现在,创建一个新的类用来表示炮塔.添加新的类文件,名称为Tower,继承于CCNode.
替换Tower.h文件为如下内容:
#import "cocos2d.h" #import "HelloWorldLayer.h" #define kTOWER_COST 300 @class HelloWorldLayer, Enemy; @interface Tower: CCNode { int attackRange; int damage; float fireRate; } @property (nonatomic,weak) HelloWorldLayer *theGame; @property (nonatomic,strong) CCSprite *mySprite; +(id)nodeWithTheGame:(HelloWorldLayer*)_game location:(CGPoint)location; -(id)initWithTheGame:(HelloWorldLayer *)_game location:(CGPoint)location; @end
现在将Tower.m替换为如下内容:
#import "Tower.h" @implementation Tower @synthesize mySprite,theGame; +(id) nodeWithTheGame:(HelloWorldLayer*)_game location:(CGPoint)location { return [[self alloc] initWithTheGame:_game location:location]; } -(id) initWithTheGame:(HelloWorldLayer *)_game location:(CGPoint)location { if( (self=[super init])) { theGame = _game; attackRange = 70; damage = 10; fireRate = 1; mySprite = [CCSprite spriteWithFile:@"tower.png"]; [self addChild:mySprite]; [mySprite setPosition:location]; [theGame addChild:self]; [self scheduleUpdate]; } return self; } -(void)update:(ccTime)dt { } -(void)draw { ccDrawColor4B(255, 255, 255, 255); ccDrawCircle(mySprite.position, attackRange, 360, 30, false); [super draw]; } @end
该炮塔类包含了一些属性:一个精灵,用来可视化表示一个炮塔;一个便于访问父节点的引用;以及3个变量:
- 攻击范围:确定炮塔可以攻击多远
- 伤害:确定炮塔可以造成敌人多少损伤
- 射击速率:确定炮塔重新装弹射击需要间隔多长时间