废话不说,直接上代码:
头文件
class Player : public CCObject
{
public:
Player();
~Player();
void updatePkWeiZhi();//设置牌的位置
private:
CC_SYNTHESIZE(bool,m_isDiZhu,IsDiZhu);//是否为地主
CC_SYNTHESIZE(bool,m_isCall,Call);//是否已叫地主
CC_SYNTHESIZE(int,m_iCallNum,CallNum);//叫地主的分数
CC_SYNTHESIZE(CCArray*,m_arrPk,ArrPk);//手里拥有的扑克牌
CC_SYNTHESIZE(CCPoint,m_point,Point);//牌在桌面的初始位置
CC_SYNTHESIZE(int,m_iPlayerClass,PlayerClass);//玩家种类:0为玩家,1为电脑,2为显示的三张牌,3为玩家要出的牌,4为电脑1要出的牌,5为电脑2要出的牌
std::vector<PaiXing> m_vecPX;//保存牌型
CC_SYNTHESIZE(bool,m_isOutPk,IsOutPk);//玩家是否出牌true:出 false:不出
};
源文件
void Player::updatePkWeiZhi(){
CCSize size = CCDirector::sharedDirector()->getVisibleSize();
int x,y;
<span style="white-space:pre"> </span>//计算玩家牌和出的牌的初始位置
if(m_iPlayerClass == 0 || m_iPlayerClass == 3)
{
x = size.width/2-((m_arrPk->count()-1)*pkJianJu+pkWidth)/2;
y = m_point.y;
}
else if(m_iPlayerClass == 1 || m_iPlayerClass == 4 || m_iPlayerClass == 5)
{
x = m_point.x;
y = m_point.y;
}
else if(m_iPlayerClass == 2)
{
x = size.width/2-(m_arrPk->count()*pkWidth+(m_arrPk->count()-1)*pkJianJu)/2;
y = m_point.y;
}
int num = 0;
CCObject* object;
//对牌进行排序
if(m_iPlayerClass != 3 && m_iPlayerClass != 4 && m_iPlayerClass != 5)
for(int i=0; m_arrPk->count()!=0 && i<m_arrPk->count()-1; ++i)
{
for(int j=0; j<m_arrPk->count()-1-i; ++j)
{
Poker* pk1 = (Poker*)m_arrPk->objectAtIndex(j);
Poker* pk2 = (Poker*)m_arrPk->objectAtIndex(j+1);
if(pk1->getNum() < pk2->getNum())
m_arrPk->exchangeObject(pk1,pk2);
}
}
//更新位置
CCARRAY_FOREACH(m_arrPk,object){
Poker* pk = (Poker*)object;
if (m_iPlayerClass == 0 || m_iPlayerClass == 3)
{
pk->showFront();
pk->setPosition(ccp(x+num*pkJianJu+pkWidth/2,y));
}
else if(m_iPlayerClass == 1 || m_iPlayerClass == 4 || m_iPlayerClass == 5)
{
pk->showFront();
if(m_iPlayerClass == 1)
pk->showLast();
pk->setPosition(ccp(x,y-num*pkJianJu));
}
else if(m_iPlayerClass == 2)
{
pk->setPosition(ccp(x+num*pkJianJu+num*pkWidth+pkWidth/2,y));
}
++num;
}
//改变牌的z值或牌的触摸优先
int i=m_arrPk->count()-1;
CCARRAY_FOREACH(m_arrPk,object){
Poker* pk = (Poker*)object;
//改变z值
if (m_iPlayerClass == 1 || m_iPlayerClass == 4 || m_iPlayerClass == 5)
pk->setZOrder(size.height - pk->getPositionY());
if (m_iPlayerClass == 0 || m_iPlayerClass == 3)
pk->setZOrder(pk->getPositionX());
//改变优先级
/* Poker* pk1 = (Poker *)m_arrPk->objectAtIndex(i--);
pk->setTouchPriority(pk1->getPositionX());*/
}
}
这个类最主要的是 updatePkWeiZhi(),它是为了把玩家手中的牌从大到小排序并居中显示。请注意最后一块代码“改变牌的z值或牌的触摸优先级”,为什么要这么做呢?这是因为牌的顺序换了之后,底下的牌有的会覆盖到另一个牌之上,改变触摸优先级也是同理。
源码请前往前三章下载!