转载请注明出处:http://blog.csdn.net/oyangyufu/article/details/24941949
源代码下载:http://download.csdn.net/detail/oyangyufu/7289283
进入游戏開始界面效果图:
源代码分析:
StartMenu场景--进入游戏開始界面
初始化场景,包含初始Android按键,加入背景图片。加入logo图片。创建游戏菜单開始/设置/关于并加入其响应事件。
初始化飞船漂移动画,背景音乐
程序分析:
bool StartMenu::init()
{
if ( !CCLayer::init() )
{
return false;
}
// 加入Android的按键处理,这里加了全局代理
this->setKeypadEnabled(true);
CostomeKeyPadDelegae *keyDelegate = new CostomeKeyPadDelegae();
keyDelegate->autorelease();
CCDirector::sharedDirector()->getKeypadDispatcher()->addDelegate(keyDelegate);
winSize = CCDirector::sharedDirector()->getWinSize();
//加入背景图片
CCSprite* sl = CCSprite::create(s_loading);
sl->setAnchorPoint(ccp(0, 0));
this->addChild(sl,0,1);
//加入logo图片
CCSprite* logo = CCSprite::create(s_logo);
logo->setAnchorPoint(ccp(0.5, 1));
logo->setPosition(ccp(winSize.width/2, winSize.height-50));
this->addChild(logo, 10, 1);
//创建游戏菜单開始/设置/关于并加入其响应事件
CCSprite* newGameNormal = CCSprite::create(s_menu, CCRectMake(0, 0, 126, 33));
CCSprite* newGameSelected = CCSprite::create(s_menu, CCRectMake(0, 33, 126, 33));
CCSprite* newGameDisabled = CCSprite::create(s_menu, CCRectMake(0, 33*2, 126, 33));
CCSprite* gameSettingNormal = CCSprite::create(s_menu, CCRectMake(126, 0, 126, 33));
CCSprite* gameSettingNSelected = CCSprite::create(s_menu, CCRectMake(126, 33, 126, 33));
CCSprite* gameSettingDesabled = CCSprite::create(s_menu, CCRectMake(126, 33*2, 126, 33));
CCSprite* aboutNormal = CCSprite::create(s_menu, CCRectMake(252, 0, 126, 33));
CCSprite* aboutSelected = CCSprite::create(s_menu, CCRectMake(252, 33, 126, 33));
CCSprite* aboutDesabled = CCSprite::create(s_menu, CCRectMake(252, 33*2, 126, 33));
CCMenuItemSprite* newGame = CCMenuItemSprite::create(newGameNormal, newGameSelected, newGameDisabled, this, menu_selector(StartMenu::flareEffect));
CCMenuItemSprite* gameSetting = CCMenuItemSprite::create(gameSettingNormal, gameSettingNSelected, gameSettingDesabled, this, menu_selector(StartMenu::menuCallback));
gameSetting->setTag(20);
CCMenuItemSprite* about = CCMenuItemSprite::create(aboutNormal, aboutSelected, aboutDesabled, this, menu_selector(StartMenu::menuCallback));
about->setTag(21);
// 最后一个參数要是NULL
CCMenu* menu = CCMenu::create(newGame, gameSetting, about, NULL);
menu->alignItemsVerticallyWithPadding(20);//垂直间隔排列
this->addChild(menu, 1, 2);
menu->setPosition(ccp(winSize.width / 2, winSize.height / 2 - 80));
this->schedule(schedule_selector(StartMenu::update), 0.1);//加入定时器,0.1'一次
// ships ,飞船漂移动画
CCTexture2D *textCache = CCTextureCache::sharedTextureCache()->addImage(s_ship01);
m_ship = CCSprite::createWithTexture(textCache, CCRectMake(0, 45, 60, 38));
this->addChild(m_ship, 0, 4);
CCPoint position = ccp(CCRANDOM_0_1() * winSize.width, 0);
m_ship->setPosition(position);
m_ship->runAction(CCMoveBy::create(2, ccp(CCRANDOM_0_1() * winSize.width, position.y + winSize.height + 100)));
//背景音乐
if (Config::sharedConfig()->getAudioState()) {
SimpleAudioEngine::sharedEngine()->setBackgroundMusicVolume(0.7);
SimpleAudioEngine::sharedEngine()->playBackgroundMusic(s_mainMainMusic, true);
}
return true;
}
游戏菜单開始键响应事件,先显示光晕效果然后切换GameLayer游戏场景
//光晕效果
void StartMenu::flareEffect(CCObject *pObject)
{
onButtonEffect();
Effect* flareEffect = Effect::create();
CCCallFunc *callback = CCCallFunc::create(this, callfunc_selector(StartMenu::newGame));
flareEffect->flareEffect(this, callback);
}
//切换GameLayer场景
void StartMenu::newGame()
{
CCScene *scene = CCScene::create();
scene->addChild(GameLayer::create());
CCDirector::sharedDirector()->replaceScene(CCTransitionFade::create(1.2, scene));
}
游戏菜单设置、关于键响应事件,依据获取tag值,切换对应场景
void StartMenu::menuCallback(CCObject* pSender)
{
onButtonEffect();
int tag = dynamic_cast<CCNode*>(pSender)->getTag();//获取tag
if (tag == 20) {//设置事件
CCScene *scene = Options::scene();
CCDirector::sharedDirector()->replaceScene(CCTransitionFade::create(1.2, scene));
}
else if(tag == 21) //声音事件
{
CCScene *scene = About::scene();
CCDirector::sharedDirector()->replaceScene(CCTransitionFade::create(1.2, scene));
}
}
0.1'一次的定时器,运行飞船从底部随机向上底部移动
void StartMenu::update(float dt)
{
if (m_ship->getPosition().y > winSize.height) {
CCPoint pos = ccp(CCRANDOM_0_1() * winSize.width, 10);
m_ship->setPosition(pos);
m_ship->runAction(CCMoveBy::create(floor(5 * CCRANDOM_0_1()), ccp(CCRANDOM_0_1() * winSize.width, pos.y + winSize.height)));
}
}设置界面效果:
源代码分析:
Options设置场景初始化背景图片、背景音乐、设置菜单
bool Options::init()
{
if (!CCLayer::init()) {
return false;
}
CCSize winSize = CCDirector::sharedDirector()->getWinSize();
CCSprite *sp = CCSprite::create(s_loading);//背景图片
sp->setAnchorPoint(CCPointZero);
addChild(sp, 0, 1);
//依据纹理创建OPTION
CCTexture2D *imageCache = CCTextureCache::sharedTextureCache()->addImage(s_menuTitle);
CCSprite *title = CCSprite::createWithTexture(imageCache, CCRectMake(0, 0, 134, 34));
title->setPosition(ccp(winSize.width/2, winSize.height - 60));
addChild(title);
//创建设置开关、上一步菜单button,并注冊响应事件
CCMenuItemFont *menuTitle = CCMenuItemFont::create("Sound");
menuTitle->setFontName("Arial");
menuTitle->setFontSize(18);
menuTitle->setEnabled(false);
CCMenuItemFont::setFontName("Arial");
CCMenuItemFont::setFontSize(26);
CCMenuItemToggle *toggle = CCMenuItemToggle::createWithTarget(this, menu_selector(Options::setOptions), CCMenuItemFont::create("On"),CCMenuItemFont::create("Off"), NULL);//创建点击之后on/off状态切换
//设置音频状态,默觉得On
int selectId = Config::sharedConfig()->getAudioState()? 0 : 1;
toggle->setSelectedIndex(selectId);
//创建Go Back按键并注冊事件
CCLabelBMFont *backLb = CCLabelBMFont::create("Go Back", s_font);//渲染字体
CCMenuItemLabel *goBack = CCMenuItemLabel::create(backLb, this, menu_selector(Options::goBack));//按键事件
goBack->setScale(0.6);
//字体动画。弱隐弱现
CCActionInterval *fadeIn = CCFadeTo::create(1, 80);
CCActionInterval *fadeOut = CCFadeTo::create(1, 255);
CCEaseSineInOut *ease1 = CCEaseSineInOut::create(fadeIn);
CCEaseSineInOut *ease2 = CCEaseSineInOut::create(fadeOut);
CCFiniteTimeAction *seq = CCSequence::create(ease1, ease2, NULL);
goBack->runAction(CCRepeatForever::create((CCActionInterval*)seq));
CCMenu *menu = CCMenu::create( menuTitle, toggle, goBack, NULL);
menu->alignItemsInColumns(2,1);//菜单布局
addChild(menu);
CCPoint pos = goBack->getPosition();
pos.y -= 50;
goBack->setPosition(pos);
return true;
}
音频设置开/关
void Options::setOptions(CCObject *pObject)
{
bool tmpSound = Config::sharedConfig()->getAudioState();
Config::sharedConfig()->updateAudioState(!tmpSound);
if (Config::sharedConfig()->getAudioState()) {
SimpleAudioEngine::sharedEngine()->resumeAllEffects();
SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
}else{
SimpleAudioEngine::sharedEngine()->pauseAllEffects();
SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
}
}
上一步
void Options::goBack(cocos2d::CCObject *pSender)
{
CCScene *scene = StartMenu::scene();
CCDirector::sharedDirector()->replaceScene(CCTransitionFade::create(1.2, scene));
}关于界面效果:
程序分析:
About场景创建背景图片、关于文本、上一步button
bool About::init()
{
if (!CCLayer::init()) {
return false;
}
CCSize winSize = CCDirector::sharedDirector()->getWinSize();
CCSprite *sp = CCSprite::create(s_loading);//创建背景图片
sp->setAnchorPoint(ccp(0, 0));
addChild(sp, 0, 1);
//依据纹理创建About
CCTexture2D *imageCache = CCTextureCache::sharedTextureCache()->addImage(s_menuTitle);
CCSprite *title = CCSprite::createWithTexture(imageCache, CCRectMake(0, 36, 100, 34));
title->setPosition(ccp(winSize.width/2, winSize.height - 60));
addChild(title);
//创建关于文本。向左对齐
CCLabelTTF *about = CCLabelTTF::create(" I recode this game according to the logic of MoonWarriors-html5,almost all of the code keep unanimous with the original.
This showcase utilizes many features from Cocos2d-x engine, including: Parallax background, tilemap, actions, ease, frame animation, schedule, Labels, keyboard Dispatcher, Scene Transition", "Arial", 18, CCSizeMake(winSize.width * 0.85, 320), kCCTextAlignmentLeft);
about->setPosition(ccp(winSize.width / 2, winSize.height / 2 - 20));
about->setAnchorPoint(ccp(0.5, 0.5));
addChild(about);
//创建Go Back按键并注冊事件
CCLabelBMFont *backLb = CCLabelBMFont::create("Go Back", s_font);
CCMenuItemLabel *goBack = CCMenuItemLabel::create(backLb, this, menu_selector(About::goBack));
goBack->setScale(0.6);
//字体动画,弱隐弱现
CCActionInterval *fadeIn = CCFadeTo::create(1, 80);
CCActionInterval *fadeOut = CCFadeTo::create(1, 255);
CCEaseSineInOut *ease1 = CCEaseSineInOut::create(fadeIn);
CCEaseSineInOut *ease2 = CCEaseSineInOut::create(fadeOut);
CCFiniteTimeAction *seq = CCSequence::create(ease1, ease2, NULL);
goBack->runAction(CCRepeatForever::create((CCActionInterval*)seq));
CCMenu *menu = CCMenu::create(goBack, NULL);
menu->setPosition(winSize.width / 2, 50);
addChild(menu);
return true;
}
上一步
void About::goBack(CCObject *pObject)
{
CCScene *scene = StartMenu::scene();
CCDirector::sharedDirector()->replaceScene(CCTransitionFade::create(1.2, scene));
}光晕效果图:
程序分析:
创建光晕动画
void Effect::flareEffect(CCNode *parent, CCCallFunc *callback)
{
CCSize winSize = CCDirector::sharedDirector()->getWinSize();
CCSprite *flare = CCSprite::create(s_flare);//光晕图片
ccBlendFunc cbl = {GL_SRC_ALPHA, GL_ONE};// 设置混合模式
flare->setBlendFunc(cbl);
parent->addChild(flare, 10);
flare->setOpacity(0);//设置透明度
flare->setPosition(ccp(-30, winSize.height - 130));//设置位置
flare->setRotation(-120);//设置角度
flare->setScale(0.2);
// 透明度渐变
CCActionInterval *opacityAnim = CCFadeTo::create(0.5, 255);
CCActionInterval *opacDim = CCFadeTo::create(1, 0);
// 大小渐变
CCActionInterval *bigAnim = CCScaleBy::create(0.7, 1.2, 1.2);
// 渐变速度
CCEaseSineOut *biggerEase = CCEaseSineOut::create(bigAnim);
CCActionInterval *moveAnim = CCMoveBy::create(0.5, ccp(328, 0));
CCEaseSineOut *moveEase = CCEaseSineOut::create(moveAnim);
// 角度旋转
CCActionInterval *roteAnim = CCRotateBy::create(2.5, 90);
// 角度旋转速度,指数变化
CCEaseExponentialOut * rotateEase = CCEaseExponentialOut::create(roteAnim);
// 放大到原大小
CCScaleTo *bigger = CCScaleTo::create(0.5, 1);
// 动画完毕后回调函数,清除精灵
CCCallFuncN *removeFunc = CCCallFuncN::create(flare, callfuncN_selector(Effect::killSprite));
// 运行动画和回调函数切换GameLayer场景
flare->runAction(CCSequence::create(opacityAnim, biggerEase, opacDim, removeFunc, callback, NULL));
flare->runAction(moveEase);
flare->runAction(rotateEase);
flare->runAction(bigger);
}
void Effect::killSprite(CCNode *pSender)
{
pSender->removeFromParent();
}