技术标签: 游戏开发
今天我们学习一个Cocosd2d-iphone游戏。中间介绍了texturepacker 和physics editor的使用(需要MAC操作系统),我们一起做一个实战级别的游戏。
其中还介绍了 图片资源文件加密, 碰撞检测,动画效果等知识,比较有趣。
感觉代码太枯燥的,敬请期待视频上传
高清avi视频和项目源代码已经提供下载:
百度网盘:http://pan.baidu.com/s/1ELk78 里面的进阶篇。
//
// Floor.h
// MonkeyJump
//
// Created by Mac on 14-3-10.
// Copyright (c) 2014年 codeandweb.de. All rights reserved.
//
#import "GB2Sprite.h"
@interface Floor : GB2Sprite // 既有cocos2d CCSprite 又包含 b2Body
+(Floor*)floorSprite;
@end
//
// Floor.m
// MonkeyJump
//
// Created by Mac on 14-3-10.
// Copyright (c) 2014年 codeandweb.de. All rights reserved.
//
#import "Floor.h"
@implementation Floor
+(Floor*)floorSprite{
// GB2Sprite
return [[[self alloc] initWithStaticBody:@"grassfront" spriteFrameName:@"floor/grassfront.png"] autorelease];
}
@end
//
// GameLayer.h
// MonkeyJump
//
// Created by Andreas Löw on 10.11.11.
// Copyright codeandweb.de 2011. All rights reserved.
//
// When you import this file, you import all the cocos2d classes
#import "cocos2d.h"
@class Object;
@class Monkey;
@class HeadUpDisplay;
// GameLayer
@interface GameLayer : CCLayer
{
float _timeLeftBeforeNextObject;
Object* _nextObject;
Monkey* _monkey;
CCSpriteBatchNode* _objectLayer ;
CCSprite *__backGrass;
float _heapHeight; //堆积物体的最高高度
}
@property (assign,nonatomic) float highestObjectY;
@property(nonatomic) float heapHeight; // 不需要写synthesis
// returns a CCScene that contains the GameLayer as the only child
+(CCScene *) scene;
@end
//
// GameLayer.mm
// MonkeyJump
//
// Created by Andreas Löw on 10.11.11.
// Copyright codeandweb.de 2011. All rights reserved.
//
// Import the interfaces
#import "GameLayer.h"
#import "GB2DebugDrawLayer.h"
#import "GB2Sprite.h"
#import "Floor.h"
#import "Object.h"
#import "Monkey.h"
#import "HeadUpDisplay.h"
#import "SimpleAudioEngine.h"
#import "ZipUtils.h"
#import "cocos2d/Support/ZipUtils.h"
// HelloWorldLayer implementation
@implementation GameLayer {
CCSprite *__background;
Floor *_floorObj;
HeadUpDisplay *_hud;
int _tickAfterMonkeyDead;
float _timeGap;
CCLayerColor *_indicator;
}
+(CCScene *) scene
{
// 'scene' is an autorelease object.
CCScene *scene = [CCScene node];
// 'layer' is an autorelease object.
GameLayer *layer = [GameLayer node];
// add layer as a child to scene
[scene addChild: layer];
// return the scene
return scene;
}
// on "init" you need to initialize your instance
-(id) init
{
caw_setkey_part(0, 0xb789a2ef);
caw_setkey_part(1, 0xa185b1df);
caw_setkey_part(2, 0x5e648b88);
caw_setkey_part(3, 0x9cf4f44e);
CGSize screenSize = [[CCDirector sharedDirector] winSize];
float temp;
if (screenSize.width > screenSize.height){
temp = screenSize.width;
screenSize.width = screenSize.height;
screenSize.height = temp;
}
if( (self=[super init]))
{
// 加载我们的spritesheet pvr.czz
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:@"tp_objects.plist"];
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:@"tp.plist"];
// 加载box2d 物体属性
[[GB2ShapeCache sharedShapeCache] addShapesWithFile:@"pe_monkey.plist"];
// 最底层
__background = [CCSprite spriteWithSpriteFrameName:@"jungle.png"];
__background.anchorPoint = ccp(0,0);
__background.position = ccp(0,0);
[self addChild:__background z:0];
// 背景的草
__backGrass = [CCSprite spriteWithSpriteFrameName:@"floor/grassbehind.png"];
__backGrass.anchorPoint = ccp(0, 0);
__backGrass.position = ccp(0, 0);
[self addChild:__backGrass z:2];
// 所有展示的 box2d世界中的物体
_objectLayer = [CCSpriteBatchNode batchNodeWithFile:@"tp_objects.pvr.ccz"];
[self addChild:_objectLayer z:10];
_floorObj = [Floor floorSprite];
CCSprite* floor = (CCSprite *) [_floorObj ccNode];
[_objectLayer addChild:floor];
[self scheduleUpdate];
_timeLeftBeforeNextObject = 2;
_nextObject = nil;
GB2Node* leftWall = [[[GB2Node alloc] initWithStaticBody:nil node:nil] autorelease];
[leftWall addEdgeFrom:b2Vec2FromCC(0, 0) to:b2Vec2FromCC(0, 10000)];
GB2Node*rightWall = [[[GB2Node alloc] initWithStaticBody:nil node:nil] autorelease];
[rightWall addEdgeFrom:b2Vec2FromCC(screenSize.height, 0) to:b2Vec2FromCC(screenSize.height, 10000)];
// i really not like
//调试box2d
// CCNode* debugLayer = [[[GB2DebugDrawLayer alloc] init] autorelease];
// [self addChild:debugLayer z:40];
_monkey = [[[Monkey alloc] initWithParentlayer:self] autorelease];
[_monkey setPhysicsPosition:b2Vec2FromCC(240, (120 + 32) / 2)];
[_objectLayer addChild:[_monkey ccNode] z:40];
_hud = [[HeadUpDisplay alloc] init];
[self addChild:_hud z:20];
[self setIsTouchEnabled:YES];
_heapHeight = floor.position.y + floor.contentSize.height;
_indicator = [[[CCLayerColor alloc] initWithColor:ccc4(255, 0, 0, 128) width:70 height:20] autorelease];
[self addChild:_indicator z:30];
_indicator.visible = NO;
[[SimpleAudioEngine sharedEngine] playBackgroundMusic:@"tafi-maradi-loop.caf" loop:YES];
}
return self;
}
// 接受用户事件 触发猴子的运动
-(void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event{
UITouch* touch = (UITouch*) [touches anyObject];
CGPoint uiPos = [touch locationInView:[touch view]];
CGPoint pos = [[CCDirector sharedDirector] convertToGL:uiPos];
float mX = [_monkey ccNode].position.x;
if (pos.x < mX){
_monkey.isMovingLeft = YES;
}
else {
_monkey.isMovingLeft = NO;
}
// 触屏的上半部分 触摸 让猴子起跳
if (pos.y > 160.0){
[_monkey jump];
}
}
-(void)update:(float) dt{
//CCLOG(@"update method");
_timeGap = 3.0f;
[_hud notifiedHealth:_monkey.health];
[_hud notifieadScore:_monkey.score];
if (_monkey.health < 0){
_tickAfterMonkeyDead++;
if (_tickAfterMonkeyDead > 90){
[[GB2Engine sharedInstance] deleteAllObjects]; // box2d 清空
[[CCDirector sharedDirector] replaceScene:[GameLayer scene]]; // cocos2d 图形
return;
}
}
CGSize screenSize = [[CCDirector sharedDirector] winSize];
_timeLeftBeforeNextObject -= dt;
float monkeyY = [_monkey ccNode].position.y;
if (_timeLeftBeforeNextObject > 0.5 * _timeGap && nil != _nextObject){
_indicator.position = ccp([_nextObject ccNode].position.x, 300);
_indicator.visible = YES;
} else{
_indicator.visible = NO;
}
if (_timeLeftBeforeNextObject <= 0){
_nextObject = [Object randomObject];
int offsetX = rand() % 400 + 40;
int offsetY = 400 + _heapHeight;
[_nextObject setPhysicsPosition:b2Vec2FromCC(offsetX, offsetY)];
[_objectLayer addChild:[_nextObject ccNode]];
_timeGap *= 0.8;
_timeLeftBeforeNextObject = _timeGap;
if (_timeLeftBeforeNextObject < 0.5){
_timeLeftBeforeNextObject = 0.5;
}
//CCLOG(@"time gap is %f", _timeLeftBeforeNextObject);
}
// 调整摄像头位置
[self adjustViewPoint:screenSize monkeyY:monkeyY];
// 堆积物体的顶部 遍历box2d世界中的所有东西
[[GB2Engine sharedInstance] iterateObjectsWithBlock:^(GB2Node *node) {
// 是Object吗
if ([node isKindOfClass:([Object class])]){
Object *obj = (Object *)node;
if (b2_staticBody != [obj getBodyType] //已经变成静态的 不再考虑
&& _nextObject != obj
&& obj.numContacts > 1 //和多个物体又接触 才算在堆上
&& [obj linearVelocity].LengthSquared() < 0.4
){ // 只有obj是落在堆上的物体 才去更新_heapHeight
float objY = [obj ccNode].position.y + [obj ccNode].contentSize.height;
if (_heapHeight < objY){
_heapHeight = objY;
if (_heapHeight > 120){
;
}
//CCLOG(@"heap height is %f", _heapHeight);
}
// 如果物体在堆的下层,离顶部很远 使它变成静态物体 box2d性能提高
if (objY < _heapHeight - 320){
[obj setBodyType:b2_staticBody];
static int numObjectsFromDynamicToStatic = 0;
numObjectsFromDynamicToStatic ++;
// CCLOG(@"%x(%d) become from dynamic to static , totally %d objects changed",
// obj, obj.numContacts, numObjectsFromDynamicToStatic);
}
}
}
}];
}
- (void)adjustViewPoint:(CGSize)screenSize monkeyY:(float)monkeyY {
float centerY = monkeyY - screenSize.width / 2;
if (centerY < 0){
centerY = 0;
}
_objectLayer.position = ccp(0, -centerY);
__backGrass.position = ccp(0, -0.8 * centerY);
__background.position = ccp(0, -0.6 * centerY);
}
@end
//
// Created by Mac on 14-3-16.
// Copyright (c) 2014 codeandweb.de. All rights reserved.
//
#import <Foundation/Foundation.h>
#import <cocos2d.h>
#import "CCSpriteBatchNode.h"
@interface HeadUpDisplay : CCSpriteBatchNode {
float _displayHealth;
}
@property(nonatomic) float displayHealth;
-(id)init;
- (void)notifieadScore:(float)theScore;
-(void)notifiedHealth:(float) monkeyHealth;
@end
//
// Created by Mac on 14-3-16.
// Copyright (c) 2014 codeandweb.de. All rights reserved.
//
#import "HeadUpDisplay.h"
#import "CCSprite.h"
#import "CCAction.h"
#import "CCActionInterval.h"
#import "CCActionInstant.h"
#import "CCSpriteFrame.h"
#import "CCSpriteFrameCache.h"
#define MAX_DISPLAY_TOKE_NUM 10
@implementation HeadUpDisplay {
CCSprite *_displayToken [MAX_DISPLAY_TOKE_NUM];
CCSprite* _scoreDisplay[5];
@private
float _scoreOnBoard;
CCSpriteFrame *_digits [10];
}
- (id)init {
[super initWithFile:@"tp_objects.pvr.ccz" capacity:50];
if (self){
for (int i = 0; i < MAX_DISPLAY_TOKE_NUM; i ++){
_displayToken[i] = [CCSprite spriteWithSpriteFrameName:@"hud/banana.png"];
_displayToken[i].position = ccp(20 + i * 15, 280);
[self addChild:_displayToken[i]];
_displayToken[i].visible = YES;
}
for (int i = 0; i < 5; i ++){
_scoreDisplay[i] = [CCSprite spriteWithSpriteFrameName:@"numbers/0.png"];
_scoreDisplay[i].position = ccp(380 + i * 15, 280);
_scoreDisplay[i].scale = 0.7f;
[self addChild:_scoreDisplay[i]];
_scoreDisplay[i].visible = NO;
}
for (int i = 0; i < 10; i ++){
NSString* name = [NSString stringWithFormat:@"numbers/%d.png", i];
_digits[i] = [[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:name];
}
}
_displayHealth = 100.0; // 100 ---- MAX_DISPLAY_TOKE_NUM
_scoreOnBoard = 0;
return self;
}
-(void) notifieadScore:(float)theScore{
if (_scoreOnBoard < theScore){
_scoreOnBoard += 1;
if (_scoreOnBoard > theScore){
_scoreOnBoard = theScore;
}
}
int scoreInt = (int)_scoreOnBoard;
char buf[5 + 1] = {0};
snprintf(buf, 6, "%5d", scoreInt);
for (int i = 0; i < 5; i ++){
if (' ' == buf[i]){
_scoreDisplay[i].visible = NO;
continue;
}
int index = buf[i] - '0';
[_scoreDisplay[i] setDisplayFrame:_digits[index]];
_scoreDisplay[i].visible = YES;
}
}
- (void)notifiedHealth:(float)monkeyHealth {
if (monkeyHealth > _displayHealth){
_displayHealth += 13.0f;
if (_displayHealth > monkeyHealth){
_displayHealth = monkeyHealth;
}
} else{
_displayHealth -= 13.0f;
if (_displayHealth < monkeyHealth){
_displayHealth = monkeyHealth;
}
}
int displayNum = (int)((_displayHealth / 100) * MAX_DISPLAY_TOKE_NUM);
int i;
for (i =0; i < displayNum; i ++){
//_displayToken[i].visible = YES;
CCSprite *token = _displayToken[i];
if (NO == token.visible){
token.visible = YES;
token.opacity = 0.0f;
token.scale = 0.3;
// 多个动作 合并
CCSpawn *action = [CCSpawn actions:
[CCScaleTo actionWithDuration:0.3 scale:1.0f],
[CCFadeIn actionWithDuration:0.3f],
nil] ;
[token runAction:action];
}
}
for (; i < MAX_DISPLAY_TOKE_NUM; i ++){
CCSprite *token = _displayToken[i];
if (YES == token.visible && [token numberOfRunningActions] <= 0){
CCSpawn *disappear = [CCSpawn actions:
[CCScaleTo actionWithDuration:0.3 scale:0.3],
[CCFadeOut actionWithDuration:0.3],
nil]; // visiable == YES;
CCHide* hide = [CCHide action];
CCSequence *all = [CCSequence actions:disappear, hide, nil];
[token runAction:all];
}
}
}
@end
//
// Monkey.h
// MonkeyJump
//
// Created by Mac on 14-3-11.
// Copyright (c) 2014年 codeandweb.de. All rights reserved.
//
#import "GB2Sprite.h"
@class GameLayer;
@class GB2Contact;
@interface Monkey : GB2Sprite
{
bool _isMovingLeft;
int _numContactWithFloor;
int _numContactWithHead;
int _numContactWithLeft;
int _numContactWithRight;
ccTime _timePassed;
int _animatePhase;
int _trappedCount; // 记录猴子被困住的时间 -- 跳到堆积物体的顶部以上
float _health;
}
@property (assign, nonatomic) bool isMovingLeft;
@property (assign, nonatomic) int numbContactWithFloor;
@property(nonatomic) float health;
@property(nonatomic) float score;
-(id)initWithParentlayer:(GameLayer*) theParentLayer;
-(void)jump;
- (void)beginContactWithFloor:(GB2Contact *)contact;
- (void)endContactWithFloor:(GB2Contact *)contact;
- (void)beginContactWithObject:(GB2Contact *)contact;
- (void)endContactWithObject:(GB2Contact *)contact;
@end
//
// Monkey.m
// MonkeyJump
//
// Created by Mac on 14-3-11.
// Copyright (c) 2014年 codeandweb.de. All rights reserved.
// xcode -> appcode
#import "Monkey.h"
#import "SimpleAudioEngine.h"
#import "GMath.h"
#import "GB2Contact.h"
#import "GameLayer.h"
#import "Object.h"
@implementation Monkey {
GameLayer *__parentLayer;
}
@synthesize isMovingLeft = _isMovingLeft;
@synthesize numbContactWithFloor = _numbContactWithFloor;
-(id)initWithParentlayer:(GameLayer*) theParentLayer{
__parentLayer = theParentLayer;
[super initWithDynamicBody:@"monkey" spriteFrameName:@"monkey/idle/2.png"];
if (self){
[self setFixedRotation:YES];
[self setBullet:YES];
self.isMovingLeft = NO;
_numContactWithFloor = 0;
_numContactWithHead = 0;
_numContactWithLeft = 0;
_numContactWithRight = 0;
_timePassed = 0.3;
_animatePhase = 1;
_health = 100;
}
return self;
}
// 自己实现动画效果 周期性的改变自己展示的图形
-(void)updateCCFromPhysics{
[super updateCCFromPhysics]; //使物体 先服从box2d中原有的物理规律
if (_health < 0) {
return;
}
float impulse = self.mass * 0.5;
float velocityX = [self linearVelocity].x;
float velocityY = [self linearVelocity].y;
//CCLOG(@"v y is %f", velocityY);
if (velocityY > 8){
//body->SetLinearDamping(0.6);
self.linearVelocity = b2Vec2(velocityX, 0.6 * velocityY);
}
//使猴子水平移动
if (_isMovingLeft && velocityX > -1.0){
[self applyLinearImpulse:b2Vec2(-impulse, 0) point:self.worldCenter];
} else if (!_isMovingLeft && velocityX < 1.0){
[self applyLinearImpulse:b2Vec2(impulse, 0) point:self.worldCenter];
}
// 设置猴子 在屏幕显示什么图片 实现动画效果
[self setMonkeyDisplayFrame];
// 计算猴子已经被困多长时间
if (_numContactWithHead > 0){
_trappedCount ++;
if (_trappedCount > 60){
[self setPhysicsPosition:b2Vec2FromCC(ccNode.position.x,
__parentLayer.heapHeight)];
}
}
else{
_trappedCount = 0;
}
float curRelevateScore = 1.0 * [self ccNode].position.y - 75;
if (self.score < curRelevateScore){
self.score = curRelevateScore;
}
}
// 设置猴子应该显示那一张图片 实现动画效果
- (void)setMonkeyDisplayFrame {
_timePassed -= 1.0f / 60.0f;
if (_timePassed <= 0){
_animatePhase++;
if (_animatePhase >= 3){
_animatePhase = 1;
}
_timePassed = 0.3;
}
NSString* frameName;
NSString* dir;
float monkeyVelocityLengthSquare = [self linearVelocity].LengthSquared();
dir = _isMovingLeft ? @"left":@"right";
//CCLOG(@"v square is %f", monkeyVelocityLengthSquare);
if ( monkeyVelocityLengthSquare < 0.3){
if (_numContactWithHead > 0){
frameName = @"arms_up";
}
else{
frameName = @"idle/2";
}
}
else {
if (_numContactWithFloor < 0){
frameName = [NSString stringWithFormat:@"jump/%@", dir];
}
else{
if (_numContactWithLeft > 0 && _isMovingLeft){
frameName = [NSString stringWithFormat:@"push/%@_%d", dir, _animatePhase];
}
else if (_numContactWithRight > 0 && !_isMovingLeft){
frameName = [NSString stringWithFormat:@"push/%@_%d", dir, _animatePhase];
}
else{
frameName = [NSString stringWithFormat:@"walk/%@_%d", dir, _animatePhase];
}
}
}
NSString* completeFrameName = [NSString stringWithFormat:@"monkey/%@.png", frameName];
[self setDisplayFrameNamed:completeFrameName];
}
-(void)jump{
if (_health < 0)
{
return;
}
if (_numContactWithFloor <=0){
return; //离地 的时候不需要再施加冲量了
}
float factor = 1.0f;
if (_numContactWithHead > 0){
factor = 3.0f;
}
[self applyLinearImpulse:b2Vec2(0, self.mass * 6.0 * factor) point:self.worldCenter];
float _pan = ([self ccNode].position.x - 240.0) / 240.0;
[[SimpleAudioEngine sharedEngine] playEffect:@"jump.caf" pitch:gFloatRand(0.8, 1.2) pan:_pan gain:1.0];
}
-(void)beginContactWithFloor:(GB2Contact*) contact{
_numContactWithFloor ++;
}
-(void)endContactWithFloor:(GB2Contact*) contact{
_numContactWithFloor --;
}
-(void)beginContactWithObject:(GB2Contact*) contact{
GB2Node* otherNode = [contact otherObject] ;
if ([otherNode isKindOfClass:[Object class]]){ // 如果是香蕉则补充生命值
Object *other = (Object *)otherNode;
if ([other.objName isEqualToString:@"banana"]){
_health += 60;
if (_health > 100){
_health = 100;
}
[other disappear];
[[SimpleAudioEngine sharedEngine] playEffect:@"gulp.caf"];
//return;
} else if ([other.objName isEqualToString:@"bananabunch"]){
_health += 90;
if (_health > 100){
_health = 100;
}
[other disappear];
[[SimpleAudioEngine sharedEngine] playEffect:@"gulp.caf"];
//return;
}
}
void* str = contact.ownFixture->GetUserData();
NSString* fixId = (NSString*)str;
if ([fixId isEqualToString:@"head"]){
_numContactWithHead ++;
GB2Node* otherNode = [contact otherObject] ;
if ([otherNode isKindOfClass:[Object class]]){
b2Vec2 otherV = [otherNode linearVelocity];
float otherVY = otherV.y;
// 造成伤害
[self hurtHealth:otherNode otherVY:otherVY];
}
} else if([fixId isEqualToString:@"push_left"]){
_numContactWithLeft ++;
} else if ([fixId isEqualToString:@"push_right"]){
_numContactWithRight ++;
} else{
_numContactWithFloor ++;
}
}
- (void)hurtHealth:(GB2Node *)otherNode otherVY:(float)otherVY {
if (otherVY < -0.3) // 另外一个物体是向下运动的 0
{
_health += 0.5* otherVY * otherNode.mass;
[[SimpleAudioEngine sharedEngine] playEffect:@"hurt.caf" pitch:1.0 pan:1.0 gain:2.0];
CCLOG(@"health is %f", _health);
if (_health < 0){
[self setFixedRotation:NO];
[self setCollisionMaskBits:0x0001]; // 是猴子只和 地面发生碰撞
[self setDisplayFrameNamed:@"monkey/dead.png"];
}
}
}
-(void)endContactWithObject:(GB2Contact*) contact{
void* str = contact.ownFixture->GetUserData();
NSString* fixId = (NSString*)str;
if ([fixId isEqualToString:@"head"]){
_numContactWithHead --;
} else if([fixId isEqualToString:@"push_left"]){
_numContactWithLeft --;
} else if ([fixId isEqualToString:@"push_right"]){
_numContactWithRight --;
} else{
_numContactWithFloor --;
}
}
@end
//
// Object.h
// MonkeyJump
//
// Created by Mac on 14-3-10.
// Copyright (c) 2014年 codeandweb.de. All rights reserved.
//
#import "GB2Sprite.h"
@interface Object : GB2Sprite
{
NSString* _objName;
GB2Node* _contactOtherObjNames[50]; //和那些物体又接触
int _numContacts;
}
@property (assign, nonatomic) int numContacts;
@property (retain, nonatomic) NSString *objName;
-(id)initWithObjName:(NSString*) theObjName;
+(id)randomObject;
-(id)disappear;
@end
//
// Object.m
// MonkeyJump
//
// Created by Mac on 14-3-10.
// Copyright (c) 2014年 codeandweb.de. All rights reserved.
//
#import "Object.h"
#import "GMath.h"
#import "GB2Contact.h"
#import "SimpleAudioEngine.h"
@implementation Object {
bool _hasBeginDisappearAction;
}
@synthesize objName = _objName;
@synthesize numContacts = _numContacts;
-(id)initWithObjName:(NSString*) theObjName
{
NSString* pngName = [NSString stringWithFormat:@"objects/%@.png", theObjName];
// GB2Sprite
[super initWithDynamicBody:theObjName spriteFrameName:pngName];
if (self){
_objName = theObjName;
_numContacts = 0;
_hasBeginDisappearAction = NO;
}
return self;
}
+(id)randomObject{
int type = rand() % 7;
NSString* myObjName = @"backpack.png";
switch (type) {
case 0:
myObjName = @"backpack";
break;
case 1:
myObjName = @"statue";
break;
case 2:
myObjName = @"banana";
break;
case 3:
myObjName = @"bananabunch";
break;
case 4:
myObjName = @"hat";
break;
case 5:
myObjName = @"pineapple";
break;
case 6:
myObjName = @"canteen";
break;
default:
break;
}
return [[[Object alloc] initWithObjName:myObjName] autorelease];
}
- (id)disappear {
// 消失动画
if (NO == _hasBeginDisappearAction)
{
CCSpawn *outAction = [CCSpawn actions:
[CCScaleTo actionWithDuration:0.2 scale:0.0],
[CCFadeOut actionWithDuration:0.2],
nil];
CCCallFunc *deleteAction = [CCCallFunc actionWithTarget:self selector:@selector(deleteNow)];
[self runAction:[CCSequence actions:outAction, deleteAction, nil ]];
_hasBeginDisappearAction = YES;
}
return nil;
}
-(void)beginContactWithObject:(GB2Contact*)contact{
GB2Node *other_ = (contact.otherObject);
_contactOtherObjNames[_numContacts] = other_;
_numContacts ++;
if (_numContacts >= 50){
;
}
b2Vec2 v = [self linearVelocity];
if (v.LengthSquared() < 3){
return;
}
// 播放声音
NSString* cafName = [NSString stringWithFormat:@"%@.caf",_objName];
float pan = ([self ccNode].position.x - 240.0) / 240.0;
//
[[SimpleAudioEngine sharedEngine] playEffect:cafName pitch:gFloatRand(0.8, 1.2) pan:(pan) gain:1.0];
}
-(void)endContactWithObject:(GB2Contact*) contact{
_numContacts --;
if (_numContacts < 0){
;
}
}
-(void)beginContactWithFloor:(GB2Contact*) contact{
[self beginContactWithObject:contact];
//_numContacts ++;
}
-(void)endContactWithFloor:(GB2Contact*) contact{
_numContacts --;
if (_numContacts < 0){
;
}
}
-(void) dealloc{
[_objName release];
[super dealloc];
}
@end
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第一部分: Java语言篇1 《Java编程规范》 适合对象:初级,中级 介绍:作者James Gosling(Java之父),所以这本书我觉得你怎么也得读一下。对基础讲解的很不错。2 《Java核心技术:卷Ⅰ基础知识》 适合对象:初级,中级 介绍
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iso镜像文件4.57G,这里压缩成两个两个包便于上传网盘;使用时候,直接下载两个压缩包解压成镜像文件便可安装;链接:https://pan.baidu.com/s/1JNgxuBzdzFpp-pHHdf-DWQ提取码:9g3e扫码下载:转载于:https://www.cnblogs.com/xioawu-blog/p/11224533.html...
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