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cocos2dx + lua 中实现 lua的MVC

时间:2015-03-07 15:43:04      阅读:191      评论:0      收藏:0      [点我收藏+]

标签:cocos2dx lua实现类


创建两个类,,CGMainSceneManager是单例,用于MC,CGMainScene 用于V。实现方式类似c++的类


local CGMainScene = class("CGMainScene",function()
    return ZnBaseScene:create()
end)


function CGMainScene.create()
    local scene = CGMainScene.new()
    scene:init()
    
    scene:registerScriptHandler(function(event)
        if "enter" == event then
            scene:enter()
        elseif "exit" == event then 
            scene:exit()
        end
    end)
    
    return scene
end


function CGMainScene:ctor()


    self._visibleSize = cc.Director:getInstance():getVisibleSize()
    self.origin = cc.Director:getInstance():getVisibleOrigin()
    self.schedulerID = nil


end


function CGMainScene:init()


    CGMainManager:instance():init()
    CGMainManager:instance():createBgScrollView()
    self:addChild(CGMainManager:instance()._scrollView)
    CGMainManager:instance():addCheckPoint(CGMainManager:instance()._bgTableName)
    
    
    local pointTable = {}
    pointTable["level"] = 6
    pointTable["state"] = 2
    pointTable["starnum"] = 2
    CGMainManager:instance():setStarandState(pointTable)




    local buttonnode = cc.CSLoader:createNode("ButtonLayer.csb")
    buttonnode:setPosition(VisibleRect.worldSpace(cc.p(self._visibleSize.width / 2 ,  self._visibleSize.height)))
    self:addChild(buttonnode,CGMainManager:instance()._panelZorder.kButtonZorder)
   


    local function ButtonTouchEvent(sender,eventType)
    if eventType == ccui.TouchEventType.began then
        
    elseif eventType == ccui.TouchEventType.ended then
           if sender:getTag() == 1 then
              print("-----------shopButton----============")


            elseif sender:getTag() ==2 then   
              print("-----------RoleButton----============")
            elseif sender:getTag() == 3 then  
              print("-----------incubatorButton----============")
            elseif sender:getTag() == 4 then  
              print("-----------lotteryButton----============")
            elseif sender:getTag() == 5 then  
              print("-----------signButton----============")
            elseif sender:getTag() == 6 then  
              print("-----------TaskButton----============")  
            elseif sender:getTag() == 7 then  
              print("-----------BagButton----============") 
            elseif sender:getTag() == 8 then
              print("-----------button8----============") 
            elseif sender:getTag() == 9 then
              print("-----------button9----============") 
            elseif sender:getTag() == 10 then
              print("-----------button10----============") 
           end
    end  
   end


   
    local children = buttonnode:getChildren()
    local len = table.getn(children)
    for i=1,len do
        children[i]:addTouchEventListener(ButtonTouchEvent)
    end




  
   -- CGMainManager:instance():setOffset()
    
    --关于体力,金币,银币图
    CGMainManager:instance():setPanelEvent()
   local function IconTouchEvent(sender,eventType)
    if eventType == ccui.TouchEventType.began then
        
    elseif eventType == ccui.TouchEventType.ended then


        if sender:getTag() == 1  then
            print("icon energy button  is touch ")
        elseif sender:getTag() == 2 then
            print("icon silver button is touch") 
        elseif sender:getTag() == 3 then 
            print("icon golden button is touch")       
        end
    end  
   end


    CGMainManager:instance()._energyIcon:addTouchEventListener(IconTouchEvent)
    CGMainManager:instance()._goldenIcon:addTouchEventListener(IconTouchEvent)
    CGMainManager:instance()._silverIcon:addTouchEventListener(IconTouchEvent)

    CGMainManager:instance()._panelinfo:setPosition(VisibleRect.worldSpace(cc.p(self._visibleSize.width * 0.15 , 0.1 * self._visibleSize.height))) 
    self:addChild(CGMainManager:instance()._panelinfo,CGMainManager:instance()._panelZorder.kPanelZorder)
    CGMainManager:instance():setPanelInfo()


--CGMainManager:instance():playEffect()


end


function CGMainScene:enter()
    --print("CGMainScene:enter")
end


function CGMainScene:exit()
    --print("CGMainScene:exit")
end


return CGMainScene










local instance = nil


require("CGMainScene")


CGMainManager = class("CGMainManager",function()
    return ZnBaseHandler:create()
end)


function CGMainManager:instance()
    if instance ~= nil then return instance end
    instance = CGMainManager.new()
    return instance
end


function CGMainManager:reset()
    if instance ~= nil then
        instance = false
    end
end


function CGMainManager:ctor()
   self._winSize = cc.Director:getInstance():getWinSize()
   self._visibleSize = cc.Director:getInstance():getVisibleSize()


end


function CGMainManager:init()
  
  self._checkPointTable = {}


  self._scrollView = nil


  imageViewTag = 100


  self._imageView = cc.Sprite:create("guanka1.png")   -- image for test


  verticalTotal = 0  --竖直方向上的间隔
  verticalSpace = 0
  verticalOffset =  450






  self._bgTableName = 
        {
         "MainMap_1",
         "MainMap_2",
         "MainMap_3",
         "MainMap_4",
         "MainMap_5",
        }
  --浮动面板
    self._panelinfo =  nil
    self._curEnergyLabel = nil
    self._totalEnergyLabel = nil
    self._goldenLabel = nil
    self._silverLabel = nil
    self._energyIcon = nil
    self._goldenIcon = nil
    self._silverIcon = nil
    
    self._panelZorder = 
           {
            kPanelZorder = 1,
            kButtonZorder = 2,
           }
    --提示框
    alertView = nil




    cdTime = 10*60*60




    --for test  
    level = 20




       
end


function CGMainManager:createBgScrollView()
    print("create bg  scrollView ")


    self._scrollView = cc.ScrollView:create()
    local function scrollView1DidScroll()
    end
    local function scrollView1DidZoom()
       
    end
    if nil ~= self._scrollView then
        self._scrollView:setViewSize(cc.size(self._winSize.width,self._winSize.height))
        self._scrollView:setPosition(cc.p(0,0))
        self._scrollView:setScale(1.0)
        self._scrollView:ignoreAnchorPointForPosition(true)
        self._scrollView:setContentSize(cc.size(self._winSize.width,self._winSize.height * #self._bgTableName -verticalOffset * 2))
        self._scrollView:setDirection(cc.SCROLLVIEW_DIRECTION_VERTICAL )
        self._scrollView:setBounceable(true)
        self._scrollView:setDelegate()
        self._scrollView:registerScriptHandler(scrollView1DidScroll,cc.SCROLLVIEW_SCRIPT_SCROLL)
    end       
end




function CGMainManager:addCheckPoint(bgTable)  --添加关卡


    print("this is checkPoint add function ")
   local  function touchCheckPointEvent(sender,eventType)
        if eventType == ccui.TouchEventType.began then
            print(sender:getParent():getParent():getTag())
            local tag = sender:getParent():getParent():getTag()
        elseif eventType == ccui.TouchEventType.moved then


        elseif eventType == ccui.TouchEventType.ended then


        end
    end
     
   for i=1,table.getn(bgTable) do   --添加背景
    local name = bgTable[i] .. ".csb"
    local bg = cc.CSLoader:createNode(name)
    
        local bgsprite = bg:getChildByName(bgTable[i])


        local children = bgsprite:getChildren()
        local len = table.getn(children)
        for i = 0,len - 1,1 do
            local positionx = children[i + 1]:getPositionX()
            local positiony = children[i + 1]:getPositionY()
            local tag = children[i + 1]:getTag()  --拿到tag值
            local checkpoint = cc.CSLoader:createNode("Checkpoint.csb")
            checkpoint:setPosition(cc.p(positionx,positiony))
            table.insert(self._checkPointTable,checkpoint)
            bg:addChild(checkpoint,0,tag)  
            
            local pointbg = checkpoint:getChildByName("Checkpoint_Bg")
            local button = pointbg:getChildByName("Point_Button")
            button:addTouchEventListener(touchCheckPointEvent)
          
            local star1 = pointbg:getChildByName("PointStar_1")
            local star2 = pointbg:getChildByName("PointStar_2")
            local star3 = pointbg:getChildByName("PointStar_3")
            local grayStar1 = pointbg:getChildByName("PointStar_Close1")
            local grayStar2 = pointbg:getChildByName("PointStar_Close2")
            local grayStar3 = pointbg:getChildByName("PointStar_Close3")


           
           
            local stateclose = pointbg:getChildByName("Point_Close")
            local stateopen = pointbg:getChildByName("Point_Open")
            local stateok = pointbg:getChildByName("Point_Ok")
            
            local imagepoint = pointbg:getChildByName("Sprite_image")
            local silverandgoldenPoint = pointbg:getChildByName("pointSilverOrGolden")
            silverandgoldenPoint:setVisible(false)


           
            local pointNum = pointbg:getChildByName("Point_Num")
            pointNum:setString(string.format("%s",tag))
            self._checkPointTable[tag] = {}


            self._checkPointTable[tag]["starTable"] = {}
            self._checkPointTable[tag]["grayStarTable"] = {}
            self._checkPointTable[tag]["checkpointState"] = {}
            self._checkPointTable[tag]["starnum"] = {}
            
            self._checkPointTable[tag]["imagepoint"] = {}
            self._checkPointTable[tag]["pointbg"] = {}


            table.insert(self._checkPointTable[tag]["starTable"],star1)
            table.insert(self._checkPointTable[tag]["starTable"],star2)
            table.insert(self._checkPointTable[tag]["starTable"],star3)


            table.insert(self._checkPointTable[tag]["grayStarTable"],grayStar1)
            table.insert(self._checkPointTable[tag]["grayStarTable"],grayStar2)
            table.insert(self._checkPointTable[tag]["grayStarTable"],grayStar3)


            table.insert(self._checkPointTable[tag]["checkpointState"],stateclose)
            table.insert(self._checkPointTable[tag]["checkpointState"],stateopen)
            table.insert(self._checkPointTable[tag]["checkpointState"],stateok)




            table.insert(self._checkPointTable[tag]["starnum"],0)   --当前等级获得几颗星
            
            table.insert(self._checkPointTable[tag]["imagepoint"],imagepoint)
            table.insert(self._checkPointTable[tag]["pointbg"],pointbg)






        end      
        
        bg:setPosition(VisibleRect.worldSpace(cc.p(0 , self._visibleSize.height -(i - 1) * self._visibleSize.height + verticalOffset)))
        self._scrollView:getContainer():addChild(bg,0)
        self._scrollView:updateInset()
   end 
        
end




function CGMainManager:setPanelEvent()


    self._panelinfo = cc.CSLoader:createNode("TopBar.csb")
    
    local energybg = self._panelinfo:getChildByName("ico_energy_bg")
    local goldenbg = self._panelinfo:getChildByName("ico_gold_bg")
    local silverbg = self._panelinfo:getChildByName("ico_silver_bg")
    
    self._energyIcon = energybg:getChildByName("ico_energy")
    self._goldenIcon = goldenbg:getChildByName("ico_gold")
    self._silverIcon = silverbg:getChildByName("ico_silver")
    
    self._curEnergyLabel = energybg:getChildByName("energy_Num_Left")
    self._totalEnergyLabel = energybg:getChildByName("energy_Num_Right")
    self._goldenLabel = goldenbg:getChildByName("gold_Num")
    self._silverLabel = silverbg:getChildByName("silver_Num")
end




function CGMainManager:setPanelInfo()


local curEnergy = string.format("%s",300)
local totalEnergy = string.format("%s",500)
local golden = string.format("%s",1000)
local silver = string.format("%s",2000)


self._curEnergyLabel:setString(curEnergy)
self._totalEnergyLabel:setString(totalEnergy)
self._goldenLabel:setString(golden)
self._silverLabel:setString(silver) 
end


function CGMainManager:showAlertView(flag)


end


function CGMainManager:setStarandState(PointTable)   -- start init
 local level = PointTable["level"]
 local state = PointTable["state"]
 local starnum = PointTable["starnum"]


   if self._imageView ~= nil then 
       local pointx = self._checkPointTable[level]["imagepoint"][1]:getPositionX()
       local pointy = self._checkPointTable[level]["imagepoint"][1]:getPositionY()
        self._imageView:setPosition(cc.p(pointx,pointy))
        self._checkPointTable[level]["pointbg"][1]:addChild(self._imageView)
   
      for i=1,level do
      --star
     for j=1,starnum do
  self._checkPointTable[level]["grayStarTable"][j]:setVisible(false)
     end


     --state
      if state ~= 1 then 
           self._checkPointTable[level]["checkpointState"][1]:setVisible(false)
        self._checkPointTable[level]["checkpointState"][state]:setVisible(true)
     elseif state == 1 then
   
     end
  
       end
    end 


end


function CGMainManager:setOffset()
  
  self._scrollView:setContentOffset(cc.p(0, -verticalSpace))
end


function CGMainManager:playEffect() -- 当前关卡要播放的一系列动作特效  是否通关
    


 --动作测试
   
   local tag = 6
 
    local silverIconx = self._silverIcon:getPositionX()
    local silverIcony = self._silverIcon:getPositionY() 
    local goldenIconx = self._goldenIcon:getPositionX()
    local goldenIcony = self._goldenIcon:getPositionY()


    local pointsilverIcon  = self._silverIcon:convertToWorldSpace(cc.p(silverIconx,silverIcony))
    local pointgoldenIcon = self._goldenIcon:convertToWorldSpace(cc.p(goldenIconx,goldenIcony))


    local silverMove = cc.MoveTo:create(2,pointsilverIcon)
    local goldenMove = cc.MoveTo:create(2,pointgoldenIcon)
    
    
    local silver = cc.Sprite:create("guanka1.png")
    local golden = cc.Sprite:create("guanka1.png")


    silver:setPosition(cc.p(10,10))
    golden:setPosition(cc.p(10,10))
    
--[[
    local silverx = silver:getPositionX()
    local silvery = silver:getPositionY() 
    local goldenx = golden:getPositionX()
    local goldeny = golden:getPositionY()


    local positonsilver = convertToWorldSpace(cc.p(silverx,silvery))
    local positiongolden =  convertToWorldSpace(cc.p(goldenx,goldeny))


   ]]




    self._checkPointTable[tag]["pointbg"][1]:addChild(silver,100)
    self._checkPointTable[tag]["pointbg"][1]:addChild(golden,100)
    
    silver:runAction(silverMove)
    golden:runAction(goldenMove)


end


return CGMainManager




cocos2dx + lua 中实现 lua的MVC

标签:cocos2dx lua实现类

原文地址:http://blog.csdn.net/zhuanzhuwanmei/article/details/44116861

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