标题有点大。内容有点水哈。最近app上架,空闲时间比较多,于是开始重构代码。发现重构是件很好玩的事情,可以把以前看过的设计模式实验一番。可惜水平有点浅,所以高手就回避吧。
看过一本书,叫《cocos2d-x高级开发教程-制作自己的捕鱼达人》。里面有个观点是,scene应该是MVC里面的control层。后来想了想还是挺有道理的,这几天就实践了一把。其实cocos2d-x有自己的图形界面工具,但是实际的做法很简单,我也懒得去学(也可能是我闭门造车哈)。quick里面的MVC 还是很简单的,scene来处理业务逻辑,UI可以用数据驱动。
首先将生成UI的数据写到lua table中,格式如下:
local firstLogin = { class = "CCNode", name = "root", childrens = { { name = "loginMenu", class = "CCMenu", items = { {name = "loginBg", class = "ImageMenuItem", options = { image = {class = "CCSprite9Scale", file = "res/ui030_1_2.png", size = CCSize(275, 75)}, imageSelected = {class = "CCSprite9Scale", file = "res/ui030_1_8.png", size = CCSize(275, 75)}, tag = 11, pos = CCPoint(172, display.height - 408) } }, {name = "registBg", class = "ImageMenuItem", options = { image = {class = "CCSprite9Scale", file = "res/ui030_1_2.png", size = CCSize(275, 75)}, imageSelected = {class = "CCSprite9Scale", file = "res/ui030_1_8.png", size = CCSize(275, 75)}, tag = 13, pos = CCPoint(467, display.height - 408) } }, }, tag = 1112 }, { name="label1", class="UILabel", options={text="登录",size=30,color=ccc3(255, 255, 255)}, pivot="center", x=172, y=display.height - 410, tag=10 } }, tag = 44 } return firstLogin当然,你也可以不用这么写,毕竟不用cocos2d自带的UI生成工具就是为了发挥自主性,只要你觉得容易解析,数据格式怎么定义都无所谓。
然后去解析数据,这里用了一下工厂模式,将数据传入工厂,工厂负责解析数据,最后交由具体的车间去生产。由于层级不是固定的,存在子结点与父结点的关系。所以工厂最后用递归来写一下。生成结点代码如下(这里要注意一下,child:addTo(parent)根据tag是检索不到child的,要用tag检索就要使用parent:addChild())。
function NodeInflater:inflate_luaTable(param, parentNode) local rootNode = param -- 创建自己 local node = self:createNodeFromTag(rootNode.class, rootNode) -- 孩子 self:rInflate(rootNode, node) -- 加到父节点上去 parentNode:addChild(node) return node end
function NodeFactory:onCreateNode(jsonNode) local uiNode local className = jsonNode.class -- 判断控件的类型 if "UIImage" == className then -- sprite uiNode = self:onCreateNode_UIImage(jsonNode) elseif "CCNode" == className then -- node uiNode = self:onCreateNode_CCNode(jsonNode) elseif "UIPushButton" == className then -- UIPushButton uiNode = self:onCreateNode_UIPushButton(jsonNode) elseif "UILabel" == className then -- label uiNode = self:onCreateNode_UILabel(jsonNode) elseif "UISlider" == className then --slider uiNode = self:onCreateNode_UISlider(jsonNode) elseif "CCProgressTimer" == className then --progresstimer uiNode = self:onCreateNode_CCProgressTimer(jsonNode) elseif "CCMenu" == className then -- CCMenu uiNode = self:onCreateNode_CCMenu(jsonNode) elseif "CCSprite" == className then -- CCSprite uiNode = self:onCreateNode_CCSprite(jsonNode) elseif "CCSprite9Scale" == className then uiNode = self:onCreateNode_CCSprite9Scale(jsonNode) end -- 应用 self:applyNodeAttributesByJsonNode(uiNode, jsonNode) return uiNode end
最后是在scene中生成UI并添加逻辑(以menu为例),
local function loginSelected(tag) end -- 生成first login local fileName = "app.data.FirstLoginData" require("app.Utils.NodeInflater"):easyRootInflater():inflate(fileName, layer) -- 为menu添加触摸事件 local menuItems = layer:getChildByTag(44):getChildByTag(1112):getChildren() for i=1,menuItems:count() do menuItems:objectAtIndex(i-1):registerScriptTapHandler(loginSelected) end
原文地址:http://blog.csdn.net/helius_sun/article/details/42032143