将自己写的一段代码贴上来,抽取的是业务逻辑层,结构比较完整,我将太具体的东西都删除掉了。里面有tableview,帧动画,替换精灵图片,获取系统时间。
local CalWinRateScene = class("CalWinRateScene", function()
return display.newScene("CalWinRateScene")
end)
function CalWinRateScene:ctor()
self.layer = display.newLayer()
self:addChild(self.layer)
-- 生成数据
self:createData()
-- 添加内容和标题
self:addContent()
self:addTopTitle()
self:addTable()
-- 默认选中状态为A
self.layer:getChildByTag(44):getChildByTag(1111):getChildByTag(22):setEnabled(false)
-- 默认焦点在6号位置
self.layer:getChildByTag(1000):cellAtIndex(0):getChildByTag(1):setVisible(true)
end
function CalWinRateScene:addTopTitle()
require("app.Utils.GeneralSceneFactory").new({parentNode = self.layer, title="概率计算器",
backFunction = function()
end})
end
function CalWinRateScene:runFanPaiAnimation(node, calBackFunc, others)
CCDirector:sharedDirector():getActionManager():removeAllActionsFromTarget(node)
-- 进入的时候加载帧动画
local sharedSpriteFrameCache = CCSpriteFrameCache:sharedSpriteFrameCache()
local animation = display.newAnimation({ sharedSpriteFrameCache:spriteFrameByName(others.beginCard),
sharedSpriteFrameCache:spriteFrameByName("animation1.png"),
sharedSpriteFrameCache:spriteFrameByName("animation2.png"),
sharedSpriteFrameCache:spriteFrameByName("animation3.png"),
sharedSpriteFrameCache:spriteFrameByName("animation4.png"),
sharedSpriteFrameCache:spriteFrameByName("animation5.png"),
sharedSpriteFrameCache:spriteFrameByName(others.endCard)},
0.04)
local animate = CCAnimate:create(animation)
local func = CCCallFuncN:create(calBackFunc)
local array = CCArray:create()
array:addObject(func)
array:addObject(animate)
node:runAction(CCSequence:create(array))
end
function CalWinRateScene:runGaiPaiAnimation(node, callBackFunc, others)
end
-- 设置选中之后图标和提示文字的颜色
function CalWinRateScene:setColorSelect(index)
local sharedSpriteFrameCache = CCSpriteFrameCache:sharedSpriteFrameCache()
local frame = sharedSpriteFrameCache:spriteFrameByName("3hua0" .. 1+index .. ".png")
self.layer:getChildByTag(44):getChildByTag(101+index):setColor(ccc3(163, 163, 163))
self.layer:getChildByTag(44):getChildByTag(105+index):setDisplayFrame(frame)
end
-- 还原选中之后的图标和提示文字的颜色
function CalWinRateScene:setColorUnselect(index)
end
-- 判断是否应该,还原相应的花色牌
function CalWinRateScene:needRebackColor(info, term)
local preString = string.sub(info, 1, 1)
local intPrevString = self:stringToInt(info)
local nextString = string.sub(term, 1, 1)
if preString == nextString then
local rebackIndex = math.ceil(intPrevString/13)
self.layer:getChildByTag(44):getChildByTag(1111):getChildByTag(rebackIndex+27):setEnabled(true)
self:setColorUnselect(rebackIndex-1)
end
end
-- 将选中点得选中状态还原
function CalWinRateScene:resetSelectedState(index)
if index < 6 then
-- 公共牌
self.layer:getChildByTag(44):getChildByTag(1111):getChildByTag(index+32):setEnabled(true)
else
-- 选手牌
local tempTable = self:getCellIndexAndSpriteIndex(index)
local cellIndex = tempTable.cellIndex+1
local spriteIndex = tempTable.spriteIndex
local cell = self.layer:getChildByTag(1000):cellAtIndex(cellIndex-1)
if cell then
cell:getChildByTag(spriteIndex):setVisible(false)
end
end
end
-- 添加选中点得状态
function CalWinRateScene:addSelectedState(index)
end
-- 当焦点在tableView中换行时,要做offset的偏移
function CalWinRateScene:makeTableViewMove()
end
-- 获得tableview的列和精灵的相应索引
function CalWinRateScene:getCellIndexAndSpriteIndex(index)
local cellIndex = math.ceil((index-5)/4)
local spriteIndex = cellIndex*4 - (index-5)
if spriteIndex == 0 then
spriteIndex = 4
else
spriteIndex = 4-spriteIndex
end
local tempTable = {}
tempTable.cellIndex = cellIndex-1
tempTable.spriteIndex = spriteIndex
return tempTable
end
function CalWinRateScene:addContent()
local function selectPocker(text, tag)
end
local function selectPublicCard(tag)
end
local function selectDetailCard(tag)
end
local function resetAll()
end
-- 撤销操作
local function cancelSelect()
end
local function addMenuItemClick(tag)
if tag == 11 then
resetAll()
elseif tag == 12 then
-- 删除按钮
elseif tag == 13 then
-- 增加按钮
elseif tag == 14 then
local info = {}
info.HoleCard1 = self.playerCards[1][1]
info.HoleCard2 = self.playerCards[1][2]
info.PublicCards = self.publicCards
info.publicCardsCount = 5
info.PlayerCards = {}
for i=2,self.playerNum do
for j=1,2 do
info.PlayerCards[#info.PlayerCards+1] = self.playerCards[i][j]
end
end
info.PlayerCount = self.playerNum -1
local limit = os.time()
local date=os.date("%Y-%m-%d %H:%M:%S", limit)
print("the begin date is " .. date)
local res = BookUtils:calWinRate(json.encode(info))
print("the res is " .. res)
res = string.sub(res, 1, #res-1)
local resarray = string.split(res, ";")
local tableView = self.layer:getChildByTag(1000)
table.walk(resarray, function(val, key)
local temp = string.sub(val, 1, 6)
local numTemp = tonumber(temp)
local finalTemp = numTemp*100 .. "%"
self.winRate[tonumber(key)] = finalTemp
end)
local height = tableView:getContentOffset().y
tableView:reloadData()
tableView:setContentOffset(CCPoint(0, height), false)
local limit = os.time()
local date=os.date("%Y-%m-%d %H:%M:%S", limit)
print("the end date is " .. date)
elseif tag == 15 then
-- 选牌:8
selectPocker("8", 15)
elseif tag == 16 then
-- 选牌:7
selectPocker("7", 16)
elseif tag == 17 then
-- 选牌:6
selectPocker("6", 17)
elseif tag == 18 then
-- 选牌:5
selectPocker("5", 18)
elseif tag == 19 then
-- 选牌:4
selectPocker("4", 19)
elseif tag == 20 then
-- 选牌:3
selectPocker("3", 20)
elseif tag == 21 then
-- 选牌:2
selectPocker("2", 21)
elseif tag == 22 then
-- 选牌:A
selectPocker("A", 22)
elseif tag == 23 then
-- 选牌:K
selectPocker("K", 23)
elseif tag == 24 then
-- 选牌:Q
selectPocker("Q", 24)
elseif tag == 25 then
-- 选牌:J
selectPocker("J", 25)
elseif tag == 26 then
-- 选牌:10
selectPocker("10", 26)
elseif tag == 27 then
-- 选牌:9
selectPocker("9", 27)
elseif tag == 28 then
-- 区域:黑桃
selectDetailCard(28)
elseif tag == 29 then
-- 区域:红心
selectDetailCard(29)
elseif tag == 30 then
-- 区域:草花
selectDetailCard(30)
elseif tag == 31 then
-- 区域:方片
selectDetailCard(31)
elseif tag == 32 then
-- 区域:撤销
cancelSelect()
elseif tag == 33 then
-- 翻牌1
selectPublicCard(33)
elseif tag == 34 then
-- 翻牌2
selectPublicCard(34)
elseif tag == 35 then
-- 翻牌3
selectPublicCard(35)
elseif tag == 36 then
-- 转牌
selectPublicCard(36)
elseif tag == 37 then
-- 河牌
selectPublicCard(37)
end
end
local fileName = "app.data.WinRateData"
require("app.Utils.NodeInflater"):easyRootInflater():inflate(fileName, self.layer)
local menuItems = self.layer:getChildByTag(44):getChildByTag(1111):getChildren()
for i=1,menuItems:count() do
menuItems:objectAtIndex(i-1):registerScriptTapHandler(addMenuItemClick)
end
end
function CalWinRateScene:createData()
-- 公共牌
self.publicCards = {"-1", "-1", "-1", "-1", "-1"}
-- 对手牌
self.playerCards = {}
for i=1,10 do
self.playerCards[i] = {"-1", "-1"}
end
-- 玩家的个数
self.playerNum = 2
-- 选择的牌 2-A
self.selectPoker = "A"
-- 选择的花色 h,d,s,c
self.selectColor = "-1"
-- 选牌,焦点所在的位置 公共牌1-5, 牌手的牌6-10, 10-14
self.focusPoint = 6
-- 数据
self.winRate = {}
for i=1,10 do
self.winRate[i] = ""
end
-- cell的高度
self.cellHeight = 218
end
-- 将牌型的string转化成int
function CalWinRateScene:stringToInt(text)
end
function CalWinRateScene:addTable()
local winSize = CCDirector:sharedDirector():getWinSize()
local tableView = CCTableView:create(CCSizeMake(display.width, display.height-696-STATUSBARH))
tableView:setDirection(kCCScrollViewDirectionVertical)
tableView:setVerticalFillOrder(kCCTableViewFillTopDown)
tableView:setPosition(CCPointMake(0, 360))
tableView:setBounceable(true)
tableView:setTag(1000)
self.layer:addChild(tableView)
tableView:setZOrder(1)
tableView:registerScriptHandler(handler(self, self.scrollViewDidScroll),CCTableView.kTableViewScroll)
tableView:registerScriptHandler(handler(self, self.scrollViewDidZoom),CCTableView.kTableViewZoom)
tableView:registerScriptHandler(handler(self, self.tableCellTouched),CCTableView.kTableCellTouched)
tableView:registerScriptHandler(handler(self, self.cellSizeForTable),CCTableView.kTableCellSizeForIndex)
tableView:registerScriptHandler(handler(self, self.tableCellAtIndex),CCTableView.kTableCellSizeAtIndex)
tableView:registerScriptHandler(handler(self, self.numberOfCellsInTableView),CCTableView.kNumberOfCellsInTableView)
tableView:registerScriptHandler(handler(self, self.tableCellHighlight),CCTableView.kTableCellHighLight)
tableView:registerScriptHandler(handler(self, self.tableCellUnhighlight),CCTableView.kTableCellUnhighLight)
tableView:reloadData()
end
-- tableview的代理
function CalWinRateScene:scrollViewDidScroll(view)
end
function CalWinRateScene:scrollViewDidZoom(view)
end
function CalWinRateScene:tableCellTouched(table,cell)
local idx = cell:getIdx()
local num = idx + 1
end
function CalWinRateScene:cellSizeForTable(table,idx)
return self.cellHeight, 640
end
-- 将公共牌和玩家的焦点清空
function CalWinRateScene:clearFocus()
end
function CalWinRateScene:tableCellAtIndex(table, idx)
local num = idx + 1
local cell = table:dequeueCell()
if nil == cell then
cell = CCTableViewCell:new()
else
cell:removeAllChildrenWithCleanup(true)
end
-- index的取值1:左1 2:左2 3:右1 4:右2
local function createCard(posx, posy, index)
end
local function createBg(posx, poxy)
end
local function creatWhiteBg(posx, posy)
end
local function creatLable(posx, posy, index)
end
local function addRight()
createBg(330, 0)
createCard(350, 198, 3)
createCard(470, 198, 4)
creatWhiteBg(380, 9)
creatLable(460, 29, 2)
end
local function addLeft()
createBg(50, 0)
createCard(70, 198, 1)
createCard(190, 198, 2)
creatWhiteBg(100, 9)
creatLable(180, 29, 1)
end
if num < math.ceil(self.playerNum*1.0/2) then
addLeft()
addRight()
elseif num == math.ceil(self.playerNum*1.0/2) then
if self.playerNum/2 == math.ceil(self.playerNum*1.0/2) then
addLeft()
addRight()
else
addLeft()
end
end
return cell
end
function CalWinRateScene:numberOfCellsInTableView(table)
return math.ceil(self.playerNum/2)
end
function CalWinRateScene:tableCellHighlight(table, cell)
end
function CalWinRateScene:tableCellUnhighlight(table, cell)
end
return CalWinRateScene
最终的效果图如下:
csdn不能传视频,所以只传一张静态图。具体效果可以下载app:德州培训大师体验。(ps:美术大哥发了一个压缩图片的网址:点击打开链接,mark 一下)