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cocos2dx游戏开发——捕鱼达人mini版学习笔记(二)——MainMenu的搭建

时间:2014-09-02 17:08:15      阅读:320      评论:0      收藏:0      [点我收藏+]

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一、创建文件~

        MainMenuScene.h   MainMenuScene.cpp   MainMenuLayer.h   MainMenuLayer.cpp

       那个场景的搭建就不多说了,那个我的打飞机还有别踩白块的学习笔记里有~

二、How to do?

1、initBackground(),创建背景~

(1)在init中先获得屏幕的大小,还有加入图片进入缓存

visibleSize = Director::getInstance()->getVisibleSize();
    origin = Director::getInstance()->getVisibleOrigin();

    //add texture to cache
    SpriteFrameCache::getInstance()->addSpriteFramesWithFile("MainMenu/UI_GameMenuText_cn-hd.plist");
    SpriteFrameCache::getInstance()->addSpriteFramesWithFile("MainMenu/UI_GameStartMenuLayer-hd.plist");
    SpriteFrameCache::getInstance()->addSpriteFramesWithFile("MainMenu/FishActor-Small-hd.plist");
    SpriteFrameCache::getInstance()->addSpriteFramesWithFile("MainMenu/FishActor-Marlin-hd.plist");

(2)实现方法~

void MainMenuLayer::initBackground()
{
    //set background
    auto ui_background = Sprite::create("MainMenu/ui_background_normal-hd.png");
    ui_background->setAnchorPoint(Vec2::ZERO);
    ui_background->setPosition(Vec2::ZERO);
    this->addChild(ui_background);

    //Set game logo
    auto ui_Logo = Sprite::create("MainMenu/main_ui_title_cn-hd.png");
    ui_Logo->setPosition(Vec2(visibleSize.width / 2.0f, visibleSize.height / 1.35f));
    this->addChild(ui_Logo, 2);
}

      记得最后要加入到init里面去哦~

(3)效果图~

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2、加入按钮~

(1)方法实现~

//Create the start button of the game
    auto startGameBtn = Sprite::createWithSpriteFrameName("ui_button_box02_02.png");
    auto startGameBtnPush = Sprite::createWithSpriteFrameName("ui_button_box02_01.png");
    auto startGameFont = Sprite::createWithSpriteFrameName("ui_2p_010.png");

    //Create the scene choose button
    auto sceneChooseBtn = Sprite::createWithSpriteFrameName("ui_button_box01_02.png");
    auto sceneChooseBtnPush = Sprite::createWithSpriteFrameName("ui_button_box01_01.png");
    auto sceneChooseFont = Sprite::createWithSpriteFrameName("button_other_014.png");

    //Create the menu
    auto startGameMenuItem = MenuItemSprite::create(startGameBtn, startGameBtnPush, CC_CALLBACK_1(MainMenuLayer::startGameEvent, this));
    auto sceneChooseMenuItem = MenuItemSprite::create(sceneChooseBtn, sceneChooseBtnPush, CC_CALLBACK_1(MainMenuLayer::sceneChoose, this));
    sceneChooseMenuItem->setPosition(Point(startGameMenuItem->getPosition().x, startGameMenuItem->getPosition().y - 140));
    auto startGameMenu = Menu::create(startGameMenuItem, sceneChooseMenuItem, NULL);

    //Set the posiiton of menu
    startGameMenu->setPosition(Point(visibleSize.width / 2.0f, visibleSize.height / 1.35f-230));
    startGameFont->setPosition(Point(visibleSize.width / 2.0f, visibleSize.height / 1.35f-220));
    sceneChooseFont->setPosition(Point(visibleSize.width / 2.0f, visibleSize.height / 1.35f-370));

    //Add the menu into the scene
    this->addChild(startGameMenu, 2);
    this->addChild(startGameFont, 3);
    this->addChild(sceneChooseFont, 3);

(2)效果图~

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3、加入泡泡~

(1)粒子效果的加入~

ParticleSystemQuad* MainMenuLayer::createPaopao(Vec2 position)
{
    //Create the paraticle of bubble
    auto paopao = ParticleSystemQuad::create("MainMenu/lizhi_qipao.plist");

    //Set the bubble position type form the ground
    paopao->setPositionType(ParticleSystemQuad::PositionType::RELATIVE);

    paopao->setPosition(position);
    paopao->setScale(2.0f);

    return paopao;
}

          在这里大家看到粒子特效的文件是已经完成的,存在一个plist文件里面而已,所以我们以后可以通过一些辅助的软件进行制作,

(2)创建泡泡

void MainMenuLayer::initBubble()
{
    auto paopaoLeft = createPaopao(Vec2(0, 0));
    this->addChild(paopaoLeft, 4);

    //Create the bubble on the lower right corner
    auto paopaoRight = createPaopao(Vec2(visibleSize.width, 0));
    this->addChild(paopaoRight, 4);
}

(3)上效果图

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4、上鱼群~

(1)鱼群的动作的创建~

a.一群小鱼~

ActionInterval* MainMenuLayer::createFishMoveAction(FishActor *fish)
{

    //Let the matrix of fishes move back and forth
    return RepeatForever::create(
        Sequence::create(
        MoveTo::create(12, Point(fish->getPositionX() - 1300, fish->getPositionY())), CallFunc::create(CC_CALLBACK_0(MainMenuLayer::turnBack, this, fish)),
        MoveTo::create(8, Point(fish->getPositionX() + 1000, fish->getPositionY())), CallFunc::create(CC_CALLBACK_0(MainMenuLayer::turnBack, this, fish)), NULL));
}
void MainMenuLayer::turnBack(Node* sender)
{

    if (sender->getRotation() == 0.0f)
    {

        sender->setRotation(180.00f);
    }
    else 
    {

        sender->setRotation(0.00f);
    }
}

        上面就是创建一个鱼从右游到左,再从左移到右的动画~

b、大鱼

         大鱼的动画就是看到的只有从左到右~

ActionInterval* MainMenuLayer::createMarlinMoveAction(MarlinsFishActor *fish)
{

    //Let the marlin fis move behind the matrix of fishes
    return RepeatForever::create(
        Sequence::create(
        MoveTo::create(12, Point(fish->getPositionX() - 1300, fish->getPositionY())), CallFunc::create(CC_CALLBACK_0(MainMenuLayer::marlinTurnBack, this, fish)),
        MoveTo::create(8, Point(fish->getPositionX() + 1000, fish->getPositionY())), CallFunc::create(CC_CALLBACK_0(MainMenuLayer::marlinTurnBack, this, fish)), NULL));
}
void MainMenuLayer::marlinTurnBack(Node *sender)
{

    if (sender->getRotation() == 0.0f)
    {

        sender->setVisible(true);
        sender->setRotation(180.00f);
    }
    else 
    {

        sender->setVisible(false);
        sender->setRotation(0.00f);
    }
}

(2)上鱼群

void MainMenuLayer::fishActorsInital()
{

    //Create fishes
    for (int fishIndex = 0; fishIndex < 7; fishIndex++) {//同种类鱼的条数

        auto smallFishActor = FishActor::createWithType(FishActor::FishActorType::SmallFish);
        auto angelFishActor = FishActor::createWithType(FishActor::FishActorType::AngelFish);
        auto croakerFishActor = FishActor::createWithType(FishActor::FishActorType::Croaker);
        auto amphiprionFishActor = FishActor::createWithType(FishActor::FishActorType::Bream);
        auto breamFishActor = FishActor::createWithType(FishActor::FishActorType::SmallFish);

        //Set the position of the fishes like a matrix
        smallFishActor->setPosition(Vec2(2000 - visibleSize.width / 10 * (fishIndex + 1), visibleSize.height / 6));
        angelFishActor->setPosition(Vec2(2000 - visibleSize.width / 10 * (fishIndex + 1),  visibleSize.height / 6 * 2));
        croakerFishActor->setPosition(Vec2(2000 - visibleSize.width / 10 * (fishIndex + 1), visibleSize.height / 6 * 3));
        amphiprionFishActor->setPosition(Vec2(2000 - visibleSize.width / 10 * (fishIndex + 1), visibleSize.height / 6 * 4));
        breamFishActor->setPosition(Vec2(2000 - visibleSize.width / 10 * (fishIndex + 1), visibleSize.height / 6 * 5));

        smallFishActor->runAction(createFishMoveAction(smallFishActor));
        angelFishActor->runAction(createFishMoveAction(angelFishActor));
        croakerFishActor->runAction(createFishMoveAction(croakerFishActor));
        amphiprionFishActor->runAction(createFishMoveAction(amphiprionFishActor));
        breamFishActor->runAction(createFishMoveAction(breamFishActor));


        //Add the fishes into the scene
        this->addChild(smallFishActor, 1);
        this->addChild(angelFishActor, 1);
        this->addChild(croakerFishActor, 1);
        this->addChild(amphiprionFishActor, 1);
        this->addChild(breamFishActor, 1);
    }

    auto marlin = FishActor::createWithType(FishActor::FishActorType::MarlinsFish);
    marlin->setVisible(false);
    marlin->setPosition(Vec2(1000, visibleSize.height / 2));
    marlin->runAction(MainMenuLayer::createMarlinMoveAction((MarlinsFishActor*)marlin));
    this->addChild(marlin, 1);
}

(3)上效果图~

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cocos2dx游戏开发——捕鱼达人mini版学习笔记(二)——MainMenu的搭建

标签:style   blog   http   color   os   io   ar   for   文件   

原文地址:http://www.cnblogs.com/BlueMountain-HaggenDazs/p/3951615.html

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