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AppDelegate.cpp
#include "AppDelegate.h" #include"WelcomeScene.h" #include "SimpleAudioEngine.h"//声音管理类 using namespace CocosDenshion;//声音类处于该命名空间中 USING_NS_CC; AppDelegate::AppDelegate() { } AppDelegate::~AppDelegate() { } //if you want a different context,just modify the value of glContextAttrs //it will takes effect on all platforms void AppDelegate::initGLContextAttrs() { //set OpenGL context attributions,now can only set six attributions: //red,green,blue,alpha,depth,stencil GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8}; GLView::setGLContextAttrs(glContextAttrs); } bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); <span style="white-space:pre"> </span>if (!glview) <span style="white-space:pre"> </span>{ <span style="white-space:pre"> </span>glview = GLViewImpl::create("Halloween"); <span style="white-space:pre"> </span>director->setOpenGLView(glview); <span style="white-space:pre"> </span>glview->setFrameSize(360, 600);<span style="white-space:pre"> </span>//设置屏幕大小 <span style="white-space:pre"> </span>} director->getOpenGLView()->setDesignResolutionSize(360, 600, ResolutionPolicy::EXACT_FIT);//适配策略,适应屏幕 <span style="white-space:pre"> </span> // turn on display FPS /* director->setDisplayStats(true); // set FPS. the default value is 1.0/60 if you don't call this director->setAnimationInterval(1.0 / 60); <span style="white-space:pre"> </span>*/ FileUtils::getInstance()->addSearchPath("res"); // create a scene. it's an autorelease object auto scene = WelcomeScene::createScene(); // run director->runWithScene(scene); return true; } // This function will be called when the app is inactive. When comes a phone call,it's be invoked too void AppDelegate::applicationDidEnterBackground() { Director::getInstance()->stopAnimation(); // if you use SimpleAudioEngine, it must be pause SimpleAudioEngine::getInstance()->pauseBackgroundMusic(); <span style="white-space:pre"> </span> } // this function will be called when the app is active again void AppDelegate::applicationWillEnterForeground() { Director::getInstance()->startAnimation(); // if you use SimpleAudioEngine, it must resume here SimpleAudioEngine::getInstance()->resumeBackgroundMusic(); }
Define.h
#pragma once #define Screen_Width 360 #define Screen_Height 600 #define TOTAL_SPRITE 6 #define ROW 10 #define COL 6 #define SpriteWideth 48 #define BorderWideth 5 static const char * spriteNormal[10] = { "1.png", "2.png", "3.png", "4.png", "5.png", "6.png", "7.png", "8.png", "9.png", "10.png", };
#pragma once #include"cocos2d.h" #include "cocostudio/CocoStudio.h" #include "ui/CocosGUI.h" #include"Define.h" #include"SpriteShape.h" USING_NS_CC; class GameScene :public cocos2d::Layer { public: static Scene * createScene(); virtual bool init(); virtual void onBackItemCallback(Ref * pSender); void initMap(); void createSprite(int r, int c); Vec2 PositionOfItem(int r, int c); void update(float dt); void checkAndRemoveSprite(); void getColChain(SpriteShape * spr, std::list<SpriteShape*>&chainList); void getRowChain(SpriteShape * spr, std::list<SpriteShape*>&chainList); void SpriteRemoveAction(SpriteShape *spr); void markRemove(SpriteShape* spr); void removeSprite(); void FillSprite(); bool onTouchBegan(cocos2d::Touch* touch, cocos2d::Event* evt); void onTouchMoved(cocos2d::Touch* touch, cocos2d::Event* evt); SpriteShape *spriteOfPoint(Vec2 *position); void swapSprite(); void MyClock(float dr); void gameOverCallback(Node *node); CREATE_FUNC(GameScene); private: SpriteShape * map[ROW][COL]; bool isAction;//表示是否正在执行动作 bool isFillSprite;//表示是否需要进行填充操作 bool isTouchEnable; bool isGameOver; SpriteShape *startShape; SpriteShape* endShape; int m_score; int m_time; };GameScene.cpp
#include"cocos2d.h" #include"GameScene.h" #include"WelcomeScene.h" #include"SpriteShape.h" #include"Define.h" #include"SetScene.h" #include "SimpleAudioEngine.h"//声音管理类 #pragma execution_character_set("utf-8") using namespace CocosDenshion;//声音类处于该命名空间中 USING_NS_CC; Scene* GameScene::createScene() { auto scene = Scene::create(); auto layer = GameScene::create(); scene->addChild(layer); return scene; } bool GameScene::init() { if (!Layer::init()) { return false; } SpriteFrameCache::getInstance()->addSpriteFramesWithFile("res/sucai.plist"); //设置背景图片 auto pDirector = Director::getInstance(); auto pSprite = Sprite::create("res/GameBackground.png"); pSprite->setPosition(Vec2(Screen_Width / 2, Screen_Height / 2)); //通过宏定义,保证图片在屏幕中间 this->addChild(pSprite); //设置返回按钮 auto setItem = MenuItemImage::create("res/back1.png", "res/back2.png", CC_CALLBACK_1(GameScene::onBackItemCallback, this)); setItem->setPosition(Vec2(Screen_Width / 2 , Screen_Height / 8-30)); auto menu = Menu::create(setItem, NULL);//菜单项放到菜单里 menu->setPosition(Vec2::ZERO); this->addChild(menu, 1); //监听移动触摸事件 this->scheduleUpdate(); auto touchListener = EventListenerTouchOneByOne::create(); touchListener->onTouchBegan = CC_CALLBACK_2(GameScene::onTouchBegan, this); touchListener->onTouchMoved = CC_CALLBACK_2(GameScene::onTouchMoved, this); _eventDispatcher->addEventListenerWithSceneGraphPriority(touchListener, this); //_eventDispatcher->addEventListenerWithSceneGraphPriority(touchListener->clone(), this); isAction = false; isFillSprite = false; isTouchEnable = true; isGameOver = false; m_score = 0; m_time = 60; initMap();//初始化地图 //创建分数字体 auto ptextScore = ui::Text::create(StringUtils::format("Score: %d",0), "res/marry.ttf", 25); ptextScore->setTag(10);//因为下面需要在update中访问,所以通过tag访问 ptextScore->setPosition(Vec2(Screen_Width/4,Screen_Height-20)); this->addChild(ptextScore); auto ptextTime = ui::Text::create(StringUtils::format("Time: %d", 0), "res/marry.ttf", 25); ptextTime->setTag(11);//因为下面需要在update中访问,所以通过tag访问 ptextTime->setPosition(Vec2(Screen_Width / 4*3, Screen_Height - 20)); this->addChild(ptextTime); if (SetScene::isMusicPlay) SimpleAudioEngine::getInstance()->playBackgroundMusic("res/GameBackGround.wav", true); auto pParticle = ParticleSnow::create(); this->addChild(pParticle); schedule(schedule_selector(GameScene::MyClock),1.0f);//添加控制时间倒计时的定时器 return true; } bool GameScene::onTouchBegan(cocos2d::Touch* touch, cocos2d::Event* evt) { startShape = NULL; endShape = NULL; if (isTouchEnable) { auto pos = touch->getLocation(); if (pos.x > 327 || pos.x < 39 || pos.y>519 || pos.y < 69)//如果点击在外面,则不做任何操作 return false; startShape = spriteOfPoint(&pos); if (startShape->getImgIndex() == 8)//如果是那只猪,就消除整行 { Vec2 mapPos = PositionOfItem(startShape->getRow(), startShape->getCol());//得到它在地图中的位置 auto pParticle = ParticleSystemQuad::create("res/leftrow.plist"); pParticle->setPosition(mapPos); this->addChild(pParticle); pParticle = ParticleSystemQuad::create("res/rightrow.plist"); pParticle->setPosition(mapPos); this->addChild(pParticle); int row = startShape->getRow(); for (int c = 0; c < COL; c++) markRemove(map[row][c]); removeSprite(); } } return isTouchEnable; } //实时判定移动的位置是否可以交换位置 void GameScene::onTouchMoved(cocos2d::Touch* touch, cocos2d::Event* evt) { if (!startShape || !isTouchEnable) return; int row = startShape->getRow(); int col = startShape->getCol(); auto pos = touch->getLocation(); auto halfSpriteWideth = SpriteWideth / 2; auto halfSpriteHeight = SpriteWideth / 2; //判定是否向上移动到了上方的那个糖果中 auto upRect = Rect(startShape->getPositionX() - halfSpriteWideth, startShape->getPositionY() + halfSpriteHeight + BorderWideth, SpriteWideth, SpriteWideth); if (upRect.containsPoint(pos)) { ++row; if (row < ROW) { endShape = map[row][col]; } swapSprite(); return; } //判定是否向xia移动到了下方的那个糖果中 auto downRect = Rect(startShape->getPositionX() - halfSpriteWideth, startShape->getPositionY() - halfSpriteHeight*3 - BorderWideth, SpriteWideth, SpriteWideth); if (downRect.containsPoint(pos)) { --row; if (row >=0) { endShape = map[row][col]; } swapSprite(); return; } //判定是否向zuo移动到了上方的那个糖果中 auto leftRect = Rect(startShape->getPositionX() - halfSpriteWideth*3-BorderWideth, startShape->getPositionY() - halfSpriteHeight, SpriteWideth, SpriteWideth); if (leftRect.containsPoint(pos)) { col--; if (col >= 0) { endShape = map[row][col]; } swapSprite(); return; } //判定是否向右移动到了右方的那个糖果中 auto rightRect = Rect(startShape->getPositionX() + halfSpriteWideth+BorderWideth, startShape->getPositionY() - halfSpriteHeight, SpriteWideth, SpriteWideth); if (rightRect.containsPoint(pos)) { ++col; if (col < COL) { endShape = map[row][col]; } swapSprite(); return; } } void GameScene::swapSprite() { // isAction = true; isFillSprite = false; isTouchEnable = false; if (!startShape || !endShape) return; Vec2 posOfScr = startShape->getPosition(); Vec2 posOfDes = endShape->getPosition(); float time = 0.2; //交换开始位置跟结束位置 SpriteShape * temp=new SpriteShape(); /*map[startShape->getRow()][startShape->getCol()] = endShape; map[endShape->getRow()][endShape->getCol()] = startShape;*/ temp = map[startShape->getRow()][startShape->getCol()]; map[startShape->getRow()][startShape->getCol()] = map[endShape->getRow()][endShape->getCol()]; map[endShape->getRow()][endShape->getCol()] = temp; int tempRow = startShape->getRow(); int tempCol = startShape->getCol(); startShape->setRow(endShape->getRow()); startShape->setCol(endShape->getCol()); endShape->setRow(tempRow); endShape->setCol(tempCol); //判断移动后的开始和结束两个精灵是否可以有消除的 std::list<SpriteShape *>colChainListOfFirst; getColChain(startShape, colChainListOfFirst); std::list<SpriteShape *>rowChainListOfFirst; getRowChain(startShape, rowChainListOfFirst); std::list<SpriteShape *>colChainListOfSecond; getColChain(endShape, colChainListOfSecond); std::list<SpriteShape *>rowChainListOfSecond; getRowChain(endShape, rowChainListOfSecond); if (colChainListOfFirst.size() >= 3 || rowChainListOfFirst.size() >= 3 || colChainListOfSecond.size() >= 3 || rowChainListOfSecond.size() >= 3 ) { //可以消除,进行移动 startShape->runAction(MoveTo::create(time, posOfDes)); endShape->runAction(MoveTo::create(time, posOfScr)); return; } //不可移除的话就还移回来 else { map[startShape->getRow()][startShape->getCol()] = endShape; map[endShape->getRow()][endShape->getCol()] = startShape; tempRow = startShape->getRow(); tempCol = startShape->getCol(); startShape->setRow(endShape->getRow()); startShape->setCol(endShape->getCol()); endShape->setRow(tempRow); endShape->setCol(tempCol); //startShape->runAction(Sequence::create(MoveTo::create(time, posOfDes), MoveTo::create(time, posOfScr),nullptr)); //endShape->runAction(Sequence::create(MoveTo::create(time, posOfScr), MoveTo::create(time, posOfDes), nullptr)); return; } } SpriteShape *GameScene::spriteOfPoint(Vec2 *position)//获得当前位置的糖果 { SpriteShape *spr = NULL; Rect rect = Rect(0, 0, 0, 0); Size sz; sz.height = SpriteWideth; sz.width = SpriteWideth; for (int r = 0; r < ROW; r++) for (int c = 0; c < COL; c++) { spr = map[r][c]; if (spr) { rect.origin.x = spr->getPositionX() - (SpriteWideth / 2); rect.origin.y = spr->getPositionY() - (SpriteWideth / 2); rect.size = sz; if (rect.containsPoint(*position)) { return spr; } } } } void GameScene::initMap() { for (int r = 0; r < ROW; r++) for (int c = 0; c < COL; c++) createSprite(r, c); } void GameScene::createSprite(int r, int c) { isAction = true; isTouchEnable = false; SpriteShape * spr = SpriteShape::create(r, c); Vec2 endPosition = PositionOfItem(r, c); Vec2 startPosition = Vec2(endPosition.x, endPosition.y + Screen_Height / 2); spr->setPosition(startPosition); float speed = startPosition.y / (1.2*Screen_Height); spr->runAction(MoveTo::create(speed, endPosition));//通过一个动画进行下落动作 this->addChild(spr); map[r][c] = spr; } //每帧调用是否有可以消除的 void GameScene::update(float dr) { if (isAction) { isAction = false; for (int r = 0; r < ROW; r++) for (int c = 0; c < COL; c++) { SpriteShape *spr = map[r][c]; //int index = spr->getImgIndex(); // if (spr->getImgIndex()==8) // { // auto pParticle = ParticleSystemQuad::create("res/fire.plist"); // pParticle->setPosition(PositionOfItem(r, c)); // addChild(pParticle); //} if (spr&&spr->getNumberOfRunningActions()>0)//如果正在执行动作,就不执行消除的判定 { isAction = true; isTouchEnable = false; } } } if (!isAction) { isTouchEnable = true; if (isFillSprite) { if(!isGameOver) FillSprite(); isFillSprite = false; } else checkAndRemoveSprite(); } auto pscore = (ui::Text*)this->getChildByTag(10); pscore->setString(StringUtils::format("Score: %d", m_score)); } void GameScene::MyClock(float dr) { m_time--; if (m_time >=0) { auto ptime = (ui::Text*)this->getChildByTag(11); ptime->setString(StringUtils::format("Time: %d", m_time)); } if (m_time == 10) SimpleAudioEngine::getInstance()->playEffect("res/daojishi.wav"); if (m_time == 0) { //游戏结束 SimpleAudioEngine::getInstance()->pauseAllEffects(); SimpleAudioEngine::getInstance()->playEffect("res/timeover.wav"); auto overSprite = Sprite::create("res/GameOver.png"); overSprite->setPosition(Vec2(Screen_Width / 2 + 10, Screen_Height - 20)); overSprite->runAction(Sequence::create(MoveTo::create(3.0f, Vec2(Screen_Width / 2 + 10, Screen_Height / 2)), CallFuncN::create(CC_CALLBACK_1(GameScene::gameOverCallback, this)), nullptr)); this->addChild(overSprite, 1); isTouchEnable = false; for (int r = 0; r < ROW; r++) for (int c = 0; c < COL; c++) { markRemove(map[r][c]); } removeSprite(); isGameOver = true; } } void GameScene::gameOverCallback(Node *node) { auto pDirector = Director::getInstance(); auto scene = WelcomeScene::createScene(); TransitionSplitCols * ptrans = TransitionSplitCols::create(1.0f, scene);//设置切换场景的方式,书本 P25 pDirector->replaceScene(ptrans); //切换场景 } void GameScene::FillSprite() { int colRemoveNumber[10] = { 0 }; SpriteShape *spr = NULL; for (int c = 0; c < COL; c++) { int removeSpriteOfCol = 0; for (int r = 0; r < ROW; r++)//从下往上遍历 { spr = map[r][c]; if (spr == NULL) removeSpriteOfCol++; else { if (removeSpriteOfCol > 0) { //从上往下落 int newRow = r - removeSpriteOfCol;//比如有两个空的,原本第5行的就要到3行去 map[newRow][c] = spr; map[r][c] = NULL; Vec2 startPostion = spr->getPosition(); Vec2 endPosition = PositionOfItem(newRow, c); float speed = (startPostion.y - endPosition.y) / Screen_Height * 3; spr->stopAllActions(); spr->runAction(MoveTo::create(speed, endPosition)); spr->setRow(newRow); } } } colRemoveNumber[c] = removeSpriteOfCol;//记录下每一列的空行数 } for (int c = 0; c < COL; c++) //填充顶部的空的部分 { for (int r = ROW - colRemoveNumber[c]; r < ROW; r++) { createSprite(r, c); } } } void GameScene::checkAndRemoveSprite()//判定是否有可以移除的糖果 { SpriteShape *spr = new SpriteShape(); for (int r = 0; r < ROW; r++) for (int c = 0; c < COL; c++) { spr = map[r][c]; if (!spr) continue; //如果糖果已经被标记为需要被移除,则不需要进行判定 if (spr->getIsNeedRemove()) continue; //先遍历上下相邻的糖果,把相同的糖果放到一个list中 std::list<SpriteShape*>colChainList; getColChain(spr, colChainList); if (colChainList.size() >= 3)//如果相同的大于等于3 { std::list<SpriteShape*>::iterator it; for (it = colChainList.begin(); it != colChainList.end(); it++) { spr = (SpriteShape*)*it; if (!spr) continue; markRemove(spr); } } } for (int c = 0; c < COL; c++) for (int r = 0; r < ROW; r++) { spr = map[r][c]; if (!spr) continue; if (spr->getIsNeedRemove()) continue; std::list<SpriteShape*>RowChainList; getRowChain(spr, RowChainList); //取更长的那个 // std::list<SpriteShape*>&longerList = colChainList.size()>RowChainList.size() ? colChainList : RowChainList; //if (longerList.size() < 3) // continue; if (RowChainList.size() >= 3)//如果相同的大于等于3 { std::list<SpriteShape*>::iterator rowit; for (rowit = RowChainList.begin(); rowit != RowChainList.end(); rowit++) { spr = (SpriteShape*)*rowit; if (!spr) continue; markRemove(spr); } } } removeSprite(); } void GameScene::getColChain(SpriteShape * spr, std::list<SpriteShape*>&chainList)//判断列 { chainList.push_back(spr); //向下查找 int neiborRow = spr->getRow() - 1; while (neiborRow >= 0) { SpriteShape * neiborSprite = map[neiborRow][spr->getCol()]; if (neiborSprite&&neiborSprite->getImgIndex() == spr->getImgIndex() && !neiborSprite->getIsNeedRemove()) { chainList.push_back(neiborSprite); neiborRow--; } else break; } //向上 neiborRow = spr->getRow() + 1; while (neiborRow <ROW) { SpriteShape * neiborSprite = map[neiborRow][spr->getCol()]; if (neiborSprite&&neiborSprite->getImgIndex() == spr->getImgIndex() && !neiborSprite->getIsNeedRemove()) { chainList.push_back(neiborSprite); neiborRow++; } else break; } } void GameScene::getRowChain(SpriteShape * spr, std::list<SpriteShape*>&chainList)//判断行 { chainList.push_back(spr); //向左 int neiborCol = spr->getCol() - 1; while (neiborCol >= 0) { SpriteShape * neiborSprite = map[spr->getRow()][neiborCol]; if (neiborSprite&&neiborSprite->getImgIndex() == spr->getImgIndex() && !neiborSprite->getIsNeedRemove()) { chainList.push_back(neiborSprite); neiborCol--; } else break; } //向右 neiborCol = spr->getCol() + 1; while (neiborCol < COL) { SpriteShape * neiborSprite = map[spr->getRow()][neiborCol]; if (neiborSprite&&neiborSprite->getImgIndex() == spr->getImgIndex() && !neiborSprite->getIsNeedRemove()) { chainList.push_back(neiborSprite); neiborCol++; } else break; } } void GameScene::markRemove(SpriteShape* spr) { if (spr->getIsNeedRemove()) return; spr->setIsNeedRemove(true); } void GameScene::removeSprite() { SpriteShape *spr = new SpriteShape(); for (int r = 0; r < ROW; r++) for (int c = 0; c < COL; c++) { spr = map[r][c]; if (!spr) continue; if (spr->getIsNeedRemove()) { SpriteRemoveAction(spr); map[r][c] = NULL; } } } void GameScene::SpriteRemoveAction(SpriteShape *spr)//精灵消失的动画 { if(SetScene::isEffectPlay) SimpleAudioEngine::getInstance()->playEffect("res/xiaochu.mp3"); m_score += 30; isAction = true; isTouchEnable = false; auto pFadeIn = FadeOut::create(0.6); auto pRotateBy = RotateBy::create(0.6f, 180);//顺时针旋转30°,同样也有RotateTo版本 auto pScaleBy = ScaleBy::create(0.6f, 0.5f); spr->runAction(Spawn::create(pFadeIn, pRotateBy, pScaleBy, nullptr)); if (!isAction) spr->removeFromParent(); isFillSprite = true; } Vec2 GameScene::PositionOfItem(int r,int c) //一个小的精灵在地图中显示的位置 { float x = (c + 1) * SpriteWideth + BorderWideth+10; float y = (r + 1) * SpriteWideth + BorderWideth+40; return Vec2(x, y); } //返回到主界面按钮的回调函数 void GameScene::onBackItemCallback(Ref * pSender) { auto pDirector = Director::getInstance(); auto scene = WelcomeScene::createScene(); TransitionSplitCols * ptrans = TransitionSplitCols::create(1.0f, scene);//设置切换场景的方式,书本 P25 pDirector->replaceScene(ptrans); //切换场景 //SimpleAudioEngine::getInstance()->stopBackgroundMusic(); }
#pragma once #include"cocos2d.h" #include "cocostudio/CocoStudio.h" #include "ui/CocosGUI.h" class SetScene :public cocos2d::Layer { public: static cocos2d::Scene * createScene(); virtual bool init(); void onOpenMusicCallback(Ref * pSender); void onCloseMusicCallback(Ref * pSender); void onOpenEffectCallback(Ref * pSender); void onCloseEffectCallback(Ref * pSender); void onBackItemCallback(Ref * pSender); static bool isEffectPlay; static bool isMusicPlay; CREATE_FUNC(SetScene); };
#include"cocos2d.h" #include"SetScene.h" #include"Define.h" #include"WelcomeScene.h" #include "SimpleAudioEngine.h"//声音管理类 using namespace CocosDenshion;//声音类处于该命名空间中 USING_NS_CC; bool SetScene::isEffectPlay = true; bool SetScene::isMusicPlay = true; Scene* SetScene::createScene() { auto scene = Scene::create(); auto layer = SetScene::create(); scene->addChild(layer); return scene; } bool SetScene::init() { if (!Layer::init()) { return false; } cocos2d::Menu *menu; auto pDirector = Director::getInstance(); auto pSprite = Sprite::create("res/Set.png"); pSprite->setPosition(Vec2(Screen_Width / 2, Screen_Height / 2)); //通过宏定义,保证图片在屏幕中间 this->addChild(pSprite); //添加打开音乐按钮 auto openMusicItem = MenuItemImage::create("res/openMusic.png", "res/openMusic2.png", CC_CALLBACK_1(SetScene::onOpenMusicCallback, this)); openMusicItem->setPosition(Vec2(Screen_Width / 3 -20, Screen_Height / 3*2)); menu = Menu::create(openMusicItem, NULL);//菜单项放到菜单里 menu->setPosition(Vec2::ZERO); this->addChild(menu, 1); //添加关闭音乐按钮 auto closeMusicItem = MenuItemImage::create("res/closeMusic.png", "res/closeMusic2.png", CC_CALLBACK_1(SetScene::onCloseMusicCallback, this)); closeMusicItem->setPosition(Vec2(Screen_Width /3*2+20 , Screen_Height / 3*2)); menu = Menu::create(closeMusicItem, NULL);//菜单项放到菜单里 menu->setPosition(Vec2::ZERO); this->addChild(menu, 1); //打开音效 auto openEffectItem = MenuItemImage::create("res/openEffect.png", "res/openEffect2.png", CC_CALLBACK_1(SetScene::onOpenEffectCallback, this)); openEffectItem->setPosition(Vec2(Screen_Width / 3-20 , Screen_Height / 3)); menu = Menu::create(openEffectItem, NULL);//菜单项放到菜单里 menu->setPosition(Vec2::ZERO); this->addChild(menu, 1); //关闭音效 auto closeEffectItem = MenuItemImage::create("res/closeEffect.png", "res/closeEffect2.png", CC_CALLBACK_1(SetScene::onCloseEffectCallback, this)); closeEffectItem->setPosition(Vec2(Screen_Width / 3*2+20, Screen_Height / 3)); menu = Menu::create(closeEffectItem, NULL);//菜单项放到菜单里 menu->setPosition(Vec2::ZERO); this->addChild(menu, 1); //设置返回按钮 auto bakcItem = MenuItemImage::create("res/back1.png", "res/back2.png", CC_CALLBACK_1(SetScene::onBackItemCallback, this)); bakcItem->setPosition(Vec2(Screen_Width / 2 + 10, Screen_Height / 8 - 30)); menu = Menu::create(bakcItem, NULL);//菜单项放到菜单里 menu->setPosition(Vec2::ZERO); this->addChild(menu, 1); return true; } void SetScene::onOpenMusicCallback(Ref * pSender) { SimpleAudioEngine::getInstance()->resumeBackgroundMusic(); isMusicPlay = true; } void SetScene::onCloseMusicCallback(Ref * pSender) { SimpleAudioEngine::getInstance()->stopBackgroundMusic(); isMusicPlay = false; } void SetScene::onOpenEffectCallback(Ref * pSender) { isEffectPlay = true; } void SetScene::onCloseEffectCallback(Ref * pSender) { isEffectPlay = false; } void SetScene::onBackItemCallback(Ref * pSender) { auto pDirector = Director::getInstance(); auto scene = WelcomeScene::createScene(); TransitionTurnOffTiles * ptrans = TransitionTurnOffTiles::create(1.0f, scene);//设置切换场景的方式,书本 P25 pDirector->replaceScene(ptrans); //切换场景 //SimpleAudioEngine::getInstance()->stopBackgroundMusic(); }
#pragma once #include"cocos2d.h" #include "cocostudio/CocoStudio.h" #include "ui/CocosGUI.h" class SpriteShape :public cocos2d::Sprite { public: SpriteShape(); static SpriteShape * create(int row, int col); CC_SYNTHESIZE(int, m_row, Row); CC_SYNTHESIZE(int, m_col, Col); CC_SYNTHESIZE(int, m_imgIndex, ImgIndex); CC_SYNTHESIZE(bool, m_isNeedRemove, IsNeedRemove); CREATE_FUNC(SpriteShape); };SpriteShape.cpp
#include"cocos2d.h" #include"SpriteShape.h" #include"Define.h" USING_NS_CC; SpriteShape::SpriteShape() :m_isNeedRemove(false) { } SpriteShape* SpriteShape::create(int row, int col) { SpriteShape *spr = new SpriteShape(); int randNum = rand() % 20; spr->m_row = row; spr->m_col = col; if (randNum == 0)//20分之1的概率出现那只猪 { spr->m_imgIndex = 8; spr->initWithSpriteFrameName(spriteNormal[8]); } else { spr->m_imgIndex = rand() % TOTAL_SPRITE;//10 spr->initWithSpriteFrameName(spriteNormal[spr->m_imgIndex]); //通过index加载图片 } spr->m_isNeedRemove = false; spr->setRow(row); spr->setCol(col); spr->autorelease(); return spr; }
#pragma once #include"cocos2d.h" #include "cocostudio/CocoStudio.h" #include "ui/CocosGUI.h" class WelcomeScene:public cocos2d::Layer { public: static cocos2d::Scene * createScene(); virtual bool init(); virtual void onStartItemCallback(Ref * pSender); virtual void onExitItemCallback(Ref * pSender); virtual void onSetItemCallback(Ref * pSender); CREATE_FUNC(WelcomeScene); };
#include"cocos2d.h" #include"WelcomeScene.h" #include"GameScene.h" #include"Define.h" #include "SimpleAudioEngine.h"//声音管理类 #include"SetScene.h" using namespace CocosDenshion;//声音类处于该命名空间中 USING_NS_CC; Scene* WelcomeScene::createScene() { auto scene = Scene::create(); auto layer = WelcomeScene::create(); scene->addChild(layer); return scene; } bool WelcomeScene::init() { if (!Layer::init()) { return false; } cocos2d::Menu *menu; auto pDirector = Director::getInstance(); auto pSprite = Sprite::create("res/Welcome.png"); pSprite->setPosition(Vec2(Screen_Width/2,Screen_Height/2)); //通过宏定义,保证图片在屏幕中间 this->addChild(pSprite); //添加开始按钮 auto pNormalSprite = Sprite::create("res/start.png"); //导入两张图片作为精灵,代表按钮正常和选定的样子 auto pSelectedSprite = Sprite::create("res/start2.png"); pNormalSprite->setOpacity(220);//透明度设置0-255 pNormalSprite->setScale(0.8f);//图片太大了,缩放一半 pSelectedSprite->setScale(0.8f); auto StartItem = MenuItemSprite::create(pNormalSprite, pSelectedSprite, nullptr, CC_CALLBACK_1(WelcomeScene::onStartItemCallback, this)); StartItem->setPosition(Vec2(Screen_Width/2 + 15,Screen_Height/6)); menu = Menu::create(StartItem, NULL);//菜单项放到菜单里 menu->setPosition(Vec2::ZERO); this->addChild(menu, 1); //添加退出按钮 auto exitItem = MenuItemImage::create("res/EXIT1.png", "res/EXIT2.png", CC_CALLBACK_1(WelcomeScene::onExitItemCallback, this)); exitItem->setPosition(Vec2(Screen_Width / 6*5+25, Screen_Height / 8)); menu = Menu::create(exitItem, NULL);//菜单项放到菜单里 menu->setPosition(Vec2::ZERO); this->addChild(menu, 1); //添加设置按钮 auto setItem = MenuItemImage::create("res/SET1.png", "res/SET2.png", CC_CALLBACK_1(WelcomeScene::onSetItemCallback, this)); setItem->setPosition(Vec2(Screen_Width / 8 -20, Screen_Height /8)); menu = Menu::create(setItem, NULL);//菜单项放到菜单里 menu->setPosition(Vec2::ZERO); this->addChild(menu, 1); //添加背景音乐 if(SetScene::isMusicPlay) SimpleAudioEngine::getInstance()->playBackgroundMusic("WelcomeBackground.mp3", true); auto pParticle = ParticleSystemQuad::create("res/fire.plist"); pParticle->setPosition(Vec2(Screen_Width / 2, 0)); this->addChild(pParticle); return true; } void WelcomeScene::onStartItemCallback(Ref * pSender) { auto pDirector = Director::getInstance(); auto scene = GameScene::createScene(); TransitionPageTurn * ptrans = TransitionPageTurn::create(1.0f, scene, true);//设置切换场景的方式,书本 P25 pDirector->replaceScene(ptrans); //切换场景 //SimpleAudioEngine::getInstance()->stopBackgroundMusic(); SimpleAudioEngine::getInstance()->playEffect("res/WelcomeToGame.wav");//默认为不重复播放 } void WelcomeScene::onSetItemCallback(Ref * pSender) { auto pDirector = Director::getInstance(); auto scene =SetScene::createScene(); TransitionPageTurn * ptrans = TransitionPageTurn::create(1.0f, scene, true);//设置切换场景的方式,书本 P25 pDirector->replaceScene(ptrans); //切换场景 } void WelcomeScene::onExitItemCallback(Ref * pSender) { Director::getInstance()->end(); }
复制粘贴都很多啊~~自己慢慢研究把,图片声音资源似乎不能上传啊,需要的留言把
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原文地址:http://blog.csdn.net/hlw0522/article/details/51861954