以上代码块相当直观 - 但是它分解的有些细致了.
首先,敌人通过传递HelloWorldLayer对象的引用而初始化.在init方法里,少数重要的变量被设置:
其中update方法是真正见证奇迹的地方(where the magic happens),它每一帧被调用,并且首先检查自身是否到达了目的路径点,使用的方法是你在前面写过的collisionWithCircle方法.如果到达了,它将向下一个路径点前进 - 除非敌人达到终点或者被玩家摧毁了.
然后它沿着到目的路径点的直线移动精灵,用它自己特定的速度前进.它用接下来的算法达到此目的:
最终,draw方法简单的在精灵之上实现一个血条.它后续绘制一个红色背景,然后在它之上覆盖一个表示当前敌人HP的绿色矩形条.
现在Enemy类完成了,你可以把它们显示在屏幕上了!
切换至HelloWorldLayer.m文件,完成如下修改:
//At the top of the file:
#import "Enemy.h"
//Add the following methods:
-(BOOL)loadWave {
NSString* plistPath = [[NSBundle mainBundle] pathForResource:@"Waves" ofType:@"plist"];
NSArray * waveData = [NSArray arrayWithContentsOfFile:plistPath];
if(wave >= [waveData count])
{
return NO;
}
NSArray * currentWaveData =[NSArray arrayWithArray:[waveData objectAtIndex:wave]];
for(NSDictionary * enemyData in currentWaveData)
{
Enemy * enemy = [Enemy nodeWithTheGame:self];
[enemies addObject:enemy];
[enemy schedule:@selector(doActivate)
interval:[[enemyData objectForKey:@"spawnTime"]floatValue]];
}
wave++;
[ui_wave_lbl setString:[NSString stringWithFormat:@"WAVE: %d",wave]];
return YES;
}
-(void)enemyGotKilled {
if ([enemies count]<=0) //If there are no more enemies.
{
if(![self loadWave])
{
NSLog(@"You win!");
[[CCDirector sharedDirector] replaceScene:[CCTransitionSplitCols
transitionWithDuration:1
scene:[HelloWorldLayer scene]]];
}
}
}
// Add the following to the end of the init method:
// 5 - Add enemies
enemies = [[NSMutableArray alloc] init];
[self loadWave];
// 6 - Create wave label
ui_wave_lbl = [CCLabelBMFont labelWithString:[NSString stringWithFormat:@"WAVE: %d",wave]
fntFile:@"font_red_14.fnt"];
[self addChild:ui_wave_lbl z:10];
[ui_wave_lbl setPosition:ccp(400,winSize.height-12)];
[ui_wave_lbl setAnchorPoint:ccp(0,0.5)];
所有这些代码的改变需要一些解释.最重要的部分是loadWave方法;他从Waves.plist文件读取数据.
原文地址:http://blog.csdn.net/mydo/article/details/49883029