学完cocos2dx课程的第一个项目选择了超级玛丽。可以说有自己的想法,简单但是确实不简单。
我花了一天把一份2.1版本的超级玛丽源码升级到了3.0,改改删删,参考那个源码虽然好多不懂,但是马虎升级成功,游戏正常玩耍。
本着不为把游戏做出来而写代码的想法,罗列了一下这个游戏可以使用到的知识点。数据持久化的三种方式、loading页面、tmx地图解析、cocosStudio场景、屏幕适配、关卡如何选择、代码结构的优化(各种类的抽象继承),在基本功能出来后可以自己去设计变态关卡等。
两天实现了loading界面、 主界面所有场景 和选关场景。
效果如下gif:

loadProgress = ProgressTimer::create(Sprite::create("image/loadingbar.png"));
loadProgress->setBarChangeRate(Point(1, 0));//设置进程条的变化速率
loadProgress->setType(ProgressTimer::Type::BAR);//设置进程条的类型
loadProgress->setMidpoint(Point(0, 1));//设置进度的运动方向
loadProgress->setPosition(visibleSize.width / 2, visibleSize.height / 2 );
loadProgress->setPercentage(progressPercent);
this->addChild(loadProgress);void LoadingScene::preloadResource()
{
//这里分开写测试, 后期如果确定是一个场景中的直接使用plist加载
std::string resouceMain = "image/mainscene/";
float count = 20;//一共加载十七张
everyAdd = 100 / count;
Director::getInstance()->getTextureCache()->addImageAsync(resouceMain+"about_normal.png", CC_CALLBACK_1(LoadingScene::loadingCallback, this));
Director::getInstance()->getTextureCache()->addImageAsync(resouceMain+"about_select.png", CC_CALLBACK_1(LoadingScene::loadingCallback, this));
Director::getInstance()->getTextureCache()->addImageAsync(resouceMain+"backA.png", CC_CALLBACK_1(LoadingScene::loadingCallback, this));
Director::getInstance()->getTextureCache()->addImageAsync(resouceMain+"backB.png", CC_CALLBACK_1(LoadingScene::loadingCallback, this));
Director::getInstance()->getTextureCache()->addImageAsync(resouceMain+"background.png", CC_CALLBACK_1(LoadingScene::loadingCallback, this));
Director::getInstance()->getTextureCache()->addImageAsync(resouceMain+"bg.png", CC_CALLBACK_1(LoadingScene::loadingCallback, this));
Director::getInstance()->getTextureCache()->addImageAsync(resouceMain+"music_off.png", CC_CALLBACK_1(LoadingScene::loadingCallback, this));
Director::getInstance()->getTextureCache()->addImageAsync(resouceMain+"music_on.png", CC_CALLBACK_1(LoadingScene::loadingCallback, this));
Director::getInstance()->getTextureCache()->addImageAsync(resouceMain+"quitgame_normal.png", CC_CALLBACK_1(LoadingScene::loadingCallback, this));
Director::getInstance()->getTextureCache()->addImageAsync(resouceMain+"quitgame_select.png", CC_CALLBACK_1(LoadingScene::loadingCallback, this));
Director::getInstance()->getTextureCache()->addImageAsync(resouceMain+"Set_Music.png", CC_CALLBACK_1(LoadingScene::loadingCallback, this));
Director::getInstance()->getTextureCache()->addImageAsync(resouceMain+"Setting_n.png", CC_CALLBACK_1(LoadingScene::loadingCallback, this));
Director::getInstance()->getTextureCache()->addImageAsync(resouceMain+"setting_s.png", CC_CALLBACK_1(LoadingScene::loadingCallback, this));
Director::getInstance()->getTextureCache()->addImageAsync(resouceMain+"startgame_normal.png", CC_CALLBACK_1(LoadingScene::loadingCallback, this));
Director::getInstance()->getTextureCache()->addImageAsync(resouceMain+"startgame_select.png", CC_CALLBACK_1(LoadingScene::loadingCallback, this));
Director::getInstance()->getTextureCache()->addImageAsync(resouceMain+"wxb.jpg", CC_CALLBACK_1(LoadingScene::loadingCallback, this));
Director::getInstance()->getTextureCache()->addImageAsync(resouceMain+"zhy.jpg", CC_CALLBACK_1(LoadingScene::loadingCallback, this));
Director::getInstance()->getTextureCache()->addImageAsync(resouceMain + "sound_effect_off.png", CC_CALLBACK_1(LoadingScene::loadingCallback, this));
Director::getInstance()->getTextureCache()->addImageAsync(resouceMain + "sound_effect_on.png", CC_CALLBACK_1(LoadingScene::loadingCallback, this));
Director::getInstance()->getTextureCache()->addImageAsync(resouceMain + "switchBg.png", CC_CALLBACK_1(LoadingScene::loadingCallback, this));
}void LoadingScene::loadingCallback(Texture2D*)
{
progessAdd();
}
void LoadingScene::progessAdd()
{
progressPercent += everyAdd;
if (100-progressPercent <everyAdd)
{
progressPercent = 100;
auto scene = MainScene::createScene();
Director::getInstance()->replaceScene(TransitionFade::create(1, scene));
}
percentLabel->setString(StringUtils::format("%d", int(progressPercent)));//更新percentLabel的值
loadProgress->setPercentage(progressPercent);
}
在loading到100%的时候切换场景。tableView = TableView::create(this, Size(spWidth, spHeight)); tableView->setDirection(ScrollView::Direction::HORIZONTAL); tableView->setPosition(Point((winSize.width - spWidth)/2, (winSize.height-spHeight)/2)); tableView->setDelegate(this); this->addChild(tableView); tableView->reloadData();
void SelectLevel::tableCellTouched(TableView* table, TableViewCell* cell)
{
CCLOG("cell touched at index: %ld", cell->getIdx());
}
Size SelectLevel::tableCellSizeForIndex(TableView *table, ssize_t idx)
{
return Director::getInstance()->getVisibleSize();
}
TableViewCell* SelectLevel::tableCellAtIndex(TableView *table, ssize_t idx)
{
auto string = String::createWithFormat("%ld", idx+1);
TableViewCell *cell = table->dequeueCell();
if (!cell) {
cell = new TableViewCell();
cell->autorelease();
auto sprite = Sprite::create(StringUtils::format("image/level/select%d.jpg", idx));
sprite->setAnchorPoint(Point::ZERO);
sprite->setPosition(Point(0, 0));
cell->addChild(sprite);
auto label = Label::createWithSystemFont(string->getCString(), "Helvetica", 20.0);
label->setPosition(Point::ZERO);
label->setAnchorPoint(Point::ZERO);
label->setTag(123);
cell->addChild(label);
}
else
{
auto label = (Label*)cell->getChildByTag(123);
label->setString(string->getCString());
}
return cell;
}
ssize_t SelectLevel::numberOfCellsInTableView(TableView *table)
{
return Global::getInstance()->getTotalLevels();
}
void SelectLevel::pageViewEvent(Ref *pSender, PageViewEventType type)
{
}千万不要使用:void SelectLevel::pageViewEvent(Ref *pSender)
{
}后面这种写法编译不报错,但是运行的时候报错崩溃。 pageView = PageView::create();
pageView->setSize(Size(winSize.width, winSize.height));
pageView->setPosition(Point(0,0));
for (int i = 1; i < Global::getInstance()->getTotalLevels(); i++)
{
Layout* layout = Layout::create();
layout->setSize(Size(winSize.width, winSize.height));
ImageView* imageView = ImageView::create(StringUtils::format("image/level/select%d.jpg", i));
imageView->setScale9Enabled(true);
imageView->setSize(Size(spWidth, spHeight));
imageView->setPosition(Point(layout->getSize().width / 2.0f, layout->getSize().height / 2.0f));
layout->addChild(imageView);
Text* label = Text::create(StringUtils::format("page %d", i), "fonts/Marker Felt.ttf", 30);
label->setColor(Color3B(192, 192, 192));
label->setPosition(Point(layout->getSize().width / 2.0f, layout->getSize().height / 2.0f));
layout->addChild(label);
pageView->addPage(layout);
}
pageView->addEventListenerPageView(this, pagevieweventselector(SelectLevel::pageViewEvent));
this->addChild(pageView);
auto layerr = Layer::create(); layerr->setContentSize(Size(spWidth, spHeight)); layerr->setPosition(size.width/2, size.height/2); layerr->setZOrder(111); this->addChild(layerr); auto listenTouch = EventListenerTouchOneByOne::create(); listenTouch->onTouchBegan = CC_CALLBACK_2(SelectLevel::onTouchBegan, this); //listenTouch->onTouchMoved = CC_CALLBACK_2(SelectLevel::onTouchMoved, this); listenTouch->onTouchEnded = CC_CALLBACK_2(SelectLevel::onTouchEnded, this); //listenTouch->onTouchCancelled = CC_CALLBACK_2(SelectLevel::onTouchCancelled, this); Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(listenTouch, layerr);其实是做好触摸回调:
bool SelectLevel::onTouchBegan(Touch* touch, Event* event)
{
clickBeginPoint = touch->getLocation();
return true;
}
void SelectLevel::onTouchEnded(Touch* touch, Event* event)
{
int dragDistance = abs(touch->getLocation().x - clickBeginPoint.x);
//如果单击超过5像素 切换场景
if (dragDistance < 5 )
{
Rect layerRect = Rect((winSize.width - spWidth) / 2, (winSize.height - spHeight) / 2, spWidth, spHeight);
if (layerRect.containsPoint(touch->getLocation()))
{
//要切换的关
int level = pageView->getCurPageIndex()+1;
}
}
}cocos2dx3.0 超级马里奥开发笔记(一)——loadingbar和pageview的使用,布布扣,bubuko.com
cocos2dx3.0 超级马里奥开发笔记(一)——loadingbar和pageview的使用
原文:http://blog.csdn.net/hanbingfengying/article/details/37606467