• Cocos2d-x官方在线视频-Cocos2d-x3.2《2048》手游开发揭秘


    Cocoachina 官方在线视频

      http://cn.cocos2d-x.org/tutorial/lists?id=58

    一、游戏介绍

    2048游戏是一款风靡全球的休闲类游戏,通过控制4X4范围内的数字块的移动,同样数字的块在移动的过程中累加消除,该游戏即考虑了手机触摸屏幕的操作方式,又在游戏过程中不断产生新块以添加游戏难度和耐玩性,游戏执行效果例如以下图:

    二、创建项目&游戏逻辑分析

    2.1 本项目开发环境:

          Mac OS 10.9

          XCode 5.0

          Android NDK r9

          2.2部署Cocos2d-x3.2的执行环境

    第一步、到www.cocos2d-x.org下载Cocos2d-x3.2的源码

    第二步、解压缩源代码到桌面/Cocos2d-x2014文件夹

    第三步、进入终端工具,运行下面命令进入源代码文件夹

      cd ~/Desktop/Cocos2d-x2014

    第四步、输入./setup.py 运行安装

     (Python是Mac OS自带的,不用安装,详细步骤详见视频)

    第五步、输入下面命令创建一个空项目

    cocosnew Game2048 –d ~/Desktop/game –l cpp –p com.game.test

    第六步、使用XCode打开

      ~/Desktop/game/Game2048/proj.ios_mac/Game2048.xcodeproj

       编译执行,将会出现一个HelloWorld的场景

    2.3 分析《2048》的游戏逻辑

     在屏幕上显示4X4的游戏区域,16个元素

     在游戏開始时在随机位置产生一个元素块(数值2)

     用户通过触摸屏幕能够移动该块向 上下左右移动

     在屏幕上的全部块将按滑动的方向移动,直到顶点或被其它块挡住

     在移动的过程中,相邻同样数字的块,相加产生一个新的块,旧块消失

     假设有3块数字同样则消除最前方的2个块

     假设有4块数字同样的块,则前方2个块相加,后面2个块相加

     假设有4块数字两两相邻的同样,则两两相加,产生新的2个块

     每移动一次,在屏幕上将会在空白区域产生一个新的块(2或4)

     假设屏幕上没有了空白区域

           推断4X4范围内是否有相邻的数字同样的块,

                  不产生新块等待用户移动

           假设在4X4范围内没有相邻的数字同样的块,

                   GAME OVER

    三、游戏场景和游戏画布

        3.1,首先在项目中加入SplashScene.h和SplashScene.cpp

     classSplash:Layer

    {

        bool init();

     public:

        CREATE_FUNC(Splash);

        static Scene * createScene();

        void jumpToGame(float t);

    };

      3.2 实现3秒钟以后自己主动跳转到游戏场景

       bool Splash::init(){

        if(!Layer::init())

        {

        return false;

        }

        //显示游戏名称

        autolabelGame=Label::createWithBMFont("futura-48.fnt", "2048");

       labelGame->setPosition(Point(GAME_SCREEN_WIDTH/2,GAME_SCREEN_HEIGHT/2));

        this->addChild(labelGame);

        labelGame->setScale(1.5);

        //显示制作单位

        autolabelGameVec=Label::createWithBMFont("futura-48.fnt", "Sea2014.6.25");

       labelGameVec->setPosition(Point(GAME_SCREEN_WIDTH/2,GAME_SCREEN_HEIGHT/4));

        this->addChild(labelGameVec);

        labelGameVec->setScale(0.8);

        //计划任务3秒钟之后,自己主动跳转到游戏场景

       this->scheduleOnce(schedule_selector(Splash::jumpToGame), 3);

        return true;

    }

    (这里使用了BMFont,详见视频)

    3.3 创建GameScene.h和GameScene.cpp实现游戏场景

      这里先简单实现,后面再对游戏场景完好功能。

    四、能够移动的块的封装

    每一个能够移动的块定义例如以下:

    class MovedTiled:public Node

    {

     public:

        int m_row; //行

        int m_col; //列

        int m_number;//数字

        void showAt(int r,int c);//在某个位置显示这个块

        void moveTo(int r,int c);//移动到r行 c列

        void doubleNumber();//X2

        CREATE_FUNC(MovedTiled);

        bool init();

       

    };

    五、元素块的封装

    在游戏场景通过一个4X4的数组来定义游戏地图,然后再通过推断数组的上下左右实现元素移动的游戏逻辑。

     5.1//初始化逻辑网格和数组

    //初始化网格的每个块

        for (int row=0; row<GAME_ROWS; row++) {

            for (int col=0;col<GAME_COLS; col++) {

               auto layerTiled=LayerColor::create(Color4B(70, 70, 70, 255),

                   GAME_TILED_WIDTH,

                   GAME_TILED_HEIGHT);

               layerTiled->setPosition(

                   Point(GAME_TILED_WIDTH*col+

                         GAME_TILED_BOARD_WIDTH*(col+1),

                         GAME_TILED_HEIGHT*row+

                         GAME_TILED_BOARD_WIDTH*(row+1)));

               colorBack->addChild(layerTiled);

            }

        }

        for(int i=0;i<GAME_ROWS;i++)

        {

         for(int j=0;j<GAME_COLS;j++)

            {

            map[i][j]=0; //空白

            }

        }

      5.2 初始化数字块

     void Game::newMovedTiled()//产生新块

    {

        auto tiled=MovedTiled::create();

        int freeCount=16-m_allTiled.size();

        int num=rand()%freeCount;

        int row=0;

        int col=0;

        int count=0;

        bool find=false;

        for (; row<GAME_ROWS; row++) {

           for(col=0;col<GAME_COLS;col++)

            { if(map[row][col]==0)

              {

               count++;//记录空白的数量

               if(count>=num)

               {

                find=true;

                break;

               }

             

              }

            }

            if (find) {

               break;

            }

        }

     

        colorBack->addChild(tiled);

        tiled->showAt(row, col);

        m_allTiled.pushBack(tiled);

        map[row][col]=m_allTiled.getIndex(tiled)+1;

        ///

        if(freeCount==1)//没有空白区域

            {//判定游戏输赢

               …

               //跳转场景

               …

               return;

            }

    }

    六、可移动块移动和消除的实现(核心)

    移动的过程是对数组地图的推断,以向上移动为例,代码例如以下:

    void Game::moveUp(){

        //向上移动全部的块

        for (int col=0; col<GAME_COLS; col++) {

            for(introw=GAME_ROWS-1;row>=0;row--)

            {

            if(map[row][col]>0)

             {

               for(int row1=row;row1<GAME_ROWS-1;row1++)

                {

                  if(map[row1+1][col]==0)

                   {

                   map[row1+1][col]=map[row1][col];

                   map[row1][col]=0;

                   m_allTiled.at(map[row1+1][col]-1)->moveTo(row1+1, col);

                   }

                   else

                   {//推断,能否够消除

                     

                   int numObj=m_allTiled.at(map[row1+1][col]-1)->m_number;

                   int numNow=m_allTiled.at(map[row1][col]-1)->m_number;

                    if(numObj==numNow)

                    {  m_sound_clear=true;

                         m_score+=numObj*2;

                      m_allTiled.at(map[row1+1][col]-1)->doubleNumber();

                      m_allTiled.at(map[row1][col]-1)->removeFromParent();

                      int index=map[row1][col];

                      m_allTiled.erase(map[row1][col]-1);

                      for (int r=0; r<GAME_ROWS; r++)

                       {

                         for (int c=0; c<GAME_COLS; c++) {

                             if(map[r][c]>index)

                                {map[r][c]--;

                             }

                         }

                       }

                      map[row1][col]=0;

                    }

                    break;

                   }

                }

             }

           }

        }

      

       

    }

    (详细看视频吧,大脑清醒的时候看)

    七、游戏中增加声音

    这个非常easy了,首先引入 #include "SimpleAudioEngine.h"

    然后using namespace CocosDenshion;

    之后就能够

    SimpleAudioEngine::getInstance()->playEffect("moveClear.wav");

    八、添加块的动画和颜色

    让不同数字的变化有不同的背景颜色,这个非常easy,只是到PS中看像素须要点时间

    void MovedTiled::doubleNumber()

    {

        this->m_number=this->m_number*2;

        auto bk=this->getChildByTag(110);

        Label * label=(Label *)bk->getChildByTag(10);

       label->setString(StringUtils::format("%d",m_number));

        //动画

        bk->runAction(

                   Sequence::create(

                           ScaleTo::create(0.2, 0.8),

                            ScaleTo::create(0.2,1.2),

                           ScaleTo::create(0.2, 1)

                                      , NULL));

       

        switch (this->m_number) {

            case 2:

               bk->setColor(Color3B(230,220,210));

               

            case 4:

               bk->setColor(Color3B(230,210,190));

               break;

            case 8:

               bk->setColor(Color3B(230,150,100));

               label->setColor(Color3B(255,255,255));

               break;

            case 16:

               bk->setColor(Color3B(230,120,80));

               label->setColor(Color3B(255,255,255));

               break;

            case 32:

               bk->setColor(Color3B(230,100,90));

               label->setColor(Color3B(255,255,255));

               break;

            case 64:

               bk->setColor(Color3B(230,70,60));

               label->setColor(Color3B(255,255,255));

               break;

            case 128:

               bk->setColor(Color3B(230,190,60));

               label->setColor(Color3B(255,255,255));

               break;

            case 256:

                bk->setColor(Color3B(230,190,60));

               label->setColor(Color3B(255,255,255));

               break;

            case 512:

               bk->setColor(Color3B(230,190,60));

               label->setColor(Color3B(255,255,255));

               break;

            case 1024:

            case 2048:

               label->setScale(0.5);

               bk->setColor(Color3B(210,180,30));

               label->setColor(Color3B(255,255,255));

        }

    }

    九、死亡判定

    在产生新块的方法中,判定每个块的上下左右是否有同样数字的,假设没有则GAME OVER

    if(freeCount==1)//没有空白区域

            {//判定游戏输赢

               //上 ,下 左 右 是否还能移动

               for(int r=0;r<GAME_ROWS;r++)

                   {

                   for(int c=0;c<GAME_COLS;c++)

                       {  //第r行 第c列的数值

                           int num=m_allTiled.at(map[r][c]-1)->m_number;

                           int objNum=0;

                           //上

                           if(r+1<GAME_ROWS)

                               {

                               objNum=m_allTiled.at(map[r+1][c]-1)->m_number;

                               if(num==objNum)

                                   {return ;}

                               }

                           //下

                           if(r-1>=0)

                               {

                                objNum=m_allTiled.at(map[r-1][c]-1)->m_number;

                               if(num==objNum)

                                   {return ;}

                               }

                           //左

                           if(c-1>=0)

                                {

                               objNum=m_allTiled.at(map[r][c-1]-1)->m_number;

                               if(num==objNum)

                                   {return ;}

                               }

                           //右

                           if(c+1<GAME_COLS)

                               {

                               objNum=m_allTiled.at(map[r][c+1]-1)->m_number;

                               if(num==objNum)

                                   {return ;}

                               }

                            

                       }

                   }

               //跳转场景

               auto scene=GameOver::createScene();

               Director::getInstance()->replaceScene(TransitionFadeDown::create(0.5,scene));

               

               return;

            }

    十、将《2048》移植到Android平台

    10.1 屏幕适配

    我们开发时候是以320X480(比較过时,通常会以960X640和1024X768为基础),可是目标Android设备的分辨率各不同样,为了让屏幕显示过程中适应终端的屏幕尺寸,能够缩放场景,在AppDelegate.cpp中改动例如以下代码

    boolAppDelegate::applicationDidFinishLaunching() {

        // initialize director

        auto director = Director::getInstance();

        auto glview = director->getOpenGLView();

        if(!glview) {

            glview =GLView::create("My Game");

           director->setOpenGLView(glview);

        }

       glview->setDesignResolutionSize(320, 480,ResolutionPolicy::EXACT_FIT);

        director->setDisplayStats(true);

        director->setAnimationInterval(1.0 / 60);

        auto scene = Splash::createScene();

        director->runWithScene(scene);

        return true;

    }

    glview->setDesignResolutionSize的使用方法大家能够參考相关资料。

    10.2 改动makefile文件

    打开Game2048/proj.android/jni/Android.mk改动例如以下:

    LOCAL_PATH := $(call my-dir)

    include $(CLEAR_VARS)

    $(callimport-add-path,$(LOCAL_PATH)/../../cocos2d)

    $(callimport-add-path,$(LOCAL_PATH)/../../cocos2d/external)

    $(callimport-add-path,$(LOCAL_PATH)/../../cocos2d/cocos)

    LOCAL_MODULE := cocos2dcpp_shared

    LOCAL_MODULE_FILENAME := libcocos2dcpp

    LOCAL_SRC_FILES:= hellocpp/main.cpp

                      ../../Classes/AppDelegate.cpp

                      ../../Classes/SplashScene.cpp

                      ../../Classes/GameScene.cpp

                      ../../Classes/MovedTiled.cpp

                      ../../Classes/GameOver.cpp

    LOCAL_C_INCLUDES := $(LOCAL_PATH)/../../Classes

    LOCAL_WHOLE_STATIC_LIBRARIES := cocos2dx_static

    LOCAL_WHOLE_STATIC_LIBRARIES +=cocosdenshion_static

    # LOCAL_WHOLE_STATIC_LIBRARIES += box2d_static

    # LOCAL_WHOLE_STATIC_LIBRARIES +=cocosbuilder_static

    # LOCAL_WHOLE_STATIC_LIBRARIES += spine_static

    # LOCAL_WHOLE_STATIC_LIBRARIES +=cocostudio_static

    # LOCAL_WHOLE_STATIC_LIBRARIES +=cocos_network_static

    # LOCAL_WHOLE_STATIC_LIBRARIES +=cocos_extension_static

    include $(BUILD_SHARED_LIBRARY)

    $(call import-module,.)

    $(call import-module,audio/android)

    # $(call import-module,Box2D)

    # $(callimport-module,editor-support/cocosbuilder)

    # $(call import-module,editor-support/spine)

    # $(callimport-module,editor-support/cocostudio)

    # $(call import-module,network)

    # $(call import-module,extensions)

    (黑色加粗部分为改动内容,假设Classes下有子文件夹,还须要改动 LOCAL_C_INCLUDES:= …)

    10.3.NDK编译源代码生成.so文件

    打开终端,进入Game2048项目文件夹,输入下面命令:

    cocos compile –p android

    (好了,開始等吧,假设一切顺利会在Game2048/libs/生成一个.so文件)

    10.4.在Eclipse中刷新项目

    在Eclipse中选择项目名称然后刷新,这是后就能够直接安装到Android手机了,祝你成功!!!

    说再多也没用,仅仅有自己亲自编一遍代码才知道,想成为高手的X-MEN们冲吧!!!


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  • 原文地址:https://www.cnblogs.com/mfrbuaa/p/3836977.html
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