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雪人兄弟游戏开发过程:
场景搭建:
1.将Map地图拖入场景,
2.创建一个ground空对象给这个对象添加一些Collider 2D 组件,把这些Collide2D覆盖到地图可以行走的地方,创建以个wall空对象给这个对象添加两个Collider 2D组件,把这两个 Collide2D 覆盖到地图的两侧。
创建主角:
1.创建hero对象给其一张主角的图片精灵,给hero对象添加Rigidbody2D和Collider 2D组件使其可以进行物理运动和碰撞行为;
2. 创建动画控制器,编辑一些主角行为的的动画,再用动画控制器进行控制;
3. 添加HeroMove脚本,通过编辑代码使主角可以移动和跳跃;
//Update时通过射线检测判断是否可以跳跃:RaycastHit2D hit = Physics2D.Linecast(this.transform.position, t.position, 1 << LayerMask.NameToLayer("ground")); //Debug.DrawLine(this.transform.position, t.position);// t.position //print((bool)hit); if (Input.GetButtonDown("Jump") && hit) { jump = true; }···//FixedUpdate bool speed = false; //触发动画的布尔变量 float h = Input.GetAxis("Horizontal"); if (h != 0) { speed = true; } Vector2 force = new Vector2(h * moveForce, 0); //限制移动速度 if (Mathf.Abs(rb.velocity.x) < maxSpeed) { GetComponent().SetBool("Speed", speed); rb.AddForce(force); } if (Mathf.Abs(rb.velocity.x) >= maxSpeed) { rb.velocity = new Vector2(Mathf.Sign(rb.velocity.x) * maxSpeed, rb.velocity.y); } //动画方向转变 if (h < 0) { var s = this.transform.localScale; s.x = Mathf.Abs(-s.x); this.transform.localScale = s; } else if (h > 0) { var s = this.transform.localScale; s.x = -Mathf.Abs(-s.x); this.transform.localScale = s; } //跳跃 if (jump) { GetComponent ().SetTrigger("jump"); rb.AddForce(Vector2.up * jumpForce); jump = false; }
4.让主角可以发射子弹:
1. 制作子弹预制体 ,
2.给hero添加一个子节点Gun作为生成子弹的点,并添加脚本控制子弹的发射和行为。
void Update () { if (Input.GetButtonDown("Fire1")) { this.transform.parent.gameObject.GetComponent().SetTrigger("Shoot"); var rocket = Instantiate(rocketPrefab); rocket.transform.position = this.transform.position; if (this.transform.parent.localScale.x > 0) { rocket.transform.rotation = Quaternion.Euler(0, 0, 0); rocket.GetComponent ().velocity = new Vector2(speed, 0); } else { rocket.transform.rotation = Quaternion.Euler(0, 0, 180); rocket.GetComponent ().velocity = new Vector2(-speed, 0); } } }
创建敌人:
1.创建一个monsters空对象为了确定敌人生成的位置:
2. 创建monster对象给其一张敌人的图片精灵,给monster对象添加Rigidbody2D和Collider2D组件使其可以进行物理运动和碰撞行为,并把它做成预制体。
3. 添加Monster脚本,通过编辑代码使敌人可以移动和跳跃;
public class Monster : MonoBehaviour{ // public float speed = 3; private float MonsterMoveForce = 0.8f; //速度 //private float MonsterMaxSpeed = 0.5f; //限制速度 public float monsterJumpForce = 600f; //= 2.8f; private bool monsterJump = false; private Transform topCheck; private Transform frontCheck; private Transform downCheck; int h; private int hp = 1; public GameObject snowball; public void Start() { topCheck = transform.Find("topCheck"); frontCheck = transform.Find("frontCheck"); downCheck = transform.Find("DownCheck"); } public void Update() { if (hp <= 0) { Vector2 s = this.transform.position; hp = 0; Destroy(this.gameObject); GameObject g = Instantiate(snowball); g.transform.position = s; return; } } public void FixedUpdate() { // 跳跃 RaycastHit2D hit1 = Physics2D.Linecast(topCheck.position, this.transform.position, 1 << LayerMask.NameToLayer("ground")); RaycastHit2D hit2 = Physics2D.Linecast(downCheck.position, this.transform.position, 1 << LayerMask.NameToLayer("ground")); RaycastHit2D hit = Physics2D.Linecast(frontCheck.position, this.transform.position); h = Random.Range(0, 100); Rigidbody2D rb = this.transform.gameObject.GetComponent(); Debug.DrawLine(this.transform.position, topCheck.position); Debug.DrawLine(this.transform.position, downCheck.position); Debug.DrawLine(this.transform.position, frontCheck.position); if (hit && hit.transform.gameObject.tag == "wall" || hit.transform.gameObject.tag == "destroyer") { Vector3 s = this.transform.localScale;// s.x = -s.x; this.transform.localScale = s; } else if (hit2 && hit && hit.transform.gameObject.tag == "ground") { monsterJump = true; } else { //随机方向 if (h == 2) { Vector3 s = this.transform.localScale; s.x = -s.x; this.transform.localScale = s; } } //移动 Vector2 x = new Vector2(-this.transform.localScale.x * MonsterMoveForce, rb.velocity.y); rb.velocity = x; this.gameObject.GetComponent ().SetTrigger("move"); //跳跃 if (hit1 && hit2 && h == 3) { monsterJump = true; } if (monsterJump) { rb.AddForce(Vector2.up * monsterJumpForce); monsterJump = false; } } public void OnCollisionEnter2D(Collision2D collision) { if (collision.gameObject.tag == "ground") { this.gameObject.GetComponent ().SetTrigger("ground"); } if (collision.gameObject.tag == "bullet") { hp--; } } public void OnCollisionExit2D(Collision2D collision) { if (collision.gameObject.tag == "ground") { this.gameObject.GetComponent ().velocity = new Vector2(0, 0); this.gameObject.GetComponent ().SetTrigger("groundl"); } }}
创建雪球:
1. 创建snowball对象给其一张默认的图片精灵,给snowball对象添加Rigidbody2D和lColider2D组件使其可以进行物理运动和碰撞行,并把它做成预制体。
2.给snowball对象添加脚本通过编辑代码,添加状态机使雪球状态可以切换。
public class Snowball : MonoBehaviour{ StateMachinestateMachine = new StateMachine (); public Sprite snowball1; public Sprite snowball2; public Sprite snowball3; public GameObject monster; public Transform frontCheck; public GameObject[] props; public GameObject balldestory; // Use this for initialization //雪球状态 public class SnowballStateB : State { public float explodeTime = 0; public bool gun = false; public float gunForce = 3f; float dir; public override void Enter(Snowball e) { e.gameObject.GetComponent ().sprite = e.snowball1; //获的图片 e.gameObject.GetComponent ().SetTrigger("snowball1"); e.frontCheck = e.transform.Find("frontCheck"); e.gameObject.layer = LayerMask.NameToLayer("snowball"); } public override void Update(Snowball e) { //雪球没滚时隔 6 个时间点恢复成版雪球 if (gun == false) { explodeTime += Time.deltaTime; if (explodeTime > 6) { explodeTime = 0; e.stateMachine.ChangeState(new SnowballStateA()); return; } } else if (gun) { Rigidbody2D rb = e.gameObject.GetComponent (); rb.freezeRotation = false; Vector2 v = new Vector2(dir * gunForce, rb.velocity.y); // rb.AddForce(v); rb.velocity = v; Collider2D[] enemies = Physics2D.OverlapCircleAll(e.transform.position, 0.05f, 1 << LayerMask.NameToLayer("monster")); foreach (Collider2D a in enemies) { Vector2 s = a.gameObject.transform.position; Destroy(a.gameObject); GameObject prop = Instantiate(e.props[Random.Range(0, e.props.Length)]); prop.transform.position = s; } } } public override void OnCollisionStay2D(Snowball e, Collision2D collision) { ContactPoint2D[] a = collision.contacts; if (gun == false) { if (collision.gameObject.tag == "player" && collision.gameObject.transform.FindChild("Gun").GetComponent ().isFire) { // dir = -GameObject.Find("hero").transform.localScale.x; gun = true; dir = -collision.transform.localScale.x; } } } public override void OnCollisionEnter2D(Snowball e, Collision2D collision) { if (gun == false) { if (collision.gameObject.tag == "snowball") { gun = true; dir = -collision.transform.localScale.x; } } if (gun) { if (collision.gameObject.tag == "wall" || collision.gameObject.tag == "snowball") { dir = -dir; } if (collision.gameObject.tag == "player") { //TODO //雪球带着主角走 //transform.SetParent//设置父节点 //collision.transform.SetParent(e.transform); //collision.transform.position = e.transform.position; //torque //旋转 } } if (collision.gameObject.tag == "destroyer") { e.gameObject.GetComponent ().SetTrigger("destrayer"); } } public override void Exit(Snowball e) { } } //半雪球状态 public class SnowballStateA : State { public float explodeTime = 0; int hp = 0; public override void Enter(Snowball e) { e.gameObject.GetComponent ().sprite = e.snowball2; e.gameObject.GetComponent ().SetTrigger("snowball2"); e.gameObject.layer = LayerMask.NameToLayer("monster"); hp = 2; } public override void Update(Snowball e) { print(hp); if (hp <= 0) { e.stateMachine.ChangeState(new SnowballStateB()); return; } explodeTime += Time.deltaTime; if (explodeTime > 5 && hp > 0) { explodeTime = 0; e.stateMachine.ChangeState(new SnowballState()); return; } } public override void Exit(Snowball e) { } public override void OnCollisionEnter2D(Snowball e, Collision2D collision) { if (collision.gameObject.tag == "bullet") { hp--; } } } //monster被攻击状态; public class SnowballState : State { public float explodeTime = 0; Vector3 s; public int hp = 0; public override void Enter(Snowball e) { //取得图片精灵 e.gameObject.GetComponent ().sprite = e.snowball3; e.gameObject.GetComponent ().SetTrigger("snowball3"); e.gameObject.layer = LayerMask.NameToLayer("monster"); hp = 3; } public override void Update(Snowball e) { print(hp); if (hp <= 0) { e.stateMachine.ChangeState(new SnowballStateA()); hp = 0; return; } explodeTime += Time.deltaTime; print(explodeTime); //经过多少时 if (explodeTime > 4 && hp > 0) { explodeTime = 0; hp = 0; s = e.gameObject.transform.position; GameObject g = Instantiate(e.monster); g.transform.position = s; Destroy(e.gameObject); return; } } public override void OnCollisionEnter2D(Snowball e, Collision2D collision) { if (collision.gameObject.tag == "bullet") { hp--; } } } void Start() { stateMachine.Init(this, new SnowballState()); } // Update is called once per frame void Update() { } public void FixedUpdate() { stateMachine.Update(); } public void OnCollisionEnter2D(Collision2D collision) { stateMachine.OnCollisionEnter2D(this, collision); } public void OnCollisionStay2D(Collision2D collision) { stateMachine.OnCollisionStay2D(this, collision); } public void Destory() { Instantiate(balldestory); Destroy(this.gameObject); }}
创建道具
1.添加道具预制体.
2.雪球撞到敌人时敌人死亡,在敌人死亡的地方随机生成一种道具。 3.主角吃到道具增加属性或者加分。过关判定
- 判断场景中没有敌人并且没有雪球并且没有道具就过关了。