轉載請註明:http://www.javashuo.com/article/p-nstrhvck-z.htmlgit
本遊戲正式開放源代碼啦~~sql
代碼庫(可在附件中下載Windows下的試玩程序):https://git.oschina.net/thorqq/RaidenFree數據庫
下面咱們繼續分析這款遊戲。api
這是一款打飛機遊戲,因此主角固然是飛機。遊戲裏,飛機包括如下幾種:ide
咱們用結構體TAircraftData來表示:函數
struct TAircraftData { int id; std::string name;//名字 std::string type;//類型,值爲AircraftType<br> //飛機動畫即支持幀動畫,又支持骨骼動畫 std::vector<std::string> styleArray; //飛機動畫 float aniDura; //動畫幀時長 std::string armatureName; //骨骼動畫名稱 int hp; //當前生命值 int maxHp; //最大生命值 float defence; //防護 int attack; //攻擊 float bodyCenterX; //剛體中心座標 float bodyCenterY; float bodySizeW; //剛體尺寸 float bodySizeH; float scale; //縮放比例 std::string hpBgStyle; //血槽背景樣式 std::string hpStyle; //血槽樣式 float hpPosX; //血槽的位置 float hpPosY; //血槽的位置 std::vector<std::vector<int>*> bulletIdArray; //多種子彈 std::vector<std::string> fireFameNameArray; //尾部火焰動畫,圖片列表 float fireAniDura; //動畫幀時長 int fireOnTop; float fireOffsetX;//火焰中心點相對於飛機底部中心點的偏移。若是等於0,則只有一個火焰;不然是兩個火焰 float fireOffsetY; float startPosX; //飛機的起始位置 float startPosY; std::vector<int> wingmanArray; //僚機 std::vector<std::string> blastStyleArray; //飛機爆炸的動畫 float blastAniDura; int blastMusicId; //飛機爆炸的音效id std::map<std::string, std::string> paramMap; //飛機參數 }
詳細代碼以下:性能
//飛機的基類 class Aircraft : public GameObject, public IBulletUseUpListener { public: Aircraft(); virtual ~Aircraft(); virtual bool init(Node* parent, const TAircraftData* pData, const TAircraftLevelData* pLevelData = nullptr); virtual void reset(); virtual void destory(); virtual void reduceHp(int hp); virtual void recoverHp(int hp); virtual bool isAlive(); virtual void startShoot(); virtual void stopShoot(); virtual bool isShooting(); virtual void autoShoot(); virtual void stopAutoShoot(); virtual void autoChangeBulletGrade(); //自動飛行 virtual void fly(){}; //爆炸 virtual void blast(); //更新裝備 bool updateEquip(); //子彈升級 virtual bool upgradeBullet(); virtual bool upgradeMaxBullet(); //子彈降級 virtual bool downgradeBullet(); //是否暴走 virtual bool isMaxLevelBullet(); //是否最低級子彈 virtual bool isMinLevelBullet(); //獲取子彈等級 virtual int getBulletLevel(); //重置子彈級別 virtual bool resetBulletLevel(); //子彈用完通知 virtual void bulletUseUp() override; //量子護盾 void addShield(); void removeShield(); //防護效果結束 virtual void defenceDone(float dt); //碰撞檢測 virtual bool isCollsion(const Rect& rect, Rect* pCollsionRect = nullptr); //獲取攻擊、防護、導彈、僚機、綜合性能 inline int getAttrAttack(){ return m_iAttrAttack; } inline int getAttrArmor() { return m_iAttrArmor; } inline int getAttrMissile(){ return m_iAttrMissile; } inline int getAttrWingman() { return m_iAttrWingman; } inline int getAttrTotal() { return m_iAttrTotal; } void calculateAttr(); inline int getId() { return m_data.id; } inline int getLevelId() { if (m_data.pAircraftLevelData) { return m_data.pAircraftLevelData->id; } else { return -1; } } inline int getHp() { return m_data.hp; } inline void setHp(int hp) { m_data.hp = hp; } inline int getMaxHp() { return m_data.maxHp; } inline void setMaxHp(int max) { m_data.maxHp = max; } inline int getAttack() { //兩機相撞時,對對方產生的傷害就是本身的血量 return getHp(); } inline void setAttack(int a) { m_data.attack = a; } void setNoDie(bool b); inline bool isNoDie() { return m_bNoDie; } inline Vector<BulletGroup*>* getBulletGroupArray() { return &m_bulletGroupArray; } inline EAircraftType getAircraftType() { return m_eAircraftType; } inline const std::string& getAttr(const std::string& key) { static std::string empty = ""; auto it = m_data.paramMap.find(key); if (it != m_data.paramMap.end()) { return it->second; } else { return empty; } } inline int getAircraftLevelId() { if (m_data.pAircraftLevelData) { return m_data.pAircraftLevelData->id; } else { return -1; } } Vector<Aircraft*>* getOtherSidePlane() const; void setOtherSidePlane(Vector<Aircraft*>* const planes); //回收 virtual void recycle(); //重用 virtual void reuse(); //是否已回收(是否可用) bool isRecycled(); protected: virtual void setBulletGrade(unsigned grade){ m_iBulletGrade = grade; } virtual void setAttackAdjust(float adjust){ m_fAttackAdjust = adjust; } virtual void setMissileAdjust(float adjust){ m_fMissileAdjust = adjust; } virtual void setBulletSpeedAdjust(float adjust){ m_fBulletSpeedAdjust = adjust; } virtual bool initBody(Node* parent, const TAircraftData* pData); virtual bool initPosition(Node* parent, const TAircraftData* pData); virtual bool initFire(Node* parent, const TAircraftData* pData); virtual bool initHpBar(Node* parent, const TAircraftData* pData); virtual bool initBullet(Node* parent, const TAircraftData* pData); virtual bool initWingman(Node* parent, const TAircraftData* pData); //添加尾部的左右兩個火焰動畫 bool addFire(float offsetX, float offsetY, bool isFlipped); protected: EAircraftType m_eAircraftType; TAircraftData m_data; const TAircraftData* m_pDataCopy; //戰機全部的裝備 const TEquipmentData* m_pEquipAircraft; const TEquipmentData* m_pEquipArmature; const TEquipmentData* m_pEquipMissile; const TEquipmentData* m_pEquipWingman; int m_iBulletGrade; float m_fAttackAdjust; float m_fMissileAdjust; float m_fBulletSpeedAdjust; float m_fVipRelifeAttrAdjust; float m_fDefence; //防護係數 float m_fDefenceDura; //防護持續時間 int m_iCurBulletGrade; //當前子彈等級 bool m_bNoDie; //無敵 cocostudio::Armature* m_pDefenceBall; //護盾球 HpBar* m_pHpBar; //血槽精靈 Vector<BulletGroup*> m_bulletGroupArray; //多種子彈 Vector<Aircraft*> m_wingmanArray; //僚機精靈 Vector<Aircraft*>* m_otherSideArray; //對方飛機。對於玩家來講就是敵機,對於敵機來講就是玩家 int m_iAttrAttack; int m_iAttrArmor; int m_iAttrMissile; int m_iAttrWingman; int m_iAttrTotal; bool m_bRecycled; bool m_bAutoShoot; int m_orignBulletGrade; };
爲了構建不一樣的飛機對象,咱們增長一個飛機工廠。工廠的create函數中TAircraftData參數是從配置(sqlite數據庫)中獲取到的。動畫
template<typename T> class PlaneCreator { public: static T* create(Node* parent, const TAircraftData* data) { T *pRet = new(std::nothrow) T(); if (pRet && pRet->init(parent, data)) { pRet->autorelease(); return pRet; } else { delete pRet; pRet = NULL; return NULL; } } };
當界面上的飛機較多,而且頻繁出現、被擊落的時候,系統會不停的建立、銷燬飛機對象,這樣會嚴重影響遊戲的幀率,因此,咱們增長了一個簡單的飛機池:當飛機被擊落時,飛機對象並無被銷燬掉,而只是中止射擊、中止全部動畫並隱藏起來。當須要建立新的飛機時,會從池中查找有沒有對應的已回收的飛機,若是找到,則對此對象從新進行初始化。代碼以下:ui
class AircraftPool { public: static AircraftPool* getInstance(); //獲取一架飛機 template<typename T> T* get(Node* parent, const TAircraftData* pAircraftData, const TAircraftLevelData* pAircraftLevelData) { //AircraftPool 只在急速模式下使用。其餘兩種模式反而會增長內存 if (GameData::getInstance()->getValueToInt(GAMEDATA::MODE) != ModeBase::ModeRapid) { return PlaneCreator<T>::create(parent, pAircraftData, pAircraftLevelData); } auto it = m_aircraftMap.find(pAircraftLevelData->id); std::vector<Aircraft*>* pArray = nullptr; if (it != m_aircraftMap.end()) { pArray = it->second; } else { pArray = new std::vector<Aircraft*>; m_aircraftMap.insert(std::map<int, std::vector<Aircraft*>*>::value_type(pAircraftLevelData->id, pArray)); } //查找可用的飛機 for (Aircraft* p : *pArray) { if (p && p->isRecycled()) { p->reuse(); T* ret = dynamic_cast<T*>(p); if (ret) { parent->addChild(ret); return ret; } else { DEBUG_LOG("fuck error type of aircraft"); } } } //沒找到,新建一個 auto p = PlaneCreator<T>::create(parent, pAircraftData, pAircraftLevelData); p->retain(); for (unsigned i = 0; i < pArray->size(); i++) { if ((*pArray)[i] == nullptr) { (*pArray)[i] = p; return p; } } pArray->push_back(p); return p; } //回收一架飛機 void recycle(Aircraft* pAircraft); //清空pool void release(); protected: AircraftPool(); private: static AircraftPool* m_pInstance; std::map<int, std::vector<Aircraft*>*> m_aircraftMap; }; AircraftPool* AircraftPool::m_pInstance = nullptr; AircraftPool* AircraftPool::getInstance() { if (!m_pInstance) { m_pInstance = new AircraftPool(); } return m_pInstance; } AircraftPool::AircraftPool() { } //回收一架飛機 void AircraftPool::recycle(Aircraft* pAircraft) { //若是在池中,則回收;不然直接銷燬 auto it = m_aircraftMap.find(pAircraft->getAircraftLevelId()); std::vector<Aircraft*>* pArray = nullptr; if (it != m_aircraftMap.end()) { pArray = it->second; for (Aircraft* p : *pArray) { if (p == pAircraft) { p->recycle(); return; } } } pAircraft->destory(); } //清空pool void AircraftPool::release() { for (auto it : m_aircraftMap) { bool bInUse = false; std::vector<Aircraft*>* pArray = it.second; for (Aircraft* p : *pArray) { if (p && p->isRecycled()) { p->destory(); p->release(); } else if (p) { bInUse = true; DEBUG_LOG("Aircraft[%d] can't release", p->getId()); //CCASSERT(false, "Release error aircraft"); } } if (!bInUse) { pArray->clear(); delete pArray; } } m_aircraftMap.clear(); } ////////////////////////////////////////////////////////// //下面是Aircraft對象中的回收、重用等方法 //回收 void Aircraft::recycle() { if (m_bRecycled) { return; } setNoDie(false); //for (int i = 0; i < m_bulletGroupArray.size(); i++) //{ // m_bulletGroupArray.at(i)->setPlane(NULL); //} stopShoot(); for (int i = 0; i < m_wingmanArray.size(); i++) { //m_wingmanArray.at(i)->recycle(); AircraftPool::getInstance()->recycle(m_wingmanArray.at(i)); } pause(); m_bRecycled = true; } //重用 void Aircraft::reuse() { if (!m_bRecycled) { return; } if (m_pHpBar) { m_pHpBar->setMaxValue(m_data.maxHp); m_pHpBar->setCurValue(m_data.maxHp); } m_data.hp = m_data.maxHp; //for (int i = 0; i < m_bulletGroupArray.size(); i++) //{ // m_bulletGroupArray.at(i)->setPlane(this); //} m_iCurBulletGrade = 0; for (int i = 0; i < m_wingmanArray.size(); i++) { m_wingmanArray.at(i)->reuse(); } if (m_pArmature) { m_pArmature->setColor(Color3B::WHITE); m_pArmature->getAnimation()->play(GlobalData::getInstance()->getArmatureData(m_data.armatureName)->defaultAction); } else { this->setColor(Color3B::WHITE); } resume(); m_bRecycled = false; } //是否已回收(是否可用) bool Aircraft::isRecycled() { return m_bRecycled; }