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Cocos2d-x 个人笔记 《2048》(5)

时间:2014-09-27 01:19:09      阅读:165      评论:0      收藏:0      [点我收藏+]

标签:cocos2d-x   2048   

- - 想做特效。 我写的合并方法是调用 display 重绘精灵的图片,使用CCActionInterval 后,我打算把重构精灵延时。


然后就乱了。。。动作线程还没执行玩,精灵就销毁了什么的。还有定时器还没执行就又调用定时器什么。


CCScheduler#scheduleSelector. Selector already scheduled...这之类的错误。


果断重写,把每个要移动的矩阵元素 的移动目标保存下来,然后一次执行所有的动作,再延时重载精灵图片。


用了一个 b[][] 存移动到的 坐标。-1 表明没有移动。

My2048[][] 是存2 ^ ?的。

const int PP[]= {0,2,4,8,16,32,64,128,256,512,1024,2048};

举个左移的例子。

memset(b,-1,sizeof(b));
    if(m==1)// left 
    {
        FOR(i,0,4)
        {
            FOR(j,0,4)
            {
                if(My2048[i][j]==0)
			for(int k=j+1; k<4; k++)
			{
				if(My2048[i][k]==0)continue;
				int tmp=My2048[i][j];
				My2048[i][j]=My2048[i][k];
				My2048[i][k]=tmp;
				b[i][k]=i*4+j;
				flag=true;
				break;
			}
				
                for(int k=j+1; k<4; k++)
                {
                    if(My2048[i][k]==0)continue;
                    else if(My2048[i][k]==My2048[i][j])
                    {
                        My2048[i][j]++;
                        My2048[i][k]=0;
                        My2048Point+=PP[My2048[i][j]];
			b[i][k]=i*4+j;
                        flag=true;
                        pointadd=true;
                        break;
                    }
                    else
                        break;
                }
            }
        }

    }

这下顺便可以实现Undo 功能。只需要一个双向队列,队列只保存最近的一些就够了。


在 四个方向判断完了之后就 检查一下是否有成功移动的。有的话就调用动作和延时。

void My2048Scene::Mydisplay()
	{
	FOR(i,0,4)
		FOR(j,0,4)
		{
		if(b[i][j]==-1)continue;

		int x=b[i][j]/4,y=b[i][j]%4;

		CCActionInterval *move_to=CCMoveTo::create(0.2f,ccp(Mysize.width+100*y,Mysize.height-100*x));

		g[i*4+j]->runAction(move_to);
		}
	
	scheduleOnce(schedule_selector(My2048Scene::Myredis),0.2f);

	}

开始有个CCSprite *g[16];  都执行 Move_to 动作0.2秒。

Move_to 线程是跟下面的并发执行的,所以 Myredis用定时器延迟0.2秒执行。

而 Myredis 则是重载精灵图片。

void My2048Scene::Myredis(float dt)
	{
	FOR(i,0,4)
		FOR(j,0,4)
		{
		CCString *str=CCString::createWithFormat("%d.png",My2048[i][j]);

		g[i*4+j]->cleanup();

		g[i*4+j]->initWithFile(str->getCString());

		g[i*4+j]->setPosition(ccp(Mysize.width+100*j,Mysize.height-100*i));

		}
	}

这样就完成了移动特效。


随机生成2or4的时候,使用一个先放大,再缩回原样。

        CCString *str=CCString::createWithFormat("%d.png",My2048[i][j]);
	g[i*4+j]->cleanup();
	g[i*4+j]->initWithFile(str->getCString());
    
    g[i*4+j]->setPosition(ccp(Mysize.width+100*j,Mysize.height-100*i));
	
	CCActionInterval *build_1=CCScaleTo::create(0.2f,1.5f);
	CCActionInterval *build_2=CCScaleTo::create(0.2f,1.0f);
	
	CCActionInterval *build_action=CCSequence::create(build_1,build_2,NULL);
	g[i*4+j]->runAction(build_action);


不过这样写后,我在调试的时候,发现触摸很快的话,定时器一样会出现问题。

我就 bool Go_touch; 让我的 随机生成2or4 这个没有完成的话,触摸是无效的。


        scheduleOnce(schedule_selector(My2048Scene::Myrebui),0.2f);
	scheduleOnce(schedule_selector(My2048Scene::Mytouchflag),0.3f);

rebuil 是Build函数的 延时调用,

touchflag 则是让触摸能被承认。

void My2048Scene::Myrebui(float dt)
	{
	build();
	}
void My2048Scene::Mytouchflag(float dt)
	{
		Go_touch=true;
	}


只需要把Go_touch 放在 ccTouchBegan里面就可以了。

bool My2048Scene::ccTouchBegan(CCTouch *pTouch,CCEvent *pEvent)
{
//开始触摸
	if(Go_touch==false)return false;

    MoveFlag=0;
    startP=pTouch->getLocation();

    return true;
}

不过得记得在 Scene的init 的时候需要 初始化 Go_touch 为 true。不然没法判断触摸。





完整的 2048Scene.h

#pragma once
#include "cocos2d.h"
#include <queue>
using namespace std;
using namespace cocos2d;

class My2048Scene:public CCLayer
	{
	public:
		My2048Scene();
		~My2048Scene();
		
		static CCScene * scene();
		
		void menuCall_restart(CCObject *pSender);
		void menuCall_return(CCObject *pSender);

		virtual void build();
		virtual bool init(); 
		virtual void My2048Move();
		virtual bool My2048Cheack();
		virtual bool My2048union(int m);

		void Myredis(float dt);
		void Myrebui(float dt);
		void Mytouchflag(float dt);

		void Mydisplay();
		void Mypointadd();
		void My2048over();
		void My2048win();
		long long My2048Point;
		int My2048[5][5];
		CCLabelTTF *Mypoint;
		CCSize Mysize;
		CCSize size;
		CCSprite *Overboard;
		void onEnter();
		void onExit();
		virtual bool ccTouchBegan(CCTouch *pTouch,CCEvent *pEvent);
		virtual void ccTouchMoved(CCTouch *pTouch,CCEvent *pEvent);
		virtual void ccTouchEnded(CCTouch *pTouch,CCEvent *pEvent);

		CREATE_FUNC(My2048Scene);
	private:
		bool MoveFlag;
		CCPoint startP,thendP;
		float move_dis;
		void get_ture_callback();
		int Myreverse;
		bool MyWin;
		queue<int>Myque;
		int b[4][4];
		bool Go_touch;
	};


完整的2048Scene.cpp


# include "2048Scene.h"
# include "MyScene.h"
# include <cstring>
# include <ctime>
# include <queue>
using namespace std;
#define FOR(i,a,b) for(int i=a;i<b;i++)

const int xx[]= {0,0,-1,1};
const int yy[]= {-1,1,0,0};

CCSprite *g[16];
const int PP[]= {0,2,4,8,16,32,64,128,256,512,1024,2048};
My2048Scene::My2048Scene()
{

}
My2048Scene::~My2048Scene()
{

}
CCScene* My2048Scene::scene()
{
    // 'scene' is an autorelease object
    CCScene *scene = CCScene::create();

    // 'layer' is an autorelease object
    My2048Scene *layer = My2048Scene::create();

    // add layer as a child to scene
    scene->addChild(layer);

    // return the scene
    return scene;
}
bool My2048Scene::init()
{

    size.width=480,size.height=854;
    move_dis=100;

    CCSprite *background_2048=CCSprite::create("homepage.png");
    background_2048->setPosition(ccp(size.width/2,size.height*0.5));
    this->addChild(background_2048);

    CCSprite *coord_2048=CCSprite::create("2048-coord.png");
    coord_2048->setPosition(ccp(size.width/2,size.height*0.5));
    this->addChild(coord_2048);

    //CCLOG("%f %f\n",size.width,size.height);

    Mysize=coord_2048->getPosition();
    Mysize.width-=150,Mysize.height-=10;
    //CCLOG("%f %f\n",Mysize.width,Mysize.height);


    /*int i=0,j=1;
    CCSprite *sp1=CCSprite::create("5.png");
    sp1->setPosition(ccp(Mysize.width+100*j,Mysize.height-100*i));
    this->addChild(sp1);*/

    CCLabelTTF *My_restart_tmp =CCLabelTTF :: create("restart" ,"FZNHT.ttf",40);
    CCMenuItemLabel *My_restart =CCMenuItemLabel::create(My_restart_tmp,this,menu_selector(My2048Scene::menuCall_restart));
    My_restart->setPosition(ccp(size.width/3*2,size.height*0.6));

    CCLabelTTF *My_return_tmp =CCLabelTTF :: create("return" ,"FZNHT.ttf",40);
    CCMenuItemLabel *My_return =CCMenuItemLabel::create(My_return_tmp,this,menu_selector(My2048Scene::menuCall_return));
    My_return->setPosition(ccp(size.width/3,size.height*0.6));

    CCMenu *menu =CCMenu::create(My_restart,My_return,NULL);
    menu->setPosition(CCPointZero);

    this->addChild(menu);

    CCLabelTTF *Mypoint_borad=CCLabelTTF::create("Point  :","FZNHT.ttf",40);
    Mypoint_borad->setColor(ccc3(255,255,0));
    Mypoint_borad->setPosition(ccp(size.width/5,size.height*0.675));
    this->addChild(Mypoint_borad);

    Mypoint=CCLabelTTF::create("0","FZNHT.ttf",40);
    Mypoint->setColor(ccc3(0,255,255));
    //Mypoint->setAnchorPoint(ccp(size.width/5*4,size.height*0.675));
    Mypoint->setPosition(ccp(size.width/5*4,size.height*0.675));
    this->addChild(Mypoint);


    FOR(m,0,16)
    {
        int i=m/4,j=m%4;
        My2048[i][j]=0;
        CCString *str=CCString::createWithFormat("%d.png",My2048[i][j]);
        g[i*4+j]=CCSprite::create(str->getCString());
        g[i*4+j]->setPosition(ccp(Mysize.width+100*j,Mysize.height-100*i));
        this->addChild(g[i*4+j]);
		//初始化全部覆盖透明图片
    }
    My2048Point=0;
    MyWin=false;
	Go_touch=true;

    time_t t;
    time(&t);
    t%=1000;
    t*=t;
    srand(t);

    build();
    build();
    //setTouchEnabled(false);
    setTouchEnabled(true);
	//设置触摸
    Myreverse=0;
    //My2048win();
    Overboard=NULL;
    return true;
}

void My2048Scene:: build()
{
    FOR(k,0,16)
    {
        int i=k/4,j=k%4;
        if(My2048[i][j]==0)
            Myque.push(k);
    }

    int m=CCRANDOM_0_1()*(Myque.size()-1)+1;
    //CCLOG("%d ",m);
    int tmp;
    while (m--&&!Myque.empty())
    {
        tmp=Myque.front();
        Myque.pop();
    }
    while(!Myque.empty())Myque.pop();
    m=tmp;
    int i=m/4,j=m%4;
    int or_2_4=CCRANDOM_0_1()*10;
    if(or_2_4>=8)
        My2048[i][j]=2;
    else
        My2048[i][j]=1;

	//随机生成2或者4

    CCString *str=CCString::createWithFormat("%d.png",My2048[i][j]);
	g[i*4+j]->cleanup();
	g[i*4+j]->initWithFile(str->getCString());
    
    g[i*4+j]->setPosition(ccp(Mysize.width+100*j,Mysize.height-100*i));
	
	CCActionInterval *build_1=CCScaleTo::create(0.2f,1.5f);
	CCActionInterval *build_2=CCScaleTo::create(0.2f,1.0f);
	
	CCActionInterval *build_action=CCSequence::create(build_1,build_2,NULL);
	g[i*4+j]->runAction(build_action);
	}

void My2048Scene::Myredis(float dt)
	{
	FOR(i,0,4)
		FOR(j,0,4)
		{
		CCString *str=CCString::createWithFormat("%d.png",My2048[i][j]);

		g[i*4+j]->cleanup();

		g[i*4+j]->initWithFile(str->getCString());

		g[i*4+j]->setPosition(ccp(Mysize.width+100*j,Mysize.height-100*i));

		}
	}


void My2048Scene::Mydisplay()
	{
	FOR(i,0,4)
		FOR(j,0,4)
		{
		if(b[i][j]==-1)continue;

		int x=b[i][j]/4,y=b[i][j]%4;

		CCActionInterval *move_to=CCMoveTo::create(0.2f,ccp(Mysize.width+100*y,Mysize.height-100*x));

		g[i*4+j]->runAction(move_to);
		}
	
	scheduleOnce(schedule_selector(My2048Scene::Myredis),0.2f);

	}

bool My2048Scene::My2048union(int m)
{
//合并
    bool flag=false;
    bool pointadd=false;
	memset(b,-1,sizeof(b));
    if(m==1)//l
    {
        FOR(i,0,4)
        {
            FOR(j,0,4)
            {
                if(My2048[i][j]==0)
					for(int k=j+1; k<4; k++)
						{
						if(My2048[i][k]==0)continue;
						int tmp=My2048[i][j];
						My2048[i][j]=My2048[i][k];
						My2048[i][k]=tmp;
						//Mydisplay(i,j,i,k);
						b[i][k]=i*4+j;
						flag=true;
						break;
						}
				
                for(int k=j+1; k<4; k++)
                {
                    if(My2048[i][k]==0)continue;
                    else if(My2048[i][k]==My2048[i][j])
                    {
                        My2048[i][j]++;
                        My2048[i][k]=0;
                        My2048Point+=PP[My2048[i][j]];
                        //Mydisplay(i,j,i,k);
						b[i][k]=i*4+j;
                        flag=true;
                        pointadd=true;
                        break;
                    }
                    else
                        break;
                }
            }
        }

    }
    else if(m==2)//r
    {
        FOR(i,0,4)
        {
            for(int j=3; j>=0; j--)
            {
                if(My2048[i][j]==0)
					for(int k=j-1; k>=0; k--)
						{
						if(My2048[i][k]==0)continue;
						int tmp=My2048[i][j];
						My2048[i][j]=My2048[i][k];
						My2048[i][k]=tmp;
						//Mydisplay(i,j,i,k);
						b[i][k]=i*4+j;
						flag=true;
						break;
						}
				
                for(int k=j-1; k>=0; k--)
                {
                    if(My2048[i][k]==0)continue;
                    else if(My2048[i][k]==My2048[i][j])
                    {
                        My2048[i][j]++;
                        My2048[i][k]=0;
                        My2048Point+=PP[My2048[i][j]];
                        //Mydisplay(i,j,i,k);
						b[i][k]=i*4+j;
                        flag=true;
                        pointadd=true;
                        break;
                    }
                    else
                        break;
                }
            }
            
        }
    }
    else if(m==3)//d
    {
        FOR(i,0,4)
        {
            for(int j=3; j>=0; j--)
            {
                if(My2048[j][i]==0)
					for(int k=j-1; k>=0; k--)
						{
						if(My2048[k][i]==0)continue;
						int tmp=My2048[j][i];
						My2048[j][i]=My2048[k][i];
						My2048[k][i]=tmp;
						//Mydisplay(j,i,k,i);
						b[k][i]=j*4+i;
						flag=true;
						break;
						}
				
                for(int k=j-1; k>=0; k--)
                {
                    if(My2048[k][i]==0)continue;
                    else if(My2048[k][i]==My2048[j][i])
                    {
                        My2048[j][i]++;
                        My2048[k][i]=0;
                        My2048Point+=PP[My2048[j][i]];
                        //Mydisplay(j,i,k,i);
						b[k][i]=j*4+i;
                        pointadd=true;
                        flag=true;
                        break;
                    }
                    else
                        break;
                }
            }
        }
    }
    else if(m==4)//u
    {
        FOR(i,0,4)
        {
            FOR(j,0,4)
            {
                if(My2048[j][i]==0)
					for(int k=j+1; k<4; k++)
						{
						if(My2048[k][i]==0)continue;
						int tmp=My2048[j][i];
						My2048[j][i]=My2048[k][i];
						My2048[k][i]=tmp;
						//Mydisplay(j,i,k,i);
						b[k][i]=j*4+i;
						flag=true;
						break;
						}
				
                for(int k=j+1; k<4; k++)
                {
                    if(My2048[k][i]==0)continue;
                    else if(My2048[k][i]==My2048[j][i])
                    {
                        My2048[j][i]++;
                        My2048[k][i]=0;
                        My2048Point+=PP[My2048[j][i]];
                        //Mydisplay(j,i,k,i);
						b[k][i]=j*4+i;
                        pointadd=true;
                        flag=true;
                        break;
                    }
                    else
                        break;
                }
            }
        }
    }
	if(flag)
	{
		Go_touch=false;
		Mydisplay();
	}
    if(pointadd)
    {
        Mypointadd();
    }

    return flag;
}

void My2048Scene::Mypointadd()
{
//加分
    Mypoint->setString(CCString::createWithFormat("%lld",My2048Point)->getCString());
}
void My2048Scene::Myrebui(float dt)
	{
	//build延时触发
	build();
	}
void My2048Scene::Mytouchflag(float dt)
	{
	//能够触摸
		Go_touch=true;
	}
void My2048Scene::My2048Move()
{
// 开始主动作
    bool flag=false;
    if(Myreverse==0)
        return ;
    else
        flag=My2048union(Myreverse);

    if(flag)
    {
		//等待move_to 完成后再执行
        scheduleOnce(schedule_selector(My2048Scene::Myrebui),0.2f);
		scheduleOnce(schedule_selector(My2048Scene::Mytouchflag),0.3f);
    }
    else
        return;

    bool gameflag=false;
    gameflag=My2048Cheack();
    if(MyWin)
    {
        //system("pause");
        CCLOG("Win\n");
        My2048win();
    }
    else if(!gameflag)
    {
        //system("pause");
        CCLOG("over\n");
        My2048over();
    }
}
void My2048Scene::My2048win()
{
//游戏胜利画面

    Overboard=CCSprite::create("overboard.png");
    Overboard->setPosition(ccp(Mysize.width+150,Mysize.height-150));
    this->addChild(Overboard,100);

    CCLabelTTF *Win_flag=CCLabelTTF::create("YOU WIN","FZNHT.ttf",40);
    Win_flag->setColor(ccc3(255,0,0));
    CCSize tmp=Overboard->getPosition();
    Win_flag->setPosition(ccp(tmp.width-125,tmp.height-125));
    Overboard->addChild(Win_flag);

    CCLabelTTF *board_point=CCLabelTTF::create("0","FZNHT.ttf",30);
    board_point->setString(CCString::createWithFormat("%lld",My2048Point)->getCString());
    board_point->setColor(ccc3(0,0,0));
    board_point->setPosition(ccp(tmp.width/2,tmp.height/6));
    Overboard->addChild(board_point);
    this->setTouchEnabled(false);
}
void My2048Scene::My2048over()
{
//游戏结束画面

    Overboard=CCSprite::create("overboard.png");
    Overboard->setPosition(ccp(Mysize.width+150,Mysize.height-150));
    this->addChild(Overboard,100);

    CCLabelTTF *Lost_flag=CCLabelTTF::create("YOU LOST","FZNHT.ttf",40);
    Lost_flag->setColor(ccc3(0,255,255));
    CCSize tmp=Overboard->getPosition();
    Lost_flag->setPosition(ccp(tmp.width-125,tmp.height-125));
    Overboard->addChild(Lost_flag);

    CCLabelTTF *board_point=CCLabelTTF::create("0","FZNHT.ttf",30);
    board_point->setString(CCString::createWithFormat("%lld",My2048Point)->getCString());
    board_point->setColor(ccc3(0,0,0));
    board_point->setPosition(ccp(tmp.width/2,tmp.height/6));
    Overboard->addChild(board_point);
    this->setTouchEnabled(false);
}

bool My2048Scene::My2048Cheack()
{
//检查胜利或者失败
    bool flag=false;
    FOR(i,0,4)
    FOR(j,0,4)
    {
        if(My2048[i][j]==11)MyWin=true;
    }
    FOR(i,0,4)
    FOR(j,0,4)
    {
        FOR(k,0,4)
        {
            int x=i+xx[k];
            int y=j+yy[k];
            if(x<0||y<0||x>=4||y>=4)continue;

            if(!My2048[i][j]||My2048[i][j]==My2048[x][y])
                return true;
        }
    }
    return false;
}

void My2048Scene::get_ture_callback()
{
//判断触摸方向
    Myreverse=0;
    CCPoint ans=ccpSub(startP,thendP);
    if(ans.x*ans.x+ans.y*ans.y<move_dis*move_dis)return;
    if (fabs(ans.x)>fabs(ans.y))
    {
        if (ans.x>move_dis)
        {
            //CCLOG("l");
            Myreverse=1;

        }
        else if(ans.x<-move_dis)
        {
            //CCLOG("r");
            Myreverse=2;

        }
        else
        {
            return;
        }
    }
    else
    {
        if (ans.y>move_dis)
        {
            //CCLOG("d");
            Myreverse=3;

        }
        else if(ans.y<-move_dis)
        {
            //CCLOG("u");
            Myreverse=4;

        }
        else
            return;
    }
	if(Myreverse==0)return;
	MoveFlag=1;
    My2048Move();

}

void My2048Scene::onEnter()
{
    CCLayer::onEnter();
    CCDirector::sharedDirector()->getTouchDispatcher()->addTargetedDelegate(this,0,false);

}

void My2048Scene::onExit()
{
    CCLayer::onExit();
    CCDirector::sharedDirector()->getTouchDispatcher()->removeDelegate(this);
}
bool My2048Scene::ccTouchBegan(CCTouch *pTouch,CCEvent *pEvent)
{
//开始触摸
	if(Go_touch==false)return false;

    MoveFlag=0;
    startP=pTouch->getLocation();

    return true;
}

void My2048Scene::ccTouchMoved(CCTouch *pTouch,CCEvent *pEvent)
{
//触摸点移动中
	if(MoveFlag)return;
	thendP=pTouch->getLocation();
	Myreverse=0;
	get_ture_callback();

}

void My2048Scene::ccTouchEnded(CCTouch *pTouch,CCEvent *pEvent)
{
//触摸结束
	if(MoveFlag)return;
    thendP=pTouch->getLocation();
    Myreverse=0;
    get_ture_callback();
}

void My2048Scene::menuCall_restart(CCObject *pSender)
{
//restart 菜单
    if(Overboard!=NULL)
        Overboard->removeFromParentAndCleanup(true);
	FOR(i,0,16)
		g[i]->removeFromParentAndCleanup(true);
    CCScene *temps=My2048Scene::scene();
    CCDirector::sharedDirector()->replaceScene(temps);
}
void My2048Scene::menuCall_return(CCObject *pSender)
{
//return 菜单
    CCScene *temps=MyScene::scene();
    CCDirector::sharedDirector()->replaceScene(temps);
}


以及 :My2048_beta_test.apk(论程序员的美术水平……醉了,被评UI丑到爆。)

PS:基友说给我画的图……我觉得我要等很久了……

http://yun.baidu.com/share/link?shareid=1360105856&uk=2065698893

Cocos2d-x 个人笔记 《2048》(5)

标签:cocos2d-x   2048   

原文地址:http://blog.csdn.net/dongshimou/article/details/39588555

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