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Android游戏开发十日通(6)- 太空大战

2014-12-18 16:15 316 查看
http://blog.csdn.net/silangquan/article/details/16921035

今天要学习的是coscos2d-x官网索引的一篇初级游戏教程。作为小白的入门,再适合不过了。

资源文件下载

工程源码下载

大师的源码

环境:

lubuntu 13.10 32bit Android 4.1 cocos2d-x 2.2

下面就一步步来完成。

1.创建工程

创建项目

终端进入 cocos2d-x-2.2/tools/project-creator/ ,执行

./create_project.py -project SpaceGame -package com.maclab.SpaceGame -language cpp

在 /cocos2d-x-2.2/projects/SpaceGame 中就有创建好的各平台的工程模板。

修改proj.android 下build_native.sh,添加一行指定NDK_ROOT

在eclipse中导入proj.android 工程,记得不要勾Copy to Project into workspace.

如果之前未将 /cocos2d-x-2.2/cocos2dx/platform/android/java 导入,在这里要导入。

创建软链接,终端进入 pro.android,执行命令:

ln -s ../Resources ./Resources

在Eclipse中刷新工程,Resources文件夹就出现了。

换一个狂拽酷炫点的图标



将android工程中res文件夹下的icon.png换成这个就可以了。

在项目上右击,run as->android application

一切顺利的话工程就创建好了,如果没法运行,检查cocos2dx是否配置好。

2.拷贝资源文件

将下载好的资源文件挨个拷贝到Resources文件夹中,注意Classes 文件夹不要拷贝,fonts文件夹合并就好。

3.添加一个小飞机

先将HelloWorldScence.cpp中的

USING_NS_CC;

移动到HelloWorldScence.h中,这样定义成员的时候就不用老加上命名空间了。

首先在HelloWorld.h中添加两个成员:

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private:

CCSpriteBatchNode* batchNode;

CCSprite* ship;

然后在init的时候初始化这俩个成员:

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batchNode = CCSpriteBatchNode::create("Spritesheets/Sprites.pvr.ccz");

this->addChild(batchNode);

CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("Spritesheets/Sprites.plist");



ship = CCSprite::createWithSpriteFrameName("SpaceFlier_sm_1.png");



ship->setPosition(ccp(origin.x + visibleSize.width * 0.1,

origin.y + visibleSize.height * 0.5));

batchNode->addChild(ship,1);

分别编译linux版本和android 版本 ,效果如下:





4.添加卷轴滚动的背景

在头文件中继续添加几个相关的private成员:

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CCParallaxNode *backgroundNode;

CCSprite *spacedust1;

CCSprite *spacedust2;

CCSprite *planetsunrise;

CCSprite *galaxy;

CCSprite *spacialanomaly;

CCSprite *spacialanomaly2;

还是在init() 中对它们进行初始化,把整个场景搭建起来:

这里用到了CCParallaxNode类,用它来实现背景,可以加强背景的层次感,在进行背景卷动的时候,可以实现越近的背景卷动得越快,越远越慢。(想想在火车上 向外看窗外的景色)

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// 1) Create the CCParallaxNode

backgroundNode = CCParallaxNode::create();

this->addChild(backgroundNode, -1);



// 2) Create the sprites will be added to the CCParallaxNode

spacedust1 = CCSprite::create("Backgrounds/bg_front_spacedust.png");

spacedust2 = CCSprite::create("Backgrounds/bg_front_spacedust.png");

planetsunrise = CCSprite::create("Backgrounds/bg_planetsunrise.png");

galaxy = CCSprite::create("Backgrounds/bg_galaxy.png");

spacialanomaly = CCSprite::create("Backgrounds/bg_spacialanomaly.png");

spacialanomaly2 = CCSprite::create("Backgrounds/bg_spacialanomaly2.png");



// 3) Determine relative movement speeds for space dust and background

CCPoint dustSpeed = ccp(0.1, 0.1);

CCPoint bgSpeed = ccp(0.05, 0.05);



// 4) Add children to CCParallaxNode

backgroundNode->addChild(spacedust1, 0, dustSpeed, ccp(0,visibleSize.height/2) ); // 2

backgroundNode->addChild(spacedust2, 0, dustSpeed, ccp( spacedust1->getContentSize().width,visibleSize.height/2));

backgroundNode->addChild(galaxy, -1, bgSpeed, ccp(0, visibleSize.height * 0.7));

backgroundNode->addChild(planetsunrise, -1 , bgSpeed, ccp(600, visibleSize.height * 0));

backgroundNode->addChild(spacialanomaly, -1, bgSpeed, ccp(900, visibleSize.height * 0.3));

backgroundNode->addChild(spacialanomaly2, -1, bgSpeed, ccp(1500, visibleSize.height * 0.9));

编译运行之后的效果:



5.卷动背景

原理就是每一Frame将背景向后移动一定的距离,也就是背景图片以一定的速度运动。

在头文件中添加update函数,将其声明为似有成员函数,这个函数是会自动调用的。

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private:

// scheduled Update

void update(float dt);

函数实现如下:

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void HelloWorld::update(float dt)

{

CCPoint backgroundScrollVert = ccp(-1000,0);

backgroundNode->setPosition(ccpAdd(backgroundNode->getPosition(), ccpMult(backgroundScrollVert, dt)));

}

在init()中添加一句

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this->scheduleUpdate();

这样背景就会不断地往后走,造成飞机在往前飞的假象,但有个问题,背景跑一会儿之后就不见了,因为没有循环显示。

而CCParallaxNode也没有对应的循环的方法,这里就要自定义类了。这里自定义一个CCParallaxNodeExtras类,继承 CCParallaxNode。主要是添加一个 incrementOffset() 方法,用户实现循环显示。

CCParallaxNodeExtras.h

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#ifndef Cocos2DxFirstIosSample_CCParallaxNodeExtras_h

#define Cocos2DxFirstIosSample_CCParallaxNodeExtras_h



#include "cocos2d.h"



USING_NS_CC;



class CCParallaxNodeExtras : public CCParallaxNode {



public :



// Need to provide a constructor

CCParallaxNodeExtras();



// just to avoid ugly later cast and also for safety

static CCParallaxNodeExtras * node();



// Facility method (it’s expected to have it soon in COCOS2DX)

void incrementOffset(CCPoint offset, CCNode* node);

} ;



#endif

CCParallaxNodeExtras.cpp

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#include "CCParallaxNodeExtras.h"



// Hack to access CCPointObject (which is not a public class)

class CCPointObject : CCObject {

CC_SYNTHESIZE(CCPoint, m_tRatio, Ratio)

CC_SYNTHESIZE(CCPoint, m_tOffset, Offset)

CC_SYNTHESIZE(CCNode *, m_pChild, Child) // weak ref

};



// Need to provide a constructor

CCParallaxNodeExtras::CCParallaxNodeExtras() {

CCParallaxNode(); // call parent constructor

}



CCParallaxNodeExtras * CCParallaxNodeExtras::node() {

return new CCParallaxNodeExtras();

}



void CCParallaxNodeExtras::incrementOffset(CCPoint offset,CCNode* node){

for( unsigned int i = 0; i < m_pParallaxArray->num; i++) {

CCPointObject *point = (CCPointObject *)m_pParallaxArray->arr[i];

CCNode * curNode = point->getChild();

if( curNode->isEqual(node) ) {

point->setOffset( ccpAdd(point->getOffset(), offset) );

break;

}

}

}

在这里还定义了一个内部类CCPointObject,关于CC_SYNTHESIZEz这个宏

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#define CC_PROPERTY(varType, varName, funName)\

protected: varType varName;\

public: virtual varType get##funName(void);\

public: virtual void set##funName(varType var);

incrementOffset函数的作用就是将子node移动一个偏移量。

对原HelloWorldScence.cpp进行一定的修改,首先backgroundNode的声明要修改:

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CCParallaxNodeExtras *backgroundNode;

其初始化变为

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backgroundNode = CCParallaxNodeExtras::node();

在update()的最后添加下面的代码作为检测,

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CCArray *spaceDusts = CCArray::arrayWithCapacity(2) ;

spaceDusts->addObject(_spacedust1) ;

spaceDusts->addObject(_spacedust2) ;

for ( int ii = 0 ; ii <spaceDusts->count() ; ii++ ) {

CCSprite * spaceDust = (CCSprite *)(spaceDusts->objectAtIndex(ii)) ;

float xPosition = _backgroundNode->convertToWorldSpace(spaceDust->getPosition()).x ;

float size = spaceDust->getContentSize().width ;

if ( xPosition < -size ) {

_backgroundNode->incrementOffset(ccp(spaceDust->getContentSize().width*2,0),spaceDust) ;

}

}



CCArray *backGrounds = CCArray::arrayWithCapacity(4) ;

backGrounds->addObject(_galaxy) ;

backGrounds->addObject(_planetsunrise) ;

backGrounds->addObject(_spacialanomaly) ;

backGrounds->addObject(_spacialanomaly2) ;

for ( int ii = 0 ; ii <backGrounds->count() ; ii++ ) {

CCSprite * background = (CCSprite *)(backGrounds->objectAtIndex(ii)) ;

float xPosition = _backgroundNode->convertToWorldSpace(background->getPosition()).x ;

float size = background->getContentSize().width ;

if ( xPosition < -size ) {

_backgroundNode->incrementOffset(ccp(2000,0),background) ;

}

}

修改proj.linux/MakeFile,将新添加的 cpp 索引进来。

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SOURCES = main.cpp \

../Classes/AppDelegate.cpp \

../Classes/HelloWorldScene.cpp\

../Classes/CCParallaxNodeExtras.cpp

编译运行



android版本的编译需要修改proj.android/jni/Android.mk

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LOCAL_SRC_FILES := hellocpp/main.cpp \

../../Classes/AppDelegate.cpp \

../../Classes/HelloWorldScene.cpp\

../../Classes/CCParallaxNodeExtras.cpp

5.夜空中最亮的星

我们还可以在场景中添加一些星空的效果,可以用内置的粒子系统来实现,在init() 的后面添加下面的语句:

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//Add some stars

HelloWorld::addChild(CCParticleSystemQuad::create("Particles/Stars1.plist"));

HelloWorld::addChild(CCParticleSystemQuad::create("Particles/Stars2.plist"));

HelloWorld::addChild(CCParticleSystemQuad::create("Particles/Stars3.plist"));

编译后运行





6.控制小飞机

这里用到了移动设备的重力传感器。cocos2d-x对加速计进行了封装,我们可以不用关心具体平台api,直接使用抽象后的加速计api就可以了。

首先是要实现基类的关于传感器的虚函数,在头文件中添加:

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virtual void didAccelerate(CCAcceleration* pAccelerationValue);

然后在cpp中添加其实现:

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void HelloWorld::didAccelerate(CCAcceleration* pAccelerationValue) {

#define KFILTERINGFACTOR 0.1

#define KRESTACCELX -0.6

#define KMAXDIFFY 0.2

#define KMAXDIFFX 0.1



double rollingX = 0.0;

double rollingY = 0.0;



// Cocos2DX inverts X and Y accelerometer depending on device orientation

// in landscape mode right x=-y and y=x !!! (Strange and confusing choice)

//exchange value

float tmp;

tmp = pAccelerationValue->x;

pAccelerationValue->x = pAccelerationValue->y;

pAccelerationValue->y = tmp;



rollingX = (pAccelerationValue->x * KFILTERINGFACTOR);

rollingY = (pAccelerationValue->y * KFILTERINGFACTOR);

float accelX = pAccelerationValue->x - rollingX;

float accelY = pAccelerationValue->y - rollingY;

CCSize winSize = CCDirector::sharedDirector()->getWinSize();

float accelDiffx = accelX - KRESTACCELX;

float accelDiffy = accelY;

float accelFractionx = accelDiffx / KMAXDIFFX;

float accelFractiony = accelDiffy / KMAXDIFFY;

shipPointsPerSecY = 0.5 * winSize.height * accelFractionx;

shipPointsPerSecX = 0.5 * winSize.width * accelFractiony;

}

这个函数在每次检测到传感器的信息之后就会回调,传回一个CCAcceleration对象,这里只要x方向的值就可以了。注意这里还对传感器的值进行了一定的处理,让小飞机有一种飞行的感觉,同时速度是和屏幕大小对应的,算是多设备匹配的一个trick。

接下来在update() 中更行飞船的位置,在后面添加下面的代码:

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CCSize winSize = CCDirector::sharedDirector()->getWinSize();

float maxY = winSize.height - ship->getContentSize().height/2;

float minY = ship->getContentSize().height/2;

float maxX = winSize.width - ship->getContentSize().width/2;

float minX = ship->getContentSize().width/2;



float diffy = (shipPointsPerSecY * dt);

float diffx = (shipPointsPerSecX * dt);

float newY = ship->getPosition().y + diffy;

float newX = ship->getPosition().x + diffx;

newY = MIN(MAX(newY, minY), maxY);

newX = MIN(MAX(newX, minX), maxX);

ship->setPosition(ccp(newX, newY));

最后就是启动传感器的检测了,在init()中添加:

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this->setAccelerometerEnabled(true);

这个功能只能在真机中测试。

7.添加小行星

在HelloWorld.h中添加几个私有成员变量,

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CCArray* asteroids;

int nextAsteroid;

float nextAsteroidSpawn;

第一个用来存储小行星,第二个用来索引,第三个用来记录小行星出现的间隔时间。

添加几个public辅助函数:

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//For get random float value

float randomValueBetween(float low, float high);



//Set visibility of Node

void setInvisible(CCNode * node);



//Get millisecs current sys-time

float getTimeTick();

在init()中对成员进行初始化:

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//init asteroids

asteroids = new CCArray();

//Store asteroids

for(int i = 0; i < 15; ++i) {

CCSprite *asteroid = CCSprite::createWithSpriteFrameName("asteroid.png");

asteroid->setVisible(false);

batchNode->addChild(asteroid);

asteroids->addObject(asteroid);

}

nextAsteroid = 0;

nextAsteroidSpawn = 0.0;

接下来是函数的实现,都比较简单。

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float HelloWorld::randomValueBetween(float low, float high) {

return (((float) 2 * rand() / 0xFFFFFFFFu) * (high - low)) + low;

}



float HelloWorld::getTimeTick() {

timeval time;

gettimeofday(&time, NULL);

unsigned long millisecs = (time.tv_sec * 1000) + (time.tv_usec/1000);

return (float) millisecs;

}







void HelloWorld::setInvisible(CCNode * node) {

node->setVisible(false);

}

最后在update()中更新小行星:

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//Set asteroids

float curTimeMillis = getTimeTick();

if (curTimeMillis > nextAsteroidSpawn) {



float randMillisecs = randomValueBetween(0.20,1.0) * 1000;

nextAsteroidSpawn = randMillisecs + curTimeMillis;



float randY = randomValueBetween(0.0,winSize.height);

float randDuration = randomValueBetween(2.0,10.0);



CCSprite *asteroid = (CCSprite *)asteroids->objectAtIndex(nextAsteroid);

nextAsteroid++;



if (nextAsteroid >= (int)asteroids->count())

nextAsteroid = 0;



asteroid->stopAllActions();

asteroid->setPosition( ccp(winSize.width+asteroid->getContentSize().width/2, randY));

asteroid->setVisible(true);

asteroid->runAction(CCSequence::create(CCMoveBy::create(randDuration, ccp(-winSize.width-asteroid->getContentSize().width, 0)), CCCallFuncN::create(this, callfuncN_selector(HelloWorld::setInvisible)), NULL // DO NOT FORGET TO TERMINATE WITH NULL (unexpected in C++)

));

}

编译运行。



8.发射激光

和小行星的添加类似,首先修改头文件

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CCArray* shipLasers;

int nextShipLaser;

在init中初始化:

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//init lasers

shipLasers = new CCArray();

for(int i = 0; i < 5; ++i)

{

CCSprite *shipLaser = CCSprite::createWithSpriteFrameName("laserbeam_blue.png");

shipLaser->setVisible(false);

batchNode->addChild(shipLaser);

shipLasers->addObject(shipLaser);

}

this->setTouchEnabled(true);

nextShipLaser = 0;



9.简单的碰撞检测

这里的碰撞检测包括两个部分:激光和小行星的碰撞,飞机和小行星的碰撞。

首先添加一个私有成员,用于记录飞机的生命值。

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int lives;

在init()添加对其的初始化:

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lives = 3;

在update()中添加检测的操作:

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//Collision Detection

//Asteroids

CCObject* asteroid;

CCObject* shipLaser;

CCARRAY_FOREACH(asteroids, asteroid){

if (!((CCSprite *) asteroid)->isVisible() )

continue;

CCARRAY_FOREACH(shipLasers, shipLaser){

if (!((CCSprite *) shipLaser)->isVisible())

continue;

if (((CCSprite *) shipLaser)->boundingBox().intersectsRect(((CCSprite *)asteroid)->boundingBox()) ) {

((CCSprite *)shipLaser)->setVisible(false);

((CCSprite *)asteroid)->setVisible(false);

continue;

}

}

if (ship->boundingBox().intersectsRect(((CCSprite *)asteroid)->boundingBox()) ) {

((CCSprite *)asteroid)->setVisible(false);

ship->runAction( CCBlink::create(1.0, 9));

lives--;

}

}

运行的效果是子弹或者飞船碰到小行星,小行星都会消失,飞船的话会闪动。

10.终止游戏

理论上当飞机生命没有的时候,游戏就要结束了。

这里游戏的胜利条件是坚持了60s,失败条件是飞机被撞击了三次。

添加一个枚举声明,表示游戏结束的原因:

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typedef enum {

WIN,

LOSE

} EndReason;

添加私有成员:

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double gameOverTime;

bool gameOver;

还有两个相关的public 方法:

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//Called when game ended

void endScene(EndReason endReason);



//Restart game

void restartTapped();

实现如下:

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void HelloWorld::restartTapped() {

CCDirector::sharedDirector()->replaceScene

(CCTransitionZoomFlipX::create(0.5, this->scene()));

// reschedule

this->scheduleUpdate();

}



void HelloWorld::endScene( EndReason endReason ) {

if (gameOver)

return;

gameOver = true;



CCSize winSize = CCDirector::sharedDirector()->getWinSize();

char message[10] = "You Win";

if ( endReason == LOSE)

strcpy(message,"You Lose");

CCLabelBMFont * label ;

label = CCLabelBMFont::create(message, "fonts/Arial.fnt");

label->setScale(0.1);

label->setPosition(ccp(winSize.width/2 , winSize.height*0.6));

this->addChild(label);



CCLabelBMFont * restartLabel;

strcpy(message,"Restart");

restartLabel = CCLabelBMFont::create(message, "fonts/Arial.fnt");

CCMenuItemLabel *restartItem = CCMenuItemLabel::create(restartLabel, this, menu_selector(HelloWorld::restartTapped) );

restartItem->setScale(0.1);

restartItem->setPosition( ccp(winSize.width/2, winSize.height*0.4));



CCMenu *menu = CCMenu::create(restartItem, NULL);

menu->setPosition(CCPointZero);

this->addChild(menu);



// clear label and menu

restartItem->runAction(CCScaleTo::create(0.5, 1.0));

label ->runAction(CCScaleTo::create(0.5, 1.0));

// Terminate update callback

this->unscheduleUpdate();

}

当游戏结束的时候,调用endScence方法现实结束提示的文字和按钮,可以选择重新再来,调用restartTapped.

运行效果如下:



11.来点音效

游戏中的音效可以为游戏添色不少。

首先将苹果的caf格式转换成android支持的wav.终端cd到工程目录下的 Resources/Sounds ,执行下面的命令(事先装好ffmpeg)

ffmpeg -i SpaceGame.caf SpaceGame.wav

ffmpeg -i explosion_large.caf explosion_large.wav

ffmpeg -i laser_ship.caf laser_ship.wav


顺利的话Sounds文件夹下面就生成了转好码的音频文件了。

在HelloWorld.h 中添加头文件和命名空间:

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#include "SimpleAudioEngine.h"



using namespace CocosDenshion;

在init() 中加入对音效的初始化,这里播放背景乐,同时预加载小行星爆炸的音效和发射激光的音效。

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SimpleAudioEngine::sharedEngine()->playBackgroundMusic("SpaceGame.wav",true);

SimpleAudioEngine::sharedEngine()->preloadEffect("explosion_large.wav");

SimpleAudioEngine::sharedEngine()->preloadEffect("laser_ship.wav");

在碰撞检测中对应位置加入

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SimpleAudioEngine::sharedEngine()->playEffect("Sounds/explosion_large.wav");

播放爆炸的声音。

在触摸函数中添加

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SimpleAudioEngine::sharedEngine()->playEffect("Sounds/laser_ship.wav");

播放发射激光的声音。

发现linux版本不能正常编译,报错:

fatal error: SimpleAudioEngine.h: No such file or directory compilation terminated.

修改proj.linux/MakeFile

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EXECUTABLE = SpaceGame



INCLUDES = -I.. -I../Classes \

-I$(COCOS_ROOT)/CocosDenshion/include



SOURCES = main.cpp \

../Classes/AppDelegate.cpp \

../Classes/HelloWorldScene.cpp\

../Classes/CCParallaxNodeExtras.cpp



COCOS_ROOT = ../../..

include $(COCOS_ROOT)/cocos2dx/proj.linux/cocos2dx.mk



SHAREDLIBS += -lcocos2d -lcocosdenshion

COCOS_LIBS = $(LIB_DIR)/libcocos2d.so



$(TARGET): $(OBJECTS) $(STATICLIBS) $(COCOS_LIBS) $(CORE_MAKEFILE_LIST)

@mkdir -p $(@D)

$(LOG_LINK)$(CXX) $(CXXFLAGS) $(OBJECTS) -o $@ $(SHAREDLIBS) $(STATICLIBS)



$(OBJ_DIR)/%.o: %.cpp $(CORE_MAKEFILE_LIST)

@mkdir -p $(@D)

$(LOG_CXX)$(CXX) $(CXXFLAGS) $(INCLUDES) $(DEFINES) $(VISIBILITY) -c $< -o $@



$(OBJ_DIR)/%.o: ../%.cpp $(CORE_MAKEFILE_LIST)

@mkdir -p $(@D)

$(LOG_CXX)$(CXX) $(CXXFLAGS) $(INCLUDES) $(DEFINES) $(VISIBILITY) -c $< -o $@

主要是搜索路径和库的链接。然后linux版本就可以编译了。

android版本直接编译运行即可。

到此为止,已经基本完成了一个声色俱全的移动平台游戏了~

To be continue

可以做的还有很多,比如

1.给飞机添加血量的显示;

2.添加爆炸的动画;

3.添加敌机;

4.遭遇大boss

...

参考

Cocos2D-X Tutorial for iOS and Android: Space Game
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