Okay time to continue with my cocos2d-x tutorial, it has been a while but I intend to finish it.
Before I begin, it is going to be a bit different from the animations you may already know.
Why? It is because I have more control and it is cleaner this way, I think.
New Stuff
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#pragma once #include "cocos2d.h" #include "Level.h" #include "Player.h" #include <algorithm> #include <vector> #include <string> using namespace std; USING_NS_CC; class GameScene : public cocos2d::Layer { public: //FIELDS Level * level; Player *player; Sprite *player_sprite; Animate *walkRight; Animate *jumping; Animate *falling; vector<EventKeyboard::KeyCode> heldKeys; //CONSTRUCTOR & METHODS virtual void onKeyPressed(EventKeyboard::KeyCode keyCode, Event* event); virtual void onKeyReleased(EventKeyboard::KeyCode keyCode, Event* event); void updateScene(float interval); void updatePlayer(float interval); void updatePlayerSprite(float interval); int signum(float x); static cocos2d::Scene* createScene(); virtual bool init(); void menuCloseCallback(cocos2d::Ref* pSender); void setupAnimations(); CREATE_FUNC(GameScene); GameScene(void); virtual ~GameScene(void); }; |
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#include "GameScene.h" #include "globals.h" Scene* GameScene::createScene() { auto scene = Scene::create(); auto layer = GameScene::create(); scene->addChild(layer); return scene; } bool GameScene::init() { if ( !Layer::init() ) { return false; } level = new Level(); level->loadMap("level1.tmx"); level->retain(); auto director = Director::getInstance(); level->getMap()->setScale(SCALE_FACTOR); this->addChild(level->getMap()); SpriteFrameCache::getInstance()->addSpriteFramesWithFile("solbrain.plist"); AnimationCache::getInstance()->addAnimationsWithFile("solbrain-animations.plist"); player_sprite = Sprite::createWithSpriteFrameName("idle"); player_sprite->setScale(SCALE_FACTOR); player_sprite->setFlippedX(true); Point point = Point(10,2); Size size = player_sprite->getContentSize(); player_sprite->setPosition(level->positionForTileCoordinate(size, point)); player = new Player(); player->retain(); player->state = Player::State::Standing; this->setupAnimations(); this->addChild(player_sprite); this->schedule(schedule_selector(GameScene::updateScene)); return true; } void GameScene::setupAnimations(){ AnimationCache *cache = AnimationCache::getInstance(); Animation *animation = cache->getAnimation("walk"); Animate* animate = Animate::create(animation); animate->getAnimation()->setRestoreOriginalFrame(true); animate->setDuration(0.80f); animate->setTarget(player_sprite); this->walkRight = animate; this->walkRight->retain(); } void GameScene::updateScene(float delta){ this->updatePlayer(delta); } void GameScene::updatePlayer(float delta){ if(std::find(heldKeys.begin(), heldKeys.end(), RIGHT_ARROW) != heldKeys.end()){ player->velocity.x = PLAYER_MAX_VELOCITY; if(player->grounded){ player->state = Player::State::Walking; } player->facingRight = true; } if(std::find(heldKeys.begin(), heldKeys.end(), LEFT_ARROW) != heldKeys.end()){ player->velocity.x = -PLAYER_MAX_VELOCITY; if(player->grounded){ player->state = Player::State::Walking; } player->facingRight = false; } // clamp the velocity to the maximum, x-axis only if (std::abs(player->velocity.x) > PLAYER_MAX_VELOCITY) { player->velocity.x = signum(player->velocity.x) * PLAYER_MAX_VELOCITY; } // clamp the velocity to 0 if it's < 1, and set the state to standing if (std::abs(player->velocity.x) < 1) { player->velocity.x = 0; if (player->grounded) { player->state = Player::State::Standing; } } // unscale the velocity by the inverse delta time and set // the latest position player->velocity = player->velocity * delta; player->position = player->position + player->velocity; player->velocity = player->velocity * 1/delta; player->velocity.x *= DAMPING; this->updatePlayerSprite(delta); } void GameScene::updatePlayerSprite(float delta){ if(player->state == Player::State::Walking){ if(walkRight->isDone()){ walkRight->startWithTarget(player_sprite); } walkRight->step(delta); if(player->facingRight){ player_sprite->setFlippedX(true); }else { player_sprite->setFlippedX(false); } }else if(player->state == Player::State::Jumping){ }else{ player_sprite->setSpriteFrame(Sprite::createWithSpriteFrameName("idle")->getSpriteFrame()); } player_sprite->setPositionX(player_sprite->getPositionX() + player->velocity.x); } void GameScene::onKeyPressed(EventKeyboard::KeyCode keyCode, Event* event) { if(std::find(heldKeys.begin(), heldKeys.end(), keyCode) == heldKeys.end()){ heldKeys.push_back(keyCode); } } void GameScene::onKeyReleased(EventKeyboard::KeyCode keyCode, Event* event) { heldKeys.erase(std::remove(heldKeys.begin(), heldKeys.end(), keyCode), heldKeys.end()); } int GameScene::signum(float x) { if (x > 0.0L) return 1.0L; else if (x < 0.0L) return -1.0L; else return 0.0L; } void GameScene::menuCloseCallback(Ref* pSender) { #if (CC_TARGET_PLATFORM == CC_PLATFORM_WP8) || (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) return; #endif Director::getInstance()->end(); #if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS) exit(0); #endif } GameScene::GameScene(void) { setKeyboardEnabled(true); } GameScene::~GameScene(void) { } |