一、创建文件·
FishAchor.h还有FishAchor.cpp。
主要就是创建每种鱼的类,方便以后的取用~,很多是重复性的操作,然后我们是mini版,暂时也就加入大概6钟鱼就好= =,然后我们现在就来搭建~。
二、鱼的基类
1、定义~
class FishActor : public Sprite //继承精灵类,然后作为各种鱼的基类,有最基本的属性
{
public:
enum class FishActorType //首先在这里需要得知,鱼的类型
{
SmallFish,
AngelFish,
Croaker,
Amphiprion,
Bream,
MarlinsFish,
}; /** Speed property of the fishes */
CC_SYNTHESIZE(float, speedX, SpeedX); //速度~
CC_SYNTHESIZE(float, speedY, SpeedY); FishActorType fishType; //鱼的类型 /** Create the fish by their types */
static FishActor* createWithType(FishActorType fishType); //创建方法~ /** Play the death animation */
virutal Animate* playDeathAnimation(); //鱼死亡时的动画~ /** Update the fish movement */
void updateFishMovement(float dt); //鱼出现的动画~ /** Activate the fish movement */
virutal void activateFishMovement(); //激活 protected:
CC_SYNTHESIZE(float, fishScore, FishScore); //鱼的得分~ };
这个主要是作为一个大的接口类,方便用同一个接口,创建不同的鱼,节约重复性的代码操作~。具体的实现呢~
2、实现~
(1)创建方法~
FishActor* FishActor::createWithType(FishActorType fishType)
{ FishActor *fish=nullptr; //创建一个空指针 //Create the fishes by the fish type
switch (fishType) //根据类型进行创建
{
case FishActorType::SmallFish: fish = SmallFishActor::create();
break;
case FishActorType::AngelFish: fish = AngelFishActor::create();
break;
case FishActorType::Croaker: fish = CroakerActor::create();
break;
case FishActorType::Amphiprion: fish = AmphiprionActor::create();
break; case FishActorType::Bream: fish = BreamActor::create();
break; case FishActorType::MarlinsFish: fish = MarlinsFishActor::create();
break; default:
break;
} return fish;
}
(2)鱼移动的movement
void FishActor::updateFishMovement(float delta)
{
auto direction = rand() % - 1.0f;
auto shiftX = (rand() % + )*direction;
auto shiftY = (rand() % + )*direction; setSpeedX(shiftX == ? : shiftX);
setSpeedY(shiftY == ? : shiftY); auto rotation = -atan2(shiftY, shiftX);
this->setRotation(rotation*180.0f / 3.14f + 180.0f);
}
3、其中一种鱼的创建~
(1)类的声明~
class AngelFishActor : public FishActor
{ public: bool init(); CREATE_FUNC(AngelFishActor);
Animate* playDeathAnimation(); //每个鱼敲掉的动画不一样~
void activateFishMovement();
};
(2)具体实现
1、init()
bool SmallFishActor::init()
{ FishActor::init(); //一般不会不成功的= =,是继承Sprite里面的创建~ setSpeedX(1.0f); //设置速度~
setSpeedY(1.0f); setFishScore(1.0f); 设置得分~ fishType = FishActorType::SmallFish; //Read the swimming animations textures
auto fishes = Vector<SpriteFrame*>();//动态数组容器
fishes.pushBack(SpriteFrameCache::getInstance()->getSpriteFrameByName("SmallFish_actor_001.png"));
fishes.pushBack(SpriteFrameCache::getInstance()->getSpriteFrameByName("SmallFish_actor_002.png"));
fishes.pushBack(SpriteFrameCache::getInstance()->getSpriteFrameByName("SmallFish_actor_003.png"));
fishes.pushBack(SpriteFrameCache::getInstance()->getSpriteFrameByName("SmallFish_actor_004.png")); //Create swimming animation
auto fishAnimation = Animation::createWithSpriteFrames(fishes, 0.1);
auto fishAnimate = Animate::create(fishAnimation); //Run the swiming action forever
runAction(RepeatForever::create(fishAnimate)); return true;
}
2、鱼移动的动画创建
void SmallFishActor::activateFishMovement()
{
schedule(schedule_selector(FishActor::updateFishMovement), + rand() % ); //调用基类函数~
}
3、死掉的动画~
Animate* SmallFishActor::playDeathAnimation()
{ //Read the death anmtions textures
auto deathFrames = Vector<SpriteFrame*>(); //创建一个数组
deathFrames.pushBack(SpriteFrameCache::getInstance()->getSpriteFrameByName("SmallFish_death_001.png"));
deathFrames.pushBack(SpriteFrameCache::getInstance()->getSpriteFrameByName("SmallFish_death_002.png"));
deathFrames.pushBack(SpriteFrameCache::getInstance()->getSpriteFrameByName("SmallFish_death_003.png"));
deathFrames.pushBack(SpriteFrameCache::getInstance()->getSpriteFrameByName("SmallFish_death_004.png"));
deathFrames.pushBack(SpriteFrameCache::getInstance()->getSpriteFrameByName("SmallFish_death_005.png")); //Create the death anmation
auto deathAnimation = Animation::createWithSpriteFrames(deathFrames, 0.1);//设置播放的时间间隔~
auto deathAnimate = Animate::create(deathAnimation); 返回创建好的动画~
return deathAnimate;
}
三、七说八说~
图片资源已经上传的github~:https://github.com/Wenne/FishingMini