【cocos2dx-3.0beta-製作flappybird】跟隨時代的潮流,關於引擎升級

來源:互聯網
上載者:User

cocos2dx3.1版本早就已經發布出來了,本來我本人想把這個升級到正式的3.0版本,不過無奈3.0的正式版坑的不行,連幀動畫都妥妥的出問題,果斷放棄,隨著廣大淫民的支援,我將代碼升級為最新的cocos2dx3.1可用,雖然cocos2dx3.1支援3d不過我這裡沒什麼3d模型,不然也可以加進去玩玩。

很多人也去試過直接升級,不過原有的代碼妥妥的出現了問題,我在升級的過程當初也發現了這些問題:

1.首先出現的一個問題就是一個語法錯誤:

auto contactListener = EventListenerPhysicsContact::create();contactListener->onContactBegin = CC_CALLBACK_2(GameLayer::onContactBegin, this);this->getEventDispatcher()->addEventListenerWithSceneGraphPriority(contactListener, this);

這裡的第二句出現了語法錯誤,這個是因為引擎把碰撞檢測的介面換掉了由原來的兩個參數換成了一個參數,自然文法上就出現了錯誤,下面是修改後的代碼:

auto contactListener = EventListenerPhysicsContact::create();contactListener->onContactBegin = CC_CALLBACK_1(GameLayer::onContactBegin, this);this->getEventDispatcher()->addEventListenerWithSceneGraphPriority(contactListener, this);

同樣函數onContactBegin也需要做同樣的修改:

bool GameLayer::onContactBegin(PhysicsContact& contact) {this->gameOver();return true;}

2.第二個問題其實很多人已經發現了,就是小鳥的旋轉角度不正常,這裡只需要加個減號進行修正就可以了:

void GameLayer::rotateBird() {    float verticalSpeed = this->bird->getPhysicsBody()->getVelocity().y;    this->bird->setRotation(- min(max(-90, (verticalSpeed*0.2 + 60)), 30));}

3.第三個問題是碰撞檢測不行了,這個其實也很簡單,之前的cocos2d的碰撞系統整合並不是很完美,各類掩碼都已經被設定好了,用預設的就行,但是現在需要自己設定了,修改如下:

首先定義遊戲裡面的三類擁有物理屬性的東東:

typedef enum : uint8_t {    ColliderTypeBird        = 0x1,    ColliderTypeLand        = 0x1<<1,    ColliderTypePip         = 0x1<<2} ColliderType;

設定到鳥,地面和管子上面:

// Add the birdthis->bird = BirdSprite::getInstance();this->bird->createBird();PhysicsBody *body = PhysicsBody::create();body->addShape(PhysicsShapeCircle::create(BIRD_RADIUS));body->setCategoryBitmask(ColliderTypeBird);body->setCollisionBitmask(ColliderTypeLand & ColliderTypePip);body->setContactTestBitmask(ColliderTypePip);body->setDynamic(true);body->setLinearDamping(0.0f);body->setGravityEnable(false);this->bird->setPhysicsBody(body);this->bird->setPosition(origin.x + visiableSize.width*1/3 - 5,origin.y + visiableSize.height/2 + 5);this->bird->idle();this->addChild(this->bird);...// Add the groundthis->groundNode = Node::create();float landHeight = BackgroundLayer::getLandHeight();auto groundBody = PhysicsBody::create();groundBody->addShape(PhysicsShapeBox::create(Size(288, landHeight)));groundBody->setDynamic(false);groundBody->setLinearDamping(0.0f);groundBody->setCategoryBitmask(ColliderTypeLand);groundBody->setCollisionBitmask(ColliderTypeBird);groundBody->setContactTestBitmask(ColliderTypeBird);this->groundNode->setPhysicsBody(groundBody);this->groundNode->setPosition(144, landHeight/2);this->addChild(this->groundNode); ...body->addShape(shapeBoxDown);body->addShape(PhysicsShapeBox::create(pipUp->getContentSize()));body->setDynamic(false);body->setCategoryBitmask(ColliderTypePip);body->setCollisionBitmask(ColliderTypeBird);body->setContactTestBitmask(ColliderTypeBird);singlePip->setPhysicsBody(body);

基本上就以上三點修改,程式就能夠和以前一樣生龍活虎了,當然還有些小的warning,比如Object已經推薦不使用了,大家換成Ref就行了,我已經替大家改完了。

v3.1的代碼見https://github.com/OiteBoys/Earlybird/tree/v3.1

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