1)游戏图层设计:
public class WellcomeLayer extends CCLayer {
public WellcomeLayer() {
this.setIsTouchEnabled(true);
CCSprite background1 = CCSprite.sprite("background.jpg");
CCSprite background2 = CCSprite.sprite("background.jpg");
background1.setAnchorPoint(0, 0);
background1.setPosition(0, 0);
this.addChild(background1);
background2.setAnchorPoint(0, 0);
background2.setPosition(0, background1.getContentSize().height);
this.addChild(background2);
CCSprite logo = CCSprite.sprite("LOGO.png");
logo.setAnchorPoint(0, 0);
logo.setPosition((CCDirector.sharedDirector().winSize().width - logo.getContentSize().width)
/ 2 , CCDirector.sharedDirector().winSize().height/2);
this.addChild(logo);
}
}
游戏界面层
public class GameOverLayer extends CCLayer {
public GameOverLayer(int score) {
...
}
}
2)滚动背景设计
同一时候在图层放三张图片,垂直排列,而且每帧2个像素点向下移动,当第二张图片到原点时,反复循环
background1 = CCSprite.sprite("background.jpg");
background2 = CCSprite.sprite("background.jpg");
background3 = CCSprite.sprite("background.jpg");
background3.setAnchorPoint(0, 0);
background2.setAnchorPoint(0, 0);
background1.setAnchorPoint(0, 0); this.addChild(background1);
this.addChild(background2);
this.addChild(background3);
//初始化三张背景图
//使用cocos2d的定时调度
this.schedule("backgroundMove", 0.01f);
/**
* 背景移动
* @param dalat
*/
public void backgroundMove(float dalat) {
background1.setPosition(0, background1.getPosition().y - 2);
background2.setPosition(0, background1.getPosition().y +
background1.getContentSize().height);
background3.setPosition(0, background2.getPosition().y + background2.getContentSize().height);
if(background2.getPosition().y == 0) {
background1.setPosition(0, 0);
}
}
2)背景音乐:
context = CCDirector.sharedDirector().getActivity();
SoundEngine.sharedEngine().preloadEffect(context, R.raw.game_music);
SoundEngine.sharedEngine().playSound(context, R.raw.game_music, true);
4)精灵设计与产生:
/**
* 发射子弹
* @param dalat
*/
public void shoot(float dalat) {
CCSprite bullet = CCSprite.sprite("bullet1.png");
bullet.setPosition(player.getPosition().x, player.getPosition().y +
player.getContentSize().height);
addChild(bullet);
CCMoveBy move = CCMoveBy.action(5, CGPoint.ccp(0, winSize.getHeight() + 10));
bullet.runAction(move);
this.bulletList.add(bullet);
}
/**
* 随机生成敌机
@param dalat
*/
public void addEnemy(float dalat) {
CCSprite enemy = CCSprite.sprite("enemy1.png");
enemy.setPosition(random.nextInt((int)winSize.getWidth()), winSize.getHeight());
CGPoint p = CGPoint.ccp(0, 0 - winSize.getHeight() - 20);
addChild(enemy);
CCMoveBy move = CCMoveBy.action(20, p);
enemy.runAction(move);
this.enemyList.add(enemy);
}
5)碰撞检測
/**
* 推断主机是否与敌机发生碰撞
* @param dalat
* @return
*/
public void boom(float dalat) {
for(int i = 0; i < enemyList.size(); i++) {
CCSprite enemy = enemyList.get(i);
if(CGRect.intersects(player.getBoundingBox(), enemy.getBoundingBox())){
CCBlink blink = CCBlink.action(1, 3);
CCHide hide = CCHide.action();
this.enemyList.remove(i);
CCSequence seq = CCSequence.actions(blink, hide);
enemy.runAction(enemyDownSeq);
player.runAction(seq);
new Thread(){
public void run() {
try {
Thread.sleep(1000);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
exitGame();
}
}.start();
}
if(enemy.getPosition().y < 0) {
this.enemyList.remove(i);
this.removeChild(enemy, true);
}
}
}
界面:
源代码:https://github.com/wujiagan/plane-war