这一章我们就要开始在Game01.m文件中canMoveTo: 方法中的if循环中添

加相应的事件了,我在制作地图时图块都设置了其属性如图:

魔塔 python 代码 html5魔塔攻略_游戏

这里我就要获取其属性值


NSDictionary *props = [self.curtitleMap propertiesForGID:enemy_tileGid];
NSString *value = [props valueForKey:@"enemy"];
int type = [value intValue];


通过获取到的属性值来判断是那一类怪物,这里还得再添加两个类Enemy 和 Monster

为了有重点的讲解这里我就先不介绍这两个类了。代码如下:

Enemy.h代码


#import <Foundation/Foundation.h>
#import "cocos2d.h"
@interface Enemy : CCSprite<NSCopying>
{
}
//怪物编号
@property (nonatomic,assign) int enemyID;
//怪物名
@property (nonatomic,retain) NSString *name;
//血量
@property (nonatomic,assign) int HP;
//攻击
@property (nonatomic,assign) int Attack;
//防御
@property (nonatomic,assign) int Defense;
//金币
@property (nonatomic,assign) int Coin;
//经验
@property (nonatomic,assign) int Experience;
//怪物行走动画
@property (nonatomic,retain) CCAnimation *walkAction;
-(Enemy*) initWithEmeny:(Enemy*) copyform;
@end



Enemy.m代码

#import "Enemy.h"
@implementation Enemy
@synthesize enemyID;
@synthesize name;
@synthesize HP;
@synthesize Attack;
@synthesize Defense;
@synthesize Coin;
@synthesize Experience;
@synthesize walkAction;
-(id) copyWithZone:(NSZone *)zone
{
	Enemy *copy = [[[self class] allocWithZone:zone] initWithEmeny:self];
	return copy;
}
-(Enemy*) initWithEmeny:(Enemy *)copyform
{
    if ((self = [super init]))
    {
        self.enemyID = copyform.enemyID;
        self.name = copyform.name;
        self.HP = copyform.HP;
        self.Attack = copyform.Attack;
        self.Defense = copyform.Defense;
        self.Coin = copyform.Coin;
        self.Experience = copyform.Experience;
        self.walkAction = copyform.walkAction;
    }
    return self;
}
@end

Monster.h代码

#import <Foundation/Foundation.h>
#import "cocos2d.h"
#import "Enemy.h"

@interface Monster : Enemy

+(id)initWith:(int)typeID;
@end



Monster.m代码

#import "Monster.h"
@implementation Monster
+(id)initWith:(int)typeID
{
    CGRect Rect;
    Rect = CGRectMake(0, typeID*32, 32, 32);
    Monster *enemy = nil;
    NSString *name;
    int HP,Attack,Defense,Coin,Experience;
    if ((enemy = [[[super alloc] initWithFile:@"enemy.png" rect:Rect] autorelease])) 
    {
        switch (typeID) 
        {
            case 0:
                name = @"骷髅兵1";
                HP = 110;
                Attack = 25;
                Defense = 5;
                Coin = 5;
                Experience = 4;
                break;
            case 1:
                name = @"骷髅兵2";
                HP = 150;
                Attack = 40;
                Defense = 20;
                Coin = 8;
                Experience = 6;
                break;
            case 2:
                name = @"骷髅队长";
                HP = 400;
                Attack = 90;
                Defense = 50;
                Coin = 15;
                Experience = 12;
                break;
            case 3:
                name = @"冥队长";
                HP = 3500;
                Attack = 1280;
                Defense = 1000;
                Coin = 112;
                Experience = 100;
                break;
            case 4:
                name = @"小蝙蝠";
                HP = 100;
                Attack = 20;
                Defense = 5;
                Coin = 3;
                Experience = 3;
                break;
            case 5:
                name = @"大蝙蝠";
                HP = 150;
                Attack = 65;
                Defense = 30;
                Coin = 10;
                Experience = 8;
                break;
            case 6:
                name = @"红蝙蝠";
                HP = 550;
                Attack = 160;
                Defense = 90;
                Coin = 25;
                Experience = 20;
                break;
            case 7:
                name = @"boss";
                HP = 50000;
                Attack = 2800;
                Defense = 2700;
                Coin = 1000;
                Experience = 1000;
                break;
            case 8:
                name = @"绿球怪";
                HP = 50;
                Attack = 20;
                Defense = 1;
                Coin = 1;
                Experience = 1;
                break;
            case 9:
                name = @"红球怪";
                HP = 70;
                Attack = 15;
                Defense = 2;
                Coin = 2;
                Experience = 2;
                break;
            case 10:
                name = @"黑球怪";
                HP = 200;
                Attack = 35;
                Defense = 10;
                Coin = 5;
                Experience = 5;
                break;
            case 11:
                name = @"怪王";
                HP = 700;
                Attack = 250;
                Defense = 125;
                Coin = 32;
                Experience = 30;
                break;
            case 12:
                name = @"初级法师";
                HP = 125;
                Attack = 50;
                Defense = 25;
                Coin = 10;
                Experience = 7;
                break;
            case 13:
                name = @"高级法师";
                HP = 100;
                Attack = 200;
                Defense = 110;
                Coin = 30;
                Experience = 25;
                break;
            case 14:
                name = @"麻衣法师";
                HP = 250;
                Attack = 120;
                Defense = 70;
                Coin = 20;
                Experience = 17;
                break;
            case 15:
                name = @"红衣法师";
                HP = 500;
                Attack = 400;
                Defense = 260;
                Coin = 47;
                Experience = 45;    
                break;
            case 16:
                name = @"兽面人";
                HP = 300;
                Attack = 75;
                Defense = 45;
                Coin = 13;
                Experience = 10;
                break;
            case 17:
                name = @"兽面武士";
                HP = 900;
                Attack = 450;
                Defense = 330;
                Coin = 50;
                Experience = 50;
                break;
            case 18:
                name = @"石头怪人";
                HP = 500;
                Attack = 115;
                Defense = 65;
                Coin = 15;
                Experience = 15;
                break;
            case 19:
                name = @"影子战士";
                HP = 3100;
                Attack = 1150;
                Defense = 1050;
                Coin = 92;
                Experience = 80;
                break;
            case 20:
                name = @"初级卫兵";
                HP = 450;
                Attack = 150;
                Defense = 90;
                Coin = 22;
                Experience = 19;
                break;
            case 21:
                name = @"冥卫兵";
                HP = 1250;
                Attack = 500;
                Defense = 400;
                Coin = 55;
                Experience = 55;
                break;
            case 22:
                name = @"高级卫兵";
                HP = 1500;
                Attack = 570;
                Defense = 480;
                Coin = 60;
                Experience = 60;
                break;
            case 23:
                name = @"双手剑客";
                HP = 1200;
                Attack = 620;
                Defense = 520;
                Coin = 65;
                Experience = 75;
                break;
            case 24:
                name = @"冥灵魔王";
                HP = 30000;
                Attack = 1700;
                Defense = 1500;
                Coin = 250;
                Experience = 220;
                break;
            case 44:
                name = @"黑衣魔王";
                HP = 20000;
                Attack = 1333;
                Defense = 1333;
                Coin = 130;
                Experience = 130;
                break;
            case 52:
                name = @"红衣魔王";
                HP = 15000;
                Attack = 1000;
                Defense = 1000;
                Coin = 100;
                Experience = 100;
                break;
            case 56:
                name = @"冥战士";
                HP = 2000;
                Attack = 680;
                Defense = 590;
                Coin = 70;
                Experience = 65;
                break;
            case 57:
                name = @"金卫士";
                HP = 850;
                Attack = 350;
                Defense = 200;
                Coin = 45;
                Experience = 40;
                break;
            case 58:
                name = @"金队长";
                HP = 900;
                Attack = 750;
                Defense = 650;
                Coin = 77;
                Experience = 70;
                break;
            case 59:
                name = @"灵武士";
                HP = 1600;
                Attack = 1306;
                Defense = 1200;
                Coin = 117;
                Experience = 100;
                break;
            case 53:
                name = @"白衣武士";
                HP = 1300;
                Attack = 300;
                Defense = 150;
                Coin = 40;
                Experience = 35;
                break;
            case 54:
                name = @"灵法师";
                HP = 2000;
                Attack = 1110;
                Defense = 980;
                Coin = 100;
                Experience = 90;
                break;
            default:
                break;
        }
        enemy.enemyID = typeID;
        enemy.name = name;
        enemy.HP = HP;
        enemy.Attack = Attack;
        enemy.Defense = Defense;
        enemy.Coin = Coin;
        enemy.Experience = Experience;
    }
    return enemy;
}
@end



这里面的有怪物参数我自己修改了一部分。

根据获取到的属性值来实例化响应的怪物代码如下:

魔塔 python 代码 html5魔塔攻略_实例化_02

selenemy:当前选中怪物 ,应为要在其它方法里调用这个怪物的参数所以这里定义了一个属性。

这样我们已经实例化了怪物,那么接下来就要添加怪物的打斗界面了在打斗之前呢我们要判断

是否能够打过当前怪物所以再接着添加如下代码:

self.selenemy = enemy;
int enemyHp,_heroHp;
enemyHp = enemy.HP;
_heroHp = _hero.HP;
if (_hero.Attack > enemy.Defense) 
{
  do 
  {
     enemyHp -= (_hero.Attack - enemy.Defense);
     if (enemyHp >0)
     {
        if ((enemy.Attack - _hero.Defense) > 0) 
        {
            _heroHp -= (enemy.Attack - _hero.Defense);
        }
     }
  } while (enemyHp >0 && _heroHp >0);
}
if (enemyHp <=0 ) 
{
  [self creatFightScene];
}

这里我没还要再添加一个创建打斗场景的方法creatFightScene。


-(void)creatFightScene
{
    FightLayer* fightLayer = [[[FightLayer alloc] initWith:selenemy.enemyID] autorelease];
    [self addChild:fightLayer];
}

写到这里我们还得再添加一个类FightLayer ,用于创建战斗场景,通过敌人的编号来创建相应

的场景。

FightLayer.h代码


#import <Foundation/Foundation.h>
#import "cocos2d.h"

@class Hero;
@class Enemy;
@interface FightLayer : CCLayer
{
    //怪物
    CCLabelTTF *enemyHpLable;
    //英雄
    CCLabelTTF *heroHpLable;
    //
    Hero *hero;
    //
    Enemy *selenemy;
}

-(id)initWith:(int) type; 
@end



FightLayer.m代码



#import "FightLayer.h"
#import "Enemy.h"
#import "Monster.h"
#import "Hero.h"
#import "Herohp.h"

@implementation FightLayer

-(id)initWith:(int)type
{
    if ((self = [super init])) 
    {
        //获取屏幕大小
        CGSize size = [[CCDirector sharedDirector] winSize];
        //背景
        CCTMXTiledMap *background = [CCTMXTiledMap tiledMapWithTMXFile:@"fightbg.tmx"];
        background.scale = 3.0;
        background.position = ccp(35, size.height / 2 - 150);
        [self addChild:background];
        selenemy = [Monster initWith:type];
        selenemy.scale = 4.0;
        selenemy.position = ccp(150, 600);
        [self addChild:selenemy];
        
        CCTexture2D *heroTexture = [[CCTextureCache sharedTextureCache]addImage:@"hero.png"];
        CCSpriteFrame *frame = [CCSpriteFrame frameWithTexture:heroTexture rect:CGRectMake(0, 0, 32, 32)];
        CCSprite *herosp = [CCSprite spriteWithSpriteFrame:frame];
        herosp.scale = 4.0;
        herosp.position = ccp(900, 600);
        [self addChild:herosp];
        hero = [Hero getHero];
        
        //怪物
        CCLabelTTF *enemy = [CCLabelTTF labelWithString:@"怪物" fontName:@"Verdana-Bold" fontSize:45];
        //勇士
        CCLabelTTF *yongshi = [CCLabelTTF labelWithString:@"勇士" fontName:@"Verdana-Bold" fontSize:45];
        enemy.position = ccp(150, 400);
        yongshi.position = ccp(900, 400);
        [self addChild:enemy];
        [self addChild:yongshi];
        
        //标签1
        enemyHpLable = [CCLabelTTF labelWithString:[NSString stringWithFormat:@"生命 %i",selenemy.HP] fontName:@"Verdana-Bold" fontSize:35];
        enemyHpLable.anchorPoint = ccp(0, 0);
        enemyHpLable.position = ccp(260, 530);
        [self addChild:enemyHpLable];
        //标签2
        heroHpLable = [CCLabelTTF labelWithString:[NSString stringWithFormat:@"生命 %i",hero.HP] fontName:@"Verdana-Bold" fontSize:35];
        heroHpLable.anchorPoint = ccp(0, 0);
        heroHpLable.position = ccp(600, 530);
        [self addChild:heroHpLable];
        //标签3
        CCLabelTTF* heroAttackLable = [CCLabelTTF labelWithString:[NSString stringWithFormat:@"攻击 %i",hero.Attack] fontName:@"Verdana-Bold" fontSize:35];
        heroAttackLable.anchorPoint = ccp(0, 0);
        heroAttackLable.position = ccp(600, 430);
        [self addChild:heroAttackLable];
        //标签4
        CCLabelTTF* heroDefenseLable = [CCLabelTTF labelWithString:[NSString stringWithFormat:@"防御 %i",hero.Defense] fontName:@"Verdana-Bold" fontSize:35];
        heroDefenseLable.anchorPoint = ccp(0, 0);
        heroDefenseLable.position = ccp(600, 330);
        [self addChild:heroDefenseLable];
        //标签5
        CCLabelTTF* enemyAttackLable = [CCLabelTTF labelWithString:[NSString stringWithFormat:@"攻击 %i",selenemy.Attack] fontName:@"Verdana-Bold" fontSize:35];
        enemyAttackLable.anchorPoint = ccp(0, 0);
        enemyAttackLable.position = ccp(260, 430);
        [self addChild:enemyAttackLable];
        //标签6
        CCLabelTTF* enemyDefenseLable = [CCLabelTTF labelWithString:[NSString stringWithFormat:@"防御 %i",selenemy.Defense] fontName:@"Verdana-Bold" fontSize:35];
        enemyDefenseLable.anchorPoint = ccp(0, 0);
        enemyDefenseLable.position = ccp(260, 330);
        [self addChild:enemyDefenseLable];
        [self schedule:@selector(update) interval:0.2];
    }
    return self;
}

-(void)update
{
    selenemy.HP -= (hero.Attack - selenemy.Defense);
    if (selenemy.HP <= 0) 
    {
        selenemy.HP = 0;
        [self.parent removeEnemy];
        [self.parent removeChild:self cleanup:YES];
    }
    else
    {
        if ((selenemy.Attack - hero.Defense) > 0)
        {
            hero.HP -= (selenemy.Attack - hero.Defense);
        }
        [enemyHpLable setString:[NSString stringWithFormat:@"生命 %i",selenemy.HP]];
        [heroHpLable setString:[NSString stringWithFormat:@"生命 %i",hero.HP]];
    }
}
@end



这里我只讲一下更新方法里面的代码,


if (selenemy.HP <= 0) 
    {
        selenemy.HP = 0;
        [self.parent removeEnemy];
        [self.parent removeChild:self cleanup:YES];
    }



这个是判断敌人是否死亡如果死亡则调用父节点消除敌人的方法,并把自己从父场景中消除

这个时候我们就要在Game01中添加removeEnemy方法。


-(void)removeEnemy
{
    [self.curtitleMap.enemy removeTileAt:towerLoc];
    canmove = YES;
}



好了到这里我们的勇士就可以和怪物打斗了

还有一个问题就是canmove这个变量主要就是控制勇士是否可以移动,在很多地方都有用到

前面updataMove方法里要添加一个控制,否则有时候怪物就消除不掉,需要添加的代码:

魔塔 python 代码 html5魔塔攻略_魔塔 python 代码_03

添加这样一个判断就ok了。

完成之后游戏截图

魔塔 python 代码 html5魔塔攻略_魔塔 python 代码_04

魔塔 python 代码 html5魔塔攻略_游戏_05