[cocos2dx学习笔记]用cocos2dx3.X完成塔防游戏王国保卫战--防御塔六之兵营塔

兵营塔可以产生三个士兵,可以设置士兵集结点,当周围有敌人通过时,士兵会拦下敌人,并与敌人进行搏斗。每隔N秒,会回复士兵血量,可以升级,有更多的兵种。


去其他防御塔相比,兵营塔在建造完毕,即上一章节中的buildingSmokeAnimation执行完毕后创建3个士兵,给士兵设置集结点,由士兵自行走到集结点。

setRallyPoint是重新设置集结点,士兵会停止一切动作,走到新的集结点(runToLocation()方法)。

void BaseBarracksTower::setRallyPoint(Point point)
{
	auto rally = point - this->getParent()->getPosition();

	Soldiers.at(0)->setLocation(Point(rally.x + 20,rally.y - 20));
	Soldiers.at(1)->setLocation(Point(rally.x - 20,rally.y - 20));
	Soldiers.at(2)->setLocation(Point(rally.x,rally.y + 20));

	for(int i = 0; i< Soldiers.size()&& Soldiers.at(i)!=NULL && Soldiers.at(i)->getState()!=SoldierStateDeath;i++)
	{
	    if(Soldiers.at(i)->nearestMonster!=NULL && Soldiers.at(i)->nearestMonster->getState()!=stateDeath)
		Soldiers.at(i)->nearestMonster->restartWalking();			
	    Soldiers.at(i)->runToLocation(Soldiers.at(i)->getLocation());
	}
}

cureSoldiers(float dt)是设置在每隔dt时间,对士兵进行一次治疗,若有死掉的士兵,自动制造一名新的士兵。
void BaseBarracksTower::cureSoldiers(float dt)
{
	for(int i = 0;i<Soldiers.size();i++)//遍历士兵
	{
		auto Soldier = Soldiers.at(i);
		if(Soldier->getState() == SoldierStateWait){//若士兵没有处于攻击状态
			Soldier->setCurrHp(Soldier->getMaxHp());//回复士兵所有血量
			Soldier->setHpPercentage(100);
			Soldier->getHpBar()->setPercentage(100);
		}
		else if(Soldier->getState() == SoldierStateDeath){//若有士兵死亡
			if(level <= 3){
				SoundManager::playBarrackOpendoor();//播放兵营开门声音以及动画
				door->runAction(Animate::create(AnimationCache::getInstance()->getAnimation(String::createWithFormat("level%d_barracks_ope                                       ndoor",getLevel())->getCString())));
				auto point = Soldier->getLocation();
				Soldier ->removeFromParent();
				Soldier = NULL;//将死亡的士兵清除
				auto newSoldier = BarrackSoldier::createSoldier(point,level);//创建新的士兵
				Soldiers.replace(i,newSoldier);//更新士兵队列
				addChild(newSoldier);
			}//省略。。。。。
         }
}

士兵塔主要工作都放在士兵类当中,士兵塔只负责根据士兵的状态更新士兵


士兵塔的升级界面略有不同,多了一个旗帜用于设置集结点,代码部分在UpdatePanleLayerWithFlag中

        auto flaglistener = EventListenerTouchOneByOne::create();
	flaglistener->onTouchBegan = [&](Touch* touch,Event* event){
		
		auto target = static_cast<Sprite*>(event->getCurrentTarget());

		Point locationInNode = target->convertTouchToNodeSpace(touch);

		Size size = target->getContentSize();
		Rect rect = Rect(0,size.width,size.height);
		if (rect.containsPoint(locationInNode))
		{  	
			return true;  
		}  
		return false;
	};
	flaglistener->onTouchEnded = [&](Touch* touch,Event* event){
		static_cast<TouchLayer*>(this->getParent())->tower = this->getTower();
		static_cast<TouchLayer*>(this->getParent())->setRallyFlagTouchShield();
		tower->isUpdateMenuShown = false;
		this->removeFromParent();
	};

当点击旗帜后,清除升级菜单通知TouchLayer显示集结点范围,并且创建监听事件
void TouchLayer::setRallyFlagTouchShield()
{
	rallyCircle = RallyCircle::create();
	rallyCircle->setPosition(tower->getParent()->getPosition());
	rallyCircle->setTag(1001);
	addChild(rallyCircle);
	listener = EventListenerTouchOneByOne::create();
	listener->onTouchBegan = CC_CALLBACK_2(TouchLayer::onRallyFlagTouchBegan,this);
	listener->onTouchEnded = CC_CALLBACK_2(TouchLayer::onRallyFlagTouchEnded,this);
	listener->setSwallowtouches(true);
	_eventdispatcher->addEventListenerWithSceneGraPHPriority(listener,this);
}
当点击在范围内,显示集结点旗帜,重设士兵塔的集结点即setRallyPoint方法
bool TouchLayer::onRallyFlagTouchBegan(Touch* touch,Event* event)
{
	auto target = static_cast<TouchLayer*>(event->getCurrentTarget());
	Point locationInNode = target->convertTouchToNodeSpace(touch);
	if(locationInNode.distance(tower->getParent()->getPosition())<160 && locationInNode.distance(tower->getParent()->getPosition())>80){
		addRallyFlag(locationInNode);
		tower->setRallyPoint(locationInNode);
		SoundManager::playRallyPointPlaced();
		isFlag = true;
	}else{
		addWrongPlace(static_cast<TouchLayer*>(event->getCurrentTarget())->convertTouchToNodeSpace(touch));
	}
	return true;
}
以上即士兵塔基本实现方法

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