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,_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",pointInMap.x,pointInMap.y,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(100,100,255),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)); 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,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,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,(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,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,(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); } }
未完待续........................
原文链接:https://www.f2er.com/cocos2dx/344794.html