Cocos2d-x 3.2 大富翁游戏项目开发-第二十三部分 购买彩票

Cocos2d-x 3.2 大富翁游戏项目开发-第二十三部分 购买彩票,第1张

概述当角色路过彩票的标志或者停留位置有彩票标志时,d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M

当角色路过彩票的标志或者停留位置有彩票标志时,d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d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);	}		}


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未完待续........................

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