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cocos2dx3.2格斗类游戏人物选择界面

时间:2017-06-29 22:15:17      阅读:174      评论:0      收藏:0      [点我收藏+]

标签:cocos2dx3 格斗 格斗游戏 事件

先看最终实现的效果图:

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创建以人物选择场景 ChooseHero.h

#ifndef __CHOOSE_HERO_H__
#define __CHOOSE_HERO_H__
#include "cocos2d.h"
#include "ui/CocosGUI.h"
#include "cocos-ext.h"
#include "cocostudio/CocoStudio.h"
using namespace cocos2d::ui;
USING_NS_CC;
class ChooseHero : public Layer
{
public:
static Scene * createScene();
virtual bool init();
void OnGameStartPage(Object *pSender, Widget::TouchEventType type);//创建人物
void textFieldEvent(Object* pSender, Event type);
//void OnBackToLoginPage(Object *pSender, Event type);//返回登录界面
void OnRoleSelect(CCObject *pSender, Widget::TouchEventType type);//角色选择界面
void OnRoleSelect2(CCObject *pSender, Widget::TouchEventType type);//角色选择界面
void OnRoleSelect3(CCObject *pSender, Widget::TouchEventType type);//角色选择界面
bool OnRoleSelectMy(Touch *touch, Event *event);
CREATE_FUNC(ChooseHero);
protected:
//标签
enum
{
enTagStudioMainUiLayer,
enTagRole,
};
intm_nRoleID;//角色ID 1.鸣人2.小樱3.佐助
int btnIndex2;
Button* pBtn_Role ;
Button* pBtn_Role2;
Button* pBtn_Role3;
ImageView * pSelect_Img ;
ImageView * pSelect_Img2;
ImageView * pSelect_Img3;
};
#endif

init实现如下:

bool ChooseHero::init(){
if (!Layer::init()){
return false;
}
m_nRoleID = 1;
//创建主场景UI层
auto pCreateNinja = GUIReader::getInstance()->widgetFromJsonFile("CreateNinja.json");
addChild(pCreateNinja, 100, enTagStudioMainUiLayer);
pCreateNinja->setName("CreateNinjaLayer");
pCreateNinja->setSize(getContentSize());
ArmatureDataManager::getInstance()->addArmatureFileInfo("armature/xiaoyin.ExportJson");
ArmatureDataManager::getInstance()->addArmatureFileInfo("armature/NewProject.ExportJson");
ArmatureDataManager::getInstance()->addArmatureFileInfo("armature/minren1.ExportJson");
////获取开始按钮
Button *pBtn_Create_Team = dynamic_cast<Button*>(pCreateNinja->getChildByName("MainUi")->getChildByName("Btn_Create_Team"));
pBtn_Create_Team->addTouchEventListener(this, toucheventselector(ChooseHero::OnGameStartPage));
////获取输入框
TextField* pTextField = dynamic_cast<TextField*>(pCreateNinja->getChildByName("MainUi")->getChildByName("Team_Name_TextField"));
//CC_BREAK_IF(pTextField == NULL);
pTextField->setTouchEnabled(true);
//pTextField->addEventListenerTextField(this, textfieldeventselector(CNFTeamCreateLayer::textFieldEvent));
pTextField->setText("");
//获取人物按钮
pBtn_Role = static_cast<Button*>(pCreateNinja->getChildByName("MainUi")->getChildByName(String::createWithFormat("Btn_Char_%d", 0 + 1)->getCString()));
pBtn_Role2 = static_cast<Button*>(pCreateNinja->getChildByName("MainUi")->getChildByName(String::createWithFormat("Btn_Char_%d", 1 + 1)->getCString()));
pBtn_Role3 = static_cast<Button*>(pCreateNinja->getChildByName("MainUi")->getChildByName(String::createWithFormat("Btn_Char_%d", 2 + 1)->getCString()));
pSelect_Img = static_cast<ImageView*>(pBtn_Role->getChildByName("Select_Img"));
pSelect_Img2 = static_cast<ImageView*>(pBtn_Role2->getChildByName("Select_Img"));
pSelect_Img3 = static_cast<ImageView*>(pBtn_Role3->getChildByName("Select_Img"));
pBtn_Role->addTouchEventListener(this, toucheventselector(ChooseHero::OnRoleSelect));
pBtn_Role2->addTouchEventListener(this, toucheventselector(ChooseHero::OnRoleSelect2));
pBtn_Role3->addTouchEventListener(this, toucheventselector(ChooseHero::OnRoleSelect3));
pSelect_Img->setVisible(true);
ArmatureDataManager::getInstance()->addArmatureFileInfo("armature/xiaoyin.ExportJson");
ArmatureDataManager::getInstance()->addArmatureFileInfo("armature/NewProject.ExportJson");
ArmatureDataManager::getInstance()->addArmatureFileInfo("armature/minren1.ExportJson");
char cName[3][256] = { "minren1", "xiaoyin", "NewProject" };
Armature *pRole = Armature::create(cName[0]);
pRole->setPosition(ccp(640/ 2, 210));
pRole->setAnchorPoint(ccp(pRole->getAnchorPoint().x, 0));
pRole->getAnimation()->play("hold");
addChild(pRole, 100000, enTagRole);
return true;
}

回调方法实现如下:

void ChooseHero::OnRoleSelect(CCObject *pSender, Widget::TouchEventType type){
if (pBtn_Role == pSender){
pSelect_Img2->setVisible(false);
pSelect_Img3->setVisible(false);
pSelect_Img->setVisible(true);
m_nRoleID = 1;
removeChildByTag(enTagRole);
char cName[3][256] = { "minren1", "xiaoyin", "NewProject" };
Armature *pRole = Armature::create(cName[0]);
pRole->setPosition(ccp(640 / 2, 210));
pRole->setAnchorPoint(ccp(pRole->getAnchorPoint().x, 0));
pRole->getAnimation()->play("hold");
addChild(pRole, 100000, enTagRole);
}
else{
pSelect_Img->setVisible(false);
}
}

可参考文章:cocos2dx3.2实现格斗人物选择界面

本文出自 “单刀提剑笑江湖” 博客,请务必保留此出处http://coco2d.blog.51cto.com/8916380/1943277

cocos2dx3.2格斗类游戏人物选择界面

标签:cocos2dx3 格斗 格斗游戏 事件

原文地址:http://coco2d.blog.51cto.com/8916380/1943277

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