1项目描述
1.1功能描述
使用cocos2dx3.0与C++编写植物大战僵尸,目前完成26种植物编写,后续添加各种僵尸。连载教程陆续更新,apk下载:http://download.csdn.net/detail/luoyikun/9078421
2详细设计
2.1load场景
2.1.1异步加载资源
要求异步加载资源同时显示Loading...的动画效果。项目加载的是一个plist和png。首先加载png。
Director::getInstance()->getTextureCache()->addImageAsync(PATH_GAME_CACHE_PNG,CC_CALLBACK_1(CLoadingScene::onCallPlistImageAsync,this));
PATH_GAME_CACHE_PNG是要加载的大图路径。然后在回调函数中加载plist,加载完成后跳转场景。
void CLoadingScene::onCallPlistImageAsync(Texture2D* texture) { SpriteFrameCache::getInstance()->addSpriteFramesWithFile(PATH_GAME_CACHE_PLIST,texture); CSceneMgr::getInstance()->sceneChange(CSceneMgr::enMainMenuScene);//游戏场景切换进去 }
2.1.2load场景显示加载动画
即显示Loading...最后的三个点会逐步显示。具体思路:
void CLoadingScene::labLoadingShow() { std::string sLoad = "Loading..."; Label* laber = Label::create("","Terminal",50); this->addChild(laber); laber->setAnchorPoint(ccp(0,0.5)); Size sizeWin = Director::getInstance()->getVisibleSize(); laber->setPosition(ccp(sizeWin.width / 2 - 100,sizeWin.height / 2)); Vector<FiniteTimeAction*> m_vecAct; for (int i = 7; i <= (int)sLoad.length(); i++) { auto delay = DelayTime::create(0.1f); m_vecAct.pushBack(delay); std::string str = sLoad.substr(0,i); auto func = [laber,str]() throw() {laber->setString(str); }; auto call = CallFunc::create(func); m_vecAct.pushBack((FiniteTimeAction*)call); } auto delay = DelayTime::create(0.1f); m_vecAct.pushBack(delay); auto func = [laber]() throw() {laber->setString("Loading"); }; auto call = CallFunc::create(func); m_vecAct.pushBack((FiniteTimeAction*)call); RepeatForever* actForever = RepeatForever::create(Sequence::create(m_vecAct)); laber->runAction(actForever); }
最终实现效果,开始游戏显示loading动画,加载完成后进入游戏。
load场景源码下载:
原文链接:https://www.f2er.com/cocos2dx/341490.html