CocosLua3.10 塔防类(提供思路)

2019-11-27  本文已影响0人  叫我29就好啦

参考文章:https://www.cnblogs.com/hll2008/p/4235714.html
参考文章:https://blog.csdn.net/oShunz '王国保卫战'相关内容

注:没有ui,纯用layout写,比较劣质。只提供思路和写法。

思路:


Mind.png

#怪物
1.怪物沿着创建好的地图路径前进。

#塔
1.塔创建子弹,并且检测所有怪物,当遇到某个怪物在自己的检测,攻击范围内,则执行攻击子弹操作。
2.当子弹创建完毕并发射的时候,执行检测子弹周边。当遇到怪物的话,执行怪物掉血等操作(这里就只做了掉血)。
3.移除子弹

#道路
1.默认地图创建,建立起始点,然后根据上下左右(1像素)与偏移值进行添加道路。
2.建立可点击的区块。并且当选择要创建的塔时,广播创建塔操作。

目前完善功能:

(塔):可攻击,可点击创建
(怪物):可移动,只可代码内创建
(地图):只有一张地图,直接就执行。地图路径在代码里面写入。

概括:
[[由一个大层(控制层),去加载次类层。由控制层去转发内容等操作。然后次类层在自己执行自己需要的操作。]]
#1 控制层:用于转发各层内容,数据,加载各层内容等。
#2 地图层:道路的总集合。创建地图,创建怪物行走路径,创建可点击的创建塔的区域。
#2 建筑层:塔的总集合。创建塔。
#2 怪物层: 怪物的总集合。创建怪物。

代码:(文件路径我用的本地的,注意更改):

 -- 全局
-- Interval = 70  -- 间隔
-- Road_Size = cc.size(60, 60)  -- 区域大小

Event_Create_Protecter = 'Event_Create_Protecter'
-- 控制层
require('app.testFile.event.Key_3_Event_File.Global.GlobalData')
local MapRoadLayer = require('app.testFile.event.Key_3_Event_File.Layer.MapRoadLayer')  -- 地图道路层
local MonsterLayer = require('app.testFile.event.Key_3_Event_File.Layer.MonsterLayer')
local ProtecterLayer = require('app.testFile.event.Key_3_Event_File.Layer.ProtecterLayer')

local event = class('event', cc.Node)

function event:ctor()
    self:initValue()
    self:initNode()
    self:bindEvent()
end

function event:initValue()
    -- 层
    self._Layer_MapRoad = nil  -- 地图道路层
    self._Layer_Monster = nil  -- 怪物层
    self._Layer_Protecter = nil  -- 塔防层
end

function event:initNode()
    self:initLayer()
    self:initLayerRoad()
    self:initMonster()

    self:initProtecter()
end

-- 添加背景点击区域
function event:initLayer()
    local layout = ccui.Layout:create()
    layout:setContentSize(cc.size(display.width,display.height))
    self:addChild(layout)

    local function onTouchBegan(touch, event)
        return true
    end

    local function onTouchEnded(touch, event)
        local pos = touch:getLocation()
        self:clickEvent(pos)
    end

    -- 注册两个回调监听方法
    local listener = cc.EventListenerTouchOneByOne:create()
    listener:registerScriptHandler(onTouchBegan,cc.Handler.EVENT_TOUCH_BEGAN )
    listener:registerScriptHandler(onTouchEnded,cc.Handler.EVENT_TOUCH_ENDED )
    local eventDispatcher = cc.Director:getInstance():getEventDispatcher()
    -- 绑定触摸事件到层当中
    eventDispatcher:addEventListenerWithSceneGraphPriority(listener, layout)
end

function event:initLayerRoad()
    self._Layer_MapRoad = MapRoadLayer:create(self)
    self:addChild(self._Layer_MapRoad)
    self._Layer_MapRoad:createRoads()
end

function event:initMonster()
    self._Layer_Monster = MonsterLayer:create(self)
    self:addChild(self._Layer_Monster)
    self._Layer_Monster:createMonsters()
end

function event:initProtecter()
    self._Layer_Protecter = ProtecterLayer:create(self)
    self:addChild(self._Layer_Protecter)
    self._Layer_Protecter:createProtecters()    
end

function event:clickEvent(pos)
    self._Layer_Protecter:resetAllProtecterScopeCircle()

    self._Layer_MapRoad:createClickNode(pos)
end

function event:getProtecter()
    return self._Layer_Protecter
end

function event:getMonster()
    return self._Layer_Monster
end

function event:getRoads()
    return self._Layer_MapRoad
end

function event:getAllProtecter()
    return self._Layer_Protecter:getAllProtecter()
end

function event:getAllMonster()
    return self._Layer_Monster:getAllMonster()
end

function event:getAllRoads()
    return self._Layer_MapRoad:getAllRoads()
end

function event:bindEvent()
    -- enter exit事件
    local function onNodeEvent(event)
        if event == "enter" then
            self:onEnter()
        elseif event == "exit" then
            self:onExit()
        end
    end
    self:registerScriptHandler(onNodeEvent)
end

function event:onEnter()

end

function event:onExit()
    
end

return event
-- 地图层
--[[
    第一个方块是0,0
]]

local Start_Pos = cc.p(100, 100)  --起始坐标
local _A = cc.p(-1, 0)
local _D = cc.p(1, 0)
local _W = cc.p(0, 1)
local _S = cc.p(0, -1)

-- 道路
local Map = {
    _D,_D,_D,_D,
    _W,_W,_W,
    _D,_D,
    _S,_S,
    _D,
    _S,
    _D,_D,
    _W,_W,_W,_W,_W,
    _A,_A,_A,_A,_A,_A,_A,
    _S,_S,
    _A,_A,
    _W,_W,_W,_W,
    _D,_D,_D,_D,_D,_D,_D,_D,_D,_D,_D,
}

local Interval = 70  -- 形块间隔
local Road_Size = cc.size(60, 60)  -- 形块大小

local Road = require('app.testFile.event.Key_3_Event_File.Node.Road')

local MapRoad = class('MapRoad', cc.Node)
function MapRoad:ctor(data, pos)
    self:initValue()
end

function MapRoad:initValue()
    self._roads = {}
    self._roadsTable = {}
    self._clickRoads = nil
end

function MapRoad:createRoads()
    if #Map > 0 then
        self:createRoadNode(0, 0)

        -- 先转换一下
        local tempMap = {}
        local x, y = 0, 0
        for i, v in ipairs(Map) do
            x = x + v.x
            y = y + v.y
            tempMap[i] = cc.p(x, y)
        end

        for i, v in ipairs(tempMap) do
            self:createRoadNode(v.x, v.y)
        end
    end
end

-- 创建道路方块
function MapRoad:createRoadNode(x, y)
    local data = {
        Color = cc.c3b(50, 50, 50),
        Pos = cc.p(x, y),
    }

    local node = Road:create(data)
    self:addChild(node)
    node:createRoadNode()
    table.insert(self._roads, node)
    self:setRoadTable(x, y)
end

-- 创建可点击方块
function MapRoad:createClickNode(pos)
    local x = math.floor(pos.x / Interval) - 1
    local y = math.floor(pos.y / Interval) - 1

    if self:getIsUseInRoadTable(x, y) then
        if self._clickRoads then
            self._clickRoads:setVisible(false)
            self:removeInRoadTable(x, y)
        end

        return
    end

    if not self._clickRoads then
        local data = {
            Color = cc.c3b(255, 255, 255),
            Pos = cc.p(x, y),
        }

        self._clickRoads = Road:create(data)
        self:addChild(self._clickRoads)
        self._clickRoads:createClickNode()
        self._clickRoads:setVisible(false)
    end

    self._clickRoads:setVisible(true)
    self._clickRoads:resetPosition(x, y)
    self._clickRoads:doShowChoose()
    self:setRoadTable(x, y)
end

-- 将当前xy保存到表内(标记这里已被占用)
function MapRoad:setRoadTable(x, y)
    local str = string.format('%s_%s', x, y)
    self._roadsTable[str] = true
end

function MapRoad:getIsUseInRoadTable(x, y)
    local str = string.format('%s_%s', x, y)
    return self._roadsTable[str] or false
end

function MapRoad:removeInRoadTable(x, y)
    local str = string.format('%s_%s', x, y)
    self._roadsTable[str] = nil
end

function MapRoad:getAllRoads()
    return self._roads
end

function MapRoad:getStartPos()
    return Start_Pos
end

return MapRoad
-- 怪物层
--[[
    data = {Blood = (血量), Speed = (移动速度), CircleRadius = (偏移值,半径圆,怪物的宽高一半)}
]]

local MonsterNode = require('app.testFile.event.Key_3_Event_File.Node.Monster')
local Start_Pos = cc.p(100, 100)

local MonsterTable = {
    {Blood = 200, Speed = 1, CircleRadius = 20},
    {Blood = 200, Speed = 1, CircleRadius = 20},
    {Blood = 200, Speed = 1, CircleRadius = 20},
    {Blood = 200, Speed = 1, CircleRadius = 20},
    {Blood = 200, Speed = 1, CircleRadius = 20},
    {Blood = 200, Speed = 1, CircleRadius = 20},
    {Blood = 200, Speed = 1, CircleRadius = 20},
    {Blood = 200, Speed = 1, CircleRadius = 20},    
    {Blood = 200, Speed = 1, CircleRadius = 40},            
}

local Free_Time = 0
local Monster_Create_Interval = 1  -- 间隔几秒创建小怪兽

local Monster = class('Monster', cc.Node)

function Monster:ctor(_Main)
    self._Main = _Main
    self:initValue()
end

function Monster:initValue()
    self._monster = {}
    self._createMonsterSchedule = nil
end

function Monster:createMonsters()
    local idx = 0

    local function callfunc()
        idx = idx + 1
        if MonsterTable[idx] then
            local monster = MonsterNode:create(MonsterTable[idx])
            self:addChild(monster)
            table.insert(self._monster, monster)
            monster:resetPosition(Start_Pos)
            monster:runMove()
        else
            if self._createMonsterSchedule then
                self:stopAction(self._createMonsterSchedule)
                self._createMonsterSchedule = nil
            end
        end
    end

    local delayFree_Time = cc.DelayTime:create(Free_Time)
    local function afterFree_Time()
        self._createMonsterSchedule = schedule(self, callfunc, Monster_Create_Interval)
    end

    local seq = cc.Sequence:create(delayFree_Time, cc.CallFunc:create(afterFree_Time))
    self:runAction(seq)
end

function Monster:getAllMonster()
    return self._monster
end

function Monster:getDelegate()
    return self._Main
end

function Monster:getMonsterStartPos()
    return Start_Pos
end

return Monster
-- 塔(保卫层)
local Interval = 70

local Time_Check_Monster = 0.2
local Start_Pos = cc.p(100, 100)

local testProtecter1 = {Blood = 1, Speed = 1, CircleRadius = 30, Scope = 3}
local testProtecter2 = {Blood = 1, Speed = 1, CircleRadius = 30, Scope = 3}
local testProtecter3 = {Blood = 1, Speed = 1, CircleRadius = 30, Scope = 3}

local ProtecterNode = require('app.testFile.event.Key_3_Event_File.Node.Protecter')
local Bullet = require('app.testFile.event.Key_3_Event_File.Node.Bullet')

local Protecter = class('Protecter', cc.Node)

--[[
    data = {Blood = (血量), Speed = (射击速度), CircleRadius = (偏移值,半径圆,塔的宽高一半), Scope = 1(以自己为中心,半径为Scopr画圆)}
]]
function Protecter:ctor(_Main, data)
    self._Main = _Main
    self._ProtecterData = data
    self:initValue()
    self:bindEvent()
end

function Protecter:initValue()
    self._protecter = {}
end

function Protecter:createProtecters()
    self:createProtecterNode(testProtecter1, 6, 0)
    self:createProtecterNode(testProtecter2, 4, 6)
    self:createProtecterNode(testProtecter3, 8, 4)
end

function Protecter:createProtecterNode(data, x, y)
    local protecter = ProtecterNode:create(data)
    self:addChild(protecter)
    protecter:resetPosition(x, y)
    table.insert(self._protecter, protecter)
    protecter:startCheckMonster(self:getDelegate():getAllMonster())
end

function Protecter:resetAllProtecterScopeCircle()
    if not self._protecter or #self._protecter <= 0 then
        return
    end

    for i, v in ipairs(self._protecter) do
        if v.setScopeCircle then
            v:setScopeCircle(true)
        end
    end
end

function Protecter:getDelegate()
    return self._Main
end

function Protecter:getAllProtecter()
    return self._protecter
end

function Protecter:bindEvent()
    self:bindCreateProtecter()
end

function Protecter:bindCreateProtecter()
    local function fun(event)
        if not event or not event.data then
            return
        end

        self:createProtecterNode(event.data, event.data.Pos.x, event.data.Pos.y)
    end

    local listener = cc.EventListenerCustom:create(Event_Create_Protecter, fun)
    cc.Director:getInstance():getEventDispatcher():addEventListenerWithFixedPriority(listener, 1)
end

function Protecter:getProtecterStartPos()
    return Start_Pos
end

return Protecter
-- 单个道路
--[[
    data:
        Color = (颜色),
        Pos = (位置),
]]

local Interval = 70  -- 形块间隔
local Road_Size = cc.size(60, 60)  -- 形块大小
local Road_Size_Mid = cc.size(54, 54)

local Road = class('Road', cc.Node)
function Road:ctor(data)
    self._data = data
    self:initValue()
end

function Road:initValue()
    self._Color = self._data.Color or cc.c3b(250, 250, 250)
    self._Pos = self._data.Pos or cc.p(1, 1)

    self._clickTable = {}
end

-- 创建道路Node
function Road:createRoadNode()
    self:createNode()
end

-- 创建可点击Node(可选择建筑的)
function Road:createClickNode()
    self:createNode()
    self:createNode(true)
    self:showClickEvent()
end

function Road:createNode(isMid)
    local x, y = self._Pos.x, self._Pos.y
    local layout = ccui.Layout:create()
    layout:setAnchorPoint(cc.p(0.5, 0.5))
    layout:setContentSize(isMid and Road_Size_Mid or Road_Size)
    layout:setBackGroundColorType(ccui.LayoutBackGroundColorType.solid) --设置颜色
    layout:setBackGroundColor(isMid and cc.c3b(0, 0, 0) or self._Color)
    self:addChild(layout)
    self:resetPosition(x, y)
end

function Road:resetPosition(x, y)
    self._Pos = cc.p(x, y)
    local startPos = self:getStartPos()
    self:setPositionX(Interval * self._Pos.x + startPos.x)
    self:setPositionY(Interval * self._Pos.y + startPos.y)
end

function Road:showClickEvent()
    local temp = {
        {Color = cc.c3b(255, 0, 0)},
        {Color = cc.c3b(0, 255, 0)},
        {Color = cc.c3b(0, 0, 255)},
    }

    for i, v in ipairs(temp) do
        local layout = ccui.Layout:create()
        layout:setAnchorPoint(cc.p(0.5, 0))
        layout:setContentSize(cc.size(20, 20))
        layout:setPosition(cc.p((i - (#temp+1)/2) * Road_Size.width/2, Road_Size.height/2 + 5))
        layout:setBackGroundColorType(ccui.LayoutBackGroundColorType.solid) --设置颜色
        layout:setBackGroundColor(v.Color)
        layout:setTouchEnabled(true)
        layout:setScale(0)
        self:addChild(layout)
        table.insert(self._clickTable, layout)

        local function clickEvent(sender, eventType)
            if eventType == ccui.TouchEventType.ended then
                local data = {Color = layout:getBackGroundColor(), }
                self:dispatchCreateProtecter(data)
            end
        end
        
        layout:addTouchEventListener(clickEvent)  
    end

    self:doShowChoose()
end

function Road:doShowChoose()
    for i, v in ipairs(self._clickTable) do
        v:setScale(0)
        local scale1 = cc.ScaleTo:create(0.1, 1.2)
        local scale2 = cc.ScaleTo:create(0.05, 1)
        local seq = cc.Sequence:create(scale1, scale2)
        v:runAction(seq)
    end
end

function Road:getStartPos()
    return self:getParent():getStartPos()
end

function Road:dispatchCreateProtecter(_data)
    local event = cc.EventCustom:new(Event_Create_Protecter)
    local data = {Blood = 1, Speed = 1, CircleRadius = 30, Scope = 3, Pos = self._Pos, Color = _data.Color, }
    event.data = data

    cc.Director:getInstance():getEventDispatcher():dispatchEvent(event)
    self:setVisible(false)
end

return Road
-- 单个怪物
--[[
    data = {Blood = (血量), Speed = (移动速度), CircleRadius = (偏移值,半径圆,怪物的宽高一半)}
]]

local Monster = class('Monster', cc.Node)

function Monster:ctor(data)
    self._MonsterData = data
    self:initValue()
    self:createMonster()
    self:createBlood()
end

function Monster:initValue()
    self._monsterNode = nil
    self._bloodBg = nil
    self._Blood = self._MonsterData.Blood or 1  -- 总血量
    self._Speed = self._MonsterData.Speed or 1
    self._CircleRadius = self._MonsterData.CircleRadius or 20
    self._currentBlood = self._MonsterData.Blood or 1  -- 当前血量
end

function Monster:createMonster()
    local color = cc.c3b(math.random(1, 255), math.random(1, 255), math.random(1, 255))
    self._monsterNode = ccui.Layout:create()
    self._monsterNode:setAnchorPoint(cc.p(0.5, 0.5))
    self._monsterNode:setContentSize(cc.size(self._CircleRadius * 2, self._CircleRadius * 2))
    self._monsterNode:setBackGroundColorType(ccui.LayoutBackGroundColorType.solid) --设置颜色
    self._monsterNode:setBackGroundColor(color)
    self:addChild(self._monsterNode)
end

function Monster:createBlood()
    self._bloodBg = ccui.Layout:create()
    self._bloodBg:setAnchorPoint(cc.p(0.5, 0))
    self._bloodBg:setContentSize(cc.size(self._CircleRadius * 2, 8))
    self._bloodBg:setBackGroundColorType(ccui.LayoutBackGroundColorType.solid) --设置颜色
    self._bloodBg:setBackGroundColor(cc.c3b(255, 255, 255))
    self._bloodBg:setBackGroundColorOpacity(150)
    self._bloodBg:setPosition(cc.p(0, self._monsterNode:getContentSize().height / 2 + 5))
    self:addChild(self._bloodBg)

    self._bloodNode = ccui.Layout:create()
    self._bloodNode:setAnchorPoint(cc.p(0, 0.5))
    self._bloodNode:setContentSize(cc.size(self._CircleRadius * 2, 8))
    self._bloodNode:setBackGroundColorType(ccui.LayoutBackGroundColorType.solid) --设置颜色
    self._bloodNode:setBackGroundColor(cc.c3b(255, 0, 0))
    self._bloodNode:setPosition(cc.p(0, self._bloodBg:getContentSize().height / 2))
    self._bloodBg:addChild(self._bloodNode)
end

function Monster:runMove()
    local roadTable = self:getParent():getDelegate():getAllRoads()
    local idx = 1

    local function run()
        idx = idx + 1

        local roadPos = cc.p(roadTable[idx]:getPositionX(), roadTable[idx]:getPositionY())
        local move = cc.MoveTo:create(self:getMoveSpeed(), roadPos)
        local callfunc = cc.CallFunc:create(function()
            if idx == #roadTable then
                self:showEnd()
            else
                run()
            end
        end)

        local seq = cc.Sequence:create(move, callfunc)
        self:runAction(seq)
    end

    if #roadTable > 0 then
        run()
    end
end

function Monster:showEnd()
    print('end...')
end

function Monster:getSpeed()
    return self._Speed
end

function Monster:getMoveSpeed()
    return 1 - self._Speed * 0.1
end

function Monster:dropBlood(_damage)
    self._currentBlood = self._currentBlood - _damage
    if self._currentBlood <= 0 then
        self:removeFromParent()
    else
        self:setBlood()     
    end
end

-- 偏移值
function Monster:getCircleRadius()
    return self._CircleRadius
end

function Monster:setBlood()
    self._bloodNode:setContentSize(cc.size((self._CircleRadius * 2) * (self._currentBlood / self._Blood), 8))
end

function Monster:resetPosition()
    self:setPosition(self:getParent():getMonsterStartPos())
end

return Monster
-- 单个塔
local Interval = 70

local ZOrder_Protexter = 5
local ZOrder_Circle = 1
local Zorder_Bullet = 6

local Time_Check_Monster = 0.2

local Protecter = class('Protecter', cc.Node)
local Bullet = require('app.testFile.event.Key_3_Event_File.Node.Bullet')

--[[
    data = {Blood = (血量), 
    Speed = (射击速度), 
    CircleRadius = (偏移值,半径圆,塔的宽高一半), 
    Scope = 1(以自己为中心,半径为Scopr画圆), 
    Pos = (位置),可不传,暂时没用,
    Color = (颜色,不传则为默认颜色(随机色))
]]

function Protecter:ctor(data, pos)
    self._ProtecterData = data
    self:initValue()
    self:createProtecter()
    self:createScopeCircle()
    self:bindEvent()

    -- 测试,打开检测区域
    -- self:setScopeCircle()
end

function Protecter:initValue()
    self.ui = nil
    self._scopeCircle = nil
    self._isShowScopeCircle = false

    self._Blood = self._ProtecterData.Blood or 1
    self._Speed = self._ProtecterData.Speed or 1
    self._CircleRadius = self._ProtecterData.CircleRadius or 30
    self._Scope = self._ProtecterData.Scope or 1
    self._Pos = self._ProtecterData.Pos
    self._Color = self._ProtecterData.Color
end

function Protecter:createProtecter()
    local color = self._Color or cc.c3b(math.random(1, 255), math.random(1, 255), math.random(1, 255))
    local layout = ccui.Layout:create()
    layout:setAnchorPoint(cc.p(0.5, 0.5))
    layout:setContentSize(cc.size(self._CircleRadius * 2, self._CircleRadius * 2))
    layout:setBackGroundColorType(ccui.LayoutBackGroundColorType.solid) --设置颜色
    layout:setBackGroundColor(color)
    layout:setTouchEnabled(true)
    layout:setLocalZOrder(ZOrder_Protexter)
    self:addChild(layout)

    self.ui = layout
end

function Protecter:createScopeCircle()
    self._scopeCircle = cc.DrawNode:create()
    self._scopeCircle:drawDot(cc.p(0, 0), self:getScope() * Interval, cc.c4b(150, 150, 150, 0.5))
    self._scopeCircle:setLocalZOrder(ZOrder_Circle)
    self:addChild( self._scopeCircle)
    self._scopeCircle:setScale(0)
    self._scopeCircle:setOpacity(0)
    -- self._scopeCircle:setVisible(false)
end

-- 如果没传isHide,则由当前的self._isShowScopeCircle来做决定
function Protecter:setScopeCircle(isHide)
    local fade = cc.FadeTo:create(0.15, (isHide or self._isShowScopeCircle) and 0 or 1)
    local scale = cc.ScaleTo:create(0.15, (isHide or self._isShowScopeCircle) and 0 or 1)
    local spawn = cc.Spawn:create(fade, scale)
    self._scopeCircle:runAction(scale)

    if isHide then
        self._isShowScopeCircle = false
    else
        self._isShowScopeCircle = not self._isShowScopeCircle
    end
end

function Protecter:bindEvent()
    local function clickEvent(sender, eventType)
        if eventType == ccui.TouchEventType.ended then
            if self._scopeCircle then
                self:setScopeCircle()
            end
        end
    end
        
    self.ui:addTouchEventListener(clickEvent)   
end

function Protecter:getNode()
    return self.ui
end

function Protecter:getScopeCircle()
    return self._scopeCircle
end

function Protecter:getScope()
    return self._Scope
end

function Protecter:startCheckMonster(_monsterData)
    local function callback()
        local isShould, monster = self:checkMonster(_monsterData)
        if isShould then
            self:shoot(monster, _monsterData)
        end
    end

    schedule(self, callback, Time_Check_Monster)
end

function Protecter:checkMonster(_monsterData)
    for i, v in ipairs(_monsterData) do
        if v and not tolua.isnull(v) then
            local monsterWorldPos = v:convertToWorldSpace(cc.p(0, 0))
            local protecterWorldPos = self:convertToWorldSpace(cc.p(0, 0))
            local distance = cc.pGetDistance(protecterWorldPos, monsterWorldPos) - v:getCircleRadius()
            if distance <= self._Scope * Interval then
                return true, v
            end
        end
    end
end

function Protecter:shoot(_monster, _targetTable)
    if not _monster then
        return
    end

    if tolua.isnull(_monster) then
        return
    end

    local monsterWorldPos = _monster:convertToWorldSpace(cc.p(0, 0))
    local protecterWorldPos = self:getWorldPos()
    local distance = cc.pGetDistance(protecterWorldPos, monsterWorldPos)

    local bulletData = {
        Speed = self._Speed, 
        Damage = 1, 
        StartPos = protecterWorldPos, 
        EndPos = monsterWorldPos, 
        Distance = distance,
    }

    local bullet = Bullet:create(bulletData)
    bullet:setLocalZOrder(Zorder_Bullet)
    self:addChild(bullet)
    bullet:startShoot(_targetTable)
end

function Protecter:getWorldPos()
    return self:convertToWorldSpace(cc.p(0, 0))
end

-- 偏移值
function Protecter:getCircleRadius()
    return self._CircleRadius
end

function Protecter:resetPosition(x, y)
    self:setPosition(self:getParent():getProtecterStartPos().x + x * Interval, self:getParent():getProtecterStartPos().y + y * Interval)
end

return Protecter
-- 单个子弹
--[[
    Speed(速度)
    Damage(伤害)
    StartPos(起始位置,世界坐标)
    EndPos(终点位置,世界坐标,这个只用于得到角度和移动方向)
    Distance(距离)
]]

local Bullet_Radius = 10
local Bullet_Color = cc.c4b(1, 0, 0, 1)
local Time_Check_Is_Hit_The_Target = 1 / 60

local Bullet = class('Bullet', cc.Node)

function Bullet:ctor(data)
    self._data = data
    self:initValue()
    self:initNode()
end

function Bullet:initValue()
    self._bullet = nil
    self._Speed = self._data.Speed or 1
    self._Damage = self._data.Damage or 1
    self._StartPos = self._data.StartPos or cc.p(0, 0)
    self._EndPos = self._data.EndPos or cc.p(0, 0)
    self._Distance = self._data.Distance or 1
end

function Bullet:initNode()
    self._bullet = cc.DrawNode:create()
    self._bullet:drawDot(cc.p(0, 0), Bullet_Radius, Bullet_Color)
    self:addChild(self._bullet)
end

function Bullet:getMoveSpeed()
    return 1 - self._Speed * 0.1
end

function Bullet:startShoot(_targetTable)
    local localPos = self:convertToNodeSpace(cc.p(self._EndPos.x, self._EndPos.y))
    -- localPos = cc.p(localPos.x * 3, localPos.y * 3)  -- 沿线继续做处理

    local move = cc.MoveTo:create(self:getMoveSpeed() * self._Distance * 0.002, localPos)
    local callfunc = cc.CallFunc:create(function()
        self:removeFromParent()
    end)

    local seq = cc.Sequence:create(move, callfunc)
    self:runAction(seq)

    self:startCheckIsHitTheTarget(_targetTable)
end

function Bullet:startCheckIsHitTheTarget(_targetTable)
    local function callback()
        local targetTable = _targetTable or {}
        for i, v in ipairs(targetTable) do
            if v and not tolua.isnull(v) then
                local targetWorldPos = v:convertToWorldSpace(cc.p(0, 0))

                -- 检测目标与子弹碰撞,决定使用圆与圆(考虑之后可能改为小怪物,避免是长方形)
                local flag = true
                if v.getCircleRadius then
                    local targetRadius = v:getCircleRadius()
                    local bulletRadius = Bullet_Radius
                    local distance = cc.pGetDistance(self:getWorldPos(), targetWorldPos)
                    if distance <= targetRadius + bulletRadius then
                        v:dropBlood(self._Damage)
                        self:removeFromParent()
                    end
                else
                    print('当前子弹检测的目标,没有配置getCircleRadius方法喔!!请注意')
                end

                -- 在判断点到框的位置
            end
        end
    end

    schedule(self, callback, Time_Check_Is_Hit_The_Target)
end

function Bullet:getWorldPos()
    return self:convertToWorldSpace(cc.p(0, 0))
end

return Bullet
塔防类.png

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