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  • 【cocos2d-x 手游研发----精灵的八面玲珑】

      继续上一篇文章继续聊吧,这章内容会比较多,也会附上代码,很多朋友加了群,大家在群里面探讨了很多东西,这让大家都觉得受益匪浅,这便是极好的,废话不多了,精灵是游戏的重要组成部分,那ARPG里面的精灵必然是要做得很细的,因为精灵要能动,能跑,能打,甚至要能做各种交互动作等等。

          大家可以看一下下面的题,是精灵制作的流程思路:

      

      上图的人物素材来自于网络流传的梦幻西游,地图还有其他素材是以前公司同事制作的,如果游戏正式上线,会换一套完整的自制的素材。图中大家可以看到一个人物有很多部件组合而成,高端一点的游戏甚至部件多达几十上百种,甚至做出骨骼动画。不过以我现在的做法是按照帧动画方式实现各个人物的动作,人物的body部分细节处理会很多,还有大家看到图中的字体(字体渲染描边,我做的是最简单的了,两个LABEL合成在一起,效果能达到就行),由于人物要有方向,而且我们一次性就做8方向的人物动画,那就需要8个方向的连帧图片:

      首先,要组装起来我们首先要建一个实体角色类,这个类里面不放别的,就统一放角色的部件属性:

      

    MainRoledata.h类
    #ifndef _MAIN_ROLE_DATA_
    #define _MAIN_ROLE_DATA_
    
    #include "cocos2d.h"
    #include "../Commen_ActionToDo.h"
    #include "../Commen_Direction.h"
    USING_NS_CC;
    
    class MainRoledata
    {
    public :
    
        //人物的TAG
        int tags;
        //人物姓名
        CCString* spiritname;
        //人物初始坐标
        CCPoint nowpoint;
        //人物默认像素图
        CCString* spiritUrl;
        //人物站立像素图路径
        CCString* spiritUrl_zhan;
        //人物跑动像素图路径
        CCString* spiritUrl_pao;
        //人物攻击像素图路径
        CCString* spiritUrl_attack;
        //人物施法像素图路径/增加人物BUF
        CCString* spiritUrl_magic;
        //人物站立最大帧
        int maxcut_zhan;
        //人物跑动最大帧
        int maxcut_pao;
        //人物战斗最大帧
        int maxcut_attack;
        //人物施法最大帧
        int maxcut_magic;
        //人物当前动作
        Commen_ActionToDo acttodo;
        //人物当前朝向
        Commen_Direction dir;
        //动画时间
        float actiontime;
        
    };
    
    #endif

    枚举几个方向,和动作的类:

    enum Commen_Direction
    {
        up=0,
        down=1,
        lefts=2,
        rigth=3,
        rigth_up=4,
        rigth_down=5,
        left_down=6,
        left_up=7
    };
    enum Commen_ActionToDo
    {
        run=1,
        stand=2,
        attack=3,
        death=4,
        funny=5,
        magicup=6
    };

    OK,然后配置精灵数据,建了一个GetNPCData.cpp,GetNPCData.h,主要就是拿来初始化数据,大致的思路是要将上面的Model填充数据,相信大家

    能够用很多种方式去实现,填充数据(读取XML配置文件,直接写在代码中配置);

    接下来我们正式组装完整的八面玲珑的精灵,建立SpiritsPlayer.cpp,SpiritsPlayer.h;

     文件内容如下:

    #ifndef _SPIRIT_PLAYER_
    #define _SPIRIT_PLAYER_
    
    #include "cocos2d.h"
    #include "../Commen_ActionToDo.h"
    #include "../Commen_Direction.h"
    #include "../GameData/MainRoledata.h"
    #include "../Commen/PublicShowUI.h"
    #include "../Effects/EffectsCommen.h"
    
    USING_NS_CC;
    
    class SpiritsPlayer : cocos2d::CCSprite 
    {
    public: 
        
        CCSprite* npc;
        CCSprite* yinzi;
        CCSprite* sp_liaotianbd;
    
        PublicShowUI* p_ui_name;
        
        CCArray *stringArray;
        CCAnimate* playdonghua;
        CCAnimate* playdonghua2;
        Commen_Direction move_dir;
    
        bool endflag;
        bool endflag2;
        bool thiszhujiao_flag;
    
    
        void Spirits_talkabout_hid();
    
        SpiritsPlayer(MainRoledata roledata,int zOrder,bool zhujiaoflag);
        ~SpiritsPlayer(void);
        CCAnimation* getNowAnt(MainRoledata roledata);
        CCAnimate* updateNowAnt(MainRoledata roledata);
        void updateNpcPoint(CCPoint newpoint);
        void moveTomap_dir(CCPoint newpoint);
        void moveTomap_move(int uestime,CCPoint newpoint,bool npcflag);
        //人物移动完成的回调
        void moveoverCallBack(void);
        //普通NPC移动完成的回调
        void moveoverCallBackforNpc(void);
        //根据点击坐标获得人物的朝向
        Commen_Direction getNowPointDir(CCPoint newpoint);
        // 触摸点是否在精灵上
        bool isTouchInside(CCPoint thisPos);
        //移动方式
        void movemethod(int uestime,CCPoint newpoint);
    
    private:
        //角色基本数据
        MainRoledata thisroledata;
        CCFiniteTimeAction *actall;
        CCActionInterval* act_moveto_zi;
        CCActionInterval* act_moveto_npc;
        CCActionInterval* act_moveto_yinzi;
        CCActionInterval* act_moveto_eff;
        CCActionInterval* act_moveto_eff_zhujiao;
        CCFiniteTimeAction *actbackfun; 
        int flag ;
    
    private:
        CCRect rect();
        
     
    };
    #endif//_SPIRIT_PLAYER_


      
    #include "../ImagePaths.h"
    #include "../GameData/GetNPCData.h"
    #include "../Commen/FontChina.h"
    
    SpiritsPlayer::SpiritsPlayer(MainRoledata roledata,int zOrder,bool zhujiaoflag)
    {
    
        //先初始化部分数据
        thisroledata = roledata;
        act_moveto_zi =NULL;
        act_moveto_npc =NULL;
        act_moveto_yinzi =NULL;
        actall=NULL;
        thiszhujiao_flag = zhujiaoflag;
        p_ui_name = new PublicShowUI();
        flag = 0;
    
        npc = SpiritsPlayer::create(roledata.spiritUrl->getCString());
        if(npc==NULL)
        {
            CCLog("图层路径有误,请检查路径");
            return;
        }
        //设置NPC初始位置坐标(该坐标取决于当前画层)
        npc->setPosition(roledata.nowpoint);
        //NPC动画设置
        playdonghua = SpiritsPlayer::updateNowAnt(roledata);
        npc->runAction(playdonghua);
    
        /**开始添加角色各部件**/
        //添加角色名称
        CCLabelTTF* label = CCLabelTTF::create(roledata.spiritname->getCString(), "微软雅黑",12);
        label->setColor(ccWHITE);
        label->setDirty(true);
        label->setPosition(ccp(npc->getContentSize().width/2,npc->getContentSize().height+6));
    
        CCLabelTTF* labelback = CCLabelTTF::create(roledata.spiritname->getCString(), "微软雅黑",12);
        labelback->setColor(ccBLACK);
        labelback->setDirty(true);
        labelback->setPosition(ccp(npc->getContentSize().width/2+1,npc->getContentSize().height+6-1));
    
        //添加NPC人物脚下阴影
        yinzi = CCSprite::create(p_yinzi);
        if(yinzi==NULL)
        {
            CCLog("图层路径有误,请检查路径");
            return;
        }
        if(zhujiaoflag==true)
        {
            yinzi->setPosition(ccp(npc->getContentSize().width/2,12));
        }
        else
        {
            yinzi->setPosition(ccp(npc->getContentSize().width/2,1));
        }
    
        npc->addChild(yinzi,-1,110);
        npc->addChild(label,2,111);
        npc->addChild(labelback,1,112);
        
    }
    
    
    cocos2d::CCRect SpiritsPlayer::rect()
    {
        //获取精灵区域大小
        return CCRectMake(npc->getPositionX()- npc->getContentSize().width  * npc->getAnchorPoint().x,npc->getPositionY()-npc->getContentSize().height* npc->getAnchorPoint().y,npc->getContentSize().width, npc->getContentSize().height); 
    
    }
    
    bool SpiritsPlayer::isTouchInside(CCPoint thisPos)
    {
        CCPoint localPos = thisPos;
        CCRect rc = rect();
        bool isTouched = rc.containsPoint(localPos);
        if (isTouched == true) {
            CCLog(FontChina::G2U("触发点击"));
    
        }else
        {
            CCLog(FontChina::G2U("未点击"));
        }
        return isTouched;
    }
    
    
    
    void SpiritsPlayer::Spirits_talkabout_hid()
    {
        CCLog(FontChina::G2U("************调用了*****************"));
    }
    
    
    CCAnimate* SpiritsPlayer::updateNowAnt(MainRoledata roledata)
    {
        //NPC动画
        CCAnimation* donghua = SpiritsPlayer::getNowAnt(roledata);
        if(roledata.actiontime>0)
        {
            donghua->setDelayPerUnit(roledata.actiontime/roledata.maxcut_zhan);
        }
        else  
        {
            donghua->setDelayPerUnit(2.0f/15.0f);//执行默认时间
        }
        donghua->setRestoreOriginalFrame(true);
        donghua->setLoops(-1);
        CCAnimate* playdonghua = CCAnimate::create(donghua);
    
        return playdonghua;
    }
    
    
    /*************
    * 主角位移移动
    *************/
    void SpiritsPlayer::moveTomap_move(int uestime, CCPoint newpoint,bool npcflag)
    {
        if(npcflag==true)
        {
            actbackfun = CCCallFunc::create(this, callfunc_selector(SpiritsPlayer::moveoverCallBackforNpc));
        }
        else
        {
            actbackfun = CCCallFunc::create(this, callfunc_selector(SpiritsPlayer::moveoverCallBack));
        }
        movemethod(uestime,newpoint);
    }
    
    void SpiritsPlayer::movemethod(int uestime,CCPoint newpoint)
    {
        npc->stopAction(actall);
        act_moveto_npc = CCMoveTo::create(uestime,ccp(newpoint.x,newpoint.y+20));
        actall = CCSequence::create(act_moveto_npc,actbackfun,NULL);
        npc->runAction(actall);
    }
    
    
    /*************
    * 改变移动方向
    *************/
    void SpiritsPlayer::moveTomap_dir(CCPoint newpoint)
    {
        GetNPCData npcdata = GetNPCData();
        npcdata.GetNPCchapter1();
        move_dir=SpiritsPlayer::getNowPointDir(newpoint);
        npcdata.role_player.dir=move_dir;
        npcdata.role_player.acttodo = run;
        npcdata.role_player.actiontime=0.5;
        npc->stopAction(playdonghua);
        playdonghua = SpiritsPlayer::updateNowAnt(npcdata.role_player);
        npc->runAction(playdonghua);
    }
    
    
    /*************
    * 根据点击坐标获得人物的朝向
    *************/
    Commen_Direction SpiritsPlayer::getNowPointDir(CCPoint newpoint)
    {
        Commen_Direction thisdir = rigth_down; //默认为右下
        //计算移动数据
        float center_x,center_y,npc_x,npc_y;
        int move_x,move_y;
        //更新NPC方向,状态
        CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin();
        CCSize size = CCDirector::sharedDirector()->getWinSize();
    
        center_x = size.width/2;
        center_y = size.height/2;
        npc_x = npc->getPositionX();
        npc_y = npc->getPositionY();
         
        move_x =  (int)(npc_x -newpoint.x );
        move_y =  (int)(npc_y -newpoint.y - 20);
    
        if(move_x>=10&&move_y<=-10)
        {
            //左上
            thisdir = left_up;
        }
        else if(move_x>=10&&move_y>=10)
        {
            //左下
            thisdir = left_down;
        }
        else if(move_x<=-10&&move_y<=-10)
        {
            //右上
            thisdir = rigth_up;
        }
        else if(move_x<=-10&&move_y>=10)
        {
            //右下
            thisdir =rigth_down;
        }
        else if(move_x>-10&&move_x<10&&move_y>0)
        {
            //
            thisdir =down;
        }
        else if(move_x>-10&&move_x<10&&move_y<0)
        {
            //
            thisdir =up;
        }
        else if(move_x>0&&move_y>-10&&move_y<10)
        {
            //
            thisdir = lefts;
        }
        else if(move_x<0&&move_y>-10&&move_y<10)
        {
            //
            thisdir =rigth;
        }
        return thisdir;
    }
    
    /*************
    * 移动完成后的回调
    *************/
    void SpiritsPlayer::moveoverCallBack()
    {
        //移动完成之后恢复站立状态
        GetNPCData npcdata = GetNPCData();
        npcdata.GetNPCchapter1();
        npcdata.role_player.dir=move_dir;
        npcdata.role_player.acttodo = stand;
        npcdata.role_player.actiontime=1.1f;
        npc->stopAction(playdonghua);
        playdonghua = SpiritsPlayer::updateNowAnt(npcdata.role_player);
        npc->runAction(playdonghua);
    }
    
    /*************
    * 普通NPC移动完成后的回调
    *************/
    void SpiritsPlayer::moveoverCallBackforNpc()
    {
    
    }
    
    /*************
    * 点击瞬移至此
    *************/
    void SpiritsPlayer::updateNpcPoint(CCPoint newpoint)
    {
        p_ui_name->updataGameText(ccp(newpoint.x,newpoint.y+npc->getContentSize().height/2+10));
        npc->setPosition(newpoint);
        yinzi->setPosition(ccp(newpoint.x,newpoint.y-npc->getContentSize().height/2+5));
    }
    
    
    /*********************
    * 八方向人物动作合成器
    *********************/
    CCAnimation* SpiritsPlayer::getNowAnt(MainRoledata roledata)
    {
        CCAnimation* thisdonghua = CCAnimation::create();
        switch (roledata.dir)
        {
        case up:
    
            switch (roledata.acttodo)
            {
            case run:
                for(int i = 0; i<=roledata.maxcut_pao ; i++)
                {
                    char donghuaurl[100] = {0};
                    sprintf(donghuaurl,"%s06%03d.png",roledata.spiritUrl_pao->getCString(),i);
                    thisdonghua->addSpriteFrameWithFileName(donghuaurl);
                }
                break;
            case stand:
                for(int i = 0; i<=roledata.maxcut_zhan ; i++)
                {
                    char donghuaurl[100] = {0};
                    sprintf(donghuaurl,"%s06%03d.png",roledata.spiritUrl_zhan->getCString(),i);
                    thisdonghua->addSpriteFrameWithFileName(donghuaurl);
                }
                break;
            case attack:
                break;
            case death:
                break;
            case funny:
                break;
            default:
                break;
            }
    
            break;
        case down:
            switch (roledata.acttodo)
            {
            case run:
                for(int i = 0; i<=roledata.maxcut_pao ; i++)
                {
                    char donghuaurl[100] = {0};
                    sprintf(donghuaurl,"%s04%03d.png",roledata.spiritUrl_pao->getCString(),i);
                    thisdonghua->addSpriteFrameWithFileName(donghuaurl);
                }
                break;
            case stand:
                for(int i = 0; i<=roledata.maxcut_zhan ; i++)
                {
                    char donghuaurl[100] = {0};
                    sprintf(donghuaurl,"%s04%03d.png",roledata.spiritUrl_zhan->getCString(),i);
                    thisdonghua->addSpriteFrameWithFileName(donghuaurl);
                }
                break;
            case attack:
                break;
            case death:
                break;
            case funny:
                break;
            default:
                break;
            }
            break;
        case lefts:
            switch (roledata.acttodo)
            {
            case run:
                for(int i = 0; i<=roledata.maxcut_pao ; i++)
                {
                    char donghuaurl[100] = {0};
                    sprintf(donghuaurl,"%s05%03d.png",roledata.spiritUrl_pao->getCString(),i);
                    thisdonghua->addSpriteFrameWithFileName(donghuaurl);
                }
                break;
            case stand:
                for(int i = 0; i<=roledata.maxcut_zhan ; i++)
                {
                    char donghuaurl[100] = {0};
                    sprintf(donghuaurl,"%s05%03d.png",roledata.spiritUrl_zhan->getCString(),i);
                    thisdonghua->addSpriteFrameWithFileName(donghuaurl);
                }
                break;
            case attack:
                break;
            case death:
                break;
            case funny:
                break;
            default:
                break;
            }
            break;
        case rigth:
            switch (roledata.acttodo)
            {
            case run:
                for(int i = 0; i<=roledata.maxcut_pao ; i++)
                {
                    char donghuaurl[100] = {0};
                    sprintf(donghuaurl,"%s07%03d.png",roledata.spiritUrl_pao->getCString(),i);
                    thisdonghua->addSpriteFrameWithFileName(donghuaurl);
                }
                break;
            case stand:
                for(int i = 0; i<=roledata.maxcut_zhan ; i++)
                {
                    char donghuaurl[100] = {0};
                    sprintf(donghuaurl,"%s07%03d.png",roledata.spiritUrl_zhan->getCString(),i);
                    thisdonghua->addSpriteFrameWithFileName(donghuaurl);
                }
                break;
            case attack:
                break;
            case death:
                break;
            case funny:
                break;
            default:
                break;
            }
            break;
        case rigth_up:
            switch (roledata.acttodo)
            {
            case run:
                for(int i = 0; i<=roledata.maxcut_pao ; i++)
                {
                    char donghuaurl[100] = {0};
                    sprintf(donghuaurl,"%s03%03d.png",roledata.spiritUrl_pao->getCString(),i);
                    thisdonghua->addSpriteFrameWithFileName(donghuaurl);
                }
                break;
            case stand:
                for(int i = 0; i<=roledata.maxcut_zhan ; i++)
                {
                    char donghuaurl[100] = {0};
                    sprintf(donghuaurl,"%s03%03d.png",roledata.spiritUrl_zhan->getCString(),i);
                    thisdonghua->addSpriteFrameWithFileName(donghuaurl);
                }
                break;
            case attack:
                for(int i = 0; i<=roledata.maxcut_attack ; i++)
                {
                    char donghuaurl[100] = {0};
                    sprintf(donghuaurl,"%s03%03d.png",roledata.spiritUrl_attack->getCString(),i);
                    thisdonghua->addSpriteFrameWithFileName(donghuaurl);
                }
                break;
            case magicup:
                for(int i = 0; i<=roledata.maxcut_magic ; i++)
                {
                    char donghuaurl[100] = {0};
                    sprintf(donghuaurl,"%s03%03d.png",roledata.spiritUrl_magic->getCString(),i);
                    thisdonghua->addSpriteFrameWithFileName(donghuaurl);
                }
                break;
            case death:
                break;
            case funny:
                break;
            default:
                break;
            }
            break;
        case rigth_down:
            switch (roledata.acttodo)
            {
            case run:
                for(int i = 0; i<=roledata.maxcut_pao ; i++)
                {
                    char donghuaurl[1000] = {0};
                    sprintf(donghuaurl,"%s00%03d.png",roledata.spiritUrl_pao->getCString(),i);
                    thisdonghua->addSpriteFrameWithFileName(donghuaurl);
                }
                break;
            case stand:
                for(int i = 0; i<=roledata.maxcut_zhan ; i++)
                {
                    char donghuaurl[100] = {0};
                    sprintf(donghuaurl,"%s00%03d.png",roledata.spiritUrl_zhan->getCString(),i);
                    thisdonghua->addSpriteFrameWithFileName(donghuaurl);
                }
                break;
            case attack:
                for(int i = 0; i<=roledata.maxcut_attack ; i++)
                {
                    char donghuaurl[100] = {0};
                    sprintf(donghuaurl,"%s00%03d.png",roledata.spiritUrl_attack->getCString(),i);
                    thisdonghua->addSpriteFrameWithFileName(donghuaurl);
                }
                break;
            case magicup:
                for(int i = 0; i<=roledata.maxcut_magic ; i++)
                {
                    char donghuaurl[100] = {0};
                    sprintf(donghuaurl,"%s00%03d.png",roledata.spiritUrl_magic->getCString(),i);
                    thisdonghua->addSpriteFrameWithFileName(donghuaurl);
                }
                break;
            case death:
                break;
            case funny:
                break;
            default:
                break;
            }
            break;
        case left_down:
            switch (roledata.acttodo)
            {
            case run:
                for(int i = 0; i<=roledata.maxcut_pao ; i++)
                {
                    char donghuaurl[100] = {0};
                    sprintf(donghuaurl,"%s01%03d.png",roledata.spiritUrl_pao->getCString(),i);
                    thisdonghua->addSpriteFrameWithFileName(donghuaurl);
                }
                break;
            case stand:
                for(int i = 0; i<=roledata.maxcut_zhan ; i++)
                {
                    char donghuaurl[100] = {0};
                    sprintf(donghuaurl,"%s01%03d.png",roledata.spiritUrl_zhan->getCString(),i);
                    thisdonghua->addSpriteFrameWithFileName(donghuaurl);
                }
                break;
            case attack:
                for(int i = 0; i<=roledata.maxcut_attack ; i++)
                {
                    char donghuaurl[100] = {0};
                    sprintf(donghuaurl,"%s01%03d.png",roledata.spiritUrl_attack->getCString(),i);
                    thisdonghua->addSpriteFrameWithFileName(donghuaurl);
                }
                break;
            case magicup:
                for(int i = 0; i<=roledata.maxcut_magic ; i++)
                {
                    char donghuaurl[100] = {0};
                    sprintf(donghuaurl,"%s01%03d.png",roledata.spiritUrl_magic->getCString(),i);
                    thisdonghua->addSpriteFrameWithFileName(donghuaurl);
                }
                break;
            case death:
                break;
            case funny:
                break;
            default:
                break;
            }
            break;
        case left_up:
            switch (roledata.acttodo)
            {
            case run:
                for(int i = 0; i<=roledata.maxcut_pao ; i++)
                {
                    char donghuaurl[100] = {0};
                    sprintf(donghuaurl,"%s02%03d.png",roledata.spiritUrl_pao->getCString(),i);
                    thisdonghua->addSpriteFrameWithFileName(donghuaurl);
                }
                break;
            case stand:
                for(int i = 0; i<=roledata.maxcut_zhan ; i++)
                {
                    char donghuaurl[100] = {0};
                    sprintf(donghuaurl,"%s02%03d.png",roledata.spiritUrl_zhan->getCString(),i);
                    thisdonghua->addSpriteFrameWithFileName(donghuaurl);
                }
                break;
            case attack:
                for(int i = 0; i<=roledata.maxcut_attack ; i++)
                {
                    char donghuaurl[100] = {0};
                    sprintf(donghuaurl,"%s02%03d.png",roledata.spiritUrl_attack->getCString(),i);
                    thisdonghua->addSpriteFrameWithFileName(donghuaurl);
                }
                break;
            case magicup:
                for(int i = 0; i<=roledata.maxcut_magic ; i++)
                {
                    char donghuaurl[100] = {0};
                    sprintf(donghuaurl,"%s02%03d.png",roledata.spiritUrl_magic->getCString(),i);
                    thisdonghua->addSpriteFrameWithFileName(donghuaurl);
                }
                break;
            case death:
                break;
            case funny:
                break;
            default:
                break;
            }
            break;
        default:
            break;
        }
    
        return thisdonghua;
    }
    
    SpiritsPlayer::~SpiritsPlayer(void)
    {
    }

    sprintf(donghuaurl,"%s06%03d.png",roledata.spiritUrl_pao->getCString(),i);

    总体思路就是,我们通过了帧连接的拼接来构成动画,通过我们之前写好的model数据来定义我们任务的朝向等问题

    比如00000代表右,01000就代表右上,这个也得根据自己素材的模型来写不同的处理逻辑,万变不离其中;

    如果我们的图片是在一张大图的集合中,我们可以同过CCRect来处理获取帧图片方式!

    CCAnimation* getNowAnt(MainRoledata roledata);
    CCAnimate* updateNowAnt(MainRoledata roledata);

    通过这两个方法集合,我们就能获取到八面玲珑的朝向,甚至我们连,后续的动画机制也加入了,比如,跑动,打斗,做各种动作等!

    Commen_Direction SpiritsPlayer::getNowPointDir(CCPoint newpoint); //获取朝向

    void SpiritsPlayer::moveTomap_dir(CCPoint newpoint) //改变朝向方法

    以上两个方法,我们是专门处理,之后精灵移动,移动完之后还得恢复到站立状态,移动过程中改变人物朝向问题!所以要考虑的很清楚

    很清晰,思路清楚了,才能方便以后的拓展。

    OK了,有了以上的精灵类,将其实例化到一个简单的图片地图上,他就会动了;

    添加的时候我们直接addchild方法!!

    SpiritsPlayer* role_main = new SpiritsPlayer(basedatas->role_player,1,false);

    nowmap->addChild(role_main->npc, 999);

    nowmap 暂且可以用一张图片CCSprite代替!!!

    下一篇博客我会非常详细的将地图制作方法写出来给大家一起分享,由于其实我之前都是C#,JAVA做的很多,很多地方和细节还需要重构

    还需要大家多指点一下,这也是我学习的好机会;

    游戏demo及素材下载地址(demo里面包含了所有的素材资料);

    http://pan.baidu.com/share/link?shareid=4012433582&uk=4097703620&third=15

    ps:广告我建了一个QQ群:和大家一起分享cocos2dx开发经验【41131516】

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  • 原文地址:https://www.cnblogs.com/zisou/p/cocos2d-x_arpg1.html
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