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,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",MSG_LOTTERY_TAG,pointInMap.x,pointInMap.y,_richerPlayer->getTag(),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(100,100,100,255),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menuitemMenu* 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(0,0,0));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, 40,40, 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, BUTTON_BG3, 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, String::createWithFormat("%s %d",LanguageString::getInstance()->getLanguageString(BUY_LOTTERY)->getCString(),BUY_LOTTERY_MONEY)->getCString(), TOAST_SHOW_TIME,player2->getPosition(),(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, String::createWithFormat("%s %d",LanguageString::getInstance()->getLanguageString(BUY_LOTTERY)->getCString(),BUY_LOTTERY_MONEY)->getCString(), TOAST_SHOW_TIME,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, String::createWithFormat("%s %d",LanguageString::getInstance()->getLanguageString(BUY_LOTTERY)->getCString(),BUY_LOTTERY_MONEY)->getCString(), TOAST_SHOW_TIME,player1->getPosition(),(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);}}


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未完待续........................


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