Cocos2d-x 3.2 大富翁游戏项目开发-第二十三部分 购买彩票

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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);
	}	
	
}


点击下载代码


未完待续........................

原文链接:https://www.f2er.com/cocos2dx/344794.html

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