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火云开发课堂 - 《使用Cocos2d-x 开发3D游戏》系列 第二十四节:小项目实训《绝命沙滩》

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这篇文章主要围绕火云开发课堂-《使用Cocos2d-x开发3D游戏》系列第二十四节:小项目实训《绝命沙滩》展开,旨在为您提供一份详细的参考资料。我们将全面介绍火云开发课堂-《使用Cocos2d-x开发

这篇文章主要围绕火云开发课堂 - 《使用Cocos2d-x 开发3D游戏》系列 第二十四节:小项目实训《绝命沙滩》展开,旨在为您提供一份详细的参考资料。我们将全面介绍火云开发课堂 - 《使用Cocos2d-x 开发3D游戏》系列 第二十四节:小项目实训《绝命沙滩》,同时也会为您带来Cocos2d-x 3.2 大富翁游戏项目开发-第二十三部分 购买彩票、Cocos2d-x 3.2 大富翁游戏项目开发-第二十九部分 游戏配音、Cocos2d-x 3.2 大富翁游戏项目开发-第二十八部分 游戏保存和载入存档游戏、Cocos2d-x 3.2 大富翁游戏项目开发-第二十四部分 彩票开奖的实用方法。

本文目录一览:

火云开发课堂 - 《使用Cocos2d-x 开发3D游戏》系列 第二十四节:小项目实训《绝命沙滩》

火云开发课堂 - 《使用Cocos2d-x 开发3D游戏》系列 第二十四节:小项目实训《绝命沙滩》

《使用Cocos2d-x 开发3D游戏》系列在线课程


第二十四节:小项目实训《绝命沙滩》

视频地址:http://edu.csdn.net/course/detail/1330/20824?auto_start=1

交流论坛:http://www.firestonegames.com/bbs/forum.php

工程下载地址:请成为正式学员获取工程

课程截图:



Cocos2d-x 3.2 大富翁游戏项目开发-第二十三部分 购买彩票

Cocos2d-x 3.2 大富翁游戏项目开发-第二十三部分 购买彩票

当角色路过彩票的标志或者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,已经买过的号码,不显示。当机器对手路过时则直接购买彩票。


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,每走完一步就会进入该方法,判断是否有彩票标示图标,有的话发送MSG_LottERY彩票消息,MOVEPASS标示走完一步的标志

void RicherGameController::endGo()

{
...................
	Size titleSize = GameBaseScene::wayLayer->getLayerSize();
	int passId = GameBaseScene::wayLayer->getTileGIDAt(Point(currentCol,titleSize.height-currentRow-1));
	if(passId == GameBaseScene::lottery_tiledID)
	 {
		 String * str = String::createWithFormat("%d-%f-%f-%d-%d",MSG_LottERY_TAG,1.0f,_richerPlayer->getTag(),MOVEPASS);
		 NotificationCenter::getInstance()->postNotification(MSG_LottERY,str);
		 return;
	 }
..............
}

3、
角色行走完毕后,判断停留地点是否有彩票标志,有的话发送MSG_LottERY彩票消息,GOEND标示行走完毕的标志
void RicherGameController::handlePropEvent()
{
...............
	 if(endId == GameBaseScene::lottery_tiledID)
	 {
		 String * str = String::createWithFormat("%d-%f-%f-%d-%d",pointInMap.x,pointInMap.y,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;
 
    //背景颜色
    layerColorBG = LayerColor::create(Color4B(100,100,255),width-5,height-5);
    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); //点击一个彩票号码后,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); //设置已经选择的彩票号码
	
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));
				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,center.width+20+row*(size.width/11),(winSize.height/2+30)-40*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);
			//遍历已经选择过的彩票容器,把已经选过的置为不可见
			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,放入已经选择过的彩票容器。参数_vector是表示已经选择过的,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,看看是怎么显示出彩票对话框的
/注册彩票消息的观察者
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:
				{
					//如果是第一角色,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));
					//把角色已经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,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彩票容器中
					player2->lottery_vector.push_back(random_lottery_number);
					//更新角色资金
					refreshMoneyLabel(player2,-BUY_LottERY_MONEY);
					//如果是角色行走完毕,停留位置有彩票标志导致发送的彩票消息,则购买彩票完毕后,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);
					}
					//如果是走完一步,就是路过彩票标示发送的彩票消息,则发送行走下一步的消息,继续走下一步
					else if(moveTag ==  MOVEPASS)
					{
						CocosToast::createtoast(this,(SEL_CallFun)&GameBaseScene::sendMSGMoveOnestep);
					}
					break;
				}				
			}
			break;
		}
}

//发送走下一步的消息
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() != -1 && 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);
		//如果是角色行走完毕,停留位置有彩票标志导致发送的彩票消息,则购买彩票完毕后,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,player1->getPosition(),(SEL_CallFun)&GameBaseScene::sendMSGDealAroundLand2);
		}else if(moveTag ==  MOVEPASS)//如果是走完一步,就是路过彩票标示发送的彩票消息,则发送行走下一步的消息,继续走下一步
		{
			CocosToast::createtoast(this,(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一步的观察者
void RicherGameController::registerNotificationObserver()
{
.....
	NotificationCenter::getInstance()->addobserver(
		this,callfuncO_selector(RicherGameController::receivedMsg),MSG_MOVE_ONE_STEP,NULL);

}

//收到走一不的消息后,调用moveOnestep ,继续下一步的行走,至此购买彩票事件处理完毕
void RicherGameController::receivedMsg(Object* data)
{
	..............
	if(retMsgType == MSG_MOVE_ONE_STEP_TAG)
	{	
		moveOnestep(_richerPlayer);
	}	
	
}


点击下载代码


未完待续........................

Cocos2d-x 3.2 大富翁游戏项目开发-第二十九部分 游戏配音

Cocos2d-x 3.2 大富翁游戏项目开发-第二十九部分 游戏配音

我从大富翁里提取出来里面的wav音效文件,放到我们的游戏中以增加趣味性,仅供学习研究之用

1、修改AppDelegate.cpp文件

// This function will be called when the app is inactive. When comes a phone call,it's be invoked too
void AppDelegate::applicationDidEnterBackground() {
    Director::getInstance()->stopAnimation();

    // if you use SimpleAudioEngine,it must be pause
	//后台暂停
     SimpleAudioEngine::getInstance()->pauseBackgroundMusic(); 
}

// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground() {
    Director::getInstance()->startAnimation();

    // if you use SimpleAudioEngine,it must resume here
	//恢复播放
     SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
}

2、在resources 目录下新建sound文件夹,存放游戏声音文件

角色的声音文件定义到ConstUtil.h文件中,大体如下:
#define P1_DEYIDEYITIAN  "sound/byelottery.wav"//拜拜 祝您中奖
#define P1_need1000  "sound/need1000.wav"//只要1000元
#define P1_select_lottery  "sound/select_lottery.wav"//请圈选你要购买的彩票
#define P1_meirendejiang "sound/meirendejiang.wav"//sorry 本月份没有人得奖
#define P1_xiwangshini  "sound/xiwangshini.wav"//希望下次得奖者就是您
#define P1_Speaking_00181  "sound/Speaking_00181.wav"//投资获利
#define P1_Speaking_00182  "sound/Speaking_00182.wav"//投资失败

角色相关声音大体依据如下内容进行分类定义:
//交过路费声音
//抢夺别人地块
//房屋被抢夺
//房屋被摧毁
//摧毁别人房屋
//螃蟹伤人
//看到别人住院
//收取过路费
//升级房子
//不交过路费
//买地
//捡到珍珠
//对方被罚收税


例如:角色1的文件定义
//交过路费声音
#define P1_Speaking_00435  "sound/Speaking_00435.wav"//oh 哈利路亚
#define P1_Speaking_00461  "sound/Speaking_00461.wav"//oh 我的血汗钱
#define P1_Speaking_00475  "sound/Speaking_00475.wav"//算了算了 老子有的是钱
#define P1_Speaking_01060  "sound/Speaking_01060.wav"//老本都快没了
#define P1_Speaking_001062  "sound/Speaking_001062.wav"//拿去了不用找了
//抢夺别人地块
#define P1_Speaking_00429  "sound/Speaking_00429.wav"//让我把他据为己有
//房屋被抢夺
#define P1_Speaking_00430  "sound/Speaking_00430.wav"//黄金地段 让给你
#define P1_Speaking_00464  "sound/Speaking_00464.wav"//太不给面子了
#define P1_Speaking_00469  "sound/Speaking_00469.wav"//你皮子痒啊
#define P1_Speaking_00470  "sound/Speaking_00470.wav"//竟敢在太岁头上动土
#define P1_Speaking_00476  "sound/Speaking_00476.wav"//算你狠
//房屋被摧毁
#define P1_Speaking_00462  "sound/Speaking_00462.wav"//好大的胆子
#define P1_Speaking_00463  "sound/Speaking_00463.wav"//谁敢动我的地
#define P1_Speaking_00466  "sound/Speaking_00466.wav"//竟敢破坏我的好事
#define P1_Speaking_00468  "sound/Speaking_00468.wav"//拆的还真干净
#define P1_Speaking_00474  "sound/Speaking_00474.wav"//你有没有搞错啊
#define P1_Speaking_001061  "sound/Speaking_001061.wav"//真没良心
//摧毁别人房屋
#define P1_Speaking_00433  "sound/Speaking_00433.wav"//不必谢我
#define P1_Speaking_00437  "sound/Speaking_00437.wav"//全部夷为平地
//螃蟹伤人
#define P1_Speaking_00449  "sound/Speaking_00449.wav"//快来帮我把
#define P1_Speaking_01054  "sound/Speaking_01054.wav"//我惨了
#define P1_Speaking_01055  "sound/Speaking_01055.wav"//哎呦喂啊
#define P1_Speaking_001071  "sound/Speaking_001071.wav"//我不要打针
//看到别人住院
#define P1_Speaking_001073  "sound/Speaking_001073.wav"//别闹了
//收取过路费
#define P1_Speaking_00453  "sound/Speaking_00453.wav"//小本经营 概不赊欠
#define P1_Speaking_01059  "sound/Speaking_01059.wav"//蝇头小利
#define P1_Speaking_01057  "sound/Speaking_01057.wav"//这是我应得的
//升级房子
#define P1_Speaking_01051  "sound/Speaking_01051.wav"//别嫉妒我
#define P1_Speaking_001066  "sound/Speaking_001066.wav"//我真佩服自己
//不交过路费
#define P1_Speaking_00446  "sound/Speaking_00446.wav"//有钱也不给你
#define P1_Speaking_00477  "sound/Speaking_00477.wav"//可别想占我便宜啊
//买地
#define P1_Speaking_00458  "sound/Speaking_00458.wav"//盖什么好呢
#define P1_Speaking_001067  "sound/Speaking_001067.wav"//我是个大地主
//捡到珍珠
#define P1_Speaking_01052  "sound/Speaking_01052.wav"//鸿运当头
#define P1_Speaking_001063  "sound/Speaking_001063.wav"//上帝保佑
//对方被罚收税
#define P1_Speaking_00452  "sound/Speaking_00452.wav"//别想偷漏税

3、
根据声音的分类把文件名称放入到Vector中,然后根据场景随机从Vector中取出声音进行播放。

在GameBaseScene.cpp的initAudioEffect方法中,据声音的分类把文件名称放入到Vector中
void GameBaseScene::initAudioEffect()
{
.........
	player2EffectVec_1.pushBack(String::create(P2_SPEAKING01));
	player2EffectVec_1.pushBack(String::create(P2_QISIWOLE));
	player2EffectVec_1.pushBack(String::create(P2_XINHAOKONGA));
	player2EffectVec_1.pushBack(String::create(P2_BUHUIBA));
	player2EffectVec_1.pushBack(String::create(P2_PAYHIGH));
	player2EffectVec_1.pushBack(String::create(P2_QIANGQIANA));
	player2EffectVec_1.pushBack(String::create(P2_HEBAOCHUXIE));
..........
}
在Util.cpp中定义声音播放方法,根据声音开关设置,进行声音的播放
void Util::playAudioEffect(const char* effectName,bool isLoop)
{
	bool music_on = UserDefault::getInstance()->getBoolForKey(MUSIC_ON_KEY,true);

	if(music_on)
	{
		CocosDenshion::SimpleAudioEngine::getInstance()->playEffect(effectName,isLoop);
	}
}

//随机从Vector中取出声音进行播放
void Util::playAudioEffectRandom(Vector<String*> effectVec,bool isLoop)
{
	playAudioEffect(effectVec.at(rand() % effectVec.size())->getCString(),isLoop);
}

void Util::stopAudioPlay()
{
	CocosDenshion::SimpleAudioEngine::getInstance()->stopBackgroundMusic();
	CocosDenshion::SimpleAudioEngine::getInstance()->stopAllEffects();
}

4、添加背景音乐,共3首背景音乐,随机播放
void GameBaseScene::initAudioEffect()
{
	bgMusicVector.push_back(BG01_MP3);
	bgMusicVector.push_back(BG02_MP3);
	bgMusicVector.push_back(BG03_MP3);

	for (int i = 0; i<bgMusicVector.size(); i++)
	{
		CocosDenshion::SimpleAudioEngine::getInstance()->preloadBackgroundMusic(bgMusicVector.at(i));
	}
	this->schedule(schedule_selector(GameBaseScene::playerBgMusic),5.0f);
	
.....
}	

5、角色对话相关的音效,就是根据具体场景,添加相应的音效播放就可以了


关于音乐音效的比较简单,可以参考 http://cn.cocos2d-x.org/tutorial/show?id=2448

这篇文章http://cn.cocos2d-x.org/tutorial/show?id=2352 ,里面的转盘界面效果做得挺好,稍微修改一下,拿到我们大富翁中来吧。

代码同下一节一并发布.

Cocos2d-x 3.2 大富翁游戏项目开发-第二十八部分 游戏保存和载入存档游戏

Cocos2d-x 3.2 大富翁游戏项目开发-第二十八部分 游戏保存和载入存档游戏

1、游戏保存

如图,在右下角增加保存图标,点击后进行游戏的保存。



游戏保存采用json格式,具体如下:
{
	"map_level":2,// 游戏关卡
	"gameRoundCount":66,// 游戏回合数
	"players":[  //角色信息
		{
		"playerTag":1,//角色1
		"playerPosition_x":320,//角色所处的x坐标
		"playerPosition_y":192,//角色所处的y坐标
		"restTimes":3,//角色休息回合数
		"stop_x":0,//角色停留的x坐标
		"stop_y":0,//角色停留的y坐标
		"money":509000,//角色资金
		"strength":100,//角色体力
		"comeFromeRow":4,//角色从上一个位置的行
		"comeFromCol":10,//角色从上一个位置的列
		"isMyTurn":false,//角色是否该行走
		"skill":"1-2-2",//角色技能等级
		"lottery":"",//角色购买的彩票号码
		"stocks":[				//角色持有的股票信息
			{"stockCode":800100,"makedealprice":10,"storeNumber":100},{"stockCode":800200,"makedealprice":0,"storeNumber":0},{"stockCode":800300,{"stockCode":800400,"storeNumber":400},{"stockCode":800500,"storeNumber":0}
			]
		},{
		"playerTag":2,//角色2的保存信息,同上
		"playerPosition_x":423.635,"playerPosition_y":96,"restTimes":0,"stop_x":10,"stop_y":13,"money":410300,"strength":80,"comeFromeRow":2,"comeFromCol":15,"isMyTurn":false,"skill":"3-2-1","lottery":"","stocks":[
			{"stockCode":800100,"makedealprice":20,"storeNumber":200},"storeNumber":0}
			]
		}
	],"landlayer":[ //地块的信息,在x行,y列 地块的gid值
		{"x":5,"y":7,"gid":12},{"x":5,"y":12,{"x":6,"y":9,"y":10,"gid":11},{"x":7,"gid":1},"y":13,{"x":8,"y":11,{"x":9,"y":8,{"x":10,"y":6,{"x":11,"gid":13},"gid":15},{"x":12,"gid":14},{"x":13,{"x":14,"gid":10},{"x":15,{"x":16,{"x":17,"gid":10}
		]
}

//在添加go按钮的方法中同时添加保存按钮
void  GameBaseScene::addGoButton()
{
......
    saveMenuItemButton = MenuItemImage::create("map/save_normal.png","map/save_pressed.png",this,menu_selector(GameBaseScene::goButtonCallback));
 
	saveMenuItemButton->setPosition(ccp(winSize.width,0));
	saveMenuItemButton->setAnchorPoint(ccp(1,0));
	saveMenuItemButton->setTag(saveButtonTag);
	menu->addChild(saveMenuItemButton);
}

void GameBaseScene::goButtonCallback(cocos2d::CCObject *pSender)
{
	.........
	//当点击后调用saveGame()方法保存游戏
	if(tag == saveButtonTag)
	{
		if(saveGame())
		{
			CocosToast::createtoast(this,LanguageString::getInstance()->getLanguageString(SAVE_SUCESS)->getCString(),TOAST_SHOW_TIME,winSize/2);
		}else
		{
			CocosToast::createtoast(this,LanguageString::getInstance()->getLanguageString(SAVE_FAIL)->getCString(),winSize/2);
		}

	}
}


saveGame()进行具体的游戏保存
cocos2dx使用了rapidjson库来替换原来的jsoncpp,我们就用这个cocos2dx自带的json库
//*** 生成 json 文件,存储在 getWritablePath 文件夹下 *** ,当前在proj.win32\Debug.win32目录下

bool GameBaseScene::saveGame()
{
	rapidjson::Document writedoc; //创建Document
	writedoc.Setobject();
	rapidjson::Document::AllocatorType& allocator = writedoc.GetAllocator();
	rapidjson::Value players(rapidjson::kArrayType);//创建players数组
	writedoc.AddMember("map_level",map_level,allocator); //添加map_level属性值
	writedoc.AddMember("gameRoundCount",gameRoundCount,allocator); //添加gameRoundCount回合数

	int playerNumber=1;
	
	rapidjson::Value player1_json(rapidjson::kObjectType); //创建player1的json对象
	rapidjson::Value player2_json(rapidjson::kObjectType); //创建player2的json对象
	rapidjson::Value player3_json(rapidjson::kObjectType); //创建player3的json对象

	//保存各个角色的信息
	for(auto it=players_vector.begin();it!=players_vector.end();it++)
	{
		RicherPlayer* richerPlayer = dynamic_cast<RicherPlayer*>(*it);
		switch(playerNumber)
		{
		case 1:
			{
				//在player1_json对象中添加角色各个属性值,json object 格式 “名称/值” 
				player1_json.AddMember("playerTag",richerPlayer->getTag(),allocator); 
				player1_json.AddMember("playerPosition_x",richerPlayer->getPosition().x,allocator);
				player1_json.AddMember("playerPosition_y",richerPlayer->getPosition().y,allocator);
				 player1_json.AddMember("restTimes",richerPlayer->restTimes,allocator);
				 player1_json.AddMember("stop_x",richerPlayer->stop_x,allocator);
				 player1_json.AddMember("stop_y",richerPlayer->stop_y,allocator);

				 player1_json.AddMember("money",richerPlayer->getMoney(),allocator);
				 player1_json.AddMember("strength",richerPlayer->getStrength(),allocator);

				 player1_json.AddMember("comeFromeRow",richerPlayer->getComeFromeRow(),allocator);
				 player1_json.AddMember("comeFromCol",richerPlayer->getComeFromCol(),allocator);
				 player1_json.AddMember("isMyTurn",richerPlayer->getIsMyTurn(),allocator);

				 player1_json.AddMember("skill",String::createWithFormat("%d-%d-%d",richerPlayer->skill_vector.at(0),richerPlayer->skill_vector.at(1),richerPlayer->skill_vector.at(2))->getCString(),allocator);
		
				 std::string tempstr;
				 tempstr = "";
				 for(auto i=0;i<richerPlayer->lottery_vector.size();i++)
				 {
					 tempstr.append(String::createWithFormat("%02d",richerPlayer->lottery_vector.at(i))->getCString()).append("_");
				  }
				 player1_json.AddMember("lottery",String::createWithFormat("%s",tempstr.c_str())->getCString(),allocator);

				 rapidjson::Value stocks(rapidjson::kArrayType);
				 for(auto i=0;i<richerPlayer->stockMap.size();i++)
				{
					 rapidjson::Value stock(rapidjson::kObjectType);
					 stock.AddMember("stockCode",richerPlayer->stockMap.at(i)->getCode(),allocator);
					 stock.AddMember("makedealprice",richerPlayer->stockMap.at(i)->getMakedealprice(),allocator);
					 stock.AddMember("storeNumber",richerPlayer->stockMap.at(i)->getStoreNumber(),allocator);
					 stocks.PushBack(stock,allocator);
				 }

				 player1_json.AddMember("stocks",stocks,allocator);
				// 将player1_json加入到players数组
				 players.PushBack(player1_json,allocator);
				 break;
			}
		case 2:
			{
				//添加角色2属性值
				 player2_json.AddMember("playerTag",allocator);
				 player2_json.AddMember("playerPosition_x",allocator);
				 player2_json.AddMember("playerPosition_y",allocator);
				 player2_json.AddMember("restTimes",allocator);
				 player2_json.AddMember("stop_x",allocator);
				 player2_json.AddMember("stop_y",allocator);

				 player2_json.AddMember("money",allocator);
				 player2_json.AddMember("strength",allocator);

				 player2_json.AddMember("comeFromeRow",allocator);
				 player2_json.AddMember("comeFromCol",allocator);
				 player2_json.AddMember("isMyTurn",allocator);

				 player2_json.AddMember("skill",allocator);
				
				 std::string tempstr;
				 tempstr = "";
				 for(auto i=0;i<richerPlayer->lottery_vector.size();i++)
				 {
					 tempstr.append(String::createWithFormat("%02d",richerPlayer->lottery_vector.at(i))->getCString()).append("_");
				  }
				 player2_json.AddMember("lottery",allocator);
				 }

				 player2_json.AddMember("stocks",allocator);
				 players.PushBack(player2_json,allocator);
				 break;
			}
		case 3:
			{
			//添加角色3属性值
				 player3_json.AddMember("playerTag",allocator);
				 player3_json.AddMember("playerPosition_x",allocator);
				 player3_json.AddMember("playerPosition_y",allocator);
				 player3_json.AddMember("restTimes",allocator);
				 player3_json.AddMember("stop_x",allocator);
				 player3_json.AddMember("stop_y",allocator);

				 player3_json.AddMember("money",allocator);
				 player3_json.AddMember("strength",allocator);

				 player3_json.AddMember("comeFromeRow",allocator);
				 player3_json.AddMember("comeFromCol",allocator);
				 player3_json.AddMember("isMyTurn",allocator);

				 player3_json.AddMember("skill",richerPlayer->lottery_vector.at(i))->getCString()).append("_");
				  }
				 player3_json.AddMember("lottery",allocator);
				 }

				 player3_json.AddMember("stocks",allocator);
				 players.PushBack(player3_json,allocator);
				 break;
			}


		}


		playerNumber++;
	}
	//将players数组写入到writedoc
	 writedoc.AddMember("players",players,allocator);

	// 保存地块json
	 rapidjson::Value landlayerjson(rapidjson::kArrayType);
	Size _landLayerSize = landLayer->getLayerSize(); 
	for (int j = 0;  j < _landLayerSize.width; j++) {  
		for (int i = 0;  i < _landLayerSize.height; i++) {  
			Sprite* _sp = landLayer->tileAt(Point(j,i));  
			if (_sp) 
			{  
				rapidjson::Value landJson(rapidjson::kObjectType);
				int gid = landLayer->getTileGIDAt(Point(j,i));
				landJson.AddMember("x",j,allocator);
				landJson.AddMember("y",i,allocator);
				landJson.AddMember("gid",gid,allocator);
				landlayerjson.PushBack(landJson,allocator);
			}  

		}  
	}

	writedoc.AddMember("landlayer",landlayerjson,allocator);


	//把json数据保存到path路径文件下,文件名称为saveJsonName ,saveJsonName在SeaScene.cpp中赋值
   StringBuffer buffer;
	  rapidjson::Writer<StringBuffer> writer(buffer);
	  writedoc.Accept(writer);

	  auto path = FileUtils::getInstance()->getWritablePath();
	  path.append(saveJsonName);
	  FILE* file = fopen(path.c_str(),"wb");
	  if(file)
	  {
		fputs(buffer.GetString(),file);
		fclose(file);
	  }
	cclOG("%s",buffer.GetString());
  return true;

}

2、载入存档

效果如图


//在addMenuSprites()增加载入游戏按钮
void MenuScene:: addMenuSprites()
{
.............
	LabelTTF* loadGameTTF = LabelTTF::create(LanguageString::getInstance()->getLanguageString(LOAD_GAME)->getCString(),FONT_MENU,Btn_FontSize);
	ControlButton* loadGameBtn = ControlButton::create(loadGameTTF,btnnormal4);
	loadGameBtn->setBackgroundSpriteForState(btnPress4,Control::State::SELECTED);

	loadGameBtn->setPosition(ccp(visibleSize.width/2,visibleSize.height-360));
	loadGameBtn->setPreferredSize(Size(Btn_Width,Btn_Height));
	loadGameBtn->addTargetWithActionForControlEvents(this,cccontrol_selector(MenuScene::menuTouchDown),Control::EventType::TOUCH_DOWN);
	loadGameBtn->setTag(Btn_Load_Game_TAG);
	addChild(loadGameBtn);
........
}

//点击后进入到popupLoadGameLayer(),弹出游戏存档的界面
void MenuScene::popupLoadGameLayer()
{
  
    PopupLayer* popDialog = PopupLayer::create(DIALOG_BG);
   
	popDialog->setContentSize(CCSizeMake(Quit_Dialog_Size_Width,winSize.height)); 
    popDialog->setTitle(LanguageString::getInstance()->getLanguageString(LOAD_GAME)->getCString());
    popDialog->setContentText(LanguageString::getInstance()->getLanguageString(DIALOG_CONTENT)->getCString(),20,60,250);
	popDialog->setPopType(LOADGAME);
    popDialog->setCallbackFunc(this,callfuncN_selector(MenuScene::quitButtonCallback));
   
    popDialog->addButton(BUTTON_BG2,BUTTON_BG3,LanguageString::getInstance()->getLanguageString(CANCEL)->getCString(),Btn_Quit_Cancel_TAG);
  
    this->addChild(popDialog);
}

PopupLayer会根据pop类型,调用setLoadGameContext(),创建载入游戏的对话框界面
void PopupLayer::onEnter()
{
......
	case LOADGAME:
		{

			setLoadGameContext(contentSize);
			break;
		}
......
}

//该方法主要是判断path路径下是否有存档文件。如果没有存档,显示无存档,有则显示关卡图片
void PopupLayer::setLoadGameContext(Size size)
{
	Menu* menu = Menu::create();
	menu->setPosition(CCPointZero);  
	//判断是否有夏日海滩的存档文件
	  auto beach_path = FileUtils::getInstance()->getWritablePath();
	  beach_path.append("beach_save.json");
	  FILE* beach_file = fopen(beach_path.c_str(),"r");
	  //有则显示海滩图片,否则显示无存档
	  if(beach_file)
	  {
		beachLoadGameMenuItem = MenuItemImage::create("map/beach_load_normal.png","map/beach_load_pressed.png",menu_selector(PopupLayer::loadGameButtonCallback)); 
		beachLoadGameMenuItem->setPosition(winSize/2+Size(0,120));
		beachLoadGameMenuItem->setTag(save_beach_tag);
		menu->addChild(beachLoadGameMenuItem);
		fclose(beach_file);
	  }else
	  {
		beachLoadGameMenuItem = MenuItemImage::create("map/blank.png","map/blank.png",menu_selector(PopupLayer::loadGameButtonCallback));
		beachLoadGameMenuItem->setPosition(winSize/2+Size(0,120));
		menu->addChild(beachLoadGameMenuItem);
	  }

	//判断是否有海底世界的存档文件
	  auto sea_path = FileUtils::getInstance()->getWritablePath();
	  sea_path.append("sea_save.json");
	  FILE* sea_file = fopen(sea_path.c_str(),"r");
	  if(sea_file)
	  {
		seaLoadGameMenuItem = MenuItemImage::create("map/sea_load_normal.png","map/sea_load_pressed.png",menu_selector(PopupLayer::loadGameButtonCallback)); 
		seaLoadGameMenuItem->setPosition(winSize/2+Size(0,20));
		seaLoadGameMenuItem->setTag(save_sea_tag);
		menu->addChild(seaLoadGameMenuItem);
		fclose(sea_file);
	  }else
	  {
		seaLoadGameMenuItem = MenuItemImage::create("map/blank.png",menu_selector(PopupLayer::loadGameButtonCallback));
		seaLoadGameMenuItem->setPosition(winSize/2+Size(0,20));
		menu->addChild(seaLoadGameMenuItem);
	  }
	//判断是否有空中花园的存档文件
	  auto garden_path = FileUtils::getInstance()->getWritablePath();
	  garden_path.append("garden_save.json");
	  FILE* garden_file = fopen(garden_path.c_str(),"r");
	  if(garden_file)
	  {
		gardenLoadGameMenuItem = MenuItemImage::create("map/garden_load_normal.png","map/garden_load_pressed.png",menu_selector(PopupLayer::loadGameButtonCallback)); 
		gardenLoadGameMenuItem->setPosition(winSize/2+Size(0,-80));
		gardenLoadGameMenuItem->setTag(save_garden_tag);
		menu->addChild(gardenLoadGameMenuItem);
		fclose(garden_file);
	  }else
	  {
		gardenLoadGameMenuItem = MenuItemImage::create("map/blank.png",menu_selector(PopupLayer::loadGameButtonCallback));
		gardenLoadGameMenuItem->setPosition(winSize/2+Size(0,-80));
		menu->addChild(gardenLoadGameMenuItem);
	  }

	addChild(menu);

}

//当点击各个存档文件图片后,载入相应的游戏存档,恢复游戏
void PopupLayer::loadGameButtonCallback(cocos2d::CCObject *pSender)
{
	
	int tag = ((Node*)pSender)->getTag();
	if(tag == save_beach_tag)
	{
		log("beach load");
	}
	if(tag == save_sea_tag)
	{
		//点击海底世界图片,首先进入海底世界关卡
		TransitionFadeBL* scene = 	TransitionFadeBL::create(1,SeaScene::createScene());
		Director::getInstance()->pushScene(scene);
		//然后发送载入游戏的消息
		String * str = String::createWithFormat("%d-%d",MSG_LOAD_GAME_TAG,tag);
		NotificationCenter::getInstance()->postNotification(MSG_LOAD_GAME,str);	

		log("sea load");
	}
	if(tag == save_garden_tag)
	{
		log("garden load");
	}
}

//GameBaseScene收到载入的消息后,调用reloadGame()方法,载入游戏存档
void GameBaseScene::receivednotificationOMsg(Object* data)
{
........
	case MSG_LOAD_GAME_TAG:
		{
			int map_level = messageVector.at(1)->intValue();
			reloadGame(map_level);			
			break;
		}
.......
}

//开始具体游戏的载入恢复
bool GameBaseScene::reloadGame(int map_level)
{
	//根据关卡,载入相应的存档文件
	auto path = FileUtils::getInstance()->getWritablePath();
	switch(map_level)
	{
	case 1:
		{
			path.append("beach_save.json");
			break;
		}
	case 2:
		{
			path.append("sea_save.json");
			break;
		}
	case 3:
		{
			path.append("garden_save.json");
			break;
		}

	}
	//*** 读取 json 文件 ***
	rapidjson::Document readdoc;
	bool bRet = false;
	ssize_t size = 0;
	std::string load_str;

	// getFileData 如果不指定,读取根目录是 Resource 文件夹
	unsigned char* titlech = FileUtils::getInstance()->getFileData(path,"r",&size);
	load_str = std::string((const char*)titlech,size);


	readdoc.Parse<0>(load_str.c_str());	
	if(readdoc.HasParseError())
	{
		cclOG("GetParseError%s\n",readdoc.GetParseError());
	}

	if(!readdoc.IsObject())
		return 0;

	//回合数载入
	rapidjson::Value& _gameRoundCount = readdoc["gameRoundCount"];
	gameRoundCount = _gameRoundCount.GetInt();
	refreshRounddisplay();

	//土地等级载人
	rapidjson::Value& _landlayer = readdoc["landlayer"];
	if(_landlayer.IsArray())
	{
		for(int i=0; i<_landlayer.Capacity(); i++)
		{
			rapidjson::Value& arraydoc = _landlayer[i];

			int x = arraydoc["x"].GetInt();
			cclOG("x:%d",x);
			int y = arraydoc["y"].GetInt();
			cclOG("y:%d",y);
			int gid = arraydoc["gid"].GetInt();
			cclOG("gid:%d",gid);

			landLayer->setTileGID(gid,ccp(x,y));

		}
	}

	//人物信息载人
	rapidjson::Value& _players = readdoc["players"];
	if(_players.IsArray())
	{
		for(int i=0; i<_players.Capacity(); i++)
		{
			rapidjson::Value& arraydoc = _players[i];

			RicherPlayer* _richerPY = players_vector.at(i);

			int _restTimes = arraydoc["restTimes"].GetInt();	
			float _playerPositionX = arraydoc["playerPosition_x"].GetDouble();	
			float _playerPositionY = arraydoc["playerPosition_y"].GetDouble();
			int _stop_x = arraydoc["stop_x"].GetInt();			
			int _stop_y = arraydoc["stop_y"].GetInt();			
			int _money = arraydoc["money"].GetInt();
			int _strength = arraydoc["strength"].GetInt();
			int _comeFromeRow = arraydoc["comeFromeRow"].GetInt();
			int _comeFromCol = arraydoc["comeFromCol"].GetInt();
			bool _isMyTurn = arraydoc["isMyTurn"].GetBool();
			const char* _skill = arraydoc["skill"].GetString();
			const char* _lottery = arraydoc["lottery"].GetString();

			Vector<String*> lotteryVector = Util::splitString(_lottery,"_");
			for(int i=0;i<lotteryVector.size();i++ )
			{
				_richerPY->lottery_vector.push_back(lotteryVector.at(i)->intValue());
			}

			_richerPY->restTimes = _restTimes;
			_richerPY->setPosition(ccp(_playerPositionX,_playerPositionY));
			_richerPY->setComeFromeRow(_comeFromeRow);
			_richerPY->setComeFromCol(_comeFromCol);
			_richerPY->setIsMyTurn(_isMyTurn);
			_richerPY->stop_x = _stop_x;
			_richerPY->stop_y = _stop_y;
			_richerPY->setMoney(_money);
			_richerPY->setStrength(_strength);

			Vector<String*> skillVs = Util::splitString(_skill,"-");
			_richerPY->skill_vector.at(0) = skillVs.at(0)->intValue();
			_richerPY->skill_vector.at(1) = skillVs.at(1)->intValue();
			_richerPY->skill_vector.at(2) = skillVs.at(2)->intValue();
			refreshMoneyLabel(_richerPY,0);
			refreshStrengthLabel(_richerPY,0);

		}
	}

	//股票载入

	for(int i=0; i<players_vector.size(); i++)
	{
		RicherPlayer* _richerPY = players_vector.at(i);

		rapidjson::Value& _stocks = _players[i]["stocks"];
		if(_stocks.IsArray())
		{
			for(int i=0; i<_stocks.Capacity(); i++)
			{
				rapidjson::Value& arraydoc = _stocks[i];
				int _stockCode = arraydoc["stockCode"].GetInt();	
				int _makedealprice = arraydoc["makedealprice"].GetInt();			
				int _storeNumber = arraydoc["storeNumber"].GetInt();	
				_richerPY->stockMap.at(i)->setMakedealprice(_makedealprice);
				_richerPY->stockMap.at(i)->setStoreNumber(_storeNumber);
			}
		}

	}

    return 0;
}


至此,游戏从保存文档中恢复完毕。

点击下载代码 未完待续................

Cocos2d-x 3.2 大富翁游戏项目开发-第二十四部分 彩票开奖

Cocos2d-x 3.2 大富翁游戏项目开发-第二十四部分 彩票开奖

每隔N个回合,彩票开奖一次,每期开奖奖金固定5万,暂不累积。摇奖效果一般,以后考虑用物理引擎实现


1、定义彩票开奖类

bool LotteryPublish::init()
{
	addItemSpriteFrameCache();
	SpriteFrame* spf;
	spf = itemSpriteFrameCache->getSpriteFrameByName("publish_ly01.png");

	Sprite::initWithSpriteFrame(spf);
	setItemAnimate();
	return true;
}

void LotteryPublish::addItemSpriteFrameCache()
{
	itemSpriteFrameCache = SpriteFrameCache::getInstance();
	itemSpriteFrameCache->addSpriteFramesWithFile("images/publish_ly.plist","images/publish_ly.png");

	memset(name,20);

	for (int i=1; i<=21; i++) 
	{
		sprintf(name,"publish_ly%02d.png",i);
		item_anim_vector.pushBack(itemSpriteFrameCache->getSpriteFrameByName(name));
	}

}
//开奖动画
void LotteryPublish::setItemAnimate()
{
	if(!AnimationCache::getInstance()->getAnimation("publish_ly_animation"))
	{
		AnimationCache::getInstance()->addAnimation(Animation::createWithSpriteFrames(item_anim_vector,0.1f),"publish_ly_animation");
	}
	 normal_anmi = Animate::create(AnimationCache::getInstance()->getAnimation("publish_ly_animation"));
	 normal_anmi->retain();
}

2、创建开奖画面的对话框。
void GameBaseScene::initPopPublishLottery()
{
	popDialogLottery = PopupLayer::create(DIALOG_BG);	
	popDialogLottery->setContentSize(CCSizeMake(Dialog_Size_Width,Dialog_Size_Height+180)); 
	popDialogLottery->setTitle(LanguageString::getInstance()->getLanguageString(PUBLISH_LottERY)->getCString());
	popDialogLottery->setContentText("",20,60,250);
	popDialogLottery->setPopType(LottERY_PUBLISH);//开奖类型的对话框
	popDialogLottery->setPlayerVector(players_vector);//传入角色容器,开奖画面会根据这个显示角色购买的彩票号码
	popDialogLottery->setTag(100);
	this->addChild(popDialogLottery);	
	popDialogLottery->setVisible(false);
	
}



在显示Go按钮之前,根据回合数显示开奖界面
void GameBaseScene::receivednotificationOMsg(Object* data)
{
.............
	case MSG_GO_SHOW_TAG:
		{
			//便于测试,每一回合结束都显示开奖画面
			if(gameRoundCount !=0 && gameRoundCount%1 == 0)
			{
				//前面角色买地等,会播放动画,所以这里延迟一下,显示开奖画面
				scheduleOnce(schedule_selector( GameBaseScene::popPublishLottery),2.0f);
				
			}else
			{
				showGoButton();
			}
			break;
		}
............
}

//把开奖画面显示出来,并播放摇奖动画
void GameBaseScene::popPublishLottery(float dt)
{
	popDialogLottery->setVisible(true);	
	//开奖画面中添加角色购买的彩票号码
	popDialogLottery->addplayersLottery();
	//播放摇奖动画
	popDialogLottery->runPublishAnmi();
}

3、在PopupLayer.h中添加开奖对话框枚举LottERY_PUBLISH
enum POP_TYPE
{
	norMAL,LottERY,LottERY_PUBLISH,STOCK,};

//当对话框进入后调用setPublishLotteryContext,在对话框中添加开奖画面
void PopupLayer::onEnter()
{
......
	case LottERY_PUBLISH:
		{
			setPublishLotteryContext(contentSize);
			break;
		}

.....
}

//在对话框中添加开奖画面
void PopupLayer::setPublishLotteryContext(Size size)
{
	Size winSize = Director::getInstance()->getWinSize();
	lp = LotteryPublish::create();
	addChild(lp);
	lp->setPosition((winSize)/2);

	addplayersInfo(size);

}

//添加角色图标
void PopupLayer::addplayersInfo(Size size)
{
	Size winSize = Director::getInstance()->getWinSize();
	Size center =(winSize-size)/2;
	int j=0;
	for(auto it=players_vector.begin();it!=players_vector.end();it++)
	{
		RicherPlayer* player = dynamic_cast<RicherPlayer*>(*it);

		SpriteFrame* spf;
		int tag = player->getTag();
		switch(tag)
		{
		case PLAYER_1_TAG:
			{
				spf = player->player_spriteFrameCache->getSpriteFrameByName("player1_anim_01.png");
				break;
			}
		case PLAYER_2_TAG:
			{
				spf = player->player_spriteFrameCache->getSpriteFrameByName("player2_anim_02.png");
				break;
			}
		}

		Sprite* playerSprite = Sprite::createWithSpriteFrame(spf);
		playerSprite->setPosition( center.width+20,(winSize.height/2+50)+j*50);
		addChild(playerSprite);
		j++;
	}
	
}

//添加角色购买的彩票
void PopupLayer::addplayersLottery()
{
	for(int i=1;i<=30;i++)
	{
		if(this->getChildByTag(1000+i) != NULL)
		{
			this->removeChildByTag(1000+i);
		}
		
	}

	Size winSize = Director::getInstance()->getWinSize();
	Size size = this->getContentSize();
	Size center =(winSize-size)/2;
	int j=0;
	for(auto it=players_vector.begin();it!=players_vector.end();it++)
	{
		RicherPlayer* player = dynamic_cast<RicherPlayer*>(*it);
		
		playerLotteryVector.clear();
		for(int i=0;i < player->lottery_vector.size();i++)
		{
			
			LabelTTF* labelLotteryNumber = LabelTTF::create(String::createWithFormat("%i",player->lottery_vector.at(i))->getCString(),"",15);
			labelLotteryNumber->setPosition(ccp( center.width+20+(i+1)*20,(winSize.height/2+30)+j*50));
			labelLotteryNumber->setColor(Color3B(255,100,100));
			labelLotteryNumber->setTag(1000+player->lottery_vector.at(i));
			playerLotteryVector.pushBack(labelLotteryNumber);
		}

		for(int i=0;i < playerLotteryVector.size();i++)
		{
			addChild(playerLotteryVector.at(i));	
		}
		j++;

	}
}

//开始摇奖动画
void PopupLayer::runPublishAnmi()
{
	scheduleOnce(schedule_selector( PopupLayer::realRunPublishAnmi),3.0f);
}

//开始真正摇奖
void PopupLayer::realRunPublishAnmi(float dt)
{
lp->runAction(Sequence::create(lp->getnormal_anmi(),CallFunc::create([this]()
		{
			int lott = rand()%(30)+1;
			//四秒后 让开奖画面消失
			scheduleOnce(schedule_selector( PopupLayer::dismissFromParent),4.0f);
			
			Sprite* ball = Sprite::create("images/orange_ball.png");
			ball->setPosition(lp->getPosition()-lp->getContentSize()/2 + ccp(0,13));
			ball->setAnchorPoint(ccp(0,0));
			addChild(ball);
			LabelTTF* ltf = LabelTTF::create(String::createWithFormat("%02d",lott)->getCString(),20);
			ltf->setPosition(ball->getPosition()+ccp(5,6));
			ltf->setAnchorPoint(ccp(0,0));
			addChild(ltf);
			Size winSize = Director::getInstance()->getWinSize();
			Size center =(winSize)/2;
			int j=0;
			//判断角色是否中奖
			for(auto it=players_vector.begin();it!=players_vector.end();it++)
			{
				RicherPlayer* player = dynamic_cast<RicherPlayer*>(*it);
				//player->lottery_vector.push_back(8);

				for(int i=0;i < player->lottery_vector.size();i++)
				{
					if(player->lottery_vector.at(i) == lott)
					{
						player->setMoney(player->getMoney()+LottERY_WIN_MONEY);

						ParticleSystem* lotteryWinParticle = ParticleSystemQuad::create("images/lottery_win.plist");
						lotteryWinParticle->retain();
						ParticleBatchNode *batch = ParticleBatchNode::createWithTexture(lotteryWinParticle->getTexture());
						batch->addChild(lotteryWinParticle);	
						addChild(batch);

						lotteryWinParticle->setPosition( center.width+20,(winSize.height/2+50)+j*50 );										
						lotteryWinParticle->release();
						lotteryWinParticle->setAutoRemoveOnFinish(true); 

					}					
				}
				player->lottery_vector.clear();
				j++;
			}			
		}
	),NULL));
}

//发送对话框消失消息,并设置为不可见
void PopupLayer::dismissFromParent(float dt)
{	
	NotificationCenter::getInstance()->postNotification(MSG_DIMISS_DIALOG,String::createWithFormat("%d",MSG_DIMISS_DIALOG_PUBLISH_LottERY_TAG));
	this->setVisible(false);
}

4、GameBaseScene收到该消息后,更新资金,并显示Go按钮
	case MSG_DIMISS_DIALOG_PUBLISH_LottERY_TAG:
		{
			//this->removeChildByTag(100);
			for(auto it=players_vector.begin();it!=players_vector.end();it++)
			{
				RicherPlayer* player = dynamic_cast<RicherPlayer*>(*it);
				refreshMoneyLabel(player,0);
			}
			showGoButton();
			break;
		}



点击下载

未完待续................

今天关于火云开发课堂 - 《使用Cocos2d-x 开发3D游戏》系列 第二十四节:小项目实训《绝命沙滩》的分享就到这里,希望大家有所收获,若想了解更多关于Cocos2d-x 3.2 大富翁游戏项目开发-第二十三部分 购买彩票、Cocos2d-x 3.2 大富翁游戏项目开发-第二十九部分 游戏配音、Cocos2d-x 3.2 大富翁游戏项目开发-第二十八部分 游戏保存和载入存档游戏、Cocos2d-x 3.2 大富翁游戏项目开发-第二十四部分 彩票开奖等相关知识,可以在本站进行查询。

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