当前位置: 代码迷 >> 综合 >> Cocos2d-x 3.0final 终结者系列教程20 《2048》手游开发揭秘
  详细解决方案

Cocos2d-x 3.0final 终结者系列教程20 《2048》手游开发揭秘

热度:70   发布时间:2024-01-13 14:54:51.0

Cocoachina 官方在线视频

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

代码下载地址

http://download.csdn.net/detail/sdhjob/7627585

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,相同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增加游戏难度和耐玩性,游戏运行效果如下图:

 

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的运行环境

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

第二步、解压缩源码到桌面/Cocos2d-x2014目录

第三步、进入终端工具,执行以下命令进入源码目录

  cd ~/Desktop/Cocos2d-x2014

第四步、输入./setup.py 执行安装

 (Python是Mac OS自带的,不用安装,具体步骤详见视频)

第五步、输入以下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

   编译运行,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

 在游戏开始时在随机位置产生一个元素块(数值2)

 用户通过触摸屏幕可以移动该块向 上下左右移动

 在屏幕上的所有块将按滑动的方向移动,直到顶点或被其他块挡住

 在移动的过程中,相邻相同数字的块,相加产生一个新的块,旧块消失

 如果有3块数字相同则消除最前方的2个块

 如果有4块数字相同的块,则前方2个块相加,后面2个块相加

 如果有4块数字两两相邻的相同,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)

 如果屏幕上没有了空白区域

       判断4X4范围内是否有相邻的数字相同的块,

              不产生新块等待用户移动

       如果在4X4范围内没有相邻的数字相同的块,

               GAME OVER

三、游戏场景和游戏画布

    3.1,首先在项目中添加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善功能。

四、可以移动的块的封装

每个可以移动的块定义如下:

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,然后再通过判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

//初始化网格的每一个块

    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判断,以向上移动为例,代码如下:

void Game::moveUp(){

    //向上移动所有的块

    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

               {//判断,是否可以消除

                 

               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;

               }

            }

         }

       }

    }

  

   

}

(具体看视频吧,大脑清醒的时候看)

七、游戏中加入声音

这个很简单了,首先引入 #include "SimpleAudioEngine.h"

然后using namespace CocosDenshion;

之后就可以

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

八、增加块的动画和颜色

让不同数字的变化有不同的背景颜色,这个很easy,不过到PS中看像素需要点时间

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,判定每一个块的上下左右是否有相同数字的,如果没有则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(比较过时,一般会以960X640和1024X768为基础),但是目标Android设备的分辨率各不相同,为了让屏幕显示过程中适应终端的屏幕尺寸,可以缩放场景,在AppDelegate.cpp中修改如下代码

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的用法大家可以参考相关资料。

10.2 修改makefile文件

打开Game2048/proj.android/jni/Android.mk修改如下:

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)

 

(黑色加粗部分为修改内容,如果Classes下有子目录,还需要修改 LOCAL_C_INCLUDES:= …)

10.3.NDK编译源码生成.so文件

打开终端,进入Game2048项目目录,输入以下命令:

cocos compile –p android

(好了,开始等吧,如果一切顺利会在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,这是后就可以直接安装到Android手机了,祝你成功!!!

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