写一个飞机大战的cocos代码
时间: 2024-01-26 18:04:41 浏览: 24
由于涉及到游戏逻辑和图形渲染等方面,编写一个完整的飞机大战游戏需要涉及大量的代码。以下是一个简单的示例,可以作为参考:
1. 创建一个场景
```cpp
auto scene = Scene::create();
auto layer = Layer::create();
scene->addChild(layer);
```
2. 加载游戏资源
```cpp
auto spriteCache = SpriteFrameCache::getInstance();
spriteCache->addSpriteFramesWithFile("resources.plist");
```
3. 创建玩家飞机
```cpp
auto player = Sprite::createWithSpriteFrameName("player.png");
player->setPosition(Vec2(visibleSize.width/2, visibleSize.height/4));
layer->addChild(player);
```
4. 创建敌机
```cpp
auto enemy = Sprite::createWithSpriteFrameName("enemy.png");
float randomX = RandomHelper::random_real(0, visibleSize.width);
enemy->setPosition(Vec2(randomX, visibleSize.height));
layer->addChild(enemy);
```
5. 处理玩家飞机移动
```cpp
auto move = MoveTo::create(0.5f, Vec2(touch->getLocation().x, player->getPosition().y));
player->runAction(move);
```
6. 处理敌机移动和碰撞检测
```cpp
auto move = MoveBy::create(2.0f, Vec2(0, -visibleSize.height));
enemy->runAction(move);
if (player->getBoundingBox().intersectsRect(enemy->getBoundingBox())) {
// 碰撞发生,处理游戏结束逻辑
}
```
7. 处理子弹发射和移动
```cpp
auto bullet = Sprite::createWithSpriteFrameName("bullet.png");
bullet->setPosition(player->getPosition());
layer->addChild(bullet);
auto move = MoveBy::create(1.0f, Vec2(0, visibleSize.height));
bullet->runAction(move);
```
8. 处理游戏结束
```cpp
auto gameOverLabel = Label::createWithTTF("Game Over", "fonts/Marker Felt.ttf", 48);
gameOverLabel->setPosition(Vec2(visibleSize.width/2, visibleSize.height/2));
layer->addChild(gameOverLabel);
```
以上只是一个简单的示例,实际上还需要处理音效、分数统计、关卡设定等方面,需要更加完整的代码实现。