cocos2d_android開發簡單遊戲

1)遊戲圖層設計:

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);
	}	
}
遊戲界面層
public class GameOverLayer extends CCLayer {
	public GameOverLayer(int score) {
...
}
}

2)滾動背景設計

同時在圖層放三張圖片,垂直排列,並且每幀2個像素點向下移動,當第二張圖片到原點時,重複循環


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);
  //初始化三張背景圖
  
  //使用cocos2d的定時調度
  this.schedule("backgroundMove", 0.01f);
  
  /**
   * 背景移動
   * @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)背景音樂:

  context = CCDirector.sharedDirector().getActivity();
  SoundEngine.sharedEngine().preloadEffect(context, R.raw.game_music);
  SoundEngine.sharedEngine().playSound(context, R.raw.game_music, true);

4)精靈設計與產生:

  /**
   * 發射子彈
   * @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);
  	}
  /**
   * 隨機生成敵機
   @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)碰撞檢測

  /**
  	 * 判斷主機是否與敵機發生碰撞
  	 * @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:





源碼:https://github.com/wujiagan/plane-war

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