接下来讲解enemy的初始化和随玩家移动的生命条:

#ifndef _ENEMY_H_

#define _ENEMY_H_

#include"cocos2d.h"

#include"core/Weapon.h"

#define MaxBuf 20

using namespace cocos2d;

class Enemy:public CCNode

{

public:

Enemy(void);

~Enemy(void);

CCPoint position;

int startGID;

int index;

bool isRemoveTileEnemy;

bool isRemoveTile;

bool removeTile();

CCPoint getEnemyPosition();

void setEnemyPosition(CCPoint initEnemyPosition);

Behaviour getBehaviour();

void setBehaviour (Behaviour be);

void setRemoveTile(bool isRemoveTile);

CCSprite* tempEnemy;

CCSprite* getEnemy();

static Enemy * setEnemy();

private:

bool initT();

Behaviour be;

CCPoint initPosition;

};

class EnemyHPBar:public CCNode

{

public:

EnemyHPBar(void);

static EnemyHPBar* setHP(CCPoint spritePosition,CCTMXTiledMap* map,int i);

CCSprite* uiSprite;

CCSprite* getHPBar();

int enemyLife[MaxBuf];

void setEnemyLife(int life,int i);

int getEnemyLife(int i);

void printHP(int i);

private:

bool initHP(CCPoint spritePosition,CCTMXTiledMap* map,int i);

void updateEnemy(ccTime dt);

};

#endif

以上分两个类

分别是enemy和enemyHP的处理

#include"enemy.h"

#include"cocos2d.h"

Enemy::Enemy(void)

{

isRemoveTile=false;

}

Enemy::~Enemy(void)

{

}

Enemy* Enemy::setEnemy()

{

Enemy * t = new Enemy();

if(t && t->initT())

return t;

return NULL;

}

bool Enemy::initT()

{

bool bRet = false;

do

{

CCTexture2D* enemy=CCTextureCache::sharedTextureCache()->addImage("buouguai.png");

tempEnemy=CCSprite::spriteWithTexture(enemy,CCRectMake(0,0,81,81));

//tempEnemy->setPosition(CCPointZero);

tempEnemy->setScale(0.7f);

//tempEnemy->setAnchorPoint(CCPointZero);

bRet = true;

} while (0);

return bRet;

}

CCSprite* Enemy::getEnemy()

{

return this->tempEnemy;

}

bool Enemy::removeTile()

{

return this->isRemoveTile;

}

void Enemy::setRemoveTile(bool isRemoveTile)

{

this->isRemoveTile=isRemoveTile;

}

Behaviour Enemy::getBehaviour()

{

return this->be;

}

void Enemy::setBehaviour(Behaviour be)

{

this->be = be;

}

CCPoint Enemy::getEnemyPosition()

{

return this->initPosition;

}

void Enemy::setEnemyPosition(CCPoint initPosition)

{

this->initPosition=initPosition;

}

//==========================================class EnemyHPBar=============================================

EnemyHPBar::EnemyHPBar(void)

{

for(int i=0;i<MaxBuf;i++)

{

enemyLife[i]=100;

//CCLOG("~%d:%d",i,enemyLife[i]);

}

}

EnemyHPBar* EnemyHPBar::setHP(CCPoint spritePosition,CCTMXTiledMap* map,int i)

{

EnemyHPBar * t = new EnemyHPBar();

if(t && t->initHP(spritePosition,map,i))

return t;

return NULL;

}

bool EnemyHPBar::initHP(CCPoint spritePosition,CCTMXTiledMap* map,int i)

{

bool bRet = false;

do

{

CCTexture2D* ui=CCTextureCache::sharedTextureCache()->addImage("boss_hpbar.png");

uiSprite=CCSprite::spriteWithTexture(ui,CCRectMake(0,0,i/2,5));

CCPoint uiPosition=ccpAdd(spritePosition,ccp(0,50));

uiSprite->setPosition(uiPosition);

bRet = true;

} while (0);

return bRet;

}

CCSprite* EnemyHPBar::getHPBar()

{

return this->uiSprite;

}

int EnemyHPBar::getEnemyLife(int i)

{

return this->enemyLife[i];//

}

void EnemyHPBar::setEnemyLife(int life,int i)

{

this->enemyLife[i]=life;

}

void EnemyHPBar::printHP(int i)

{

//CCLOG("enemyLife[%d]=%d",i,enemyLife[i]);

}

void EnemyHPBar::updateEnemy(ccTime dt)

{

CCLOG("updateEnemy");

}

基本上实现了,随敌人移动的生命条的功能,利用数组保存每个敌人的生命值,通过编号对指定的enemy进行处理,比如说敌人要***5下,玩家先***了三下,再打了其他敌人几下,及回过来只要打两下就行了。具体的实现下一篇将会处理,有问题欢迎留言。