使用Cocos2D-x引擎在Mac下开发运行在iOS设备上的《植物大战僵尸》第一篇

今天,让我们一起来看一下关于使用Cocos2D-x引擎开发运行在iOS设备上的《植物大战僵尸》简易版本,我所做的就设计了两关,开始动画、菜单界面、游戏界面、游戏成功失败界面,菜单界面上有开始游戏按钮、退出游戏按钮、关于按钮、帮助按钮、游戏界面上有暂停和返回按钮。所用到的技术等做完之后再进行总结,现在就从开始一点一点讲述我所做的过程。
首先,环境搭建这方面我就不多说了,不懂的可以网上找一些资料,这方面的资料还是很多的,我采用Cocos2D-x的版本是2.2.2,环境是Mac Xcode4.6.2,因此建立工程的时候,在终端下进入/Users/tjj/Desktop/cocos2d-x/cocos2d-x-2.2.2/tools/project-creator目录下,输入如下指令:python ./create_project.py -project PlantsVSZombies -package com.hdc.edu -language cpp然后点击回车,工程即可建好,然后在projects目录下找到你所建的项目名称PlantsVSZombies,用Xcode打开即可。
下面新建一个StartLayer类,实现开始动画界面
/* *********************StartLayer.h********************* */
#ifndef __PlantsVSZombies__StartLayer__
#define __PlantsVSZombies__StartLayer__


#include <iostream>
#include "cocos2d.h"
#include "cocos-ext.h"


USING_NS_CC;
USING_NS_CC_EXT;
using namespace std;


class StartLayer : public CCLayer
{
public:
    static CCScene* scene();
    CREATE_FUNC(StartLayer);
    virtual bool init();
    
    void loadUI();
    void replaceScene();
private:
    CCSize _winSize;
};


#endif
/* *********************StartLayer.cpp******************** */
#include "StartLayer.h"
#include "MenuLayer.h"


CCScene* StartLayer::scene()
{
    CCScene* scene = CCScene::create();
    StartLayer* layer = StartLayer::create();
    scene -> addChild(layer);
    return scene;
}


bool StartLayer::init()
{
    if(!CCLayer::init())
    {
        return false;
    }
    
    _winSize = CCDirector::sharedDirector() -> getWinSize();
    
    loadUI();
    
    return true;
}


void StartLayer::loadUI()
{
    CCSprite* bgSprite = CCSprite::create("titlescreen.png");
    bgSprite -> setPosition(ccp(_winSize.width/2,_winSize.height/2));
    this -> addChild(bgSprite);
    
    CCSprite* titleSprite = CCSprite::create("pvz_logo.png");
    titleSprite -> setPosition(ccp(_winSize.width/2,_winSize.height/4 * 3 + 30));
    this -> addChild(titleSprite);
    
    CCSprite* downSprite = CCSprite::create("down.png");
    downSprite -> setPosition(ccp(_winSize.width/2 - 20,_winSize.height/5 - 20));
    this -> addChild(downSprite);
    CCSprite* logoSprite = CCSprite::create("popcap.png");
    logoSprite -> setPosition(ccp(_winSize.width - 60,_winSize.height/4 - 10));
    logoSprite -> setScale(0.5f);
    this -> addChild(logoSprite);
    
    //添加绿草地滚动动画,滚动结束之后进入到菜单界面
    CCSprite* scrollgrassSprite = CCSprite::create("scrollgrass.png");
    scrollgrassSprite -> setPosition(ccp(70,80));
    scrollgrassSprite -> setScale(0.8f);
    CCRotateBy* rotateBy = CCRotateBy::create(0.05, 2 * 3.14);
    CCScaleTo* scaleTo = CCScaleTo::create(5, 0.3);
    scrollgrassSprite -> runAction(CCRepeatForever::create(rotateBy));
    this -> addChild(scrollgrassSprite);
    
    CCMoveTo* moveTo = CCMoveTo::create(5, ccp(350,80));
    CCSpawn* spawn = CCSpawn::create(moveTo,scaleTo,NULL);
    CCCallFunc* func = CCCallFunc::create(this, callfunc_selector(StartLayer::replaceScene));
    CCSequence* seq = CCSequence::create(spawn,func,NULL);
    scrollgrassSprite -> runAction(seq);
    
    //添加草地生长的过程动作
    CCSprite* grassSprite = CCSprite::create("grass.png");
    CCProgressTimer* progress = CCProgressTimer::create(grassSprite);
    progress -> setPosition(ccp(_winSize.width/2 - 28,70));
    this -> addChild(progress);
    progress -> setType(kCCProgressTimerTypeBar);//矩形
    progress -> setMidpoint(ccp(0,0));//左下角,向左向上运动
    CCProgressFromTo* progressTo = CCProgressFromTo::create(5, 0, 100);//这三个参数分别是执行时间,滚动条最小值,滚动条最大值
    progress -> runAction(progressTo);
}


void StartLayer::replaceScene()
{
    //当滚动完成之后,停止本类所有的动作,然后进入到菜单界面
    this -> stopAllActions();
    CCDirector::sharedDirector() -> replaceScene(MenuLayer::scene());
}
//下面进入到菜单界面
//菜单界面上有五个按钮,点击退出按钮,直接退出游戏;声音控制按钮,控制着背景音乐的开关
/* ***********************MenuLayer.h********************/
#ifndef __PlantsVSZombies__MenuLayer__
#define __PlantsVSZombies__MenuLayer__


#include <iostream>
#include "cocos2d.h"
#include "cocos-ext.h"


USING_NS_CC_EXT;
USING_NS_CC;
using namespace std;


enum kMenuTag
{
    kMenuStart_Tag = 1,
    kMenuExit_Tag,
    kMenuHelp_Tag,
    kMenuAbout_Tag
};


class MenuLayer : public CCLayer
{
public:
    static CCScene* scene();
    CREATE_FUNC(MenuLayer);
    virtual bool init();
    
    void loadUI();
    void clickMenu(CCObject* object);
    void clickMusic();
private:
    CCSize _winSize;
    bool isMusic;
};


#endif
/* *********************MenuLayer.cpp****************** */
#include "MenuLayer.h"
#include "SimpleAudioEngine.h"
#include "HelpLayer.h"
#include "AboutLayer.h"
using namespace CocosDenshion;


CCScene* MenuLayer::scene()
{
    CCScene* scene = CCScene::create();
    MenuLayer* layer = MenuLayer::create();
    scene -> addChild(layer);
    return scene;
}


bool MenuLayer::init()
{
    if(!CCLayer::init())
    {
        return false;
    }
    
    _winSize = CCDirector::sharedDirector() -> getWinSize();
    isMusic = true;
    
    loadUI();
    
    return true;
}


void MenuLayer::loadUI()
{
    CCSprite* bgSprite = CCSprite::create("main_background.png");
    bgSprite -> setPosition(ccp(_winSize.width/2,_winSize.height/2));
    this -> addChild(bgSprite);
    
    //创建四个按钮:开始游戏、退出游戏、关于、帮助
    CCMenuItemFont* startItem = CCMenuItemFont::create("开始游戏");
    startItem -> setTarget(this, menu_selector(MenuLayer::clickMenu));
    startItem -> setColor(ccc3(0, 0, 255));
    startItem -> setFontSize(32);
    startItem -> setTag(kMenuStart_Tag);
    startItem -> setFontName("Marker Felt");
    startItem -> setPosition(ccp(_winSize.width - 150,_winSize.height/4 * 3 - 20));
    
    CCMenuItemFont* exitItem = CCMenuItemFont::create("退出游戏");
    exitItem -> setTarget(this, menu_selector(MenuLayer::clickMenu));
    exitItem -> setColor(ccc3(0, 0, 255));
    exitItem -> setFontSize(32);
    exitItem -> setTag(kMenuExit_Tag);
    exitItem -> setFontName("Marker Felt");
    exitItem -> setPosition(ccp(_winSize.width - 150,_winSize.height/2));
    CCMenuItemFont* helpItem = CCMenuItemFont::create("帮助");
    helpItem -> setTarget(this, menu_selector(MenuLayer::clickMenu));
    helpItem -> setColor(ccc3(0, 0, 255));
    helpItem -> setFontSize(32);
    helpItem -> setTag(kMenuHelp_Tag);
    helpItem -> setFontName("Marker Felt");
    helpItem -> setPosition(ccp(160,_winSize.height/4 * 3 - 20));
    
    CCMenuItemFont* aboutItem = CCMenuItemFont::create("关于");
    aboutItem -> setTarget(this, menu_selector(MenuLayer::clickMenu));
    aboutItem -> setColor(ccc3(0, 0, 255));
    aboutItem -> setFontSize(32);
    aboutItem -> setTag(kMenuAbout_Tag);
    aboutItem -> setFontName("Marker Felt");
    aboutItem -> setPosition(ccp(160,_winSize.height/2));
    CCMenu* pMenu = CCMenu::create(startItem,exitItem,helpItem,aboutItem,NULL);
    pMenu -> setPosition(CCPointZero);
    pMenu -> setAnchorPoint(CCPointZero);
    this -> addChild(pMenu);
    //另外还有一个声音的按钮,控制着背景音乐
    CCMenuItemImage* musicOn = CCMenuItemImage::create("musicbutton2.png", "musicbutton2.png");
    CCMenuItemImage* musicOff = CCMenuItemImage::create("musicbuttonstop 2.png", "musicbuttonstop 2.png");
    CCMenuItemToggle* toggle = CCMenuItemToggle::createWithTarget(this, menu_selector(MenuLayer::clickMusic), musicOn,musicOff,NULL);
    toggle -> setPosition(ccp(70,70));
    CCMenu* musicButton = CCMenu::create(toggle,NULL);
    musicButton -> setAnchorPoint(CCPointZero);
    musicButton -> setPosition(CCPointZero);
    this -> addChild(musicButton);
    
    //循环播放声音
    SimpleAudioEngine::sharedEngine() -> playBackgroundMusic("background.mp3", true);
}


void MenuLayer::clickMenu(CCObject* object)
{
    CCMenuItemFont* menu = (CCMenuItemFont*)object;
    if(kMenuStart_Tag == menu -> getTag())
    {
        
    }
    else if(kMenuHelp_Tag == menu -> getTag())
    {
        CCTransitionMoveInT* moveInT = CCTransitionMoveInT::create(0.5, HelpLayer::scene());
        CCDirector::sharedDirector() -> replaceScene(moveInT);
    }
    else if(kMenuAbout_Tag == menu -> getTag())
    {
        CCTransitionMoveInB* moveInB = CCTransitionMoveInB::create(0.5, AboutLayer::scene());
        CCDirector::sharedDirector() -> replaceScene(moveInB);
    }
    else if(kMenuExit_Tag == menu -> getTag())
    {
        #if (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) || (CC_TARGET_PLATFORM == CC_PLATFORM_WP8)
            CCMessageBox("You pressed the close button. Windows Store Apps do not implement a close button.","Alert");
        #else
            CCDirector::sharedDirector()->end();
        #if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
            exit(0);
        #endif
        #endif
    }
}


void MenuLayer::clickMusic()
{
    SimpleAudioEngine* engine = SimpleAudioEngine::sharedEngine();
    isMusic ? engine -> pauseBackgroundMusic() : engine -> resumeBackgroundMusic();
    isMusic = !isMusic;
}
//当点击帮助按钮时,进入到帮助界面
/* ********************HelpLayer.h*********************** */
#ifndef __PlantsVSZombies__HelpLayer__
#define __PlantsVSZombies__HelpLayer__


#include <iostream>
#include "cocos2d.h"
#include "cocos-ext.h"


USING_NS_CC;
USING_NS_CC_EXT;


class HelpLayer : public CCLayer
{
public:
    static CCScene* scene();
    virtual bool init();
    CREATE_FUNC(HelpLayer);
    
    void loadUI();
    void back();
private:
    CCSize _winSize;
};


#endif
/* ***************************HelpLayer.cpp************* */
#include "HelpLayer.h"
#include "MenuLayer.h"


CCScene* HelpLayer::scene()
{
    CCScene* scene = CCScene::create();
    HelpLayer* layer = HelpLayer::create();
    scene -> addChild(layer);
    return scene;
}


bool HelpLayer::init()
{
    if(!CCLayer::init())
    {
        return false;
    }
    
    _winSize = CCDirector::sharedDirector() -> getWinSize();
    
    loadUI();
    
    return true;
}


void HelpLayer::loadUI()
{
    CCSprite* bgSprite = CCSprite::create("helpBackground.png");
    bgSprite -> setPosition(ccp(_winSize.width/2,_winSize.height/2));
    this -> addChild(bgSprite);
    
    CCMenuItemFont* backItem = CCMenuItemFont::create("返回主菜单");
    backItem -> setTarget(this, menu_selector(HelpLayer::back));
    backItem -> setPosition(ccp(_winSize.width/2,40));
    backItem -> setColor(ccc3(100, 100, 100));
    backItem -> setFontSize(32);
    CCMenu* pMenu = CCMenu::create(backItem,NULL);
    pMenu -> setAnchorPoint(CCPointZero);
    pMenu -> setPosition(CCPointZero);
    this -> addChild(pMenu);
}


void HelpLayer::back()
{
    CCTransitionSlideInB* slideInB = CCTransitionSlideInB::create(0.5, MenuLayer::scene());
    CCDirector::sharedDirector() -> replaceScene(slideInB);
}
//当点击关于按钮时,进入到关于界面
/* **********************AboutLayer.h******************** */
#ifndef __PlantsVSZombies__AboutLayer__
#define __PlantsVSZombies__AboutLayer__


#include <iostream>
#include "cocos-ext.h"
#include "cocos2d.h"


USING_NS_CC;
USING_NS_CC_EXT;
using namespace std;


class AboutLayer : public CCLayer
{
public:
    static CCScene* scene();
    virtual bool init();
    CREATE_FUNC(AboutLayer);
    
    void loadUI();
    void back();
private:
    CCSize _winSize;
};


#endif
/* **************************AboutLayer.cpp************* */
#include "AboutLayer.h"
#include "MenuLayer.h"


CCScene* AboutLayer::scene()
{
    CCScene* scene = CCScene::create();
    AboutLayer* layer = AboutLayer::create();
    scene -> addChild(layer);
    return scene;
}


bool AboutLayer::init()
{
    if(!CCLayer::init())
    {
        return false;
    }
    
    _winSize = CCDirector::sharedDirector() -> getWinSize();
    
    loadUI();
    
    return true;
}


void AboutLayer::loadUI()
{
    CCSprite* bgSprite = CCSprite::create("aboutBackground.png");
    bgSprite -> setPosition(ccp(_winSize.width/2,_winSize.height/2));
    this -> addChild(bgSprite);
    
    CCMenuItemFont* backItem = CCMenuItemFont::create("返回主菜单");
    backItem -> setTarget(this, menu_selector(AboutLayer::back));
    backItem -> setPosition(ccp(_winSize.width/2,40));
    backItem -> setColor(ccc3(0, 0, 255));
    backItem -> setFontSize(32);
    CCMenu* pMenu = CCMenu::create(backItem,NULL);
    pMenu -> setAnchorPoint(CCPointZero);
    pMenu -> setPosition(CCPointZero);
    this -> addChild(pMenu);
}


void AboutLayer::back()
{
    CCTransitionSlideInT* slideInT = CCTransitionSlideInT::create(0.5, MenuLayer::scene());
    CCDirector::sharedDirector() -> replaceScene(slideInT);
}


//然后是点击开始游戏按钮,进入到游戏界面

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