当路过的地块属于自己的时,如果是第一角色则弹出对话框,提示升级地块,其他角色直接升级地块。
当路过的地块不是自己的时,需要缴纳与地块等级相应的过路费。
修改RicherGameController.cpp文件的handlePropEvent()方法
针对不同的地块,发送不同的消息
void RicherGameController::handlePropEvent() { ………………………… for (int i = 0; i < 4; i++) //遍历角色上下左右相邻位置的地块 { Point ptMap = Util::GL2map(Vec2(positionAroundEnd[i][0],positionAroundEnd[i][1]),GameBaseScene::_map); const int titleId = GameBaseScene::landLayer->getTileGIDAt(ptMap); float x = ptMap.x; float y = ptMap.y; if(titleId == GameBaseScene::blank_land_tiledID)//如果是空地,发送购买消息 { String * str = String::createWithFormat("%d-%f-%f-%d",MSG_BUY_BLANK_TAG,x,y,_richerPlayer->getTag()); NotificationCenter::getInstance()->postNotification(MSG_BUY,str); break; } if(titleId == GameBaseScene::player1_building_1_tiledID)//如果是角色1的等级为1的地块 { if(_richerPlayer->getTag() == PLAYER_1_TAG)//角色1则 发送购买消息,否则发送缴纳过路费消息 { String * str = String::createWithFormat("%d-%f-%f-%d",MSG_BUY_LAND_1_TAG,_richerPlayer->getTag()); NotificationCenter::getInstance()->postNotification(MSG_BUY,str); }else { String * str = String::createWithFormat("%d-%f-%f-%d",MSG_PAY_TOLLS_1_TAG,_richerPlayer->getTag()); NotificationCenter::getInstance()->postNotification(MSG_PAY_TOLLS,str); } break; } if(titleId == GameBaseScene::player1_building_2_tiledID) { …………………//同上 } if(titleId == GameBaseScene::player1_building_3_tiledID) { if(_richerPlayer->getTag() != PLAYER_1_TAG) //如果是角色1的等级为3的地块,当前路过的角色不是角色1则发送缴纳过路费消息 { String * str = String::createWithFormat("%d-%f-%f-%d",MSG_PAY_TOLLS_3_TAG,_richerPlayer->getTag()); NotificationCenter::getInstance()->postNotification(MSG_PAY_TOLLS,str); }else //当路过的角色是角色1,则角色1什么都不做,直接发送消息,进行下一回合行走 { NotificationCenter::getInstance()->postNotification(MSG_PICKONE_TOGO,String::createWithFormat("%d",MSG_PICKONE_TOGO_TAG)); } break; } if(titleId == GameBaseScene::player2_building_1_tiledID) //如果是角色2的等级为1的地块 { if(_richerPlayer->getTag() == PLAYER_2_TAG) { String * str = String::createWithFormat("%d-%f-%f-%d",_richerPlayer->getTag()); NotificationCenter::getInstance()->postNotification(MSG_BUY,str); } break; } if(titleId == GameBaseScene::player2_building_2_tiledID)<span style="font-family: Arial,Helvetica,sans-serif;">//如果是角色2的等级为2的地块</span> { if(_richerPlayer->getTag() == PLAYER_2_TAG) { String * str = String::createWithFormat("%d-%f-%f-%d",MSG_BUY_LAND_2_TAG,MSG_PAY_TOLLS_2_TAG,str); } break; } if(titleId == GameBaseScene::player2_building_3_tiledID)<span style="font-family: Arial,sans-serif;">//如果是角色2的等级为3的地块</span> { if(_richerPlayer->getTag() != PLAYER_2_TAG) { String * str = String::createWithFormat("%d-%f-%f-%d",str); }else { NotificationCenter::getInstance()->postNotification(MSG_PICKONE_TOGO,MSG_PICKONE_TOGO_TAG)); } break; } } }
修改一下GameBaseScene.cpp,注册并处理相关消息
void GameBaseScene::registerNotificationObserver() { ……………….. //新添缴纳过路费消息观察 NotificationCenter::getInstance()->addObserver( this,callfuncO_selector(GameBaseScene::receivedNotificationOMsg),MSG_PAY_TOLLS,NULL); }
void GameBaseScene::receivedNotificationOMsg(Object* data) { ……………………….. case MSG_BUY_BLANK_TAG: ………………… case MSG_BUY_LAND_1_TAG://升级地块等级,脚印地块,升级为海星地块 buy_land_x = messageVector.at(1)->floatValue(); buy_land_y = messageVector.at(2)->floatValue(); int playerTag = messageVector.at(3)->intValue(); switch(playerTag) { case PLAYER_1_TAG: { showBuyLandDialog(MSG_BUY_LAND_1_TAG); break; } case PLAYER_2_TAG: {
<span style="white-space:pre"> </span> //升级地块的方法
buyLand(MSG_BUY_LAND_1_TAG,buy_land_x,buy_land_y,starFish2Sprite,player2_building_2_tiledID,player2,PLAYER2_1_PARTICLE_PLIST); NotificationCenter::getInstance()->postNotification(MSG_PICKONE_TOGO,MSG_PICKONE_TOGO_TAG)); break; } } break; } case MSG_BUY_LAND_2_TAG://海星地块升级为心形地块,方法同上 …………………………… }
void GameBaseScene::buyLand(int buyTag,float x,float y,Sprite* landSprite,int landLevel,RicherPlayer* player,char* particlelistName) { int money =0; //根据升级地块类型,确定需要花费的资金 if(buyTag == MSG_BUY_BLANK_TAG) { money = LAND_BLANK_MONEY; } if(buyTag == MSG_BUY_LAND_1_TAG) { money = LAND_LEVEL_1_MONEY; } if(buyTag == MSG_BUY_LAND_2_TAG) { money = LAND_LEVEL_2_MONEY; } //播放动画和粒子效果,然后更新资金的Label Point pointOfGL = Util::map2GL(ccp(x,y),GameBaseScene::_map); landSprite->setVisible(true); landSprite->setPosition(pointOfGL); Point pointOfMap = ccp(x,y); landSprite->runAction(Sequence::create(scaleby1ForBuyLand,scaleby2ForBuyLand,CallFunc::create([this,pointOfMap,pointOfGL,landSprite,landLevel,player,money,particlelistName]() { playParticle(pointOfGL,particlelistName); landSprite->setVisible(false); landLayer->setTileGID(landLevel,ccp(x,y)); refreshMoneyLabel (player,-money); }),NULL)); }
继续查看receivedNotificationOMsg()方法下面的分支 void GameBaseScene::receivedNotificationOMsg(Object* data) { ……………………. //当收到缴纳过路费的消息时 case MSG_PAY_TOLLS_1_TAG://当缴纳等级为1地块的过路费时,相应参数传到payTolls方法 { buy_land_x = messageVector.at(1)->floatValue(); buy_land_y = messageVector.at(2)->floatValue(); int playerTag = messageVector.at(3)->intValue(); payTolls(MSG_PAY_TOLLS_1_TAG,playerTag); break; } case MSG_PAY_TOLLS_2_TAG: ………………………………. case MSG_PAY_TOLLS_3_TAG: ………………………………….. }
void GameBaseScene::payTolls(int payTag,int playerTag) { //根据消息类型,确定缴纳过路费金额 int money =0; if(payTag == MSG_PAY_TOLLS_1_TAG) { money = LAND_BLANK_MONEY; } if(payTag == MSG_PAY_TOLLS_2_TAG) { money = LAND_LEVEL_1_MONEY; } if(payTag == MSG_PAY_TOLLS_3_TAG) { money = LAND_LEVEL_2_MONEY; } //路过的地块做一个淡出淡入的动画,然后更新相应资金以及label Point pointOfGL = Util::map2GL(ccp(x,GameBaseScene::_map); Sprite* sp = landLayer->getTileAt(ccp(x,y)); sp->runAction(Sequence::create(landFadeOut,landFadeIn,NULL)); RicherPlayer* landOwner = getPlayerByTiled(buy_land_x,buy_land_y); refreshMoneyLabel(landOwner,money); switch(playerTag) { case PLAYER_1_TAG: { refreshMoneyLabel(player1,-money); NotificationCenter::getInstance()->postNotification(MSG_PICKONE_TOGO,MSG_PICKONE_TOGO_TAG)); break; } case PLAYER_2_TAG: { refreshMoneyLabel(player2,-2000); NotificationCenter::getInstance()->postNotification(MSG_PICKONE_TOGO,MSG_PICKONE_TOGO_TAG)); break; } } }
把海星 、心形的精灵,以及淡入淡出动画初始化放在了doSomeForParticle方法 void GameBaseScene::doSomeForParticle() { landFadeOut = FadeOut::create(0.1); landFadeIn = FadeIn::create(0.1); landFadeOut->retain(); landFadeIn->retain(); ……………………….. starFish1Sprite = Sprite::create(PLAYER1_2_PARTICLE_PNG); addChild(starFish1Sprite); starFish1Sprite->setAnchorPoint(ccp(0,0)); starFish2Sprite = Sprite::create(PLAYER2_2_PARTICLE_PNG); addChild(starFish2Sprite); starFish2Sprite->setAnchorPoint(ccp(0,0)); heart1Sprite = Sprite::create(PLAYER1_3_PARTICLE_PNG); addChild(heart1Sprite); heart1Sprite->setAnchorPoint(ccp(0,0)); heart2Sprite = Sprite::create(PLAYER2_3_PARTICLE_PNG); addChild(heart2Sprite); heart2Sprite->setAnchorPoint(ccp(0,0)); }
逻辑比较简单 ,大体流程如图所示:
http://download.csdn.net/detail/lideguo1979/8326817
未完待续.....................
原文链接:https://www.f2er.com/cocos2dx/345108.html