毕业设计做b2c网站的意义/整合营销传播案例分析
Cocos creator实现飞机大战空中大战《战击长空》小游戏资源及代码
最近在学习Cocos Creator,作为新手,刚刚开始学习Cocos Creator,刚刚入门,这里记录一下飞机大战小游戏实现。
https://wxaurl.cn/VEgRy2eTMyi
一 安装CocosDashBoard
这里就不介绍如何安装了
二 新建2D项目FlyWar
2.1、管理项目目录
在资源管理器中新建文件夹
anim 动画
preb 预制体
res 图片、语音资源
scene 场景
scripts 脚本资源
将资源文件拖到res目录下
三、关键步骤
3.1 实现背景的移动代码
背景的星空会有移动的效果
import GameConstant from "./GameConstant";const {ccclass, property} = cc._decorator;@ccclass
export default class MoveBackground extends cc.Component { bgs : cc.Node[];@propertyspeed : number = 50;canvasWidth: number;canvasHeight: number;onLoad () {let canvas = cc.find('Canvas');this.canvasWidth = canvas.width;this.canvasHeight = canvas.height;// 注册特定事件cc.director.on(GameConstant.kUpdateGameStatus, this.listenGameStatus, this);}listenGameStatus() {}start () {this.node.width= this.canvasWidth;this.node.height = this.canvasHeight;this.bgs = this.node.children;for (let index = 0; index < this.bgs.length; index++) {let element = this.bgs[index];element.width = this.canvasWidth;element.height = this.canvasHeight;}// 设置默认if (this.bgs.length >= 2) {this.bgs[1].y = this.bgs[0].y + this.bgs[0].height; }}update (dt) {this.bgs[0].y -= this.speed * dt;this.bgs[1].y -= this.speed * dt;if (this.bgs[0].y < -this.canvasHeight) {this.bgs[0].y = this.bgs[1].y + this.bgs[1].height;}if (this.bgs[1].y < -this.canvasHeight) {this.bgs[1].y = this.bgs[0].y + this.bgs[0].height;}}
}
3.2 实现自己飞机的绑定击碰撞检测
首先将load方法中开启碰撞检测
// 碰撞检测
cc.director.getCollisionManager().enabled = true;
将手指移动飞机
start() {// touch inputthis.node.on(cc.Node.EventType.TOUCH_START, this.onTouchBegan, this);this.node.on(cc.Node.EventType.TOUCH_END, this.onTouchEnded, this);this.node.on(cc.Node.EventType.TOUCH_CANCEL, this.onTouchEnded, this);this.node.on(cc.Node.EventType.TOUCH_MOVE, this.onTouchMove, this);}// touch事件onTouchBegan(event) {if (this.isSelected == true) {return;}let position = event.getLocation();this.isSelected = true;this.touchStartX = position.x;this.touchStartY = position.y;}onTouchEnded() {this.isSelected = false;}onTouchMove(e: cc.Event.EventTouch) {let gameStatus = GameStateManager.instance().getGameStatus();if (this.isSelected && (GameConstant.GameStatus.BOSSBOOMFINISH != gameStatus)) {let position = e.getLocation();let moveX = position.x;let moveY = position.y;let disX = (moveX - this.touchStartX);let disY = (moveY - this.touchStartY);this.updateNodeX(disX, disY);this.touchStartX = position.x;this.touchStartY = position.y;}}// 更新位置updateNodeX(distanceX, distanceY) {this.playerRoot.x += distanceX;if (this.playerRoot.x < -this.canvasWidth / 2) {this.playerRoot.x = -this.canvasWidth / 2;}if (this.playerRoot.x > this.canvasWidth / 2) {this.playerRoot.x = this.canvasWidth / 2;}this.playerRoot.y += distanceY;if (this.playerRoot.y < -this.canvasHeight / 2) {this.playerRoot.y = -this.canvasHeight / 2;}if (this.playerRoot.y > this.canvasHeight / 2) {this.playerRoot.y = this.canvasHeight / 2;}this.playerBulletRoot.x = this.playerRoot.x;this.playerBulletRoot.y = this.playerRoot.y + 50;}
玩家飞机的碰撞,当碰撞到不同的敌机就会出现血量减少的
onCollisionEnter(other, self) {if (this.isDead == true) {return;}let deltax = 0;if (other.tag == 999) {// 撞击到敌机BOSS// dead,游戏结束,跳转到结果页面this.isDead = true;this.showPlaneBoom();return;}if (other.tag == 888) {// 获得金币,每个金币50分this.updateScore();}if (other.tag == 911) {// 获得血量this.updateBlood();}if (other.tag == 100 || other.tag == 914) {// 默认子弹 -1// 减去血量this.bloodNumber -= 1;deltax = 1;} else if (other.tag == 101 || other.tag == 102) {// boss大炮弹 -5this.bloodNumber -= 5;deltax = 5;} else if ((other.tag == 90 || other.tag == 91)) {// 敌机 -2this.bloodNumber -= 2;deltax = 2;}if (this.bloodNumber <= 0) {// dead,游戏结束,跳转到结果页面this.isDead = true;this.showPlaneBoom();}if (this.bloodNumber < 0) {this.bloodNumber = 0;}this.updateBloodUI(deltax);}
// 血量控制参考
https://blog.csdn.net/gloryFlow/article/details/130898462
3.2 实现当前飞机发射子弹的效果
当前子弹发射会有角度设置,代码如下
import EnemyPlane from "./EnemyPlane";const {ccclass, property} = cc._decorator;// 直线的Bullet类型
@ccclass
export default class BulletLiner extends cc.Component {// 角度,默认90@property(Number)rotation: number = 90;// 速度@property(Number)speed: number = 1000;// 时间@property(Number)time: number = 0.0;// 时间点lifeTime: number = 2.5;// LIFE-CYCLE CALLBACKS:// 初始位置originPos: any;canvasWidth: number;canvasHeight: number;isDead: boolean = false;onLoad() {let canvas = cc.find('Canvas');this.canvasWidth = canvas.width;this.canvasHeight = canvas.height;}start () {this.originPos = this.node.position;}update (dt) {this.onMove(dt);}// 移动onMove(dt) {let distance = dt * this.speed;let radian = this.rotation * Math.PI / 180;let v2 = this.node.position; let delta = cc.v2(distance * Math.cos(radian), distance * Math.sin(radian));v2.x += delta.x;v2.y += delta.y;this.node.position = v2;if (v2.y > this.canvasHeight) {this.node.removeFromParent();this.node.destroy();}}onCollisionEnter(other, self) {if ((other.tag != 110 && other.tag != 1111 && other.tag != 9911 && other.tag != 911 && other.tag != 888) && !this.isDead) {this.die();}}die() {this.isDead = true;this.node.removeFromParent();this.destroy();}
}
3.4 敌机的移动击及碰撞检测
import GameStateManager from "./GameStateManager";const { ccclass, property } = cc._decorator;// 敌人飞机
@ccclass
export default class EnemyPlane extends cc.Component {// 角度,默认90@property(Number)rotation: number = 90;// 速度@property(Number)speed: number = 1000;// 时间@property(Number)time: number = 0.0;// 时间点lifeTime: number = 2.5;// LIFE-CYCLE CALLBACKS:// 初始位置originPos: any;canvasWidth: number;canvasHeight: number;@property(cc.Prefab)enemyBoom: cc.Prefab = null;@property(cc.Prefab)enemyBullet: cc.Prefab = null;@property([cc.Prefab])coinPrebs: cc.Prefab[] = [];// 音效资源@property(cc.AudioClip)boomAudio: cc.AudioClip = null;isDead: boolean = false;isBoomAnimating: boolean = false;onLoad() {let canvas = cc.find('Canvas');this.canvasWidth = canvas.width;this.canvasHeight = canvas.height;}start() {this.originPos = this.node.position;this.enemyBulletSchedule();}update(dt) {this.onMove(dt);}// 移动onMove(dt) {// this.time += dt;// if (this.time >= this.lifeTime) {// this.node.position = this.originPos;// this.time = 0;// }let distance = dt * this.speed;let radian = this.rotation * Math.PI / 180;let v2 = this.node.position;let delta = cc.v2(distance * Math.cos(radian), distance * Math.sin(radian));v2.x -= delta.x;v2.y -= delta.y;this.node.position = v2;if (v2.y < -this.canvasHeight) {this.node.removeFromParent();this.node.destroy();}}// 动效效果showPlaneBoom() {if (this.isBoomAnimating) {return;}// 调用声音引擎播放声音cc.audioEngine.playEffect(this.boomAudio, false);this.isBoomAnimating = true;// 播放动画let boom;let callFunc = cc.callFunc(function () {this.createCoin();boom = cc.instantiate(this.enemyBoom);this.node.parent.addChild(boom);boom.setPosition(this.node.position);this.node.removeFromParent();let anim = boom.getComponent(cc.Animation);anim.play('enemy_boom');}, this);let aTime = cc.delayTime(0.1);let finish = cc.callFunc(function () {boom.removeFromParent();boom.destroy();this.isBoomAnimating = false;this.removeFromParent();this.destroy();}, this);// 创建一个缓动var tween = cc.tween()// 按顺序执行动作.sequence(callFunc, aTime, finish);cc.tween(this.node).then(tween).start();}onCollisionEnter(other, self) {if ((other.tag == 110 || other.tag == 1111) && !this.isDead) {this.die();}}die() {this.isDead = true;this.showPlaneBoom();this.updateScore();}// 更新得分updateScore() {// 每个敌机得分为10GameStateManager.instance().updateScore(10);}// 创建金币 每个金币10分createCoin() {let delta = 50;for (let index = 0; index < this.coinPrebs.length; index++) {let coin = cc.instantiate(this.coinPrebs[index]);this.node.parent.addChild(coin);coin.setPosition(this.node.position);coin.x = this.node.x + Math.random() * delta;coin.y = this.node.y;}}// 倒计时enemyBulletSchedule() {this.schedule(this.onCreateEnemyBullet, 1.5);}onCreateEnemyBullet() {let bullet = cc.instantiate(this.enemyBullet);this.node.parent.addChild(bullet);bullet.setPosition(this.node.position);bullet.x = this.node.x;bullet.y = this.node.y;}stopSchedule() {this.unschedule(this.onCreateEnemyBullet);}protected onDestroy(): void {this.stopSchedule();}
}
3.5 敌机BOSS
敌机BOSS有血量
当前敌机BOSS只要血量为0时候就是击败了该BOSS
// Learn TypeScript:
// - https://docs.cocos.com/creator/2.4/manual/en/scripting/typescript.html
// Learn Attribute:
// - https://docs.cocos.com/creator/2.4/manual/en/scripting/reference/attributes.html
// Learn life-cycle callbacks:
// - https://docs.cocos.com/creator/2.4/manual/en/scripting/life-cycle-callbacks.htmlimport EnemyBossBoom from "./EnemyBossBoom";
import GameConstant from "./GameConstant";
import GameStateManager from "./GameStateManager";const {ccclass, property} = cc._decorator;@ccclass
export default class EnemyBossPlane extends cc.Component {@property(cc.Prefab)bloodBarPreb: cc.Prefab = null;// boss爆炸效果@property(cc.Prefab)bossBoomPreb: cc.Prefab = null;// 血量@property(Number)bloodCount: number = 100;@property(Number)bloodNumber: number = 100;// LIFE-CYCLE CALLBACKS:bloodBar: cc.ProgressBar = null;isDead: boolean = false;onLoad () {// 不同等级boss的血量不同// this.bloodNumber = 100;// this.bloodCount = 100;let blood = cc.instantiate(this.bloodBarPreb);blood.y = 100;blood.x = 0;this.node.addChild(blood);this.bloodBar = blood.getComponent(cc.ProgressBar);this.bloodBar.progress = 1.0;this.bloodBar.getComponentInChildren(cc.Label).string = ""+this.bloodNumber;}start () {this.bloodBar.getComponentInChildren(cc.Label).string = ""+this.bloodNumber;}update (dt) {}// 更新血量updateBloodCount(aBloodCount) {this.bloodNumber = aBloodCount;this.bloodCount = aBloodCount;}onCollisionEnter(other, self) {if (this.isDead == true) {return;}let deltax = 0;if (other.tag == 110) {// 默认子弹 -1// 减去血量this.bloodNumber -= 1;deltax = 1;} if (this.bloodNumber <= 0) {// dead,游戏结束,跳转到结果页面this.isDead = true;this.startBossBoom();}if (this.bloodNumber < 0) {this.bloodNumber = 0;}this.bloodBar.getComponentInChildren(cc.Label).string = ""+this.bloodNumber;let progress = this.bloodNumber/this.bloodCount;let totalLength = this.bloodBar.totalLength;this.bloodBar.getComponentInChildren(cc.Label).node.x -= deltax*(totalLength/this.bloodCount);this.bloodBar.progress = progress;}// boss爆炸了startBossBoom() {GameStateManager.instance().updateGameStatus(GameConstant.GameStatus.BOSSDISMISSING);let bossBoom = cc.instantiate(this.bossBoomPreb);bossBoom.y = 0;bossBoom.x = 0;this.node.addChild(bossBoom);bossBoom.getComponent(EnemyBossBoom).setBossBoomFinished(()=>{this.updateScore();this.bossBoomFinish();});bossBoom.getComponent(EnemyBossBoom).startPlayAnimation();}// 爆炸效果结束了bossBoomFinish() {this.node.removeAllChildren();this.node.removeFromParent();this.node.destroy();// 通知移除全部子弹、敌机飞机、暂停玩家飞机发射子弹后,GameStateManager.instance().updateIsWin(true);// 玩家飞机向上飞行后提示通关,继续创下一关GameStateManager.instance().updateGameStatus(GameConstant.GameStatus.BOSSBOOMFINISH);}// 更新得分updateScore() {// 每个BOSS得分为血量GameStateManager.instance().updateScore(this.bloodCount);}
}
3.6 敌机BOSS来回移动并且发射导弹
// 左右移动moveLeftRight() {// 让节点左右来回移动并一直重复var seq = cc.repeatForever(cc.sequence(cc.moveTo(5, cc.v2(-this.canvasWidth / 2, this.node.y)),cc.moveTo(5, cc.v2(this.canvasWidth / 2, this.node.y))));this.node.runAction(seq);}
// 每次创建一波Boss子弹startCreateBossBullet() {var time = 0.5;this.schedule(this.onCreateBossBullet, time);}onCreateBossBullet() {var bullet = cc.instantiate(this.getBossBullet());this.node.parent.addChild(bullet);var x = this.node.x;var y = this.node.y - this.node.height + bullet.height;bullet.setPosition(cc.v2(x, y));}stopSchedule() {this.unschedule(this.onCreateDBullet);this.unschedule(this.onCreateBossBullet);}onDestroy() {this.stopSchedule();}
四、最后可以扫码看下效果。
搜索微信小游戏:战击长空
五、下载地址
https://gitee.com/baibaime/plane-war.git