我正试图为了练习而克隆游戏。但是我无法使用正确的游戏循环

时间:2015-11-30 20:43:53

标签: cocos2d-iphone cocos2d-x cocos2d-x-3.0 cocos2d-android

我是初学者,从cocos2d-x开始。我想要克隆游戏 -

https://play.google.com/store/apps/details?id=com.addictivegames.angryalcohol&hl=en

这似乎很容易,但结果我在“更新功能”(游戏循环)中使用的逻辑不起作用。 这是我的代码 -

#include "MainGameScene.h"
#include "MainMenuScene.h"
#include "GameOverScene.h"
#include "Constants.h"

USING_NS_CC;

Scene* MainGameScene::createScene()
{
    // 'scene' is an autorelease object
    auto scene = Scene::create();

    // 'layer' is an autorelease object
    auto layer  = MainGameScene::create();
    auto layer2 = MainGameScene::create();


    // add layer as a child to scene
    scene->addChild(layer);
    scene->addChild(layer2); 

    // return the scene
    return scene;
}

// on "init" you need to initialize your instance
bool MainGameScene::init()
{
    //////////////////////////////
    // 1. super init first
    if ( !Layer::init() )
    {
        return false;
    }

    Size visibleSize  = Director::getInstance()->getVisibleSize();
    Vec2 origin        = Director::getInstance()->getVisibleOrigin();

     // this will now place the sprite in the middle of the viewport
sprite = Sprite::create("top.png");
sprite->setPosition(Point( visibleSize.width/2 + origin.x, visibleSize.height/3 + origin.y));
sprite->setAnchorPoint( Vec2( 0.5, 0 ));
this->addChild( sprite );

     //Accelerometer Setup here...
   Device::setAccelerometerEnabled(true);
   auto acclistener = EventListenerAcceleration::create(CC_CALLBACK_2(MainGameScene::onAcceleration, this));
   Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(acclistener, this);

   this->scheduleUpdate();

    return true;
}

void MainGameScene::onAcceleration(cocos2d::Acceleration *acc, cocos2d::Event *event) {

    //Position constraints
    Size winSize         = Director::getInstance()->getWinSize(); 

    float rotX        = sprite->getRotation();
    float w           = winSize.width ;
    float h           = winSize.height;
    float center      = winSize.width/2 ;
     currentPos  = sprite->getPositionX();
    float   y         = sprite->getPositionY();
    float spriteWidth = sprite->getContentSize().width;
    //Filters for acceleration
    float sensitivity       = 0.3;
    float kFilteringFactor  = 0.4;



     //Accelerometer To control natural movement (GAME_LOOP_CONTROL)
      float accelX = ( acc->x * kFilteringFactor ) + ( accelX * (1.0 - kFilteringFactor ));

      rotX         = accelX - acc->x ; 
      currentPos   +=  acc->x * w * sensitivity;



    sprite->setPosition(currentPos, y);
    //sprite->setRotationX(rotX);


}


void MainGameScene::update( float dt ){

Size winSize      = Director::getInstance()->getWinSize(); 
 float w           = winSize.width ;
if (currentPos > winSize.width/2){ // IF on right side from middle

currentPos +=  50 * w ;

} else if (currentPos < winSize.width/2 ){ // IF on left side from middle

currentPos -=  50 * w  ;    

}   



sprite->setPosition(currentPos, sprite->getPositionY());

}

加速度计的玩家移动很好 我确定,游戏循环中有问题。任何形式的帮助将不胜感激。提前谢谢!

另外,我正在考虑从cocos2d-x切换到unity。这个决定是否有希望?

1 个答案:

答案 0 :(得分:1)

问题是你突然在每个帧中更新精灵的位置,因此精灵在任何位置都不可见。你必须让精灵停留在某个时间点或平稳地更新它的位置(比如使用MoveTo)。这是一个例子。你不应该要求解决方案而不是如何解决问题。

step