我们今天来学习关于cocos2dx 3.3的口袋空战3 敌人层,敌人也有自己的动作,也定义为Sprite类也需要做碰撞检测,故设置物理属性

敌人不断地从屏幕右端移到左端,用MoveTo实现敌人素材:



代码:

Enemy.h#include “cocos2d.h”

USING_NS_CC;

class Enemy : public Sprite

{

public:

//通过随机设定Y轴坐标,初始化精灵球位置

virtual bool init(float positionY);

static Enemy* create(float positionY);

//精灵球精灵

Sprite *enemy;

//记录初始化Y轴位置

float p;

//记录屏幕大小

Size size;

//移除精灵球精灵

void rm();

};

Enemy.cpp

#include “Enemy.h”

USING_NS_CC;

Enemy* Enemy::create(float positionY)

{

Enemy *e = new Enemy();

e->init(positionY);

e->autorelease();

return e;

}

bool Enemy::init(float positionY)

{

Sprite::init();

size = Director::getInstance()->getVisibleSize();

p = positionY;

srand(time(NULL));

int i = rand()%3;

switch (i)

{

case 0:

{

enemy = Sprite::create(“e1.png”);

break;

}

case 1:

{

enemy = Sprite::create(“e2.png”);

break;

}

case 2:

{

enemy = Sprite::create(“e3.png”);

break;

}

}

enemy->setPosition(Point(size.width-50,p));

enemy->setPhysicsBody(PhysicsBody::createBox(enemy->getContentSize()));

enemy->getPhysicsBody()->setContactTestBitmask(1);

enemy->getPhysicsBody()->setTag(3);

enemy->runAction(Sequence::create(MoveTo::create(0.5f,Point(10,p)),CallFuncN::create(CC_CALLBACK_0(Enemy::rm,this)),NULL));

addChild(enemy);

return true;

}

void Enemy::rm()

{

enemy->removeFromParent();

}