大熊猫猪·侯佩原创或翻译作品.欢迎转载,转载请注明出处. 如果觉得写的不好请告诉我,如果觉得不错请多多支持点赞.谢谢! hopy ;)
为了暂时不影响原来的cat移动方法,我们在CatSprite.m中新建一个移动方法,内容如下,其中考虑了与地图的碰撞情况:
-(void)moveTowardOneTile:(CGPoint)location{ CGPoint diff = ccpSub(location, self.position); CGPoint desiredTileCoord = [_mainScene tileCoordForPosition:self.position]; if (fabsf(diff.x) > fabsf(diff.y)) { if (diff.x > 0) { desiredTileCoord.x += 1; [self runAnimation:_facingRightAnimation]; } else { desiredTileCoord.x -= 1; [self runAnimation:_facingLeftAnimation]; } } else { if (diff.y > 0) { desiredTileCoord.y -= 1; [self runAnimation:_facingBackAnimation]; } else { desiredTileCoord.y += 1; [self runAnimation:_facingForwardAnimation]; } } if ([_mainScene isWallAtTileCoord:desiredTileCoord]) { //[[SimpleAudioEngine sharedEngine] playEffect:@"hitWall.wav"]; } else { self.position = [_mainScene positionForTileCoord:desiredTileCoord]; if ([_mainScene isBoneAtTileCoord:desiredTileCoord]) { //[[SimpleAudioEngine sharedEngine] playEffect:@"pickup.wav"]; _numBones++; //[_mainScene showNumBones:_numBones]; [_mainScene removeObjectAtTileCoord:desiredTileCoord]; } else if ([_mainScene isDogAtTileCoord:desiredTileCoord]) { if (_numBones == 0) { //[_layer loseGame]; } else { _numBones--; //[_layer showNumBones:_numBones]; [_mainScene removeObjectAtTileCoord:desiredTileCoord]; //[[SimpleAudioEngine sharedEngine] playEffect:@"catAttack.wav"]; } } else if ([_mainScene isExitAtTileCoord:desiredTileCoord]) { //[_layer winGame]; } else { //[[SimpleAudioEngine sharedEngine] playEffect:@"step.wav"]; } } }
注意代码中将原代码的与音效相关的部分统统省略,因为本猫的mini在调试声音的App时有点问题,大家如果加上音效代码也是没问题的,请随意 ;)
回到MainScene.m中将touchBegan方法中对cat移动的代码改为新的方法:
[_cat moveTowardOneTile:location];
现在编译运行app,效果如下:
现在我们可爱的鼠大盗已经不能穿墙行走了,下一篇中我们将原来所有的游戏逻辑全部补全(除去音乐和音效),下篇见 ;)