cocos2d-x 3.17 推箱子 0.1

简述

sokoban-cocos2dx

此版本为推箱子游戏的基础版本, 后续添加如下功能

  1. 人物动画
  2. TiledMap 解析
  3. 射线碰撞检测
  4. 下一步提示, C++算法解析
  5. 道具, 可以回退一步

源码运行方式

通过 cocos 命令新建一个项目, 将本项目的 Reources 目录和 Classes 目录复制过去即可

目前实现方式

使用图集绘制 Sprite , 然后手动处理碰撞检测

关于推箱子

游戏学论著翻译:《人生必玩的1001个游戏》0044 《推箱子》
【GM】火遍全球的推箱子,那些你所不知道的故事!
【GM】我采访到了推箱子的原作者!仓库番的发展史(续)

cocos2d-x 版本

3.17.2

一个在线推箱子游戏

https://www.jxgame.net/
https://www.12357.net/

素材来源

https://download.csdn.net/download/qq_40535641/11156306

开发过程

添加素材

测试素材是否可用

第一版简单起见, 直接将所有的 Sprite 的 ContentSize 设置为 48x48

点击查看代码
bool HelloWorld::init()
{
	// 先执行父类的 init
	if (!Scene::init())
	{
		return false;
	}

	// 获得可视区域大小
	const auto visibleSize = Director::getInstance()->getVisibleSize();
	log("width:%f , height:%f", visibleSize.width, visibleSize.height);
	// 获得原点位置 左下角
	const Vec2  origin = Director::getInstance()->getVisibleOrigin();
	log("x:%f , y:%f", origin.x, origin.y);

	auto spritecache = SpriteFrameCache::getInstance();
	spritecache->addSpriteFramesWithFile("texture_packer/sprite.plist", "texture_packer/sprite.png");

	auto wall = Sprite::createWithSpriteFrameName("wall.png");
	wall->setContentSize(Size(48, 48));
	wall->setPosition(Vec2(200 + 48 * 0, 200));
	this->addChild(wall, 1);

	auto box_blue = Sprite::createWithSpriteFrameName("box_blue.png");
	box_blue->setContentSize(Size(48, 48));
	box_blue->setPosition(Vec2(200 + 48 * 1 + 1, 200));
	this->addChild(box_blue, 1);

	auto box_red = Sprite::createWithSpriteFrameName("box_red.png");
	box_red->setContentSize(Size(48, 48));
	box_red->setPosition(Vec2(200 + 48 * 2 + 2, 200));
	this->addChild(box_red, 1);

	auto ball_blue = Sprite::createWithSpriteFrameName("ball_blue.png");
	ball_blue->setContentSize(Size(48, 48));
	ball_blue->setPosition(Vec2(200 + 48 * 3 + 1, 200));
	this->addChild(ball_blue, 1);

	auto ball_red = Sprite::createWithSpriteFrameName("ball_red.png");
	ball_red->setContentSize(Size(48, 48));
	ball_red->setPosition(Vec2(200 + 48 * 3 + 1, 200));
	this->addChild(ball_red, 1);

	auto charater = Sprite::createWithSpriteFrameName("charater.png");
	charater->setContentSize(Size(48, 48));
	charater->setPosition(Vec2(200 + 48 * 4 + 1, 200));
	this->addChild(charater, 1);

	return true;
}

初步绘制

初步绘制
// layer index
static constexpr int LAYER_INDEX_BACKGROUND = 1;
static constexpr int LAYER_INDEX_BALL = 2;
static constexpr int LAYER_INDEX_WALL = 3;
static constexpr int LAYER_INDEX_BOX = 4;
static constexpr int LAYER_INDEX_PLAYER = 5;

// 每一格宽度与高度
static constexpr int CELL_SIZE = 48;

// 墙壁图片
static const std::string WALL_PNG = "wall.png";
// 小球图片
static const std::string BALL_BLUE_PNG = "ball_blue.png";
static const std::string BALL_RED_PNG = "ball_red.png";
// 详细图片
static const std::string BOX_BLUE_PNG = "box_blue.png";
static const std::string BOX_RED_PNG = "box_red.png";
// 角色图片
static const std::string PLAYER_PNG = "charater.png";

// 墙壁位置信息
static std::vector<Vec2> wallPositions;
// 小球位置信息
static std::vector<Vec2> ballPositions;
// 箱子位置信息
static std::vector<Vec2> boxPositions;
// 角色位置信息
static Vec2 playerPosition;

// 初始化地图数据
static void initData();

/**
 * @brief 绘制精灵
 * @param scene 场景指针
 * @param positions 精灵位置列表
 * @param png 精灵图片名称
 * @param layerIndex 所在层
 */
static void drawSprite(HelloWorld* scene, std::vector<Vec2> positions, std::string png, int layerIndex);

// 绘制墙壁
static void drawWall(HelloWorld* scene);
// 绘制小球
static void drawBall(HelloWorld* scene);
// 绘制箱子
static void drawBox(HelloWorld* scene);
// 绘制角色
static void drawPlayer(HelloWorld* scene);

bool HelloWorld::init()
{
    // 先执行父类的 init
    if (!Scene::init())
    {
        return false;
    }

    // 获得可视区域大小
    const auto visibleSize = Director::getInstance()->getVisibleSize();
    log("width:%f , height:%f", visibleSize.width, visibleSize.height);
    // 获得原点位置 左下角
    const Vec2  origin = Director::getInstance()->getVisibleOrigin();
    log("x:%f , y:%f", origin.x, origin.y);

    // 加载图集
    auto spritecache = SpriteFrameCache::getInstance();
    spritecache->addSpriteFramesWithFile("texture_packer/sprite.plist", "texture_packer/sprite.png");

    // 设置背景
    auto background = LayerColor::create(Color4B(25, 72, 148, 255));
    this->addChild(background, LAYER_INDEX_BACKGROUND);

    // 初始化游戏数据
    initData();

    // 绘制墙壁
    drawWall(this);

    // 绘制小球
    drawBall(this);

    // 绘制箱子
    drawBox(this);

    // 绘制角色
    drawPlayer(this);

    return true;
}

static void initData() {
    // 初始化墙壁位置信息
    wallPositions.push_back(Vec2(7, 12));
    wallPositions.push_back(Vec2(8, 12));
    wallPositions.push_back(Vec2(9, 12));

    wallPositions.push_back(Vec2(7, 11));
    wallPositions.push_back(Vec2(9, 11));

    wallPositions.push_back(Vec2(7, 10));
    wallPositions.push_back(Vec2(9, 10));
    wallPositions.push_back(Vec2(10, 10));
    wallPositions.push_back(Vec2(11, 10));
    wallPositions.push_back(Vec2(12, 10));

    wallPositions.push_back(Vec2(5, 9));
    wallPositions.push_back(Vec2(6, 9));
    wallPositions.push_back(Vec2(7, 9));
    wallPositions.push_back(Vec2(12, 9));

    wallPositions.push_back(Vec2(5, 8));
    wallPositions.push_back(Vec2(10, 8));
    wallPositions.push_back(Vec2(11, 8));
    wallPositions.push_back(Vec2(12, 8));

    wallPositions.push_back(Vec2(5, 7));
    wallPositions.push_back(Vec2(6, 7));
    wallPositions.push_back(Vec2(7, 7));
    wallPositions.push_back(Vec2(8, 7));
    wallPositions.push_back(Vec2(10, 7));

    wallPositions.push_back(Vec2(8, 6));
    wallPositions.push_back(Vec2(10, 6));

    wallPositions.push_back(Vec2(8, 5));
    wallPositions.push_back(Vec2(9, 5));
    wallPositions.push_back(Vec2(10, 5));

    // 初始化小球位置信息
    ballPositions.push_back(Vec2(8, 11));
    ballPositions.push_back(Vec2(11, 9));
    ballPositions.push_back(Vec2(6, 8));
    ballPositions.push_back(Vec2(9, 6));

    // 初始化箱子位置信息
    boxPositions.push_back(Vec2(8, 9));
    boxPositions.push_back(Vec2(10, 9));
    boxPositions.push_back(Vec2(8, 8));
    boxPositions.push_back(Vec2(9, 7));

    // 初始化角色位置信息
    playerPosition.x = 9;
    playerPosition.y = 8;
}

// 绘制 sprite
static void drawSprite(HelloWorld* scene, std::vector<Vec2> positions, std::string png, int layerIndex)
{
    for (const Vec2 wallData : positions)
    {
        auto sprite = Sprite::createWithSpriteFrameName(png);
        sprite->setContentSize(Size(CELL_SIZE, CELL_SIZE));
        sprite->setPosition(Vec2(CELL_SIZE * wallData.x, CELL_SIZE * wallData.y));
        scene->addChild(sprite, layerIndex);
    }
}

// 绘制墙壁
static void drawWall(HelloWorld* scene)
{
    drawSprite(scene, wallPositions, WALL_PNG, LAYER_INDEX_WALL);
}

// 绘制小球
static void drawBall(HelloWorld* scene)
{
    drawSprite(scene, ballPositions, BALL_BLUE_PNG, LAYER_INDEX_BALL);
}

// 绘制箱子
static void drawBox(HelloWorld* scene)
{
    drawSprite(scene, boxPositions, BOX_BLUE_PNG, LAYER_INDEX_BOX);
}

// 绘制角色
static void drawPlayer(HelloWorld* scene)
{
    auto sprite = Sprite::createWithSpriteFrameName(PLAYER_PNG);
    sprite->setContentSize(Size(CELL_SIZE, CELL_SIZE));
    sprite->setPosition(Vec2(CELL_SIZE * playerPosition.x, CELL_SIZE * playerPosition.y));
    scene->addChild(sprite, LAYER_INDEX_PLAYER);
}

效果如下

移动角色

  1. 重构了代码
  2. 角色基本移动
HelloWorld.h
#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__

#include "cocos2d.h"

USING_NS_CC;

class HelloWorld : public cocos2d::Scene
{
public:
    static cocos2d::Scene* createScene();

    virtual bool init();

    // implement the "static create()" method manually
    CREATE_FUNC(HelloWorld);

private:
    // layer index
    static constexpr int LAYER_INDEX_BACKGROUND = 1;
    static constexpr int LAYER_INDEX_BALL = 2;
    static constexpr int LAYER_INDEX_WALL = 3;
    static constexpr int LAYER_INDEX_BOX = 4;
    static constexpr int LAYER_INDEX_PLAYER = 5;

    // 每一格宽度与高度
    static constexpr int CELL_SIZE = 48;

    // 墙壁图片
    static const std::string WALL_PNG;
    // 小球图片
    static const std::string BALL_BLUE_PNG;
    static const std::string BALL_RED_PNG;
    // 详细图片
    static const std::string BOX_BLUE_PNG;
    static const std::string BOX_RED_PNG;
    // 角色图片
    static const std::string PLAYER_PNG;

private:
    cocos2d::Sprite * player;

private:
    // 墙壁位置信息
    std::vector<Vec2> wallPositions;
    // 小球位置信息
    std::vector<Vec2> ballPositions;
    // 箱子位置信息
    std::vector<Vec2> boxPositions;
    // 角色位置信息
    Vec2 playerPosition;

    // 初始化地图数据
    void initData();

    /**
     * @brief 绘制精灵
     * @param positions 精灵位置列表
     * @param png 精灵图片名称
     * @param layerIndex 所在层
     */
    void drawSprite(std::vector<Vec2> positions, std::string png, int layerIndex);

    // 绘制墙壁
    void drawWall();
    // 绘制小球
    void drawBall();
    // 绘制箱子
    void drawBox();
    // 绘制角色
    void drawPlayer();

    // 初始化键盘事件
    void initKeyboardListener();

private:
    /**
     * @brief 角色移动
     * 
     * @param dirVector 方向向量
     *  - Vec2(1,0):右
     *  - Vec2(-1,0):左
     *  - Vec2(0,1):上
     *  - Vec2(0,-1):下
     */
    void playerMove(Vec2 dirVector);
};

#endif // __HELLOWORLD_SCENE_H__
HelloWorld.cpp
#include "HelloWorldScene.h"
#include "SimpleAudioEngine.h"
#include "CommonUtil.h"

#pragma warning(disable: 26429)

USING_NS_CC;

Scene* HelloWorld::createScene()
{
    return HelloWorld::create();
}

// 墙壁图片
const std::string HelloWorld::WALL_PNG = "wall.png";
// 小球图片
const std::string HelloWorld::BALL_BLUE_PNG = "ball_blue.png";
const std::string HelloWorld::BALL_RED_PNG = "ball_red.png";
// 详细图片
const std::string HelloWorld::BOX_BLUE_PNG = "box_blue.png";
const std::string HelloWorld::BOX_RED_PNG = "box_red.png";
// 角色图片
const std::string HelloWorld::PLAYER_PNG = "charater.png";


bool HelloWorld::init()
{
    // 先执行父类的 init
    if (!Scene::init())
    {
        return false;
    }

    // 获得可视区域大小
    const auto visibleSize = Director::getInstance()->getVisibleSize();
    log("width:%f , height:%f", visibleSize.width, visibleSize.height);
    // 获得原点位置 左下角
    const Vec2  origin = Director::getInstance()->getVisibleOrigin();
    log("x:%f , y:%f", origin.x, origin.y);

    // 加载图集
    auto spritecache = SpriteFrameCache::getInstance();
    spritecache->addSpriteFramesWithFile("texture_packer/sprite.plist", "texture_packer/sprite.png");

    // 设置背景
    auto background = LayerColor::create(Color4B(25, 72, 148, 255));
    this->addChild(background, LAYER_INDEX_BACKGROUND);

    // 初始化游戏数据
    initData();

    // 绘制墙壁
    drawWall();

    // 绘制小球
    drawBall();

    // 绘制箱子
    drawBox();

    // 绘制角色
    drawPlayer();

    // 初始化键盘事件
    initKeyboardListener();

    return true;
}

void HelloWorld::initData() {
    // 初始化墙壁位置信息
    wallPositions.push_back(Vec2(7, 12));
    wallPositions.push_back(Vec2(8, 12));
    wallPositions.push_back(Vec2(9, 12));

    wallPositions.push_back(Vec2(7, 11));
    wallPositions.push_back(Vec2(9, 11));

    wallPositions.push_back(Vec2(7, 10));
    wallPositions.push_back(Vec2(9, 10));
    wallPositions.push_back(Vec2(10, 10));
    wallPositions.push_back(Vec2(11, 10));
    wallPositions.push_back(Vec2(12, 10));

    wallPositions.push_back(Vec2(5, 9));
    wallPositions.push_back(Vec2(6, 9));
    wallPositions.push_back(Vec2(7, 9));
    wallPositions.push_back(Vec2(12, 9));

    wallPositions.push_back(Vec2(5, 8));
    wallPositions.push_back(Vec2(10, 8));
    wallPositions.push_back(Vec2(11, 8));
    wallPositions.push_back(Vec2(12, 8));

    wallPositions.push_back(Vec2(5, 7));
    wallPositions.push_back(Vec2(6, 7));
    wallPositions.push_back(Vec2(7, 7));
    wallPositions.push_back(Vec2(8, 7));
    wallPositions.push_back(Vec2(10, 7));

    wallPositions.push_back(Vec2(8, 6));
    wallPositions.push_back(Vec2(10, 6));

    wallPositions.push_back(Vec2(8, 5));
    wallPositions.push_back(Vec2(9, 5));
    wallPositions.push_back(Vec2(10, 5));

    // 初始化小球位置信息
    ballPositions.push_back(Vec2(8, 11));
    ballPositions.push_back(Vec2(11, 9));
    ballPositions.push_back(Vec2(6, 8));
    ballPositions.push_back(Vec2(9, 6));

    // 初始化箱子位置信息
    boxPositions.push_back(Vec2(8, 9));
    boxPositions.push_back(Vec2(10, 9));
    boxPositions.push_back(Vec2(8, 8));
    boxPositions.push_back(Vec2(9, 7));

    // 初始化角色位置信息
    playerPosition.x = 9;
    playerPosition.y = 8;
}

// 绘制 sprite
void HelloWorld::drawSprite(std::vector<Vec2> positions, std::string png, int layerIndex)
{
    for (const Vec2 wallData : positions)
    {
        auto sprite = Sprite::createWithSpriteFrameName(png);
        sprite->setContentSize(Size(CELL_SIZE, CELL_SIZE));
        sprite->setPosition(Vec2(CELL_SIZE * wallData.x, CELL_SIZE * wallData.y));
        this->addChild(sprite, layerIndex);
    }
}

// 绘制墙壁
void HelloWorld::drawWall()
{
    drawSprite(wallPositions, HelloWorld::WALL_PNG, LAYER_INDEX_WALL);
}

// 绘制小球
void HelloWorld::drawBall()
{
    drawSprite(ballPositions, BALL_BLUE_PNG, LAYER_INDEX_BALL);
}

// 绘制箱子
void HelloWorld::drawBox()
{
    drawSprite(boxPositions, BOX_BLUE_PNG, LAYER_INDEX_BOX);
}

// 绘制角色
void HelloWorld::drawPlayer()
{
    player = Sprite::createWithSpriteFrameName(PLAYER_PNG);
    player->setContentSize(Size(CELL_SIZE, CELL_SIZE));
    player->setPosition(Vec2(CELL_SIZE * playerPosition.x, CELL_SIZE * playerPosition.y));
    this->addChild(player, LAYER_INDEX_PLAYER);
}


// 初始化键盘事件
void HelloWorld::initKeyboardListener()
{
    auto listener = EventListenerKeyboard::create();
    listener->onKeyReleased = [&](EventKeyboard::KeyCode keyCode, Event* e)
    {
        switch (keyCode)
        {
        case EventKeyboard::KeyCode::KEY_UP_ARROW: {
            log("key released up");
            playerMove(Vec2(0, 1));
            break;
        }
        case EventKeyboard::KeyCode::KEY_RIGHT_ARROW: {
            log("key released right");
            playerMove(Vec2(1, 0));
            break;
        }
        case EventKeyboard::KeyCode::KEY_DOWN_ARROW: {
            log("key released down");
            playerMove(Vec2(0, -1));
            break;
        }
        case EventKeyboard::KeyCode::KEY_LEFT_ARROW: {
            log("key released left");
            playerMove(Vec2(-1, 0));
            break;
        }
        }
        return true;
    };

    Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(listener, player);
}

void HelloWorld::playerMove(Vec2 dirVector)
{
    // 更新角色位置信息
    playerPosition.x += dirVector.x;
    playerPosition.y += dirVector.y;

    // 移动角色
    const auto x = player->getPosition().x + CELL_SIZE * dirVector.x;
    const auto y = player->getPosition().y + CELL_SIZE * dirVector.y;
    player->setPosition(x,y);
}

本版本完成

HelloWorld.h

#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__

#include "cocos2d.h"

USING_NS_CC;

// 角色能否移动
typedef struct {
    // 能否移动标志
    bool flag;
    // 箱子 tag
    int box_tag;

} PLAYER_CAN_MOVE;

class HelloWorld : public cocos2d::Scene
{
public:
    static cocos2d::Scene* createScene();

    virtual bool init();

    // implement the "static create()" method manually
    CREATE_FUNC(HelloWorld);

private:
    enum {
        // 箱子 tag 起始值
        BOX_TAG_START = 100
    };

    // layer index
    static constexpr int LAYER_INDEX_BACKGROUND = 1;
    static constexpr int LAYER_INDEX_BALL = 2;
    static constexpr int LAYER_INDEX_WALL = 3;
    static constexpr int LAYER_INDEX_BOX = 4;
    static constexpr int LAYER_INDEX_PLAYER = 5;

    // 每一格宽度与高度
    static constexpr int CELL_SIZE = 48;

    // 墙壁图片
    static const std::string WALL_PNG;
    // 小球图片
    static const std::string BALL_BLUE_PNG;
    static const std::string BALL_RED_PNG;
    // 箱子图片
    static const std::string BOX_BLUE_PNG;
    static const std::string BOX_RED_PNG;
    // 角色图片
    static const std::string PLAYER_PNG;

private:
    cocos2d::Sprite* player;

private:
    // 墙壁位置信息
    std::vector<Vec2> wallPositions;
    // 小球位置信息
    std::vector<Vec2> ballPositions;
    // 箱子位置信息
    std::vector<Vec2> boxPositions;
    // 箱子 tag 和 位置信息 map
    std::map<int, Vec2> boxTagPosMap;
    // 角色位置信息
    Vec2 playerPosition;

    // 初始化地图数据
    void initData();

    /**
     * @brief 绘制精灵
     * @param positions 精灵位置列表
     * @param png 精灵图片名称
     * @param layerIndex 所在层
     */
    void drawSprite(std::vector<Vec2> positions, std::string png, int layerIndex);

    // 绘制墙壁
    void drawWall();
    // 绘制小球
    void drawBall();
    // 绘制箱子
    void drawBox();
    // 绘制角色
    void drawPlayer();

    // 初始化键盘事件
    void initKeyboardListener();

private:

    // 根据箱子坐标查找 tag
    int findBoxTagByVec(Vec2 pos);

    // 坐标是否在给定坐标列表中是
    bool inPosition(std::vector<Vec2> positions, Vec2 pos);

    // 角色能否移动
    PLAYER_CAN_MOVE canPlayerMove(Vec2 dirVector);

    /**
     * @brief 角色移动
     *
     * @param dirVector 方向向量
     *  - Vec2(1,0):右
     *  - Vec2(-1,0):左
     *  - Vec2(0,1):上
     *  - Vec2(0,-1):下
     */
    void playerMove(Vec2 dirVector);

    // 刷新箱子颜色
    void refreshBox();


};

#endif // __HELLOWORLD_SCENE_H__

HelloWorld.cpp

#include "HelloWorldScene.h"
#include "SimpleAudioEngine.h"
#include "CommonUtil.h"

#pragma warning(disable: 26429)
#pragma warning(disable: 26440)

USING_NS_CC;

Scene* HelloWorld::createScene()
{
    return HelloWorld::create();
}

// 墙壁图片
const std::string HelloWorld::WALL_PNG = "wall.png";
// 小球图片
const std::string HelloWorld::BALL_BLUE_PNG = "ball_blue.png";
const std::string HelloWorld::BALL_RED_PNG = "ball_red.png";
// 详细图片
const std::string HelloWorld::BOX_BLUE_PNG = "box_blue.png";
const std::string HelloWorld::BOX_RED_PNG = "box_red.png";
// 角色图片
const std::string HelloWorld::PLAYER_PNG = "charater.png";


bool HelloWorld::init()
{
    // 先执行父类的 init
    if (!Scene::init())
    {
        return false;
    }

    // 获得可视区域大小
    const auto visibleSize = Director::getInstance()->getVisibleSize();
    log("width:%f , height:%f", visibleSize.width, visibleSize.height);
    // 获得原点位置 左下角
    const Vec2  origin = Director::getInstance()->getVisibleOrigin();
    log("x:%f , y:%f", origin.x, origin.y);

    // 加载图集
    auto spritecache = SpriteFrameCache::getInstance();
    spritecache->addSpriteFramesWithFile("texture_packer/sprite.plist", "texture_packer/sprite.png");

    // 设置背景
    auto background = LayerColor::create(Color4B(25, 72, 148, 255));
    this->addChild(background, LAYER_INDEX_BACKGROUND);

    // 初始化游戏数据
    initData();

    // 绘制墙壁
    drawWall();

    // 绘制小球
    drawBall();

    // 绘制箱子
    drawBox();

    // 绘制角色
    drawPlayer();

    // 初始化键盘事件
    initKeyboardListener();

    return true;
}

void HelloWorld::initData() {
    // 初始化墙壁位置信息
    wallPositions.push_back(Vec2(7, 12));
    wallPositions.push_back(Vec2(8, 12));
    wallPositions.push_back(Vec2(9, 12));

    wallPositions.push_back(Vec2(7, 11));
    wallPositions.push_back(Vec2(9, 11));

    wallPositions.push_back(Vec2(7, 10));
    wallPositions.push_back(Vec2(9, 10));
    wallPositions.push_back(Vec2(10, 10));
    wallPositions.push_back(Vec2(11, 10));
    wallPositions.push_back(Vec2(12, 10));

    wallPositions.push_back(Vec2(5, 9));
    wallPositions.push_back(Vec2(6, 9));
    wallPositions.push_back(Vec2(7, 9));
    wallPositions.push_back(Vec2(12, 9));

    wallPositions.push_back(Vec2(5, 8));
    wallPositions.push_back(Vec2(10, 8));
    wallPositions.push_back(Vec2(11, 8));
    wallPositions.push_back(Vec2(12, 8));

    wallPositions.push_back(Vec2(5, 7));
    wallPositions.push_back(Vec2(6, 7));
    wallPositions.push_back(Vec2(7, 7));
    wallPositions.push_back(Vec2(8, 7));
    wallPositions.push_back(Vec2(10, 7));

    wallPositions.push_back(Vec2(8, 6));
    wallPositions.push_back(Vec2(10, 6));

    wallPositions.push_back(Vec2(8, 5));
    wallPositions.push_back(Vec2(9, 5));
    wallPositions.push_back(Vec2(10, 5));

    // 初始化小球位置信息
    ballPositions.push_back(Vec2(8, 11));
    ballPositions.push_back(Vec2(11, 9));
    ballPositions.push_back(Vec2(6, 8));
    ballPositions.push_back(Vec2(9, 6));

    // 初始化箱子位置信息
    boxPositions.push_back(Vec2(8, 9));
    boxPositions.push_back(Vec2(10, 9));
    boxPositions.push_back(Vec2(8, 8));
    boxPositions.push_back(Vec2(9, 7));

    // 初始化角色位置信息
    playerPosition.x = 9;
    playerPosition.y = 8;
}

// 绘制 sprite
void HelloWorld::drawSprite(std::vector<Vec2> positions, std::string png, int layerIndex)
{
    for (const Vec2 wallData : positions)
    {
        auto sprite = Sprite::createWithSpriteFrameName(png);
        sprite->setContentSize(Size(CELL_SIZE, CELL_SIZE));
        sprite->setPosition(Vec2(CELL_SIZE * wallData.x, CELL_SIZE * wallData.y));
        this->addChild(sprite, layerIndex);
    }
}

// 绘制墙壁
void HelloWorld::drawWall()
{
    drawSprite(wallPositions, HelloWorld::WALL_PNG, LAYER_INDEX_WALL);
}

// 绘制小球
void HelloWorld::drawBall()
{
    drawSprite(ballPositions, BALL_BLUE_PNG, LAYER_INDEX_BALL);
}

// 绘制箱子
void HelloWorld::drawBox()
{
    for (int i = 0; i < boxPositions.size(); i++)
    {
        const auto& position = boxPositions.at(i);
        auto sprite = Sprite::createWithSpriteFrameName(BOX_BLUE_PNG);
        sprite->setContentSize(Size(CELL_SIZE, CELL_SIZE));
        sprite->setPosition(Vec2(CELL_SIZE * position.x, CELL_SIZE * position.y));
        sprite->setTag(i + 1);
        this->addChild(sprite, LAYER_INDEX_BOX);

        boxTagPosMap[i + 1] = position;
    }
}

// 绘制角色
void HelloWorld::drawPlayer()
{
    player = Sprite::createWithSpriteFrameName(PLAYER_PNG);
    player->setContentSize(Size(CELL_SIZE, CELL_SIZE));
    player->setPosition(Vec2(CELL_SIZE * playerPosition.x, CELL_SIZE * playerPosition.y));
    this->addChild(player, LAYER_INDEX_PLAYER);
}


// 初始化键盘事件
void HelloWorld::initKeyboardListener()
{
    auto listener = EventListenerKeyboard::create();
    listener->onKeyReleased = [&](EventKeyboard::KeyCode keyCode, Event* e)
    {
        switch (keyCode)
        {
        case EventKeyboard::KeyCode::KEY_UP_ARROW: {
            log("key released up");
            playerMove(Vec2(0, 1));
            break;
        }
        case EventKeyboard::KeyCode::KEY_RIGHT_ARROW: {
            log("key released right");
            playerMove(Vec2(1, 0));
            break;
        }
        case EventKeyboard::KeyCode::KEY_DOWN_ARROW: {
            log("key released down");
            playerMove(Vec2(0, -1));
            break;
        }
        case EventKeyboard::KeyCode::KEY_LEFT_ARROW: {
            log("key released left");
            playerMove(Vec2(-1, 0));
            break;
        }
        }
        return true;
    };

    Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(listener, player);
}

int HelloWorld::findBoxTagByVec(Vec2 pos)
{
    int tag = 0;
    for (auto& it : boxTagPosMap)
    {
        if (pos.equals(it.second)) {
            tag = it.first;
            break;
        }
    }
    return tag;
}

bool HelloWorld::inPosition(std::vector<Vec2> positions, Vec2 pos)
{
    bool flag = false;
    for (auto& v : positions)
    {
        if (pos.x == v.x && pos.y == v.y) {
            flag = true;
            break;
        }
    }
    return flag;
}

PLAYER_CAN_MOVE HelloWorld::canPlayerMove(Vec2 dirVector)
{
    PLAYER_CAN_MOVE canMove = { false,0 };

    Vec2 nextPosition = Vec2(playerPosition.x + dirVector.x, playerPosition.y + dirVector.y);

    // 判断移动方向上是否有箱子
    const bool hasBox = inPosition(boxPositions, nextPosition);

    // 如果有箱子, 则判断箱子下个位置是否还有箱子或者有边墙
    if (hasBox)
    {
        // 下个位置是否有箱子或边墙
        nextPosition.add(dirVector);
        canMove.flag = !inPosition(boxPositions, nextPosition) && !inPosition(wallPositions, nextPosition);
    }
    else
    {
        // 没有箱子则判断墙壁
        canMove.flag = !inPosition(wallPositions, nextPosition);
    }
    if (hasBox && canMove.flag)
    {
        nextPosition.subtract(dirVector);
        canMove.box_tag = findBoxTagByVec(nextPosition);
    }

    return canMove;
}

void HelloWorld::playerMove(Vec2 dirVector)
{
    const auto canMove = canPlayerMove(dirVector);
    if (!canMove.flag) {
        return;
    }

    // 更新箱子位置
    if (0 != canMove.box_tag)
    {
        // 更新箱子位置信息
        for (auto& it : boxTagPosMap)
        {
            if (canMove.box_tag == it.first) {
                // it.second.add(dirVector);
                boxPositions.at(it.first - 1).x += dirVector.x;
                boxPositions.at(it.first - 1).y += dirVector.y;
                it.second = boxPositions.at(it.first - 1);
                break;
            }
        }

        // 移动箱子
        const auto box = getChildByTag(canMove.box_tag);
        const auto boxx = box->getPosition().x + CELL_SIZE * dirVector.x;
        const auto boxy = box->getPosition().y + CELL_SIZE * dirVector.y;
        box->setPosition(boxx, boxy);
    }

    // 更新角色位置信息
    playerPosition.x += dirVector.x;
    playerPosition.y += dirVector.y;

    // 移动角色
    const auto x = player->getPosition().x + CELL_SIZE * dirVector.x;
    const auto y = player->getPosition().y + CELL_SIZE * dirVector.y;
    player->setPosition(x, y);

    // 刷新箱子颜色
    refreshBox();
}

void HelloWorld::refreshBox()
{
    int size = 0;
    for (auto& it : boxTagPosMap)
    {
        if (inPosition(ballPositions, it.second))
        {
            const auto box = dynamic_cast<Sprite*>(getChildByTag(it.first));
            box->setDisplayFrame(SpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName(BOX_RED_PNG));
            box->setContentSize(Size(CELL_SIZE, CELL_SIZE));
            size++;
        }
    }
    if (size == boxPositions.size())
    {
        log("you win!");
    }
}

效果

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