让我们一起来看看cocos2dx 3.2制作Flappy Bird实践建WelcomeScene欢迎场景。首先,建立WelcomeScene类,作为游戏的第一个场景:
#ifndef __WELCOME_SCENE_H__
#define __WELCOME_SCENE_H__
#include “cocos2d.h”
#include “Land.h”
class WelcomeScene : public cocos2d:ayer
{
public:
// there’s no ‘id’ in cpp, so we recommend returning the class instance pointer
static cocos2d::Scene* createScene();
// Here’s a difference. Method ‘init’ in cocos2d-x returns bool, instead of returning ‘id’ in cocos2d-iphone
virtual bool init();
// a selector callback
void menuCloseCallback(cocos2d::Ref* pSender);
// implement the “static create()” method manually
CREATE_FUNC(WelcomeScene);
void startGame();//切换到游戏场景
};
#endif // __HELLOWORLD_SCENE_H__
#include “WelcomeScene.h”
USING_NS_CC;
Scene* WelcomeScene::createScene()
{
// ‘scene’ is an autorelease object
auto scene = Scene::createWithPhysics();
// ‘layer’ is an autorelease object
auto layer = WelcomeScene::create();
// add layer as a child to scene
scene->addChild(layer);
// return the scene
return scene;
}
// on “init” you need to initialize your instance
bool WelcomeScene::init()
{
//////////////////////////////
// 1. super init first
if ( !Layer::init() )
{
return false;
}
Size visibleSize = Director::getInstance()->getVisibleSize();
Point origin = Director::getInstance()->getVisibleOrigin();
//加载Plist
SpriteFrameCache::getInstance()->addSpriteFramesWithFile(“D:\\hello\\Bird\\proj.win32\\res\\birdSucai.plist”,”D:\\hello\\Bird\\proj.win32\\res\\birdSucai.png”);
//添加背景
auto bg = Sprite::createWithSpriteFrameName(“bg_day.png”);
bg->setPosition(visibleSize.width/2,visibleSize.height/2);
addChild(bg);
//添加标题
auto title = Sprite::createWithSpriteFrameName(“title.png”);
title->setPosition(visibleSize.width/2,visibleSize.height/2+100);
addChild(title);
//添加小鸟动画
auto bird_animation = Animation::create();
bird_animation->setDelayPerUnit(0.1f);
bird_animation->addSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName(“bird0_0.png”));
bird_animation->addSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName(“bird0_1.png”));
bird_animation->addSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName(“bird0_2.png”));
auto bird_animate = Animate::create(bird_animation);
auto repeat = RepeatForever::create(bird_animate);
auto bird = Sprite::createWithSpriteFrameName(“bird0_0.png”);
bird->setPosition(visibleSize.width/2,visibleSize.height/2);
bird->runAction(repeat);
addChild(bird);
//添加菜单项
auto menuImage = Sprite::createWithSpriteFrameName(“button_play.png”);
auto start_btn = MenuItemSprite::create(menuImage,menuImage,CC_CALLBACK_0(WelcomeScene::startGame,this));
auto menu = Menu::create(start_btn,NULL);
menu->setAnchorPoint(Point::ANCHOR_BOTTOM_LEFT);
menu->setPosition(Point(80,150));
this->addChild(menu);
auto menuImage2 = Sprite::createWithSpriteFrameName(“button_score.png”);
auto end_btn = MenuItemSprite::create(menuImage2,menuImage2,CC_CALLBACK_1(WelcomeScene::menuCloseCallback,this));
auto menu2 = Menu::create(end_btn,NULL);
menu2->setAnchorPoint(Point::ANCHOR_BOTTOM_LEFT);
menu2->setPosition(Point(200,150));
this->addChild(menu2);
//添加陆地
auto land = Land::create();
land->landMove(1);
addChild(land);
//添加版权
auto copyRight = Sprite::createWithSpriteFrameName(“brand_copyright.png”);
copyRight->setPosition(visibleSize.width/2,80);
addChild(copyRight);
return true;
}
void WelcomeScene::startGame()
{
}
void WelcomeScene::menuCloseCallback(Ref* pSender)
{
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WP8) || (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
MessageBox(“You pressed the close button. Windows Store Apps do not implement a close button.”,”Alert”);
return;
#endif
Director::getInstance()->end();
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
exit(0);
#endif
}