当角色途经彩票的标志或停留位置有彩票标志时,弹出购买彩票的对话框,提示购买彩票,已买过的号码,不显示。当机器对手途经时则直接购买彩票。
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1步就会进入该方法,判断是不是有彩票标示图标,有的话发送MSG_LOTTERY彩票消息,MOVEPASS标示走完1步的标志
void RicherGameController::endGo()
{
...................
Size titleSize = GameBaseScene::wayLayer->getLayerSize();
int passId = GameBaseScene::wayLayer->getTileGIDAt(Point(currentCol,titleSize.height-currentRow⑴));
if(passId == GameBaseScene::lottery_tiledID)
{
String * str = String::createWithFormat("%d-%f-%f-%d-%d",MSG_LOTTERY_TAG,1.0f,1.0f,_richerPlayer->getTag(),MOVEPASS);
NotificationCenter::getInstance()->postNotification(MSG_LOTTERY,str);
return;
}
..............
}
3、
角色行走终了后,判断停留地点是不是有彩票标志,有的话发送MSG_LOTTERY彩票消息,GOEND标示行走终了的标志
void RicherGameController::handlePropEvent()
{
...............
if(endId == GameBaseScene::lottery_tiledID)
{
String * str = String::createWithFormat("%d-%f-%f-%d-%d",MSG_LOTTERY_TAG,pointInMap.x,pointInMap.y,_richerPlayer->getTag(),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;
//背景色彩
layerColorBG = LayerColor::create(Color4B(100,100,100,255),width⑸,height⑸);
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1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(0,0,0));
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, 40,40, center.width+20+row*(size.width/11), (winSize.height/2+30)⑷0*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);
//遍历已选择过的彩票容器,把已选过的置为不可见
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,放入已选择过的彩票容器。参数_vector是表示已选择过的,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,看看是怎样显示出彩票对话框的
/注册彩票消息的视察者
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1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, BUTTON_BG3, 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,不弹出对话框
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采票容器中
player2->lottery_vector.push_back(random_lottery_number);
//更新角色资金
refreshMoneyLabel(player2,-BUY_LOTTERY_MONEY);
//如果是角色行走终了,停留位置有彩票标志致使发送的彩票消息,则购买彩票终了后,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1步,就是途经彩票标示发送的彩票消息,则发送行走下1步的消息,继续走下1步
else if(moveTag == MOVEPASS)
{
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::sendMSGMoveOneStep);
}
break;
}
}
break;
}
}
//发送走下1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() != ⑴ && 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);
//如果是角色行走终了,停留位置有彩票标志致使发送的彩票消息,则购买彩票终了后,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,player1->getPosition(),(SEL_CallFun)&GameBaseScene::sendMSGDealAroundLand2);
}else if(moveTag == MOVEPASS)//如果是走完1步,就是途经彩票标示发送的彩票消息,则发送行走下1步的消息,继续走下1步
{
CocosToast::createToast(this, String::createWithFormat("%s %d",LanguageString::getInstance()->getLanguageString(BUY_LOTTERY)->getCString(),BUY_LOTTERY_MONEY)->getCString(), TOAST_SHOW_TIME,player1->getPosition(),(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1步的视察者
void RicherGameController::registerNotificationObserver()
{
.....
NotificationCenter::getInstance()->addObserver(
this,
callfuncO_selector(RicherGameController::receivedMsg),
MSG_MOVE_ONE_STEP,
NULL);
}
//收到走1不的消息后,调用moveOneStep ,继续下1步的行走,至此购买彩票事件处理终了
void RicherGameController::receivedMsg(Object* data)
{
..............
if(retMsgType == MSG_MOVE_ONE_STEP_TAG)
{
moveOneStep(_richerPlayer);
}
}
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未完待续........................