Cocos2d-X 3.4版-自定义血量条《赵云要格斗》

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在ProgressView中,主要有变化的地方就是Rect的构造方式改变了。从CCReckMake改为Rect::Rect(...);

血量条的基本思路就是以要显示在Scene上的血量条的长度作为基准,通过比较玩家当前的血量,和总血量

对学两条选择性的显示一部分,来表示玩家血量的变化。

ProgressView.h

////  ProgressView.h//  Fight////  Created by Cytzrs on 15/2/3.////#ifndef __Fight__ProgressView__#define __Fight__ProgressView__#include <iostream>#include "cocos2d.h"using namespace cocos2d;class ProgressView : public Node{public:    ProgressView();    public://设置血条背景    void setBackgroundTexture(const char *pName);//设置血条前景    void setForegroundTexture(const char *pName);//设置总血量    void setTotalProgress(float total);//设置当前血量    void setCurrentProgress(float progress);//得到当前血量    float getCurrentProgress() const;//得到总血量    float getTotalProgress() const;    private://设置前景血条显示的长度    void setForegroundTextureRect(const Rect &rect);    private:    Sprite *m_progressBackground;//背景血条    Sprite *m_progressForeground;//前景血条    float m_totalProgress;//总血量    float m_currentProgress;//当前血量    float m_scale;//放大倍数};#endif /* defined(__Fight__ProgressView__) */
ProgressView.cpp

////  ProgressView.cpp//  Fight////  Created by Cytzrs on 15/2/3.////#include "ProgressView.h"ProgressView::ProgressView(): m_progressBackground(NULL), m_progressForeground(NULL), m_totalProgress(0.0f), m_currentProgress(0.0f), m_scale(1.0f){    }void ProgressView::setBackgroundTexture( const char *pName ){    m_progressBackground = Sprite::create(pName);    this->addChild(m_progressBackground);}void ProgressView::setForegroundTexture( const char *pName ){    m_progressForeground = Sprite::create(pName);    m_progressForeground->setAnchorPoint(Vec2(0.0f, 0.5f));//设置锚点    m_progressForeground->setPosition(Vec2(-m_progressForeground->getContentSize().width * 0.5f, 0));    this->addChild(m_progressForeground);}void ProgressView::setTotalProgress( float total ){    if (m_progressForeground == NULL) {return;}    m_scale = m_progressForeground->getContentSize().width / total;    m_totalProgress = total;}void ProgressView::setCurrentProgress( float progress ){    if (m_progressForeground == NULL) {return;}    if (progress < 0.0f) {progress = 0.0f;}    if (progress > m_totalProgress) {progress = m_totalProgress;}    m_currentProgress = progress;    float rectWidth = progress * m_scale;    const Point from = m_progressForeground->getTextureRect().origin;    const Rect rect = Rect::Rect(from.x, from.y, rectWidth, m_progressForeground->getContentSize().height);    setForegroundTextureRect(rect);}void ProgressView::setForegroundTextureRect( const Rect &rect ){    m_progressForeground->setTextureRect(rect);}float ProgressView::getCurrentProgress() const{    return m_currentProgress;}float ProgressView::getTotalProgress() const{    return m_totalProgress;}

最后将血量条加入Scene:

    //设置英雄的血条m_pProgressView = new ProgressView();m_pProgressView->setPosition(Vec2(150, 450));m_pProgressView->setScale(2.2f);m_pProgressView->setBackgroundTexture("xue_back.png");m_pProgressView->setForegroundTexture("xue_fore.png");m_pProgressView->setTotalProgress(100.0f);m_pProgressView->setCurrentProgress(100.0f);//this->addChild(m_pProgressView, 2);        //下面两个是为了让血条更好好看Sprite *xuekuang=Sprite::create("kuang.png");//添加血条的框架xuekuang->setPosition(Vec2(m_pProgressView->getPositionX(),m_pProgressView->getPositionY()));Sprite *touxiang=Sprite::create("touxiang.png");//添加英雄的左上角的小头像touxiang->setPosition(Vec2(m_pProgressView->getPositionX()-120,m_pProgressView->getPositionY()));this->addChild(touxiang,2);this->addChild(xuekuang,2);this->addChild(m_pProgressView, 2);
其中xuekuang,touxiang两个精灵与血量条的实现无关,只是起到装饰作用,所以要通过m_pProgressView的位置

来决定把自己放在那里来进行装饰。

然后再血量需要改变的地方调用

m_pProgressView->setCurrentProgress(m_pProgressView->getCurrentProgress()-1);
通过改变setCurrentProgress的参数来改变血量值,通常的做法是对当前的血量加减来实现。


关于学两条,在我自己的工作经历中,我选择了使用ControlSlider控件来实现,下边是我的方式:

首先在XXX.h中(我的是HellWorld.h)声明一个ControlSlider实例:

ControlSlider *slider;
然后再.cpp中这样使用:

    slider = ControlSlider::create(Sprite::create("xue_back1.png"),Sprite::create("xue_fore1.png") ,Sprite::create() );    slider->setAnchorPoint(Vec2(0.0f, 0.5f));    slider->setMinimumValue(0.0f); // Sets the min value of range    slider->setMaximumValue(100.0f); // Sets the max value of range    slider->setPosition(kuang->getPositionX()+1, kuang->getPositionY());    slider->setEnabled(false);    this->addChild(slider);        slider->addTargetWithActionForControlEvents(this, cccontrol_selector(HelloWorld::valueChanged), Control::EventType::VALUE_CHANGED);

同样的,我们还是采用类似的方法来改变血量条的现实:

slider->setValue(slider->getValue()+1);

最后,通过给ControllSlider设置回调,我们可以再slider发生变化时做一些特定的是,不过我现在还没想到要做什么

暂且打个log吧。

代码入下:

void valueChanged(Ref *sender, Control::EventType controlEvent);

void HelloWorld::valueChanged(Ref *sender, Control::EventType controlEvent){    log("---df-ds-f-%f", slider->getValue());    if(slider->getValue() > -0.0000001 && slider->getValue() < 0.0000001)    {        for(int i = 0; i < 100; i++)        {            log("U dE");        }    }}


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