巧取豪夺:初始耗费体力值100
2、修改RicherPlayer类,添加技能相关属性及方法
RicherPlayer.h //添加技能播放的动画 void addSkillAnimation(); CC_SYNTHESIZE(Vector<SpriteFrame*>, skill_rain_vector, Skill_rain_vector); CC_SYNTHESIZE(Vector<SpriteFrame*>, skill_transfer_vector, Skill_transfer_vector); CC_SYNTHESIZE(Animate* ,rain_skill,RainSkill); CC_SYNTHESIZE(Animate* ,transfer_skill, Transfer_skill); //存放技能等级信息 std::vector<int> skill_vector; //存放角色停止走动后的位置 float stop_x; float stop_y;
RicherPlayer.cpp RicherPlayer::RicherPlayer() { ...... //初始停留位置 stop_x = -100; stop_y =0; }
bool RicherPlayer::init(char* name, int tag,bool enemy,int money,int strength) { ................... //初始技能默认等级为1 skill_vector.push_back(1); skill_vector.push_back(1); skill_vector.push_back(1); //添加技能动画相关 addSkillAnimation(); }
void RicherPlayer::addSkillAnimation() { .............. //包括暴风骤雨 、巧取豪夺 2个技能的动画 rain_skill =Animate::create(AnimationCache::getInstance()->getAnimation("rain_animation")); transfer_skill = Animate::create(AnimationCache::getInstance()->getAnimation("transfer_animation")); rain_skill->retain(); transfer_skill->retain(); }
//在添加go按钮的时候同时添加技能按钮 void GameBaseScene::addGoButton() { ................ //技能按钮,在go按钮下发 skillMenuItemButton = MenuItemImage::create("images/skill_button_normal.png", "images/skill_button_pressed.png", this, menu_selector(GameBaseScene::goButtonCallback)); skillMenuItemButton->setPosition(ccp(tableStartPosition_x+2*tableWidth+20,tableStartPosition_y-tableHeight*6-80)); skillMenuItemButton->setTag(skillButtonTag); menu->addChild(skillMenuItemButton); //添加步数按钮,用于随心步技能 step1Button = MenuItemImage::create("images/step1_normal.png", "images/step1_pressed.png", this, menu_selector(GameBaseScene::goButtonCallback)); .......... step2Button = MenuItemImage::create("images/step2_normal.png", "images/step2_pressed.png", this, menu_selector(GameBaseScene::goButtonCallback)); ............ step3Button = MenuItemImage::create("images/step3_normal.png", "images/step3_pressed.png", this, menu_selector(GameBaseScene::goButtonCallback)); .......... step4Button = MenuItemImage::create("images/step4_normal.png", "images/step4_pressed.png", this, menu_selector(GameBaseScene::goButtonCallback)); ......... step5Button = MenuItemImage::create("images/step5_normal.png", "images/step5_pressed.png", this, menu_selector(GameBaseScene::goButtonCallback)); ....... step6Button = MenuItemImage::create("images/step6_normal.png", "images/step6_pressed.png", this, menu_selector(GameBaseScene::goButtonCallback)); //暴风骤雨技能显示界面 skillStorm = SkillCard::createCardSprite(LanguageString::getInstance()->getLanguageString(RAIN), LanguageString::getInstance()->getLanguageString(GRADE), LanguageString::getInstance()->getLanguageString(LOST_STRENGTH), LanguageString::getInstance()->getLanguageString(DOWN_GRADE) ,skillSpriteCardWidth,skillSpriteCardHeight,100,-130,skillStormTag,"images/thunderstorm.png"); addChild(skillStorm,50); //随心步技能显示界面 skillStep = SkillCard::createCardSprite(LanguageString::getInstance()->getLanguageString(GOBY_HEART), LanguageString::getInstance()->getLanguageString(GRADE), LanguageString::getInstance()->getLanguageString(LOST_STRENGTH), LanguageString::getInstance()->getLanguageString(GOBY_HEART_INFO) ,skillSpriteCardWidth,skillSpriteCardHeight,280,-130,skillStepTag,"images/skill_step.png"); addChild(skillStep,50); //巧取豪夺显示界面 skillTransfer = SkillCard::createCardSprite(LanguageString::getInstance()->getLanguageString(YOURS_IS_MINE), LanguageString::getInstance()->getLanguageString(GRADE), LanguageString::getInstance()->getLanguageString(LOST_STRENGTH), LanguageString::getInstance()->getLanguageString(YOURS_IS_MINE_INFO) ,skillSpriteCardWidth,skillSpriteCardHeight,460,-130,skillTransferTag,"images/skill_transfer.png"); addChild(skillTransfer,50); //添加各个界面点击回调方法 skillStorm->setSkillButtonCallback(this,callfuncN_selector(GameBaseScene::skillClick)); skillStep->setSkillButtonCallback(this,callfuncN_selector(GameBaseScene::skillClick)); skillTransfer->setSkillButtonCallback(this,callfuncN_selector(GameBaseScene::skillClick)); //技能界面是否在显示 isSkillLayerShow = false; //随心步步数按钮界面是否显示 isStepLayerShow = false; }
void GameBaseScene::showStepButton(bool show) { if(show) { //显示时变为可见 step1Button->setVisible(true); step2Button->setVisible(true); step3Button->setVisible(true); step4Button->setVisible(true); step5Button->setVisible(true); step6Button->setVisible(true); //顺时针依次播放动画 step2Button->runAction(RotateBy::create(stepSkillAnimaTime,60)); step3Button->runAction(RotateBy::create(2*stepSkillAnimaTime,120)); step4Button->runAction(RotateBy::create(3*stepSkillAnimaTime,180)); step5Button->runAction(RotateBy::create(4*stepSkillAnimaTime,240)); step6Button->runAction(RotateBy::create(5*stepSkillAnimaTime,300)); }else { //隐藏时相反 step2Button->runAction(RotateBy::create(stepSkillAnimaTime,-60)); step3Button->runAction(RotateBy::create(2*stepSkillAnimaTime,-120)); step4Button->runAction(RotateBy::create(3*stepSkillAnimaTime,-180)); step5Button->runAction(RotateBy::create(4*stepSkillAnimaTime,-240)); step6Button->runAction(RotateBy::create(5*stepSkillAnimaTime,-300)); step6Button->runAction(Sequence::create(RotateBy::create(5*stepSkillAnimaTime,-300),CallFunc::create([this](){ step1Button->setVisible(false); step2Button->setVisible(false); step3Button->setVisible(false); step4Button->setVisible(false); step5Button->setVisible(false); step6Button->setVisible(false); } ),NULL)); } }
//技能界面点击相应函数 void GameBaseScene::skillClick(Node *pNode) { int tag = pNode->getTag(); if(tag == skillStormTag) { if(player1->stop_x < 0) { return; } //当点击暴风骤雨时,判断角色体力值是否满足技能耗费的体力值,如果满足 就播放暴风骤雨动画,动画结束后角色所在地块变为空地块 int needLostStrength = 80-player1->skill_vector.at(0)*10; if(player1->getStrength() >= needLostStrength) { showSkillSprites(); player1->setStrength(player1->getStrength()-needLostStrength); refreshStrengthLabel(player1,0); Point pointOfGL = Util::map2GL(ccp(player1->stop_x,player1->stop_y),_map); rainSprite = Sprite::createWithSpriteFrame(player1->getRainSkill()->getAnimation()->getFrames().at(0)->getSpriteFrame()); addChild(rainSprite); rainSprite->setAnchorPoint(ccp(0,0)); rainSprite->setPosition(pointOfGL+ccp(-tiledWidth/2,tiledHeight/2)); rainSprite->runAction(Sequence::create(player1->getRainSkill(),CallFunc::create([this]() { landLayer->setTileGID(blank_land_tiledID,ccp(player1->stop_x,player1->stop_y)); rainSprite->removeFromParent(); }),NULL)); }else //如果体力不足,Toast显示提示信息 { CocosToast::createToast(this, LanguageString::getInstance()->getLanguageString(YOUR_STRENGTH_IS_LOW)->getCString(), TOAST_SHOW_TIME, winSize/2); } } if(tag == skillStepTag) {//如果点击了随心步 则显示随心步步数按钮界面 showStepButton(!isStepLayerShow); isStepLayerShow = !isStepLayerShow; } if(tag == skillTransferTag) {//如果点击巧取豪夺 if(player1->stop_x < 0) { return; } //判断角色体力值和技能所需的体力值是否满足技能需求 int needLostStrength = 110-player1->skill_vector.at(0)*10; if(player1->getStrength() >= needLostStrength) { //记录夺取地块的等级 int transferLand = 0; if(transferLandTag== MSG_PAY_TOLLS_1_TAG) { transferLand = player1_building_1_tiledID; } if(transferLandTag== MSG_PAY_TOLLS_2_TAG) { transferLand = player1_building_2_tiledID; } if(transferLandTag== MSG_PAY_TOLLS_3_TAG) { transferLand = player1_building_3_tiledID; } transferLandTag = 0; if(transferLand != 0) { showSkillSprites(); player1->setStrength(player1->getStrength()-needLostStrength); refreshStrengthLabel(player1,0); Point pointOfGL = Util::map2GL(ccp(player1->stop_x,player1->stop_y),_map); transferSprite = Sprite::createWithSpriteFrame(player1->getTransfer_skill()->getAnimation()->getFrames().at(0)->getSpriteFrame()); addChild(transferSprite); transferSprite->setAnchorPoint(ccp(0,0)); transferSprite->setPosition(pointOfGL); //播放巧取豪夺技能动画,并把地块变为自己相应等级的地块 transferSprite->runAction(Sequence::create(player1->getTransfer_skill(),CallFunc::create([this,transferLand]() { landLayer->setTileGID(transferLand,ccp(player1->stop_x,player1->stop_y)); transferSprite->removeFromParent(); }),NULL)); } }else { CocosToast::createToast(this, LanguageString::getInstance()->getLanguageString(YOUR_STRENGTH_IS_LOW)->getCString(), TOAST_SHOW_TIME, winSize/2); } } }
//修改goButtonCallback方法,添加技能按钮和随心步步数按钮相应 void GameBaseScene::goButtonCallback(cocos2d::CCObject *pSender) { int tag = ((Node*)pSender)->getTag(); .................... //当点击技能按钮时,显示或隐藏技能界面 if(tag == skillButtonTag) { skillStorm->setSkillGrade(player1->skill_vector.at(0)); skillStep->setSkillGrade(player1->skill_vector.at(1)); skillTransfer->setSkillGrade(player1->skill_vector.at(2)); skillStorm->setStength(80-player1->skill_vector.at(0)*10); skillStep->setStength(60-player1->skill_vector.at(1)*10); skillTransfer->setStength(110-player1->skill_vector.at(2)*10); showSkillSprites(); } //当点击步数按钮时 if(tag == step1_tag || tag == step2_tag || tag == step3_tag || tag == step4_tag || tag == step5_tag || tag == step6_tag) { int needLostStrength = 60-player1->skill_vector.at(1)*10; //当体力值足够时,角色减少相应体力值,同时隐藏技能界面,人物进行相应步数的行走 if(player1->getStrength() >= needLostStrength) { player1->setStrength(player1->getStrength()-needLostStrength); refreshStrengthLabel(player1,0); showSkillSprites(); int steps = tag - stepBaseTag; RouteNavigation::getInstance()->getPath(player1,steps,canPassGrid,tiledRowsCount,tiledColsCount); std::vector<int> colVector = RouteNavigation::getInstance()->getPathCols_vector(); std::vector<int> rowVector = RouteNavigation::getInstance()->getPathRow_vector(); NotificationCenter::getInstance()->postNotification(MSG_GO,String::createWithFormat("%d",MSG_GO_HIDE_TAG)); player1->startGo(rowVector,colVector); }else //当体力值不足时,显示提示信息 { CocosToast::createToast(this, LanguageString::getInstance()->getLanguageString(YOUR_STRENGTH_IS_LOW)->getCString(), TOAST_SHOW_TIME, winSize/2); } } }
//该方法进行技能界面显示,当显示时,向上移动,隐藏时,向下移动 void GameBaseScene::showSkillSprites() { if(!isSkillLayerShow) { skillStorm->runAction(MoveBy::create(0.3,ccp(0,130))); skillStep->runAction(MoveBy::create(0.3,ccp(0,130))); skillTransfer->runAction(MoveBy::create(0.3,ccp(0,130))); isSkillLayerShow = true; }else { skillStorm->runAction(MoveBy::create(0.3,ccp(0,-130))); skillStep->runAction(MoveBy::create(0.3,ccp(0,-130))); skillTransfer->runAction(MoveBy::create(0.3,ccp(0,-130))); isSkillLayerShow = false; if(isStepLayerShow) { showStepButton(!isStepLayerShow); isStepLayerShow = !isStepLayerShow; } } }
void RicherGameController::pickOnePlayerToGo() { ............... if(richerPlayer->getTag() == PLAYER_1_TAG ) { NotificationCenter::getInstance()->postNotification(MSG_GO,String::createWithFormat("%d",MSG_GO_SHOW_TAG)); return; } //当不是第一角色时 if(richerPlayer->stop_x > 0) { //获取角色所在地块id值 int gid = GameBaseScene::landLayer->getTileGIDAt(ccp(richerPlayer->stop_x,richerPlayer->stop_y)); //如果地块不是自己的,则随机使用技能 if(gid != GameBaseScene::blank_land_tiledID && gid != GameBaseScene::player2_building_1_tiledID && gid != GameBaseScene::player2_building_2_tiledID && gid != GameBaseScene::player2_building_3_tiledID) { //获取角色体力 int playerStrength = richerPlayer->getStrength(); //随机取得要使用的技能 int randomSkill_index = rand()%3; int needLostStrength = 0; int landLevel = 0; //记录地块的等级 if(gid == GameBaseScene::player1_building_1_tiledID) { landLevel = GameBaseScene::player2_building_1_tiledID; } if(gid == GameBaseScene::player1_building_2_tiledID) { landLevel = GameBaseScene::player2_building_2_tiledID; } if(gid == GameBaseScene::player1_building_3_tiledID) { landLevel = GameBaseScene::player2_building_3_tiledID; } //获取使用技能需要耗费的体力 switch(randomSkill_index) { case 0: { needLostStrength = 80-richerPlayer->skill_vector.at(0)*10; break; } case 1: { } case 2: { needLostStrength = 110-richerPlayer->skill_vector.at(2)*10; break; } } //如果角色体力值满足要求,发送使用技能的消息,然后方法返回 if(playerStrength >= needLostStrength) { String * str = String::createWithFormat("%d-%f-%f-%d-%d-%d-%d",MSG_USE_SKILL_TAG,richerPlayer->stop_x ,richerPlayer->stop_y,richerPlayer->getTag(),randomSkill_index,needLostStrength,landLevel); NotificationCenter::getInstance()->postNotification(MSG_USE_SKILL,str); return; } } } 如果地块是自己的时候,角色则行走 int randNumber = rand()%6 + 1; RouteNavigation::getInstance()->getPath(richerPlayer,randNumber,GameBaseScene::canPassGrid,GameBaseScene::tiledRowsCount,GameBaseScene::tiledColsCount); richerPlayer->startGo(RouteNavigation::getInstance()->getPathRow_vector(),RouteNavigation::getInstance()->getPathCols_vector()); return; } }
//当角色收到消息时 void GameBaseScene::receivedNotificationOMsg(Object* data) { ............... case MSG_USE_SKILL_TAG: { //获取角色的tag int playerTag = messageVector.at(3)->intValue(); //角色要使用的技能 int kill_index = messageVector.at(4)->intValue(); //使用技能需要耗费的体力 int needLostStrength = messageVector.at(5)->intValue(); //当前地块的等级 int landLevel = messageVector.at(6)->intValue(); if(playerTag == PLAYER_2_TAG) { //让角色减少相应的体力 player2->setStrength(player2->getStrength()-needLostStrength); refreshStrengthLabel(player2,0); Point pointOfGL = Util::map2GL(ccp(player2->stop_x,player2->stop_y),_map); //播放技能相应动画 switch(kill_index) { case 0://暴风骤雨 { rainSprite = Sprite::createWithSpriteFrame(player2->getRainSkill()->getAnimation()->getFrames().at(0)->getSpriteFrame()); addChild(rainSprite); rainSprite->setAnchorPoint(ccp(0,0)); rainSprite->setPosition(pointOfGL+ccp(-tiledWidth/2,tiledHeight/2)); //动画播放完毕后,设置地块为空地块。并发送角色继续行走的消息 rainSprite->runAction(Sequence::create(player2->getRainSkill(),CallFunc::create([this]() { landLayer->setTileGID(blank_land_tiledID,ccp(player2->stop_x,player2->stop_y)); rainSprite->removeFromParent(); NotificationCenter::getInstance()->postNotification(MSG_PICKONE_TOGO,String::createWithFormat("%d",MSG_PICKONE_TOGO_TAG)); }),NULL)); break; } case 1://随心步,这个方法暂时不写,后期大家可以自己添加 { } case 2://巧取豪夺 { transferSprite = Sprite::createWithSpriteFrame(player2->getTransfer_skill()->getAnimation()->getFrames().at(0)->getSpriteFrame()); addChild(transferSprite); transferSprite->setAnchorPoint(ccp(0,0)); transferSprite->setPosition(pointOfGL); //动画播放完毕后,设置地块为自己相应等级地块。并发送角色继续行走的消息 transferSprite->runAction(Sequence::create(player2->getTransfer_skill(),CallFunc::create([this,landLevel]() { landLayer->setTileGID(landLevel,ccp(player2->stop_x,player2->stop_y)); transferSprite->removeFromParent(); NotificationCenter::getInstance()->postNotification(MSG_PICKONE_TOGO,String::createWithFormat("%d",MSG_PICKONE_TOGO_TAG)); }),NULL)); break; } } } break; } ............... }
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未完待续...............