Cocos2d-x 3.2 大富翁游戏项目开发-第十四部分 购买空地动画,cocos2d-x项目开发
在购买空地时,我们增加动画效果:
该动画包含2部分,第一部分是让脚印由小变大,再由大变小,第二部分是脚印变小后,播放一个粒子效果。
首先下载粒子编辑工具:Cocos2d-x-ParticleEditor这是一个开源免费的工具,下载地址为:
https://github.com/chaseli/Cocos2d-x-ParticleEditor-for-Windows
打开bin目录下的ParticleEditor.exe 开启工具,里面包含了粒子实例,我们可以从中选取部分粒子效果为我所用,也可以自己编辑效果,总之采用这个工具编辑粒子非常方便。大家可以边修改右边的数据边浏览效果。
我们开始修改一下我们的代码,把动作和粒子效果添加进来
1、 首先修改一下RicherGameController部分代码
<span style="color:#333333;">void RicherGameController::endGo()
{
GameBaseScene::pathMarkVector.at(stepHasGone)->setVisible(false);
stepHasGone++;
if(stepHasGone >= stepsCount)
{
//当角色走完之后,都调用handlePropEvent方法,处理道具相关事项
handlePropEvent();
return;
}
currentRow = nextRow;
currentCol = nextCol;
moveOneStep(_richerPlayer);
log("go end");
}
</span>
<span style="color:#333333;">void RicherGameController::handlePropEvent()
{
……………………………
for (int i = 0; i < 4; i++)
{
Point ptMap = Util::GL2map(Vec2(positionAroundEnd[i][0],positionAroundEnd[i][1]), GameBaseScene::_map);
int titleId = GameBaseScene::landLayer->getTileGIDAt(ptMap);
if(titleId == GameBaseScene::blank_land_tiledID)
{
…………………………
//在这里把角色的tag从消息中发送出去
String * str = String::createWithFormat("%d-%f-%f-%d",MSG_BUY_BLANK_TAG,x,y,_richerPlayer->getTag());
NotificationCenter::getInstance()->postNotification(MSG_BUY,str);
break;
}
}
}
</span>
2、修改GameBaseScene.cpp文件
<span style="color:#333333;">这个方法主要是把动作相关的脚印精灵加载进来,便于后期使用
void GameBaseScene::doSomeForParticle()
{
scaleby1ForBuyLand = ScaleBy::create(0.1, 1.5);
scaleby2ForBuyLand = ScaleBy::create(0.5, 0.7);
scaleby1ForBuyLand->retain();
scaleby2ForBuyLand->retain();
foot1Sprite = Sprite::create(PLAYER1_1_PARTICLE_PNG);
addChild(foot1Sprite);
foot1Sprite->setAnchorPoint(ccp(0,0));
foot2Sprite = Sprite::create(PLAYER2_1_PARTICLE_PNG);
addChild(foot2Sprite);
foot2Sprite->setAnchorPoint(ccp(0,0));
}
</span>
<span style="color:#333333;">GameBaseScene.cpp中的receivedNotificationOMsg方法根据消息分别处理
void GameBaseScene::receivedNotificationOMsg(Object* data)
{
…………………………
case MSG_BUY_BLANK_TAG:
{
buy_land_x = messageVector.at(1)->floatValue();
buy_land_y = messageVector.at(2)->floatValue();
int playerTag = messageVector.at(3)->intValue();
//当接收到前面RicherGameController 发送来的购买空地块的消息后,根据角色分别处理
switch(playerTag)
{
case PLAYER_1_TAG: //当是主角时 ,调用showBuyLandDialog方法,弹出对话框 交由人工处理
{
showBuyLandDialog(MSG_BUY_BLANK_TAG);
break;
}
case PLAYER_2_TAG://当是第二个角色时,不会弹出对话框,直接买地,运行动画,播放粒子效果
{
Point pointOfGL = Util::map2GL(ccp(buy_land_x,buy_land_y),GameBaseScene::_map);
foot2Sprite->setVisible(true);
foot2Sprite->setPosition(pointOfGL);
Point pointOfMap = ccp(buy_land_x,buy_land_y);
foot2Sprite->runAction(Sequence::create(scaleby1ForBuyLand, scaleby2ForBuyLand,</span>
<span style="color:#333333;"><span style="white-space:pre"></span>CallFunc::create([this,pointOfMap,pointOfGL]()
{
playParticle(pointOfGL,PLAYER2_1_PARTICLE_PLIST);
foot2Sprite->setVisible(false);
landLayer->setTileGID(player2_building_1_tiledID,ccp(buy_land_x,buy_land_y));
NotificationCenter::getInstance()->postNotification(MSG_PICKONE_TOGO,String:<span style="white-space:pre"></span>:createWithFormat("%d",MSG_PICKONE_TOGO_TAG));
}
),NULL));
break;
}
}
break;
}
…………………………………..
}
}
</span>
3、
接着看主角(人工)点击对话框中的确认按钮后,动作的执行情况
<span style="color:#333333;">void GameBaseScene::buyLandCallback(Node *pNode)
{
if(pNode->getTag() == Btn_OK_TAG)
{
switch(popDialog->getDataTag())
{
case MSG_BUY_BLANK_TAG:
{
//当点击空白地块购买的确认按钮后,首先把land层地块的坐标转换成GL坐标
Point pointOfGL = Util::map2GL(ccp(buy_land_x,buy_land_y),GameBaseScene::_map);
foot1Sprite->setVisible(true);
foot1Sprite->setPosition(pointOfGL);
Point pointOfMap = ccp(buy_land_x,buy_land_y);
//让foot 图片顺序执行放大缩小的动画,然后调用playParticle方法,播放粒子效果
foot1Sprite->runAction(Sequence::create(scaleby1ForBuyLand, scaleby2ForBuyLand,</span>
<span style="color:#333333;"><span style="white-space:pre"></span>CallFunc::create([this,pointOfMap,pointOfGL](){
playParticle(pointOfGL,PLAYER1_1_PARTICLE_PLIST);
//让foot图片隐藏,并设置land的Title的gid,更换成foot图块
foot1Sprite->setVisible(false);
landLayer->setTileGID(player1_building_1_tiledID,pointOfMap);
}
),NULL));
log( "need $1000 ");
break;
}
case MSG_BUY_LAND_1_TAG:
……………………..
}
popDialog->setVisible(false);
//1秒后,发送消息,让其他角色行走
this->scheduleOnce(schedule_selector( GameBaseScene::sendMSGPickOneToGO),1.0f);
log("Btn_OK_TAG");
}
……………………………………
}
</span>
<span style="color:#333333;">//粒子播放方法,就是加载粒子的plist文件,然后添加进来,播放完毕后释放 。
voidGameBaseScene::playParticle(Point point ,char* plistName)
{
ParticleSystem* particleSystem_foot = ParticleSystemQuad::create(plistName);
particleSystem_foot->retain();
ParticleBatchNode *batch = ParticleBatchNode::createWithTexture(particleSystem_foot->getTexture());
batch->addChild(particleSystem_foot);
addChild(batch);
particleSystem_foot->setPosition( point + ccp(tiledWidth/2,tiledHeight/2));
particleSystem_foot->release();
}
</span>
效果如图
点击下载代码http://download.csdn.net/detail/lideguo1979/8315969
未完待续...................
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