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Cocos2d-x 3.2 大富翁游戏项目开发-第二十三部分 购买彩票,cocos2d-x项目开发
来源:互联网   发布日期:2015-09-28 13:41:23   浏览:3316次  

导读: Cocos2d-x 3.2 大富翁游戏项目开发-第二十三部分 购买彩票,cocos2d-x项目开发 当角色路过彩票的标志或者停留位置有彩票标志时,弹出购买彩票的对话框,提示购买彩票,已经买过的...

Cocos2d-x 3.2 大富翁游戏项目开发-第二十三部分 购买彩票,cocos2d-x项目开发

当角色路过彩票的标志或者停留位置有彩票标志时,弹出购买彩票的对话框,提示购买彩票,已经买过的号码,不显示。当机器对手路过时则直接购买彩票。

1、

在RicherPlayer.h中增加std::vector<int> lottery_vector;用来存储购买的彩票号码

2、

RicherGameController 修改endGo方法,每走完一步就会进入该方法,判断是否有彩票标示图标,有的话发送MSG_LOTTERY彩票消息,MOVEPASS标示走完一步的标志

void RicherGameController::endGo()

{

...................

Size titleSize = GameBaseScene::wayLayer->getLayerSize();

int passId = GameBaseScene::wayLayer->getTileGIDAt(Point(currentCol,titleSize.height-currentRow-1));

if(passId == GameBaseScene::lottery_tiledID)

{

String * str = String::createWithFormat("%d-%f-%f-%d-%d",MSG_LOTTERY_TAG,1.0f,1.0f,_richerPlayer->getTag(),MOVEPASS);

NotificationCenter::getInstance()->postNotification(MSG_LOTTERY,str);

return;

}

..............

}

3、

角色行走完毕后,判断停留地点是否有彩票标志,有的话发送MSG_LOTTERY彩票消息,GOEND标示行走完毕的标志

void RicherGameController::handlePropEvent()

{

...............

if(endId == GameBaseScene::lottery_tiledID)

{

String * str = String::createWithFormat("%d-%f-%f-%d-%d",MSG_LOTTERY_TAG,pointInMap.x,pointInMap.y,_richerPlayer->getTag(),GOEND);

NotificationCenter::getInstance()->postNotification(MSG_LOTTERY,str);

return;

}

...............

}

4、新建彩票号码类LotteryCard ,该类里面的按键是菜单按钮

void LotteryCard::cardInit(int numbers,int width,int height,float CardSpriteX,float CardSpriteY)

{

//设置初始化值

lotteryNumber = numbers;

//背景颜色

layerColorBG = LayerColor::create(Color4B(100,100,100,255),width-5,height-5);

layerColorBG->setPosition(Point(CardSpriteX,CardSpriteY));

if(lotteryNumber > 0)

{

//创建menuitem,设置其tag为彩票的号码

ballMenuImage = MenuItemImage::create("images/lt_defalut_ball.png", "images/lt_blueball.png", this, menu_selector(LotteryCard::ballButtonCallback));

ballMenuImage->setTag(lotteryNumber);

ballMenuImage->setPosition(Point(layerColorBG->getContentSize().width/2,layerColorBG->getContentSize().height/2));

// 添加文字说明并设置位置

labelLotteryNumber = LabelTTF::create(String::createWithFormat("%i",lotteryNumber)->getCString(),"HiraKakuProN-W6",25);

labelLotteryNumber->setColor(Color3B(200,200,200));

labelLotteryNumber->setPosition(Point(layerColorBG->getContentSize().width/2,layerColorBG->getContentSize().height/2));

ballMenuImage->addChild(labelLotteryNumber);

//创建menu,添加menuitem

Menu* menu = Menu::create();

menu->setPosition(CCPointZero);

layerColorBG->addChild(menu);

menu->addChild(ballMenuImage);

//该彩票sprite的tag也是彩票号码

this->setTag(lotteryNumber);

}

this->addChild(layerColorBG);

}

//调用彩票菜单按键的回调函数

void LotteryCard::ballButtonCallback(CCObject* pSender)

{

Node* node = dynamic_cast<Node*>(pSender);

ballMenuImage->selected();

if (m_callback && m_callbackListener)

{

(m_callbackListener->*m_callback)(node);

}

}

//设置菜单为不选中状态

void LotteryCard::setUnSelected()

{

ballMenuImage->unselected();

}

//设置彩票菜单按键的回调函数

void LotteryCard::setBallCallbackFunc(cocos2d::Object *target, SEL_CallFuncN callfun)

{

m_callbackListener = target;

m_callback = callfun;

}

//返回彩票号码

int LotteryCard::getLotteryNumber()

{

return lotteryNumber;

}

//设置彩票号码

void LotteryCard::setLotteryNumber(int num)

{

lotteryNumber = num;

if(lotteryNumber > 0)

{

labelLotteryNumber->setString(String::createWithFormat("%i",lotteryNumber)->getCString());

}

}

5、修改PopupLayer类,添加彩票布局

在PopupLayer.h头文件中添加对话框类型枚举

enum POP_TYPE

{

NORMAL,//普通对话框

LOTTERY,//彩票对话框

STOCK, //留作后面的股票对话框

};

void setLotteryContext(Size size); //设置彩票号码布局内容

POP_TYPE pop_type; //当前对话框类型

void setPopType(POP_TYPE type); //设置当前对话框类型

Vector<LotteryCard*> lotteryVector; //所有彩票号码容器

void refreshBallBackGround(Node *pNode); //点击一个彩票号码后,更新其他彩票背景为不选中

int lottery_selected; //选中的彩票号码

std::vector<int> selected_number_vector; //已选择的彩票号码容器

void setHasSelectedLotteryNumber(std::vector<int> _vector); //设置已经选择的彩票号码

看具体的实现

bool PopupLayer::init()

{

.........

lottery_selected = 0;//初始化时,没有选中的号码

..........

}

void PopupLayer::onEnter()

{

............

switch(pop_type)

{

case LOTTERY:

{

//如果对话框是彩票类型,则添加彩票布局

setLotteryContext(contentSize);

break;

}

case STOCK:

{

break;

}

default:

{

// 此处表示普通对话框,则只显示文本内容

if (getLabelContentText())

{

LabelTTF* ltf = getLabelContentText();

ltf->setPosition(ccp(winSize.width / 2, winSize.height / 2));

ltf->setDimensions(CCSizeMake(contentSize.width - m_contentPadding * 2, contentSize.height - m_contentPaddingTop));

ltf->setHorizontalAlignment(kCCTextAlignmentLeft);

ltf->setColor(ccc3(0,0,0));

this->addChild(ltf);

}

}

}

............

}

//设置彩票号码布局内容

void PopupLayer::setLotteryContext(Size size)

{

Size winSize = Director::getInstance()->getWinSize();

Size center =(winSize - size)/2;

//彩票布局行列为 10 X 3

for(int row=0; row<10; row++)

{

for(int col=0; col<3; col++)

{

//创建彩票号码

LotteryCard* card = LotteryCard::createCardSprite((row+1)+ col*10, 40,40, center.width+20+row*(size.width/11), (winSize.height/2+30)-40*col);

//设置彩票的tag为彩票号码

card->setTag((row+1)+ col*10);

//注册彩票点击回调函数refreshBallBackGround()

card->setBallCallbackFunc(this,callfuncN_selector(PopupLayer::refreshBallBackGround));

addChild(card);

//号码放到彩票容器中

lotteryVector.pushBack(card);

//遍历已经选择过的彩票容器,把已经选过的置为不可见

for(int i=0;i<selected_number_vector.size();i++)

{

if(selected_number_vector.at(i) == (row+1)+ col*10)

{

card->setVisible(false);

}

}

}

}

}

//把选择的号码,放入已经选择过的彩票容器。参数_vector是表示已经选择过的,由角色调用时把角色自带的lottery_vector传来

void PopupLayer::setHasSelectedLotteryNumber(std::vector<int> _vector)

{

for(int i=0;i<_vector.size();i++)

{

selected_number_vector.push_back(_vector.at(i));

}

}

//更新号码背景,并把选中的号码做为tag传给购买按钮,由购买按键回传给主场景

void PopupLayer::refreshBallBackGround(Node *pNode)

{

int tag2= pNode->getTag();

for(auto it=lotteryVector.begin();it!=lotteryVector.end();it++)

{

LotteryCard* node = (LotteryCard*)(*it);

int tag1= node->getTag();

if(node->getTag() != pNode->getTag())

{

node->setUnSelected();

}

}

lottery_selected =tag2;

Vector<Node*> menuItemVector = getMenuButton()->getChildren();

for(int i=0;i< getMenuButton()->getChildrenCount();i++)

{

if(menuItemVector.at(i)->getTag() != 0)

{

menuItemVector.at(i)->setTag(tag2);

break;

}

}

}

6、回到游戏主场景,看看是怎么显示出彩票对话框的

/注册彩票消息的观察者

void GameBaseScene::registerNotificationObserver()

{

.............

NotificationCenter::getInstance()->addObserver(

this,

callfuncO_selector(GameBaseScene::receivedNotificationOMsg),

MSG_LOTTERY,

NULL);

}

//彩票消息处理

void GameBaseScene::receivedNotificationOMsg(Object* data)

{

..............

case MSG_LOTTERY_TAG:

{

int playerTag = messageVector.at(3)->intValue();

moveTag = messageVector.at(4)->intValue();

switch(playerTag)

{

case PLAYER_1_TAG:

{

//如果是第一角色,创建对话框,设置类型为彩票类型

PopupLayer* popDialogLottery = PopupLayer::create(DIALOG_BG);

popDialogLottery->setContentSize(CCSizeMake(Dialog_Size_Width, Dialog_Size_Height));

popDialogLottery->setTitle(LanguageString::getInstance()->getLanguageString(SELECT_LOTTERY_TITLE)->getCString());

popDialogLottery->setContentText("", 20, 60, 250);

popDialogLottery->setPopType(LOTTERY);

//添加回调函数lotteryButtonCallback ,当点击购买或取消将调用该方法

popDialogLottery->setCallbackFunc(this, callfuncN_selector(GameBaseScene::lotteryButtonCallback));

//把角色已经买过的号码传给对话框,让其不可见

popDialogLottery->setHasSelectedLotteryNumber(player1->lottery_vector);

//添加2个按键,购买 取消

popDialogLottery->addButton(BUTTON_BG1, BUTTON_BG3, LanguageString::getInstance()->getLanguageString(BUY_OK)->getCString(), Btn_OK_TAG);

popDialogLottery->addButton(BUTTON_BG2, BUTTON_BG3, LanguageString::getInstance()->getLanguageString(CANCEL)->getCString(), Btn_Cancel_TAG);

this->addChild(popDialogLottery);

break;

}

case PLAYER_2_TAG:

{

//如果是角色2,则随机购买彩票,不弹出对话框

int random_lottery_number = rand()%(30) + 1;

repeatForCheck:

for(int i=0;i<player2->lottery_vector.size();i++)

{

if(player2->lottery_vector.at(i) == random_lottery_number)

{

random_lottery_number = rand()%(30) + 1;

goto repeatForCheck;

}

}

//把购买后的彩票放到角色彩票容器中

player2->lottery_vector.push_back(random_lottery_number);

//更新角色资金

refreshMoneyLabel(player2,-BUY_LOTTERY_MONEY);

//如果是角色行走完毕,停留位置有彩票标志导致发送的彩票消息,则购买彩票完毕后,需要发送处理角色上下左右相邻地块的消息

if(moveTag == GOEND)

{

CocosToast::createToast(this, String::createWithFormat("%s %d",LanguageString::getInstance()->getLanguageString(BUY_LOTTERY)->getCString(),BUY_LOTTERY_MONEY)->getCString(), TOAST_SHOW_TIME,player2->getPosition(),(SEL_CallFun)&GameBaseScene::sendMSGDealAroundLand2);

}

//如果是走完一步,就是路过彩票标示发送的彩票消息,则发送行走下一步的消息,继续走下一步

else if(moveTag ==MOVEPASS)

{

CocosToast::createToast(this, String::createWithFormat("%s %d",LanguageString::getInstance()->getLanguageString(BUY_LOTTERY)->getCString(),BUY_LOTTERY_MONEY)->getCString(), TOAST_SHOW_TIME,player2->getPosition(),(SEL_CallFun)&GameBaseScene::sendMSGMoveOneStep);

}

break;

}

}

break;

}

}

//发送走下一步的消息

void GameBaseScene::sendMSGMoveOneStep()

{

NotificationCenter::getInstance()->postNotification(MSG_MOVE_ONE_STEP,String::createWithFormat("%d",MSG_MOVE_ONE_STEP_TAG));

}

//对话框购买或取消按键点击后的回调函数

void GameBaseScene::lotteryButtonCallback(Node *pNode)

{

//如果点击的是购买按键

if(pNode->getTag() != -1 && pNode->getTag() != Btn_Cancel_TAG)

{

//更新角色1的彩票容器

player1->lottery_vector.push_back(pNode->getTag());

//更新资金

refreshMoneyLabel(player1,-BUY_LOTTERY_MONEY);

//如果是角色行走完毕,停留位置有彩票标志导致发送的彩票消息,则购买彩票完毕后,需要发送处理角色上下左右相邻地块的消息

if(moveTag == GOEND)

{

CocosToast::createToast(this, String::createWithFormat("%s %d",LanguageString::getInstance()->getLanguageString(BUY_LOTTERY)->getCString(),BUY_LOTTERY_MONEY)->getCString(), TOAST_SHOW_TIME,player1->getPosition(),(SEL_CallFun)&GameBaseScene::sendMSGDealAroundLand2);

}else if(moveTag ==MOVEPASS)//如果是走完一步,就是路过彩票标示发送的彩票消息,则发送行走下一步的消息,继续走下一步

{

CocosToast::createToast(this, String::createWithFormat("%s %d",LanguageString::getInstance()->getLanguageString(BUY_LOTTERY)->getCString(),BUY_LOTTERY_MONEY)->getCString(), TOAST_SHOW_TIME,player1->getPosition(),(SEL_CallFun)&GameBaseScene::sendMSGMoveOneStep);

}

pNode->getParent()->getParent()->removeFromParent();

}

else //处理取消按键

{

pNode->getParent()->getParent()->removeFromParent();

if(moveTag == GOEND)

{

sendMSGDealAroundLand2();

}else if(moveTag ==MOVEPASS)

{

sendMSGMoveOneStep();

}

}

}

7、

在控制器中注册走下一步的观察者

void RicherGameController::registerNotificationObserver()

{

.....

NotificationCenter::getInstance()->addObserver(

this,

callfuncO_selector(RicherGameController::receivedMsg),

MSG_MOVE_ONE_STEP,

NULL);

}

//收到走一不的消息后,调用moveOneStep ,继续下一步的行走,至此购买彩票事件处理完毕

void RicherGameController::receivedMsg(Object* data)

{

..............

if(retMsgType == MSG_MOVE_ONE_STEP_TAG)

{

moveOneStep(_richerPlayer);

}

}

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未完待续........................

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