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【cocos2d-x IOS游戏开发-捕鱼达人14】炮弹切换界面

标签: cocos2d-x捕鱼达人界面布局工作
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尊重开发者的劳动成果,转载的时候请务必注明出处:http://blog.csdn.net/haomengzhu/article/details/17150705


上节回顾

【cocos2d-x IOS游戏开发-捕鱼达人13】完善鱼群效果


1、大炮功能分析

基本数据
等级
外观(外观由等级决定)

基本操作
等级改变
炮弹发射

2、大炮布局与事件

额外工作
主界面布局

大炮相关
降级按钮
升级按钮
大炮炮管


具体的实现如下:

初始化player界面层

#ifndef __GAME_UI_MGR_H__
#define __GAME_UI_MGR_H__
#include "../ui/UIBeginLogic.h"
#include "../ui/UIPlayLogic.h"
#include "../include/IGameLogic.h"
namespace fishingjoy
{
	namespace logic
	{
		class CGameUIMgr
		{
			ui::CBeginUILogic* m_pBeginUI;
			ui::CPlayUILogic* m_pPlayUI;
		public:
			CGameUIMgr()
			{

			}
			void init(IGameLogic* pLogic,CCLayer* pUIRoot)
			{
				m_pBeginUI = new ui::CBeginUILogic(pLogic,pUIRoot);
				//初始化player界面
				m_pPlayUI = new ui::CPlayUILogic(pLogic,pUIRoot);
			}
		};
	}
}
#endif
大炮界面层实现:

#ifndef __UI_CANNON_LAYOUT_H__
#define __UI_CANNON_LAYOUT_H__
#include "cocos2d.h"
#include "../include/SignalSlot.h"
USING_NS_CC;
namespace fishingjoy
{
	namespace ui
	{
		class UI_CannonLayout:public CCLayer
		{
		public:
			base::Signal<void(void)> Event_CannonAdd;
			base::Signal<void(void)> Event_CannonReduce;
			CCSprite* m_pCannon;
		public:
			UI_CannonLayout()
			{
				m_pCannon = CCSprite::create("ui/pao5.png",CCRectMake(0,0,64,88));
				//bg->setAnchorPoint(CCPointZero);
				addChild(m_pCannon);
				//add button.
				CCMenuItemSprite* pAdd = CCMenuItemSprite::create(CCSprite::create("ui/button_add.png",CCRectMake(0,0,34.5,42))
					,CCSprite::create("ui/button_add.png",CCRectMake(34.5,0,34.5,42)),this,menu_selector(UI_CannonLayout::onMenu_Add));
				pAdd->setPositionX(50);
				//reduce button.
				CCMenuItemSprite* pReduce = CCMenuItemSprite::create(CCSprite::create("ui/button_reduce.png",CCRectMake(0,0,34.5,42))
					,CCSprite::create("ui/button_reduce.png",CCRectMake(34.5,0,34.5,42)),this,menu_selector(UI_CannonLayout::onMenu_Reduce));
				pReduce->setPositionX(-50);
				//add all of buttons into menu.
				CCMenu* pMenu = CCMenu::create(pAdd,pReduce,NULL);
				pMenu->setPositionX(0);
				pMenu->setPositionY(0);
				//attach to ui node.
				addChild(pMenu);
			}

			void setCannonLevel(int lv)
			{
				m_pCannon->setTextureRect(CCRectMake((lv-1)*64,0,64,88));
			}

		private:
			void onMenu_Add(CCObject* pSender)
			{
				Event_CannonAdd();
			}

			void onMenu_Reduce(CCObject* pSender)
			{
				Event_CannonReduce();
			}
		};
	}
}
#endif

大炮操作逻辑层实现:

#ifndef __PLAY_UI_LOGIC_H__
#define __PLAY_UI_LOGIC_H__
#include "UIPlayLayout.h"
#include "UICannonLayout.h"
#include "../include/IGameLogic.h"
namespace fishingjoy
{
	namespace ui
	{
		class CPlayUILogic
		{
			UI_PlayLayout m_PlayLayout;
			UI_CannonLayout m_CannonLayout;
			logic::IGameLogic* m_pGameLogic;
			int m_iCannonLevel;
		public:
			CPlayUILogic(logic::IGameLogic* p,cocos2d::CCLayer* pParent)
			{
				m_pGameLogic = p;
				pParent->addChild(&m_PlayLayout);
				m_PlayLayout.setVisible(false);
				base::Delegate<void(void)> egs(this,&CPlayUILogic::slot_EnterGame);;
				m_pGameLogic->Event_EnterGameSuccessed+=egs;

				base::Delegate<void(void)> gps(this,&CPlayUILogic::slot_CannonAdd);;
				m_CannonLayout.Event_CannonAdd += gps;

				base::Delegate<void(void)> ges(this,&CPlayUILogic::slot_CannonReduce);
				m_CannonLayout.Event_CannonReduce += ges;
				
				m_PlayLayout.addChild(&m_CannonLayout);
				m_CannonLayout.setPositionX(258);
				m_CannonLayout.setPositionY(25);


				m_iCannonLevel = 1;
			}
		private:
			void slot_EnterGame()
			{
				m_PlayLayout.setVisible(true);
			}

			void slot_CannonAdd()
			{
				m_iCannonLevel++;
				if(m_iCannonLevel > 5)
					m_iCannonLevel = 1;
				m_CannonLayout.setCannonLevel(m_iCannonLevel);
			}

			void slot_CannonReduce()
			{
				m_iCannonLevel--;
				if(m_iCannonLevel < 1)
					m_iCannonLevel = 5;
				m_CannonLayout.setCannonLevel(m_iCannonLevel);
			}
		};
	}
}
#endif

现在可以看到大炮界面了:

本节源代码与工程文件:【资源引用页】

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