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,const char *name_png,const char *name_each,const unsigned int num,bool run_directon);
Animation* getAnimation(const char *name_plist,const char *name_png,const char *name_each,const unsigned int num,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,const char *name_png,const char *name_each,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,const char *name_png,const char *name_each,const unsigned int num,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", name_each, 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,const char *name_png,const char *name_each,const unsigned int num,bool run_directon)
{
if(IsAttack)
return;
auto ani = getAnimation(name_plist,name_png,name_each,num,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,this));
auto act = Sequence::create(action, ccback, 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,const char *rockerBGImageName,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,const char* rockerBGImageName,Point position)
{
Sprite *spRockerBG = Sprite::create(rockerBGImageName);
spRockerBG->setPosition(position);
spRockerBG->setVisible(false);
addChild(spRockerBG,0,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","run_animation.png",8,rocker->rocketRun);
hero->setPosition(Vec2(hero->getPosition().x, hero->getPosition().y+1));
break;
case 3:
hero->SetAnimation("run_animation.plist","run_animation.png",8,rocker->rocketRun);
hero->setPosition(Vec2(hero->getPosition().x-1,hero->getPosition().y));
break;
case 4:
hero->SetAnimation("run_animation.plist","run_animation.png",8,rocker->rocketRun);
hero->setPosition(Vec2(hero->getPosition().x,hero->getPosition().y-1));
break;
default:
hero->StopAnimation();
break;
}
}
PS:多写博客,帮助自己,方便他人!
本文详细介绍了如何将Evankaka大神的《赵云要...》demo改写为Cocos2d-x3.3版本,包括英雄角色的动画播放、运动方向控制及与摇杆类的互动。通过实现代理函数和事件监听,实现英雄角色根据用户操作进行相应动作。最后,展示了如何在Scene中通过摇杆控制英雄在游戏场景中的移动。

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