cocos2d-android——向量

1、MainActivity

package com.njupt.cocos2dvector;

import org.cocos2d.layers.CCScene;
import org.cocos2d.nodes.CCDirector;
import org.cocos2d.opengl.CCGLSurfaceView;

import android.os.Bundle;
import android.app.Activity;
import android.view.Menu;

public class MainActivity extends Activity {

	//cocos2d引擎会把图形会知道在该view对象上
	private CCGLSurfaceView view = null;
	
	@Override
	protected void onCreate(Bundle savedInstanceState) {
		super.onCreate(savedInstanceState);
		
		view = new CCGLSurfaceView(this);
		setContentView(view);
		
		
		CCDirector director = CCDirector.sharedDirector();//得到CCDirector对象
		/**
		 * 设置游戏程序的相关属性
		 */
		director.attachInView(view);//设置当前游戏程序中所使用的view对象
		director.setDisplayFPS(true);//设置游戏程序是否显示FPS值
		director.setAnimationInterval(1.0f/60);//设置游戏渲染一帧所需要的时间
		
		//生成一个游戏场景对象
		CCScene scene = CCScene.node();
	
		//生成布景层对象
		GameLayer gameLayer = new GameLayer();
		
		//将布景层对象添加至游戏场景中
		scene.addChild(gameLayer);
		
		//运行游戏场景
		director.runWithScene(scene);
		
	}

	@Override
	public boolean onCreateOptionsMenu(Menu menu) {
		// Inflate the menu; this adds items to the action bar if it is present.
		getMenuInflater().inflate(R.menu.main, menu);
		return true;
	}

}



2、GameLayer

package com.njupt.cocos2dvector;

import org.cocos2d.actions.interval.CCJumpBy;
import org.cocos2d.actions.interval.CCJumpTo;
import org.cocos2d.actions.interval.CCMoveBy;
import org.cocos2d.layers.CCLayer;
import org.cocos2d.nodes.CCSprite;
import org.cocos2d.types.CGPoint;

public class GameLayer extends CCLayer{

	//声明一个精灵对象
	CCSprite aSprite;
	CCSprite bSprite;
	
	public GameLayer() {
		
		aSprite = CCSprite.sprite("player.png");
		bSprite = CCSprite.sprite("player.png");
		
		this.addChild(aSprite);
		this.addChild(bSprite);
		
		CGPoint initPoint = CGPoint.ccp(100, 100);
		aSprite.setPosition(initPoint);
		bSprite.setPosition(initPoint);
		
//		CGPoint detaPoint = CGPoint.ccp(0, 100);
//		CGPoint target = CGPoint.ccpAdd(initPoint, detaPoint);//向量的加法
//		
//		bSprite.setPosition(target);

		
		/**
		 * CCMoveBy.action(3, pos)
		 * CCMoveBy将精灵当前位置的值加上pos的值
		 */
//		CGPoint pos = CGPoint.ccp(100, 100);
//		CCMoveBy MoveBy = CCMoveBy.action(3, pos);
//		aSprite.runAction(MoveBy);
		
		
		/**
		 * CCJumpBy.action(3, pos, 200, 3);
		 * 四个参数分别为:动作持续时间,增量,跳跃高度,跳跃次数
		 */
		CGPoint pos = CGPoint.ccp(300, 400);
		CCJumpBy jumpBy = CCJumpBy.action(3, pos, 200, 3);
		aSprite.runAction(jumpBy);
		
	}
}




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