true);


主角身体动画

	CCAnimation* animation = CCAnimation::create();	animation->addSpriteFrameWithFileName("catBody1.png");	animation->addSpriteFrameWithFileName("catBody2-4.png");	animation->addSpriteFrameWithFileName("catBody3.png");	animation->addSpriteFrameWithFileName("catBody2-4.png");	animation->setDelayPerUnit(0.1f);	animation->setRestoreOriginalFrame(true);	mainsprite->runAction(CCRepeatForever::create(CCAnimate::create(animation)));	this->addChild(mainsprite);

主角尾巴摇摆动画

	CCSprite *tail = CCSprite::create("catTail.png"); 	tail->setAnchorPoint(ccp(0.5,1)); 	tail->setPosition(ccp(-5,-29));	tail->setScale(0.5);	tail->setRotation(20);	tail->runAction(CCRepeatForever::create((CCActionInterval*)CCSequence::create(CCRotateBy::create(0.5,-40),CCRotateBy::create(0.5,40),NULL)));	this->addChild(tail);

主角手动画

	m_leftHand = CCSprite::create("catHand1.png");	m_leftHand->setAnchorPoint(ccp(1,0.5));	m_leftHand->setPosition(ccp(-18,-20));	this->addChild(m_leftHand);	m_rightHand = CCSprite::create("catHand2.png");	m_rightHand->setPosition(ccp(18,-20));	m_rightHand->setAnchorPoint(ccp(0,0.5));	this->addChild(m_rightHand);	m_offset = ccp(0,0);	m_isControl = false;

主角定时发射子弹

schedule(schedule_selector(GameObjHero::releasebullet), 0.8f);void GameObjHero::releasebullet( float dt ){	if(m_isControl)//是否触摸了主角,触摸了则发射子弹	{		CCPoint pos = this->getPosition(); //获取主角坐标		GameMainScene *p = (GameMainScene*) this->getParent();//获取父场景调用releaseHeroBullet发射子弹		p->releaseHeroBullet(pos.x,pos.y + 30);	}}void GameMainScene::releaseHeroBullet( int x,int y )//参数主角坐标{	for(size_t i = 0;i < m_heroBullets->capacity();i++)//遍历主角每个子弹	{		if(!((GameHeroBullet *)m_heroBullets->objectAtIndex(i))->getIsvisble())		{			//设置位置,并设置为显示			((GameHeroBullet *)m_heroBullets->objectAtIndex(i))->setPosition(ccp(x,y));//子弹起始位置			((GameHeroBullet *)m_heroBullets->objectAtIndex(i))->setIsVisable();//子弹移动动画			break; 		}	}}void GameHeroBullet::setIsVisable(){	this->setVisible(true);	m_isVisable = true;	int a = (-this->getPosition().y + 550)/150;	this->runAction(CCSequence::create(CCMoveTo::create((-this->getPosition().y + 550)/150,ccp(this->getPosition().x,550)),CCCallFuncN::create(this, callfuncN_selector(GameHeroBullet::setIsNotVisable)),NULL));;}void GameHeroBullet::setIsNotVisable(CCNode* pSender){	this->setVisible(false);	m_isVisable = false;	this->stopAllActions();}


ccTouchBegan中判断是否点中主角

	if(! containsTouchLocation(touch))//没选中主角	{		return false; 	}	else//选中了	{		m_isControl = true;//发射子弹		//获取触摸偏移		CCPoint touchPoint = touch->getLocationInView();		touchPoint = CCDirector::sharedDirector()->convertToGL(touchPoint);		m_offset.x = touchPoint.x - this->getPosition().x;		m_offset.y = touchPoint.y - this->getPosition().y;	}	//选中的点是否在精灵矩形范围内		bool GameObjHero::containsTouchLocation(CCTouch* touch)	{		return rect().containsPoint(convertTouchToNodeSpaceAR(touch));//	}		CCRect GameObjHero::rect()	{		CCSize s = CCSizeMake(85,90);		CCPoint p = ccp(-s.width / 2, -s.height / 2);		return CCRectMake(-s.width / 2, -s.height / 2, s.width, s.height);	}


敌人及敌人子弹

代码:

创建敌人

this->setContentSize(CCSizeMake(99,115));	m_mainBody = CCSprite::create("DrDog1.png");	//敌人自身动画	CCAnimation* animation = CCAnimation::create();	animation->addSpriteFrameWithFileName("DrDog1.png");	animation->addSpriteFrameWithFileName("DrDog2.png");	animation->setDelayPerUnit(0.1f);	animation->setRestoreOriginalFrame(true);	m_mainBody->runAction(CCRepeatForever::create(CCAnimate::create(animation)));	this->addChild(m_mainBody);	//初始化爆炸,不可见	m_boom = CCSprite::create("boom1.png");	this->addChild(m_boom);	m_boom->setVisible(false);	m_isLife = true;

敌人移动动画

	int type = CCRANDOM_0_1() * 4;//4种随机移动	//敌人运动轨迹(贝尔曲线)	ccBezierConfig bezier2;	bezier2.controlPoint_1 = CCPointMake(this->getPosition().x - 400,330);	bezier2.controlPoint_2 = CCPointMake(this->getPosition().x + 400,280);	bezier2.endPosition = CCPointMake(this->getPosition().x,-70);	CCBezierTo * bezierBy2 = CCBezierTo::create(6, bezier2);	ccBezierConfig bezier1;	bezier1.controlPoint_1 = CCPointMake(this->getPosition().x + 400,330);	bezier1.controlPoint_2 = CCPointMake(this->getPosition().x - 400,280);	bezier1.endPosition = CCPointMake(this->getPosition().x,-70);	CCBezierTo * bezierBy1 = CCBezierTo::create(6, bezier1);	switch(type)	{	case 0:	case 1:		this->runAction(CCSequence::create(CCMoveBy::create(6,ccp(0,-600)),CCCallFuncN::create(this, callfuncN_selector(GameObjEnemy::reStart)),NULL));		break;	case 2:		this->runAction(CCSequence::create(bezierBy2,CCCallFuncN::create(this, callfuncN_selector(GameObjEnemy::reStart)),NULL));		break;	case 3:		this->runAction(CCSequence::create(bezierBy1,CCCallFuncN::create(this, callfuncN_selector(GameObjEnemy::reStart)),NULL));		break;	}	schedule(schedule_selector(GameObjEnemy::releaseBullet), 1.2f);

当第一波敌人过屏以后,重新设置一波敌人初始位置及移动的动画, 这样敌人就无限循环出现

void GameObjEnemy::reStart( CCNode* pSender ){	m_mainBody->setVisible(true);	m_boom->setVisible(false);	CCSize size = CCDirector::sharedDirector()->getWinSize();	this->setPosition(ccp(size.width/4 * m_type,size.height + 50));	m_isLife = true;	this->moveStart();}

每个敌人发射子弹

void GameObjEnemy::releaseBullet( float dt ){	CCSize size = CCDirector::sharedDirector()->getWinSize();	CCPoint pos = this->getPosition();//敌人位置	if(pos.y > 20 && pos.y < size.height && m_isLife)//敌人出在屏幕上才能发	{		GameMainScene *p = (GameMainScene *) this->getParent();		p->releaseEnemyBullet(pos.x,pos.y - 30);//发射子弹	}}void GameMainScene::releaseEnemyBullet( int x,int y ){	for(unsigned int i = 0; i<m_enemyBullets->capacity(); i++)//每个敌人的子弹10发	{		if(!((GameEnemyBullet*)m_enemyBullets->objectAtIndex(i))->getIsvisble())		{			((GameEnemyBullet*)m_enemyBullets->objectAtIndex(i))->setPosition(ccp(x,y));			((GameEnemyBullet*)m_enemyBullets->objectAtIndex(i))->setIsVisable();//子弹动画			break; 		}	}}void GameEnemyBullet::setIsVisable(){	this->setVisible(true);	m_isVisable = true;	this->runAction(CCRepeatForever::create(CCRotateBy::create(1,360)));	this->runAction(CCSequence::create(CCMoveTo::create((this->getPosition().y + 50)/150,ccp(this->getPosition().x,-50)),CCCallFuncN::create(this, callfuncN_selector(GameEnemyBullet::setIsNotVisable)),NULL));;}void GameEnemyBullet::setIsNotVisable(CCNode* pSender){	this->setVisible(false);	m_isVisable = false;	this->stopAllActions();}



 

游戏主页面update定时器进行游戏背景动画处理和主角与敌人攻击碰撞检测

游戏背景动画至上往下移动,当第1张图滑过底部时,第2张图连接上,每次移动2

游戏背景动画至上往下移动,当第1张图滑过底部时,第2张图连接上,每次移动2	m_bg1->setPosition(ccp(m_bg1->getPosition().x,m_bg1->getPosition().y - 2));	m_bg2->setPosition(ccp(m_bg2->getPosition().x,m_bg2->getPosition().y - 2));	if(m_bg2->getPosition().y <= 0)	{		float temp = m_bg2->getPosition().y + 480;		m_bg1->setPosition(ccp(m_bg2->getPosition().x,temp));	}	if(m_bg1->getPosition().y <= 0)	{		float temp = m_bg1->getPosition().y + 480;		m_bg2->setPosition(ccp(m_bg1->getPosition().x,temp));	}


三种碰撞检测
敌人和主角、主角子弹碰撞检测

CCPoint hpos = m_hero->getPosition();//主角坐标 	for(size_t i = 0;i < m_enemys->capacity();i ++)//遍历敌人 	{ 		GameObjEnemy * enemy = ((GameObjEnemy *) m_enemys->objectAtIndex(i));//单个敌人 		CCPoint epos = enemy->getPosition(); 		if(enemy->m_isLife)//子弹击中敌人 		{ 			for(size_t i = 0;i < m_heroBullets->capacity();i ++)//主角子弹 			{ 				if(((GameHeroBullet *)m_heroBullets->objectAtIndex(i))->getIsvisble()) 				{ 					if(isHit(((GameHeroBullet *)m_heroBullets->objectAtIndex(i))->getPosition(),epos,5,13,21,28))//主角子弹打中敌人碰撞检测 					{ 						enemy->setDie();//敌人消失,有爆炸动画 						m_gameMark->addNumber(200);//加分 						break; 					} 				} 			} 		}		//敌人和主角碰撞		if(!m_isReduce && enemy->m_isLife && isHit(hpos,epos,21,22.5,21,28))		{			enemy->setDie();			setHeroHurt();//主角掉命		}	}


主角被敌人子弹打中碰撞检测

	if(!m_isReduce)	{		for(size_t i = 0;i < m_enemyBullets->capacity();i ++)//敌人的子弹10发		{			if(isHit(hpos,((GameEnemyBullet *)m_enemyBullets->objectAtIndex(i))->getPosition(),21,22.5,5,13))			{				setHeroHurt();//主角掉命			}		}	}

判断两个矩形是否碰撞

bool GameMainScene::isHit( CCPoint p1,CCPoint p2,int w1,int h1,int w2,int h2 ){	if(abs(p1.x - p2.x) < w1 + w2 && abs(p1.y - p2.y) < h1 + h2)	{		return true;	}	return false;}

主角掉命

void GameMainScene::setHeroHurt(){	m_hero->stopAllActions();	switch(m_blood)//初始3	{	case 3:		m_blood1->setVisible(false);//命图标不可见		m_blood --;		break;	case 2:		m_blood2->setVisible(false);		m_blood --;		break;	case 1:		m_blood3->setVisible(false);		m_blood --;		break;	case 0:		if(! m_isGameOver)		{			m_isGameOver = true;			setGameOver();//3条命用完,游戏结束		}		break;	} 	CCActionInterval*  action = CCBlink::create(5, 10);//3秒内闪烁6次 	m_hero->runAction(action);	scheduleOnce(schedule_selector(GameMainScene::resetReduce), 5.0f);//5秒后执行一次	m_isReduce = true;//5秒不受伤害}void GameMainScene::resetReduce( float dt ){	m_isReduce = false;//重新能收到伤害}


敌人消失后爆炸

void GameObjEnemy::setDie(){	//敌人消失	m_isLife = false;	m_mainBody->setVisible(false);	m_boom->setVisible(true);	this->stopAllActions();	//爆炸动画	CCAnimation* boomAnimation = CCAnimation::create();	boomAnimation->addSpriteFrameWithFileName("boom1.png");	boomAnimation->addSpriteFrameWithFileName("boom2.png");	boomAnimation->addSpriteFrameWithFileName("boom3.png");	boomAnimation->addSpriteFrameWithFileName("boom4.png");	boomAnimation->addSpriteFrameWithFileName("boom5.png");	boomAnimation->setDelayPerUnit(0.1f);	boomAnimation->setRestoreOriginalFrame(true);	m_boom->runAction(CCSequence::create(CCAnimate::create(boomAnimation),CCCallFuncN::create(this, 	  callfuncN_selector(GameObjEnemy::reStart)),NULL));}