1.首先设置配置文件---在resources中新建property.list文件,
当前关的背景文件地图文件levelinfo--bgimg+mapfile
当前关的几波怪物npcgroup--每关有几波--123波,每波怪物有多少个怪物-设有123个,每个怪物都有各自的类型和血量
实现资源的读取和文件的保存,这样我就可以定义无数的关卡:如图
2.动态的加载关卡:
int money;
int NowLevel;@H_502_29@//@H_502_29@当前管卡的编号
int npcGroupCount;@H_502_29@//@H_502_29@当前关共有多少波怪物
int npcNumberCount;@H_502_29@//@H_502_29@当前波共有多少个怪物
int npcGroup_index;@H_502_29@//@H_502_29@当前第几波怪物
int npcNumber_index;@H_502_29@//@H_502_29@当前第几个
void initLevel();@H_502_29@//@H_502_29@初始化当前关卡
ValueVector levelAllNpc;@H_502_29@//@H_502_29@当前关卡的所有怪唔得定义
@H_502_29@
GameScene.cpp中
接下来我们就要初始化当前关卡了,把init()中的加载放到这里:
void GameScene::initLevel(){
this->unscheduleAllSelectors();@H_502_29@//@H_502_29@停掉计划任务
this->removeAllChildren();@H_502_29@//@H_502_29@移除关卡的所有内容--------为了切换到下一关时不再加载第二次
this->allPoint.clear();@H_502_29@//@H_502_29@清空所有点得数据从新加载@H_502_29@--@H_502_29@为了到下一关的时候从新加载路径
// cocos中有一个很好用的类叫FileUtils::文件夹读取工具,读取这个文件,写活%d
ValueMapleveInfo=FileUtils::getInstance()->getValueMapFromFile(StringUtils::format("gameLevel00%d.plist",NowLevel));
std::stringbg1=leveInfo["levelinfo"].asValueMap()["bgimg"].asstring();
@H_502_29@//@H_502_29@动态的@H_502_29@加载背景
auto bg=Sprite::create(bg1);
this->addChild(bg);
bg->setPosition(Director::getInstance()->getWinSize().width/2,
Director::getInstance()->getWinSize().height/2);
@H_502_29@//@H_502_29@加载金币@H_502_29@—@H_502_29@动态的读取
this->money=leveInfo["levelinfo"].asValueMap()["money"].asInt();
@H_502_29@//@H_502_29@加载地图@H_502_29@—@H_502_29@动态读取
std::stringmapf=leveInfo["levelinfo"].asValueMap()["mapfile"].asstring();
auto map=TMXTiledMap::create(mapf);
this->addChild(map);
map->setTag(888);
initAllPoint(map);
@H_502_29@//@H_502_29@定时的移动,和产生怪物
this->schedule(schedule_selector(GameScene::newEnemy),3);
this->scheduleUpdate();
auto spritetool = Sprite::createWithSpriteFrameName("toolbg.png");@H_502_29@//@H_502_29@建显示钱工具
spritetool->setAnchorPoint(Point(0.5f,1));
spritetool->setPosition (Vec2(Director::getInstance()->getWinSize().width /2,
Director::getInstance()->getWinSize().height));
this->addChild(spritetool);
spritetool->setTag(2000);
@H_502_29@//
auto moneyLabel = Label::createWithBMFont("bitmapFontChinese.fnt"," ");@H_502_29@//@H_502_29@显示钱数量的标签
moneyLabel->setPosition(Vec2(spritetool->getContentSize().width /8,spritetool->getContentSize().height /2));
moneyLabel->setAnchorPoint(Point(0,0.5f));
auto moneyText = std::to_string(money);
moneyLabel->setString(moneyText);
moneyLabel->setTag(2002);
spritetool->addChild(moneyLabel);
this->levelAllNpc=leveInfo["npcgroup"].asValueVector();@H_502_29@//npcgroup@H_502_29@这是一个@H_502_29@valuevector@H_502_29@。@H_502_29@ //@H_502_29@当前关卡一共多少波
this->npcGroupCount=levelAllNpc.size();@H_502_29@//@H_502_29@这是当前关总共的怪物数量
this->npcGroup_index=0;@H_502_29@//@H_502_29@这是第几波
this->npcNumberCount=levelAllNpc.at(npcGroup_index).asValueVector().size();@H_502_29@//@H_502_29@这是当前波总共的怪物数量
this->npcNumber_index=0;@H_502_29@//@H_502_29@当前第几个
@H_502_29@//@H_502_29@添加第几波的提示
auto NowGroupLabel = Label::createWithBMFont("bitmapFontChinese.fnt"," ");@H_502_29@//@H_502_29@显示钱数量的标签
NowGroupLabel->setPosition(Vec2(spritetool->getContentSize().width /4+100,spritetool->getContentSize().height /2));
NowGroupLabel->setAnchorPoint(Point(0,0.5f));
NowGroupLabel->setString(std::to_string(npcGroup_index+1));
NowGroupLabel->setTag(2003);
spritetool->addChild(NowGroupLabel);
@H_502_29@//@H_502_29@添加一共有多少波
auto GroupLabel = Label::createWithBMFont("bitmapFontChinese.fnt"," ");@H_502_29@//@H_502_29@显示钱数量的标签
GroupLabel->setPosition(Vec2(spritetool->getContentSize().width /3+150,spritetool->getContentSize().height /2));
GroupLabel->setAnchorPoint(Point(0,0.5f));
GroupLabel->setString(std::to_string(npcGroupCount));
GroupLabel->setTag(2004);
spritetool->addChild(GroupLabel);
3.这样初始化怪物就好了,接下来就是在产生怪物的计划任务newEnemy中取出当前波,当前怪物的类型和hp,产生怪物。
void GameScene::newEnemy(float t){
@H_502_29@//@H_502_29@取出当前波@H_502_29@当前怪唔得类型和@H_502_29@hp
int type=0;
int hp=0;
if(npcNumber_index<npcNumberCount){@H_502_29@//@H_502_29@如果出来的怪物》这是当前波总共的怪物数量@H_502_29@-----@H_502_29@也就是如果这一波都产生完了就让他产生下一波
type=levelAllNpc.at(this->npcGroup_index).asValueVector().at(npcNumber_index).asValueMap()["npcType"].asInt();
hp=levelAllNpc.at(this->npcGroup_index).asValueVector().at(npcNumber_index).asValueMap()["npcHp"].asInt();@H_502_29@//npcHp@H_502_29@是@H_502_29@plist@H_502_29@中的
npcNumber_index++;@H_502_29@//
auto e1=Enemy::createEnemy(type,hp);//产生怪物
this->addChild(e1);
allEnemy.pushBack(e1);
}else{
npcNumber_index=0;
npcGroup_index++;@H_502_29@//@H_502_29@下一波怪物产生
if (npcGroup_index>=levelAllNpc.size()){
this->unschedule(schedule_selector(GameScene::newEnemy));
return;
}
@H_502_29@//@H_502_29@处理:让第几波的那个数字更新
@H_502_29@//npcNumberCount=levelAllNpc.at(this->npcGroup_index).asValueVector().size();
auto NowGroupLabel=(Label*)this->getChildByTag(2000)->getChildByTag(2003);
NowGroupLabel->setString( std::to_string(npcGroup_index+1));
}
}
4.这时,有几波怪物已经都产生完了,接下来我们该做的操作就是在碰撞检测中检测是否过关,如果过关那么我们就让它产生一个过关的动画,然后自动的跳转到下一关:
@H_502_29@
@H_502_29@
@H_502_29@//@H_502_29@检测是否过关@H_502_29@---@H_502_29@第四波都出来了,》@H_502_29@0@H_502_29@,@H_502_29@allenemy@H_502_29@中的怪物没有都移除了@H_502_29@--@H_502_29@也就是说都被打死了
if (this->npcGroup_index>=this->npcGroupCount && allEnemy.size()==0){
this->unscheduleUpdate();
this->NowLevel++;@H_502_29@//@H_502_29@关卡@H_502_29@++@H_502_29@;
@H_502_29@//@H_502_29@全部的关卡完成,自动返回主菜单
if (NowLevel>4){
this->unscheduleAllSelectors();
auto scene=MenuScene::createScene();
Director::getInstance()->replaceScene(scene);
}
@H_502_29@//@H_502_29@就让它出现一个动画@H_502_29@--@H_502_29@过关
auto tips =Label::createWithBMFont("bitmapFontChinese.fnt"," ");
tips->setString("Win Game");
tips->setPosition(Vec2(Director::getInstance()->getWinSize().width/2,-100));
this->addChild(tips);
tips->runAction(Sequence::create(Moveto::create(0.8f,Vec2(Director::getInstance()->getWinSize().width/2,Director::getInstance()->getWinSize().height/2)),
CallFunc::create(CC_CALLBACK_0(Node::removeFromParent,tips)),
CallFunc::create(CC_CALLBACK_0(GameScene::initLevel,this)),
NULL));
}