該章節主要介紹初級炮塔
與箭塔相比,箭塔一共需要只需要1-2張圖片,除了弓箭手,塔是靜止的,而炮塔相對比較複雜
從圖中我們可以看出,炮塔的動作序列比較複雜,所以只需要將一個個動畫序列分清楚,好在我們用的現成的圖片資源,只要一個個通過addchild添加進去即可,然後用動畫序列播放。
首先重載shoot
void BaseArtilleryTower::shoot(float dt)
{
checkNearestMonster();
if(nearestMonster!=NULL && nearestMonster->getCurrHp() > 0)
{
auto firePosition = nearestMonster->baseSprite->getPosition() - this->getParent()->getPosition();
runAction(Sequence::create(
CallFuncN::create(CC_CALLBACK_0(BaseArtilleryTower::fireAnimation,this)),
CallFuncN::create(CC_CALLBACK_0(BaseArtilleryTower::fire,this,firePosition))
,NULL));
}
}
當射程範圍內有敵人時,按順序執行這個序列
先是左邊的炮手蹲下並上拋這個動作,然後是炮彈飛到炮筒的動畫
void BaseArtilleryTower::filledAnimation()
{
leftShooter->runAction(Animate::create(AnimationCache::getInstance()->getAnimation(getName()+"leftShooter_throw")));
c4->runAction(Animate::create(AnimationCache::getInstance()->getAnimation(getName()+"c4")));
}
之後執行fire將炮彈發射出去,基本原理和弓箭塔差不多,並且簡單不少
void BaseArtilleryTower::fire(Point firePosition)
{
auto currBullet = ArtilleryTowerBullet();
auto shootVector = firePosition;
Point highPoint = Point(shootVector.x,shootVector.y+200);
ccBezierConfig bezier;
bezier.controlPoint_1 = Point(currBullet->getPosition().x,currBullet->getPosition().y+200);
bezier.controlPoint_2 = Point(shootVector.x,shootVector.y+200);;
bezier.endPosition = shootVector;
float endRotate;
if(shootVector.x>currBullet->getPosition().x)
endRotate = 180.0f;
else
endRotate = -180.0f;
auto action = Spawn::create(BezierTo::create(1.0f, bezier),RotateTo::create(1.0f,endRotate),NULL);
currBullet->setBulletAction(action);
currBullet->shoot();
runAction(Sequence::create(DelayTime::create(1.0f),
CallFuncN::create(CC_CALLBACK_0(BaseArtilleryTower::filledAnimation,this)),
NULL));
currBullet = NULL;
}
filledAnimation是右邊的炮手和炮筒的動畫這裏就省略了
其中炮彈的動畫與弓箭的動畫區別就是旋轉角度是轉一圈,其他區別不大~
因爲比較簡單,這章就粗略介紹下