CosCos-android 代码总结
资料:
Android游戏开发视频教程
直接上代码:
MainActivity中Cocos常规写法:
//cocos2d 会把图形绘制在 view 上 private CCGLSurfaceView view = null; @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); view = new CCGLSurfaceView(this); //得到CCDirector 一个应用程序只有一个 CCDirector director = CCDirector.sharedDirector(); //设置应用程序相关的属性 设置游戏程序中所使用的View对象 director.attachInView(view); //设置游戏是否显示FPS值,看应用程序是否流畅 director.setDisplayFPS(true); //设置游戏FPS值,渲染一帧的时间 director.setAnimationInterval(1/30); //生成一个游戏场景对象 CCScene scene =CCScene.node(); //生成布景层对象 GameLayer gameLayer = new GameLayer(); //将布景层对象添加到游戏场景中 scene.addChild(gameLayer); //运行游戏场景 director.runWithScene(scene); setContentView(view);
继承了CCLayer的图层类的基本写法:
public class GameLayer extends CCLayer { // 声明一个精灵对象 CCSprite player; public GameLayer() { // 初始化精灵对象 player = CCSprite.sprite("tank_a.png"); // 设置精灵位置的两种方法 /* * //方法一: 设置精灵对象的位置 player.setPosition(100, 100); */ // 方法二:设置对象 常用于表示坐标,或者是表示向量 CGPoint point = CGPoint.ccp(100, 100); player.setPosition(point); this.addChild(player); //生成一个JumpTo,该对象表示一个跳跃的动作 CGPoint target = CGPoint.ccp(400, 100); CCJumpTo jumpTo = CCJumpTo.action(3,target,200,10); player.runAction(jumpTo); } }
继承了CCLayer的图层类的几个动作:精灵移动 旋转 缩放到指定倍数 闪烁 隐藏(CCHide) 显示
// 初始化精灵对象 player = CCSprite.sprite("tank_a.png"); this.addChild(player); player.setPosition(100, 100); /*** 例子一 :精灵翻转 ***/ // 1.生成 动作对象 /* CCFlipX flipX = CCFlipX.action(true); CCFlipY flipY = CCFlipY.action(true); CCHide hide = CCHide.action(); */ // 2.执行精灵对象执行动作对象 /* player.runAction(flipX); player.runAction(flipY); player.runAction(hide); */ /*** 基础延时动作 CCMoveTo和CCScaleTo ***/ /*** 例子二 :精灵移动 ***/ /* CGPoint mPoint = CGPoint.ccp(400,400); CCMoveTo moveTo = CCMoveTo.action(3, mPoint); player.runAction(moveTo); */ /*** 例子三:精灵旋转 ***/ /* CCRotateTo rotateTo = CCRotateTo.action(3,-90); player.runAction(rotateTo); */ /*** 例子四:缩放到指定倍数 ***/ /*** 第一个参数为:倍数,x:y是缩放比例 ***/ /*CCScaleTo scale = CCScaleTo.action(5, 10, 4); player.runAction(scale);*/ /*** 例子五:闪烁CCBink ***/ /*CCBlink bink =CCBlink.action(10, 10); player.runAction(bink);*/ /*** 例子六:CCShow ***/ /*CCShow show = CCShow.action(); player.runAction(show);*/ }
继承了CCLayer的图层类的动作执行方式:动作依次执行 多个动作同时执行 以及精灵清理技巧
// 初始化精灵对象 playerA = CCSprite.sprite("tank_a.png"); playerB = CCSprite.sprite("tank_b.png"); this.addChild(playerA); this.addChild(playerB); CGPoint point = CGPoint.ccp(100,100); playerA.setPosition(point); playerB.setPosition(point); CGPoint detaPoint = CGPoint.ccp(300, 300); CCMoveTo moveTo = CCMoveTo.action(2, detaPoint); CCRotateTo rotateTo = CCRotateTo.action(2,90); CCScaleTo scaleTo = CCScaleTo.action(2, 2); /*** 例一:多少动作依次执行 ***/ /*CCSequence seq = CCSequence.actions(moveTo, rotateTo,scaleTo); playerA.runAction(seq);*/ /*** 例二:多个动作同时执行 ***/ /*CCSpawn spawn = CCSpawn.actions(moveTo, rotateTo,scaleTo); playerA.runAction(spawn);*/ /*** 例三:常用于清理精灵,与CCSequence联用 ***/ /*CCCallFuncN func = CCCallFuncN.action(this, "onActionFinished"); CCSequence seq = CCSequence.actions(moveTo, func); playerA.runAction(seq);*/ /*** 例四:CCFollow :***/ } public void onActionFinished(Object sender) { System.out.println("onActionFinished called"); }
继承了CCLayer的图层类的向量的加、减、乘:
// 声明一个精灵对象 CCSprite playerA; CCSprite playerB; public GameLayer() { // 初始化精灵对象 playerA = CCSprite.sprite("tank_a.png"); playerB = CCSprite.sprite("tank_b.png"); this.addChild(playerA); this.addChild(playerB); CGPoint point = CGPoint.ccp(0, 400); playerA.setPosition(point); playerB.setPosition(point); CGPoint detaPoint = CGPoint.ccp(200, 300); /*//向量加法 CGPoint targetPoint1 = CGPoint.ccpAdd(point, detaPoint); playerB.setPosition(targetPoint1); //向量减法 CGPoint targetPoint2 = CGPoint.ccpSub(point, detaPoint); playerB.setPosition(targetPoint2); //向量乘法 CGPoint targetPoint3 = CGPoint.ccpMult(point, (float) 1.3); playerB.setPosition(targetPoint3); //计算单位向量 CGPoint targetPoint4 = CGPoint.ccpNormalize(point); playerB.setPosition(targetPoint4);*/ //MoveBy 第二个参数为增量 /*CCMoveBy moveBy = CCMoveBy.action(3,detaPoint); playerA.runAction(moveBy);*/ //JumpBy 第二个参数为增量 /*CCJumpBy jumpBy = CCJumpBy.action(3, detaPoint, 200, 3); playerA.runAction(jumpBy);*/ }
继承了CCLayer的图层类的 精灵淡入(颜色变化到指定值、颜色变化到相对值) 精灵淡出 重复指定动作N次数 指定动作,重复次数无限
// 声明一个精灵对象 CCSprite playerA; CCSprite playerB; public GameLayer_Animale() { // 初始化精灵对象 playerA = CCSprite.sprite("tank_a.png"); this.addChild(playerA); CGPoint point = CGPoint.ccp(100,300); playerA.setPosition(point); //使精灵淡入 //ccColor3B color3b = ccColor3B.ccc3(0,-300,-300); //例一:使精灵的颜色变化到指定值 /*CCTintTo tintTo = CCTintTo.action(3, color3b); playerA.runAction(tintTo);*/ //例二:使精灵的颜色变化到相对值:在当前颜色上加值 /*CCTintBy tintBy = CCTintBy.action(3,color3b); playerA.runAction(tintBy);*/ //例三:使精灵淡入CCFadenIn /*CCFadeIn fadeIn = CCFadeIn.action(3); playerA.runAction(fadeIn);*/ //例三:使精灵淡出CCFadenOut /* CCFadeOut fadeOut = CCFadeOut.action(3); playerA.runAction(fadeOut);*/ //例四: /*CGPoint targetPoint1 = CGPoint.ccp(400, 300); CGPoint targetPoint2 = CGPoint.ccp(200,300); CCMoveTo moveTo1 = CCMoveTo.action(2,targetPoint1); CCMoveTo moveTo2 = CCMoveTo.action(2,targetPoint2); CCSequence seq = CCSequence.actions(moveTo1,moveTo2);*/ //用一重复指定动作,重复次数 /*CCRepeat repeat = CCRepeat.action(seq, 5); playerA.runAction(repeat);*/ //用一重复指定动作,重复次数无限 /*CCRepeatForever repeatForever = CCRepeatForever.action(seq); playerA.runAction(repeatForever);*/
继承了CCLayer的图层类的 触摸事件
// 声明一个精灵对象 CCSprite playerA; //当用户开始触摸屏幕时,执行此方法 @Override public boolean ccTouchesBegan(MotionEvent event) { // TODO Auto-generated method stub System.out.println("began"); return super.ccTouchesBegan(event); } //当用户手指离开时,执行该方法 @Override public boolean ccTouchesEnded(MotionEvent event) { // TODO Auto-generated method stub float x = event.getX(); float y = event.getY(); CGPoint p1 = CGPoint.ccp(x, y); //左上角的坐标,转换成右下角的坐标 CGPoint p3=CCDirector.sharedDirector().convertToGL(p1); System.out.println("转换后:"+p3.x+","+p3.y); System.out.println("转换前:("+x+","+y+") = end"); return super.ccTouchesEnded(event); } //当用户在屏幕上移动时,执行该方法 @Override public boolean ccTouchesMoved(MotionEvent event) { // TODO Auto-generated method stub System.out.println("move"); return super.ccTouchesMoved(event); } //接收触摸事件,首先必须对当前图层进行设置 public GamerLayer_Touch() { //对当前图层进行设置处理触摸事件 this.setIsTouchEnabled(true); playerA = CCSprite.sprite("tank_a.png"); this.addChild(playerA); }
继承了CCLayer的图层类的 按时间执行指定函数
/** * @author FDAorangebook 日期:2014-4-11 功能: */ public class GameLayer_Time extends CCLayer { public GameLayer_Time() { this.setIsTouchEnabled(true); // 调用schedule方法,传输函数名,以及间隔时间 this.schedule("fun", 2); } public void fun(float delta) { System.out.println("fun is called"+delta); } /* (non-Javadoc) * @see org.cocos2d.layers.CCLayer#ccTouchesBegan(android.view.MotionEvent) */ @Override public boolean ccTouchesBegan(MotionEvent event) { // TODO Auto-generated method stub this.unschedule("fun"); System.out.println("unschedule"); return super.ccTouchesBegan(event); } }
注:其中图片资源要放在这此只是基本的用法,其它的用法 还要看源码。
要源示例代码的请顶起!