該張補充如何升級防禦塔
首先是,點擊該圖標,會彈出上面那張GIF的建造選項。
具體代碼在Terrain(名字是根據資源包圖片名起的)中,首先根據每一個地圖算好座標,在地圖添加到場景後執行addTerrains()添加到地圖層中。在Terrain的Init函數中根據地圖類型選擇圖片生成精靈,並添加觸摸監聽。
auto listener = EventListenerTouchOneByOne::create();
listener->onTouchBegan = CC_CALLBACK_2(Terrain::onTouchBegan, this);
listener->onTouchEnded = CC_CALLBACK_2(Terrain::onTouchEnded, this);
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener,terrain);
在onTouchEnded中判斷
void Terrain::onTouchEnded(Touch* touch, Event* event)
{
auto target = static_cast<Sprite*>(event->getCurrentTarget());
Point locationInNode = target->convertTouchToNodeSpace(touch);
Size size = target->getContentSize();
Rect rect = Rect(0, 0, size.width, size.height);
if (rect.containsPoint(locationInNode)&&target->isVisible())//若點擊在該區域,且可見(可見是因爲若防禦塔建造了,就不可以了,就不會執行下面代碼)
{
if(isUpdateMenuShown)//如果已經顯示,則隱藏
{
hideUpdateMenu();
}else{
showUpdateMenu();
}
}else{//若點擊其他區域,隱藏
hideUpdateMenu();
}
}
在showUpdateMenu()添加建造菜單層
void Terrain::showUpdateMenu()
{
auto towerPanleLayer = TowerPanleLayer::create();
towerPanleLayer->setPosition(this->getPosition());
towerPanleLayer->setTag(getTag());
towerPanleLayer->setMyTerrain(this);
static_cast<BaseMap*>(this->getParent())->mTouchLayer->addChild(towerPanleLayer);
towerPanleLayer->inAnimation();
isUpdateMenuShown = true;
}
TowerPanleLayer是自定義Layer
bool TowerPanleLayer::init()
{
if ( !Sprite::init() )
{
return false;
}
circle = Circle::create();
addChild(circle);
circle->setVisible(false);
planesprite = Sprite::createWithSpriteFrameName("gui_ring.png");
planesprite->setPosition(Point(0, 0));
planesprite->setScale(0.5f);
addChild(planesprite);
isBuilt = false;
return true;
}
其中Circle是自定義精靈,根據射程顯示防禦塔攻擊範圍,不做詳細介紹了,planesprite是那個鐵環首先通過this->getPosition()獲取位置,將它添加在觸摸層中,執行從小變大的動畫。
void TowerPanleLayer::inAnimation()
{
SoundManager::playTowerMenu();
planesprite->runAction(Sequence::create(ScaleTo::create(0.1f,1.0f,1.0f),
CallFuncN::create(CC_CALLBACK_0(TowerPanleLayer::addIcons,this)),
NULL));
}
動畫執行完畢後,添加4個按鍵,4個按鍵是自定義精靈類,具體參見代碼,給4個按鍵添加觸摸監聽,在觸摸開始時:
bool TowerPanleLayer::onTouchBegan(Touch *touch, Event *event)
{
auto target = static_cast<BaseBuildIcon*>(event->getCurrentTarget());
Point locationInNode = target->convertTouchToNodeSpace(touch);
Size size = target->baseIcon->getContentSize();
Rect rect = Rect(0-size.width/2, 0-size.height/2, size.width, size.height);
if (rect.containsPoint(locationInNode))
{
if(target->getIsSelected())//如果已經選中(第二次按下)
{
if(target->getIsAble())//如果錢夠用
{
int i = target->getType();
addTower(target->getType());
}
}else{//第一次按下
archerIcon->setNotSelected();
artilleryIcon->setNotSelected();
barracksIcon->setNotSelected();
magicIcon->setNotSelected();
target->setSelected();//設置爲選中狀態
addTempTower(target->getType());
}
return true;
}
return false;
}
其中addTempTower()是添加臨時防禦塔,即第一張圖的效果,當點擊第二次,通過addTower()建造防禦塔
void TowerPanleLayer::addTempTower(int type)
{
if(tempTower!=NULL){
removeChild(tempTower,true);//首先上一個臨時塔移除
}
circle->setVisible(true);//顯示防禦塔攻擊範圍
switch (type)
{
case(1):{//根據點擊類型顯示
tempTower = Sprite::createWithSpriteFrameName("tower_preview_archer.png");
tempTower->setPosition(Point(0,25));
static_cast<BaseMap*>(this->getParent()->getParent())->playerState->showTowerInfo(ARCHER_1);}//在菜單層顯示防禦塔信息
break;
..........
}
addTower中建造防禦塔
void TowerPanleLayer::addTower(int type)
{
static_cast<BaseMap*>(this->getParent()->getParent())->playerState->removeTowerInfo();//移除防禦塔信息
switch (type)
{
case(2):{//根據選擇類型建造
auto barracksTower = BaseBarracksTower::create();
barracksTower->setPosition(Point(0,20));
barracksTower->setTag(terrain->getTag());
barracksTower->setMyTerrain(terrain);//設置塔所屬的terrain,防禦塔售出時將此設置可見。
terrain->addChild(barracksTower);
barracksTower->buildingAnimation();
GameManager::getInstance()->MONEY = GameManager::getInstance()->MONEY - barracksTower->getBuildMoney();
}
break;
.........省略
}
SoundManager::playTowerBuilding();//播放建造音效
isBuilt = true;
terrain->terrain->setVisible(false);//將terrain設置不可見,再點擊即不會再顯示了
this->setVisible(false);
}
另外,防禦塔升級的界面類似建造,就不一一介紹了,升級即將上一個塔remove掉,新建一個新的。賣塔的過程即將防禦塔remove掉,並且將terrain設置爲可見