Cocos2d-X 3.4版-虚拟摇杆控制精灵上下左右《赵云要格斗》

首先非常感谢Evankaka大神的无私奉献,传送门:Evankaka神的博客

在学习大神开源的《赵云要格斗》demo时,为了方便和我一样的小白菜鸟,将其改写为Cocos2d-x3.3版本(根据我个人的理解

做出了一些改动),现在已经改到Evankaka教程的第三节,工作任务少点以后还会陆续更新。

Hero.h:

基于组合优与集成,以及轻量的理念,此类继承自Node即可。

在Hero类里我对SetAnimation,以及AttackAnimation进行了改写,添加了一个函数getAnimation来获取plist文件得到的动作,将其

返回给SetAnimation,AttackAnimation使用。

添加RunEnd运来对run动作结束进行监听。

//
//  Hero.h
//  Fight
//
//  Created by Cytzrs on 15/2/2.
//
//

#ifndef __Fight__Hero__
#define __Fight__Hero__

#include <iostream>
#include "cocos-ext.h"
using namespace cocos2d;
USING_NS_CC_EXT;
class Hero:public cocos2d::Node
{
public:
    Hero(void);
    ~Hero(void);
    //根据图片名创建英雄
    void InitHeroSprite(char *hero_name);
	//设置动画,num为图片数目,run_directon为精灵脸朝向,false朝右,name_each为name_png中每一小张图片的公共名称部分
    void SetAnimation(const char *name_plist,const char *name_png,const char *name_each,const unsigned int num,bool run_directon);
	//停止动画
    void StopAnimation();
	//判断是否在跑动画
    bool IsRunning;
    
    bool IsAttack;
    //英雄运动的方向
    bool HeroDirecton;
    CREATE_FUNC(Hero);
    //判断英雄是否运动到了窗口的中间位置,visibleSize为当前窗口的大小
    bool JudgePositona(Size visibleSize);
    
    void AttackAnimation(const char *name_plist,bool run_directon);
    
    Animation* getAnimation(const char *name_plist,bool run_directon);
    void RunEnd();
    void AttackEnd();
private:
    Sprite* m_HeroSprite;//精灵
    char *Hero_name;//用来保存初始状态的精灵图片名称
};
#endif /* defined(__Fight__Hero__) */

Hero.cpp

//
//  Hero.cpp
//  Fight
//
//  Created by Cytzrs on 15/2/2.
//
//

#include "Hero.h"
#include <String.h>
USING_NS_CC;
USING_NS_CC_EXT;
Hero::Hero(void)
{
	IsRunning=false;//没在放动画
    IsAttack = false;
	HeroDirecton=false;//向右运动
	Hero_name=NULL;
}

Hero::~Hero(void)
{
    
}
void Hero::InitHeroSprite(char *hero_name)
{
	Hero_name=hero_name;
	this->m_HeroSprite=Sprite::create(hero_name);
	this->addChild(m_HeroSprite);
}
//动画播放,可以是跑、攻击、死亡、受伤等
void Hero::SetAnimation(const char *name_plist,unsigned int num,bool run_directon)
{
    if(HeroDirecton!=run_directon)
    {   HeroDirecton=run_directon;
        m_HeroSprite->setFlippedX(run_directon);
    }
    if(IsRunning)
        return;
    auto ani = getAnimation(name_plist,name_png,name_each,num,run_directon);
    auto action = Animate::create(ani);
    auto ccback = CallFunc::create(CC_CALLBACK_0(Hero::RunEnd,this));
    auto act = Sequence::create(action,ccback,NULL);
    m_HeroSprite->runAction(act);
    
    IsRunning=true;
}

void Hero::RunEnd()
{
    IsRunning=false;
}

Animation* Hero::getAnimation(const char *name_plist,bool run_directon)
{
    auto cache = SpriteFrameCache::getInstance();
    cache->addSpriteFramesWithFile(name_plist,name_png);
    //    auto sprite = Sprite::createWithSpriteFrameName(String::createWithFormat("%s1.png",name_each)->getCString());
    
    m_HeroSprite->setTexture(CCString::createWithFormat("%s1.png",name_each)->getCString());
    
    auto spriteBatch = SpriteBatchNode::create(name_png);
    //    spriteBatch->addChild(sprite);
    addChild(spriteBatch);
    
    Vector<SpriteFrame*> animFrames(num);
    for(int i = 1; i < num; i++)
    {
        // Obtain frames by alias name
        auto frame = cache->getSpriteFrameByName(String::createWithFormat("%s%d.png",i)->getCString());
        animFrames.pushBack(frame);
    }
    
    auto animation = Animation::createWithSpriteFrames(animFrames,0.3f);
    
    return animation;

}
void Hero::StopAnimation()
{
    if(!IsRunning)
        return;
	m_HeroSprite->stopAllActions();//当前精灵停止所有动画
    
//	//恢复精灵原来的初始化贴图
//	this->removeChild(m_HeroSprite);//把原来的精灵删除掉
//	m_HeroSprite=Sprite::create(Hero_name);//恢复精灵原来的贴图样子
//	m_HeroSprite->setFlippedX(HeroDirecton);
//	this->addChild(m_HeroSprite);
	IsRunning=false;
}

bool Hero::JudgePositona (Size visibleSize)
{
    if(this->getPositionX()!=visibleSize.width/2)//精灵到达左边
        return false;
    else
        return true;//到达中间位置
}

void Hero::AttackAnimation(const char *name_plist,bool run_directon)
{
    if(IsAttack)
        return;
    
    auto ani = getAnimation(name_plist,run_directon);
    auto action = Animate::create(ani);
//    auto ccback = CallFunc::create(this,callfunc_selector(Hero::AttackEnd));
    auto ccback = CallFunc::create( CC_CALLBACK_0(Hero::AttackEnd,NULL);
    // 14 frames * 1sec = 14 seconds
    m_HeroSprite->runAction(act);
    IsAttack=true;
    
}
void Hero::AttackEnd()
{
    //恢复精灵原来的初始化贴图
//    this->removeChild(m_HeroSprite);//把原来的精灵删除掉
//    m_HeroSprite=Sprite::create(Hero_name);//恢复精灵原来的贴图样子
//    m_HeroSprite->setFlippedX(HeroDirecton);
//    this->addChild(m_HeroSprite);
    IsAttack=false;
}
摇杆类HRocker.h
//
//  HRocker.h
//  Fight
//
//  Created by Cytzrs on 15/2/2.
//
//

#ifndef __Fight__HRocker__
#define __Fight__HRocker__

#include <iostream>

#include "cocos2d.h"

using namespace cocos2d;

//用于标识摇杆与摇杆的背景
typedef enum{
	tag_rocker,tag_rockerBG,}tagForHRocker;
//用于标识摇杆方向
typedef enum{
	rocker_stay,rocker_right,rocker_up,rocker_left,rocker_down,}tagDirecton;
class HRocker:public Layer
{
public:
	HRocker(void);
	~HRocker(void);
    
	//创建摇杆(摇杆的操作题图片资源名,摇杆背景图片资源名,起始坐标)
	static HRocker* createHRocker(const char *rockerImageName,const char *rockerBGImageName,Point position);
	//启动摇杆(显示摇杆、监听摇杆触屏事件)
	void startRocker(bool _isStopOther);
	//停止摇杆(隐藏摇杆,取消摇杆的触屏监听)
	void stopRocker();
	//判断控制杆方向,用来判断精灵上、下、左、右运动
	int rocketDirection;
	//当前人物行走方向,用来判断精灵的朝向,精灵脸朝右还是朝左
	bool rocketRun;
	CREATE_FUNC(HRocker);
    
    void update(float dt);
private:
	//自定义初始化函数
	void rockerInit(const char* rockerImageName,const char* rockerBGImageName,Point position);
	//是否可操作摇杆
	bool isCanMove;
	//获取当前摇杆与用户触屏点的角度
	float getRad(Point pos1,Point pos2);
	//摇杆背景的坐标
	Point rockerBGPosition;
	//摇杆背景的半径
	float rockerBGR;
	//触屏事件
	virtual bool onTouchBegan(Touch *pTouch,Event *pEvent);
	virtual void onTouchMoved(Touch *pTouch,Event *pEvent);
	virtual void onTouchEnded(Touch *pTouch,Event *pEvent);
    
};

#endif /* defined(__Fight__HRocker__) */
HRocker.cpp
//
//  HRocker.cpp
//  Fight
//
//  Created by Cytzrs on 15/2/2.
//
//

#include "HRocker.h"
const double PI=3.1415;
HRocker::HRocker(void)
{
	rocketRun=false;
}

HRocker::~HRocker(void)
{
}

//创建摇杆(摇杆的操作题图片资源名,摇杆背景图片资源名,起始坐标)
HRocker* HRocker::createHRocker(const char *rockerImageName,Point position)
{
	HRocker *layer = HRocker::create();
	if (layer)
	{
		layer->rockerInit(rockerImageName,rockerBGImageName,position);
		return layer;
	}
	CC_SAFE_DELETE(layer);
	return NULL;
}

//自定义初始化函数
void HRocker::rockerInit(const char* rockerImageName,Point position)
{
	Sprite *spRockerBG = Sprite::create(rockerBGImageName);
	spRockerBG->setPosition(position);
	spRockerBG->setVisible(false);
	addChild(spRockerBG,tag_rockerBG);
    
	Sprite *spRocker = Sprite::create(rockerImageName);
	spRocker->setPosition(position);
	spRocker->setVisible(false);
	addChild(spRocker,1,tag_rocker);
    
	rockerBGPosition = position;
	rockerBGR = spRockerBG->getContentSize().width*0.5;//
	rocketDirection=-1;//表示摇杆方向不变
}

//启动摇杆(显示摇杆、监听摇杆触屏事件)
void HRocker::startRocker(bool _isStopOther)
{
	Sprite *rocker = (Sprite*)this->getChildByTag(tag_rocker);
	rocker->setVisible(true);
    
	Sprite *rockerBG = (Sprite *)this->getChildByTag(tag_rockerBG);
	rockerBG->setVisible(true);
    
    auto listener = EventListenerTouchOneByOne::create();
    listener->onTouchBegan = CC_CALLBACK_2(HRocker::onTouchBegan,this);
    listener->onTouchMoved = CC_CALLBACK_2(HRocker::onTouchMoved,this);
    listener->onTouchEnded = CC_CALLBACK_2(HRocker::onTouchEnded,this);
    
	Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(listener,this);
}

//停止摇杆(隐藏摇杆,取消摇杆的触屏监听)
void HRocker::stopRocker()
{
	Sprite *rocker = (Sprite *)this->getChildByTag(tag_rocker);
	rocker->setVisible(false);
    
	Sprite * rockerBG = (Sprite *)this->getChildByTag(tag_rockerBG);
	rockerBG->setVisible(false);
    
    Director::getInstance()->getEventDispatcher()->removeAllEventListeners();
}


//获取当前摇杆与用户触屏点的角度
float HRocker::getRad(Point pos1,Point pos2)
{
	float px1 = pos1.x;
	float py1 = pos1.y;
	float px2 = pos2.x;
	float py2 = pos2.y;
    
	//得到两点x的距离
	float x = px2 - px1;
	//得到两点y的距离
	float y = py1 - py2;
	//算出斜边长度
	float xie = sqrt(pow(x,2) + pow(y,2));
	//得到这个角度的余弦值(通过三角函数中的店里:角度余弦值=斜边/斜边)
	float cosAngle = x / xie;
	//通过反余弦定理获取到期角度的弧度
	float rad = acos(cosAngle);
	//注意:当触屏的位置Y坐标<摇杆的Y坐标,我们要去反值-0~-180
	if (py2 < py1)
	{
		rad = -rad;
	}
	return rad;
}

Vec2 getAngelePosition(float r,float angle){
	return Vec2(r*cos(angle),r*sin(angle));
}

//抬起事件
bool HRocker::onTouchBegan(Touch *pTouch,Event *pEvent)
{
	Point point = pTouch->getLocation();
	Sprite *rocker = (Sprite *)this->getChildByTag(tag_rocker);
	if (rocker->boundingBox().containsPoint(point))
	{
		isCanMove = true;
		log("begin");
	}
	return true;
}
//移动事件
void HRocker::onTouchMoved(Touch *pTouch,Event *pEvent)
{
	if (!isCanMove)
	{
		return;
	}
	Point point = pTouch->getLocation();
	Sprite *rocker = (Sprite *)this->getChildByTag(tag_rocker);
	//得到摇杆与触屏点所形成的角度
	float angle = getRad(rockerBGPosition,point);
	//判断两个圆的圆心距是否大于摇杆背景的半径
	if (sqrt(pow((rockerBGPosition.x - point.x),2) + pow((rockerBGPosition.y - point.y),2)) >= rockerBGR)
	{
        
		//保证内部小圆运动的长度限制
		rocker->setPosition(getAngelePosition(rockerBGR,angle) + Vec2(rockerBGPosition.x,rockerBGPosition.y));
        //	log("touch");
	}
	else
	{
		//当没有超过,让摇杆跟随用户触屏点移动即可
		rocker->setPosition(point);
		//log("touch");
	}
    
	//判断方向
	if(angle>=-PI/4&&angle<PI/4)
	{
		rocketDirection=rocker_right;
		rocketRun=false;
		log("%d",rocketDirection);
	}
	else if(angle>=PI/4&&angle<3*PI/4)
	{
		rocketDirection=rocker_up;
		log("%d",rocketDirection);
	}
	else if((angle>=3*PI/4&&angle<=PI)||(angle>=-PI&&angle<-3*PI/4))
	{
		rocketDirection=rocker_left;
		rocketRun=true;
		log("%d",rocketDirection);
	}
	else if(angle>=-3*PI/4&&angle<-PI/4)
	{
		rocketDirection=rocker_down;
		log("%d",rocketDirection);
	}
}
//离开事件
void HRocker::onTouchEnded(Touch *pTouch,Event *pEvent)
{
	if (!isCanMove)
	{
		return;
	}
	Sprite *rockerBG = (Sprite*)this->getChildByTag(tag_rockerBG);
	Sprite *rocker = (Sprite*)this->getChildByTag(tag_rocker);
	rocker->stopAllActions();
	rocker->runAction(CCMoveTo::create(0.08f,rockerBG->getPosition()));
	isCanMove = false;
	rocketDirection=rocker_stay;
	log("%d",rocketDirection);
	log("end");
}
void HRocker::update(float dt)
{
	if(isCanMove)
	{
		
	}
}

最后一步在Scene中添加update函数:

void HelloWorld::update(float delta)
{
	switch(rocker->rocketDirection)
	{
        case 1:
            hero->SetAnimation("run_animation.plist","run_animation.png",8,rocker->rocketRun);
            hero->setPosition(Vec2(hero->getPosition().x+1,hero->getPosition().y));
            break;
        case  2:
            hero->SetAnimation("run_animation.plist",rocker->rocketRun);
            hero->setPosition(Vec2(hero->getPosition().x,hero->getPosition().y+1));
            break;
        case 3:
            hero->SetAnimation("run_animation.plist",rocker->rocketRun);
            hero->setPosition(Vec2(hero->getPosition().x-1,hero->getPosition().y));
            break;
        case 4:
            hero->SetAnimation("run_animation.plist",hero->getPosition().y-1));
            break;
        default:
            hero->StopAnimation();
            break;
            
	}
}


PS:多写博客,帮助自己,方便他人!

相关文章

    本文实践自 RayWenderlich、Ali Hafizji 的文章《...
Cocos-code-ide使用入门学习地点:杭州滨江邮箱:appdevzw@1...
第一次開始用手游引擎挺激动!!!进入正题。下载资源1:从C...
    Cocos2d-x是一款强大的基于OpenGLES的跨平台游戏开发...
1.  来源 QuickV3sample项目中的2048样例游戏,以及最近《...
   Cocos2d-x3.x已经支持使用CMake来进行构建了,这里尝试...