5가지 실전 게임으로 배우는 코코스2d-x(cocos2d-x) 모바일 2D 게임 개발 첫번째 예제.

     


에이콘 출판사에서 나온 5가지 실전 게임으로 배우는 코코스2d-x 책을 보려고 하는데 코코스 2d-x버전으로 되있어서 현재 버전에 적용하기 상~당히 힘들다. (3.2 alpha)


그렇다고 딱히 다른 책이 있는 것도 아니고...해서 예제를 처보기로 정했다.


하지만 생각보다 코코스 2.x 와 3.x 가 달라진게 많아서 상~당한 시행착오를 겪었는데 다른 사람들도 이책을 공부하려고 하다가 버전이 안맞아서 짜증날지도 모르니 포스트 하려고 한다.


일단 이 책에 첫번째 예제는 하키게임을 만드는 것입니다. 하키게임이 뭐냐면..




아시죠? ㅎㅎ 

스샷이 이 책에서 만든건데 생각보다 완성도 있는 게임이였습니다. 그럼 책에 있는 코드에서 수정해야 되는 부분을 살펴볼까요?



일단 제일 첫번째 부터 수정해야합니다. 책에 보면 



CCSize screenSize = pEGLView->getFrameSize();

    //set design screen size to the iPad and ExactFit (image is stretched to fill screen

    CCEGLView::sharedOpenGLView()->setDesignResolutionSize(768, 1024, kResolutionExactFit);

    

    //if device's screen width is greater than 768, use high definition images

    if (screenSize.width > 768) {

        CCFileUtils::sharedFileUtils()->setResourceDirectory("hd");

        pDirector->setContentScaleFactor(2);

    //or else, use standard definition

    } else {

        CCFileUtils::sharedFileUtils()->setResourceDirectory("sd");

        pDirector->setContentScaleFactor(1);

    }


위와 같은 코드가 있습니다.


2.x버전을 제가 안해봐서 모르겠는데 대부분 선언할때 CC를 붙이더군요? 근데 3.x 버전을 공부하면서 CC를 붙이는 경우가 거의 없었어요. 그래서 CC를 다 때버렸습니다. 


CCSize -> Size 이렇게요. 


또 해상도 조절하는 부분도 이렇게 바꿉니다.


CCEGLView::sharedOpenGLView()->setDesignResolutionSize(768, 1024, kResolutionExactFit);

->  glview->setDesignResolutionSize(768, 1024, kResolutionExactFit);


이전 책을 참고해서 바꿔봤습니다.  


하나하나 설명하려니까 상당히 기네요 ㅎㅎ 그냥 바뀐  appdeligate.cpp를 첨부하겠습니다.


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#include "AppDelegate.h"
#include "GameLayer.h"
#include "SimpleAudioEngine.h"
 
USING_NS_CC;
using namespace CocosDenshion;
 
AppDelegate::AppDelegate() {
 
}
 
AppDelegate::~AppDelegate() 
{
}
 
bool AppDelegate::applicationDidFinishLaunching() {
    // initialize director
    auto director = Director::getInstance();
    auto glview = director->getOpenGLView();
    if(!glview) {
        glview = GLView::create("My Game");
        director->setOpenGLView(glview);
    }
    
    Size screenSize = glview->getFrameSize();
    glview->setDesignResolutionSize(768, 1024, kResolutionExactFit);
    std::vector<std::string> searchPaths;
    if (screenSize.width > 768) {
        searchPaths.push_back("hd");
        CCFileUtils::sharedFileUtils()->setSearchPaths(searchPaths);
        director->setContentScaleFactor(2);
    }else{
        searchPaths.push_back("sd");
        CCFileUtils::sharedFileUtils()->setSearchPaths(searchPaths);
        director->setContentScaleFactor(1);
    }
 
    
    
    // turn on display FPS
    director->setDisplayStats(true);
 
    // set FPS. the default value is 1.0/60 if you don't call this
    director->setAnimationInterval(1.0 / 60);
 
    // create a scene. it's an autorelease object
    auto scene = GameLayer::createScene();
 
    // run
    director->runWithScene(scene);
 
    return true;
}
 
// This function will be called when the app is inactive. When comes a phone call,it's be invoked too
void AppDelegate::applicationDidEnterBackground() {
    Director::getInstance()->stopAnimation();
 
    // if you use SimpleAudioEngine, it must be pause
    // SimpleAudioEngine::getInstance()->pauseBackgroundMusic();
}
 
// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground() {
    Director::getInstance()->startAnimation();
 
    // if you use SimpleAudioEngine, it must resume here
    // SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
}
 



코코스 3.2Alpha버전에서 새로 만든 프로젝트를 베이스로 만든것입니다. 


그 다음은 사운드 효과 부분인데요, 이 책에서는 preloadEffect를 사용해서 사운드를 미리 불러와 앱에 부하를 줄인다고 했는데 3.2부터는 이 기능이 사용되지 않는다고 뜨더라구요. 그래서 그냥 Layer에서 즉석으로 사용하는 방법을 사용했습니다.


헤더에서 따로 선언하지 않고


SimpleAudioEngine::getInstance()->playEffect("hit.wav");

코드를 사용해서 효과음을 사용할 수 있습니다. using namespace CocosDenshion은 하셔야 되요 ^^


전체적으로 수정한 cpp파일과 헤더 파일입니다.


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#ifndef __GameLayer_H__
#define __GameLayer_H__
 
#define GOAL_WIDTH 400
 
#include "cocos2d.h"
#include "GameSprite.h"
 
using namespace cocos2d;
 
class GameLayer : public cocos2d::Layer
{
public:
    // there's no 'id' in cpp, so we recommend returning the class instance pointer
    static cocos2d::Scene* createScene();
    
    
    GameSprite* _player1;
    GameSprite* _player2;
    GameSprite* _ball;
    
    CCArray* _players;
    CCLabelTTF* _player1ScoreLabel;
    CCLabelTTF* _player2ScoreLabel;
 
    Size _screenSize;
 
    int _player1Score;
    int _player2Score;
    void playerScore(int player);
    
    ~GameLayer();
    
    
    // Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone
   virtual bool init();
    
    static Scene* scene();
    
    
    
    // implement the "static create()" method manually
    CREATE_FUNC(GameLayer);
 
    virtual void onTouchesBegan(const std::vector<Touch*>& touches, Event *unused_event);
    virtual void onTouchesMoved(const std::vector<Touch*>& touches, Event *unused_event);
    virtual void onTouchesEnded(const std::vector<Touch*>& touches, Event *unused_event);
    void update(float delta);
};
 
#endif // __HELLOWORLD_SCENE_H__
 



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#include "GameLayer.h"
 
USING_NS_CC;
using namespace CocosDenshion;
 
 
Scene* GameLayer::createScene()
{
    // 'scene' is an autorelease object
    auto scene = Scene::create();
    
    // 'layer' is an autorelease object
    auto layer = GameLayer::create();
 
    // add layer as a child to scene
    scene->addChild(layer);
 
    // return the scene
    return scene;
}
 
// on "init" you need to initialize your instance
bool GameLayer::init()
{
    //////////////////////////////
    // 1. super init first
    if ( !Layer::init() )
    {
        return false;
    }
    
    _player1Score =0;
    _player2Score =0;
    
    _screenSize = Director::getInstance()->getWinSize();
    
    auto court = Sprite::create("court.png");
    court->setPosition(Point(_screenSize.width/2,_screenSize.height/2));
    this->addChild(court);
   
    
    _player1 = GameSprite::gameSpriteWithFile("mallet.png");
    _player2 = GameSprite::gameSpriteWithFile("mallet.png");
    
    _player1->setPosition(Point(_screenSize.width*0.5,_player1->radius()*2));
    
    _player2->setPosition(Point(_screenSize.width*0.5,_screenSize.height-_player1->radius()*2));
    this->addChild(_player1);
    this->addChild(_player2);
    
    _ball = GameSprite::gameSpriteWithFile("puck.png");
    _ball->setPosition(Point(_screenSize.width/2,_screenSize.height/2));
    this->addChild(_ball);
    
    _players = CCArray::create(_player1,_player2,NULL);
    _players->retain();
    
    _player1ScoreLabel = CCLabelTTF::create("0","Arial",60);
    _player2ScoreLabel = CCLabelTTF::create("0","Arial",60);
    _player1ScoreLabel->setPosition(Point(_screenSize.width-60,_screenSize.height/2 -80));
    _player1ScoreLabel->setRotation(90);
    _player2ScoreLabel->setPosition(Point(_screenSize.width-60,_screenSize.height/2+80));
    _player2ScoreLabel->setRotation(90);
    this->addChild(_player1ScoreLabel);
    this->addChild(_player2ScoreLabel);
    
    auto listener = EventListenerTouchAllAtOnce::create();
    listener->onTouchesBegan=CC_CALLBACK_2(GameLayer::onTouchesBegan, this);
    listener->onTouchesMoved=CC_CALLBACK_2(GameLayer::onTouchesMoved, this);
    listener->onTouchesEnded=CC_CALLBACK_2(GameLayer::onTouchesEnded, this);
    Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(listener,1);
    
    this->scheduleUpdate();
    
    
    return true;
}
 
 
 
GameLayer::~GameLayer()
{
    CC_SAFE_DELETE(_players);
}
 
void GameLayer::onTouchesBegan(const std::vector<Touch *> &touches, cocos2d::Event *unused_event)
{
    std::vector<Touch *>::const_iterator it = touches.begin();
    Touch* touch;
    Point tap;
    GameSprite* player;
    
    
    for (int i =0; i<touches.size(); i++) {
        touch = (Touch*)(*it);
        if(touch){
            tap = touch->getLocation();
            for (int p = 0 ; p<2; p++) {
                player = (GameSprite*) _players->getObjectAtIndex(p);
                if(player->boundingBox().containsPoint(tap)){
                    player->setTouch(touch);
                    CCLOG("터치됨 %d",p);
                }
                
            }
        }
        it++;
    }
}
 
void GameLayer::onTouchesMoved(const std::vector<Touch *> &touches, cocos2d::Event *unused_event)
{
    std::vector<Touch *>::const_iterator it = touches.begin();
    Touch* touch;
    Point tap;
    GameSprite* player;
    
    for (int i =0; i<touches.size(); i++) {
        touch = (Touch*)(*it);
        if(touch){
            tap = touch->getLocation();
            for (int p = 0 ; p< _players->count(); p++) {
                player = (GameSprite*)_players->getObjectAtIndex(p);
                
                if(player->getTouch() !=NULL && player ->getTouch() ==touch){
                    
                    Point nextPosition = tap;
                    if (nextPosition.x<player->radius())
                        nextPosition.x = player->radius();
                    
                        if (nextPosition.x>_screenSize.width- player->radius())
                            nextPosition.x = _screenSize.width-player->radius();
                        
                        if(nextPosition.y<player->radius())
                            nextPosition.y = player->radius();
                    
                    if(nextPosition.y > _screenSize.height-player->radius())
                        nextPosition.y = _screenSize.height-player->radius();
                    
                    if(player->getPositionY()< _screenSize.height/2){
                        
                        if (nextPosition.y>_screenSize.height/2 -player->radius()) {
                            nextPosition.y=_screenSize.height/2 -player->radius();
                        }
                        
                    }else{
                        
                        if(nextPosition.y<_screenSize.height/2 +player->radius()){
                            nextPosition.y = _screenSize.height/2+player->radius();
                        }
                    }
                    
                    player->setNextPosition(nextPosition);
                    player->setVector(Point(tap.x - player->getPositionX(),tap.y-player->getPositionY()));
                        
                    
                }
                
            }
        }
        it++;
    }
}
 
 
 
void GameLayer::onTouchesEnded(const std::vector<Touch *> &touches, cocos2d::Event *unused_event){
    std::vector<Touch *>::const_iterator it = touches.begin();
    Touch* touch;
    Point tap;
    GameSprite* player;
    
    for (int i =0; i<touches.size(); i++) {
        touch = (Touch*)(*it);
        if(touch){
            tap = touch->getLocation();
            for (int p = 0 ; p<2; p++) {
                player = (GameSprite*) _players->getObjectAtIndex(p);
              
                if(player->getTouch() !=NULL && player->getTouch() ==touch){
                    player->setTouch(NULL);
                    player->setVector(Point(0,0));
                }
                
            }
        }
        it++;
    }
}
 
void GameLayer::update(float delta)
{
    Point ballNextPosition = _ball->getNextPosition();
    Point ballVector = _ball->getVector();
    //ballVector = ccpMult(ballVector, 0.98);
    
    ballNextPosition.x +=ballVector.x;
    ballNextPosition.y +=ballVector.y;
    
    
    GameSprite* player;
    Point playerNextPosition;
    Point playerVector;
    float squared_radii = pow(_player1->radius() + _ball->radius(),2);
    for (int p = 0; p<_players->count(); p++) {
        player = (GameSprite*) _players->getObjectAtIndex(p);
        playerNextPosition= player->getNextPosition();
        playerVector = player->getVector();
        
        float diffx = ballNextPosition.x - player->getPositionX();
        float diffy = ballNextPosition.y - player->getPositionY();
        
        float distance1 = pow(diffx, 2) + pow(diffy, 2);
        float distance2 = pow(_ball->getPositionX()-playerNextPosition.x,2)+ pow(_ball->getPositionY()- playerNextPosition.y,2);
        
        if (distance1 <= squared_radii || distance2<=squared_radii) {
            
        
        
        float mag_ball = pow(ballVector.x, 2) + pow(ballVector.y, 2);
        float mag_Playeer = pow(playerVector.x, 2)+pow(playerVector.y, 2);
        float force = sqrt(mag_ball + mag_Playeer);
        float angle = atan2(diffy,diffx);
            CCLOG("%f",force);
            if (force >= 100) {
                force = 100;
            }
        ballVector.x = force *cos(angle);
        ballVector.y = force*sin(angle);
        
        ballNextPosition.x = playerNextPosition.x +(player->radius() +_ball->radius() +force)*cos(angle);
        ballNextPosition.y = playerNextPosition.y + (player->radius()+ _ball->radius() + force)*sin(angle);
        SimpleAudioEngine::getInstance()->playEffect("hit.wav");
        }
        
    }
    
    
    if(ballNextPosition.x<_ball->radius()){
        ballNextPosition.x = _ball->radius();
        ballVector.x *= -0.8f;
        SimpleAudioEngine::getInstance()->playEffect("hit.wav");
    }
    
    if(ballNextPosition.x > _screenSize.width-_ball->radius()){
        ballNextPosition.x = _screenSize.width -_ball->radius();
        ballVector.x *= -0.8f;
        SimpleAudioEngine::getInstance()->playEffect("hit.wav");
    }
    
    
    if(ballNextPosition.y > _screenSize.height - _ball->radius()){
        if (_ball->getPositionX() < _screenSize.width/2 - GOAL_WIDTH/2 || _ball->getPositionX()>_screenSize.width/2 +GOAL_WIDTH/2) {
            ballNextPosition.y = _screenSize.height - _ball->radius();
            ballVector *= -0.8f;
            SimpleAudioEngine::getInstance()->playEffect("hit.wav");
        }
    }
    
    if(ballNextPosition.y < _ball->radius()){
        if (_ball->getPositionX() < _screenSize.width/2 - GOAL_WIDTH/2 || _ball->getPositionX()>_screenSize.width/2 +GOAL_WIDTH/2) {
            ballNextPosition.y =  _ball->radius();
            ballVector *= -0.8f;
            SimpleAudioEngine::getInstance()->playEffect("hit.wav");
        }
    }
    
    _ball->setVector(ballVector);
    _ball->setNextPosition(ballNextPosition);
    
    if(ballNextPosition.y < -_ball->radius()*2){
        this->playerScore(2);
    }
    
    if(ballNextPosition.y > _screenSize.height + _ball->radius()*2){
        this->playerScore(1);
    }
    _player1->setPosition(_player1->getNextPosition());
    _player2->setPosition(_player2->getNextPosition());
    _ball->setPosition(_ball->getNextPosition());
}
 
void GameLayer::playerScore(int player)
{
    SimpleAudioEngine::getInstance()->playEffect("score.wav");
    _ball->setVector(Point(0,0));
    
    char score_buffer[10];
    if (player ==1) {
        _player1Score++;
        sprintf(score_buffer, "%i",_player1Score);
        _player1ScoreLabel->setString(score_buffer);
        _ball->setNextPosition(Point(_screenSize.width/2,_screenSize.height/2+2*_ball->radius()));
    }else{
        _player2Score++;
        sprintf(score_buffer, "%i",_player1Score);
        _player2ScoreLabel->setString(score_buffer);
        _ball->setNextPosition(Point(_screenSize.width/2,_screenSize.height/2-2*_ball->radius()));
    }
    
    _player1->setPosition(Point(_screenSize.width*0.5,_player1->radius()*2));
    _player2->setPosition(Point(_screenSize.width*0.5,_screenSize.height -_player1->radius()*2));
    _player1->setTouch(NULL);
    _player2->setTouch(NULL);
    
}




눈에 띄는 수정은 터치 이벤트에 관한 설정입니다. 2.x버전에서는  this->setTouch어쩌구를 true로 해서 터치이벤트를 받았지만 3.x 에서는 


 auto listener = EventListenerTouchAllAtOnce::create();

    listener->onTouchesBegan=CC_CALLBACK_2(GameLayer::onTouchesBegan, this);

    listener->onTouchesMoved=CC_CALLBACK_2(GameLayer::onTouchesMoved, this);

    listener->onTouchesEnded=CC_CALLBACK_2(GameLayer::onTouchesEnded, this);

    Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(listener,1);

    

위와같은 코드를 사용했습니다.


그거 말고는 뭐 거의 비슷하다고 생각되네요.


다음으로 GameSprite.cpp와 .h 는 거의 똑같이 사용했습니다 ^^


제가 하면서 수정할때는 오래걸렸는데 포스팅하려고하니 금방이네요.. 복붙의 힘인가.

다음 예제로 찾아뵙겠습니다~

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