跟前面第18部分处理,问号事件一样,角色行走完毕后,还要检查停留问题是否有积分卡,如果有则增加相应的体力值
1、新建Item_strength_up类,该类用来显示角色体力回升的动画。
void Item_strength_up::addItemSpriteFrameCache()
{
itemSpriteFrameCache = SpriteFrameCache::getInstance();
itemSpriteFrameCache->addSpriteFramesWithFile("images/strength_up.plist","images/strength_up.png");
memset(name, 0, 20);
for (int i=1; i<=14; i++)
{
sprintf(name, "strength_up_%02d.png",i);
item_anim_vector.pushBack(itemSpriteFrameCache->getSpriteFrameByName(name));
}
}
void Item_strength_up::setItemAnimate()
{
if(!AnimationCache::getInstance()->getAnimation("strength_up_animation"))
{
AnimationCache::getInstance()->addAnimation(Animation::createWithSpriteFrames(item_anim_vector,0.1f),"strength_up_animation");
}
normal_anmi = Animate::create(AnimationCache::getInstance()->getAnimation("strength_up_animation"));
normal_anmi->retain();
}
2、在RicherGameController类的handlePropEvent方法中,添加积分卡的判断,如果停留位置有积分卡,则发送增加体力的MSG_STRENGTH_UP消息
void RicherGameController::handlePropEvent()
{
.........
if(endId == GameBaseScene::strength_30_tiledID)
{
String * str = String::createWithFormat("%d-%f-%f-%d",MSG_STRENGTH_UP30_TAG,pointInMap.x,pointInMap.y,_richerPlayer->getTag());
NotificationCenter::getInstance()->postNotification(MSG_STRENGTH_UP,str);
return;
}
if(endId == GameBaseScene::strength_50_tiledID)
{
String * str = String::createWithFormat("%d-%f-%f-%d",MSG_STRENGTH_UP50_TAG,pointInMap.x,pointInMap.y,_richerPlayer->getTag());
NotificationCenter::getInstance()->postNotification(MSG_STRENGTH_UP,str);
return;
}
if(endId == GameBaseScene::strength_80_tiledID)
{
String * str = String::createWithFormat("%d-%f-%f-%d",MSG_STRENGTH_UP80_TAG,pointInMap.x,pointInMap.y,_richerPlayer->getTag());
NotificationCenter::getInstance()->postNotification(MSG_STRENGTH_UP,str);
return;
}
}
3、GameBaseScene中继续注册增加体力值的观察以及处理代码
void GameBaseScene::registerNotificationObserver()
{
.............
NotificationCenter::getInstance()->addObserver(
this,
callfuncO_selector(GameBaseScene::receivedNotificationOMsg),
MSG_STRENGTH_UP,
NULL);
}
receivedNotificationOMsg调用doItemStrengthUp方法,来具体处理体力值增加和体力恢复动画的播放
void GameBaseScene::receivedNotificationOMsg(Object* data)
{
.............
case MSG_STRENGTH_UP30_TAG:
{
doItemStrengthUp(MSG_STRENGTH_UP30_TAG, messageVector.at(3)->intValue());
break;
}
case MSG_STRENGTH_UP50_TAG:
{
doItemStrengthUp(MSG_STRENGTH_UP50_TAG, messageVector.at(3)->intValue());
break;
}
case MSG_STRENGTH_UP80_TAG:
{
doItemStrengthUp(MSG_STRENGTH_UP80_TAG, messageVector.at(3)->intValue());
break;
}
}
4、体力动画播放完毕后,调用发送消息 sendMSGDealAroundLand ,来处理角色上下左右相邻地块事件
void GameBaseScene::doItemStrengthUp(int strengthUp,int playerTag)
{
int strengthValue = 0;
//根据积分卡值,给strengthValue赋相应值
switch(strengthUp)
{
case MSG_STRENGTH_UP30_TAG:
{
strengthValue =30;
break;
}
case MSG_STRENGTH_UP50_TAG:
{
strengthValue =50;
break;
}
case MSG_STRENGTH_UP80_TAG:
{
strengthValue =80;
break;
}
}
switch(playerTag)
{
case PLAYER_1_TAG:
{
//设置item_strength_up在角色的位置可见,播放动画,显示toast。播放完毕设置item_strength_up不可见
item_strength_up->setVisible(true);
item_strength_up->setPosition(player1->getPosition()-ccp(5,0));
Sequence* action = Sequence::create(item_strength_up->getNormal_anmi(),
CallFunc::create([this](){
item_strength_up->setVisible(false);
}
),NULL);
item_strength_up->runAction(action);
CocosToast::createToast(this,
String::createWithFormat("%s %d",LanguageString::getInstance()->getLanguageString(STRENGTH_UP)->getCString(),strengthValue)->getCString(),
TOAST_SHOW_TIME,player1->getPosition());
refreshStrengthLabel(player1,strengthValue);
scheduleOnce(schedule_selector( GameBaseScene::sendMSGDealAroundLand),3.0f);
break;
}
case PLAYER_2_TAG:
{
.............
}
}
}
效果如图