本篇文章给大家分享的是有关cocos2dx3.2如何实现格斗人物选择界面,小编觉得挺实用的,因此分享给大家学习,希望大家阅读完这篇文章后可以有所收获,话不多说,跟着小编一起来看看吧。
先看最终实现的效果图:
创建以人物选择场景 ChooseHero.h
#ifndef __CHOOSE_HERO_H__ #define __CHOOSE_HERO_H__ #include "cocos2d.h" #include "ui/CocosGUI.h" #include "cocos-ext.h" #include "cocostudio/CocoStudio.h" using namespace cocos2d::ui; USING_NS_CC; class ChooseHero : public Layer { public: static Scene * createScene(); virtual bool init(); void OnGameStartPage(Object *pSender, Widget::TouchEventType type);//创建人物 void textFieldEvent(Object* pSender, Event type); //void OnBackToLoginPage(Object *pSender, Event type);//返回登录界面 void OnRoleSelect(CCObject *pSender, Widget::TouchEventType type);//角色选择界面 void OnRoleSelect2(CCObject *pSender, Widget::TouchEventType type);//角色选择界面 void OnRoleSelect3(CCObject *pSender, Widget::TouchEventType type);//角色选择界面 bool OnRoleSelectMy(Touch *touch, Event *event); CREATE_FUNC(ChooseHero); protected: //标签 enum { enTagStudioMainUiLayer, enTagRole, }; intm_nRoleID;//角色ID 1.鸣人2.小樱3.佐助 int btnIndex2; Button* pBtn_Role ; Button* pBtn_Role2; Button* pBtn_Role3; ImageView * pSelect_Img ; ImageView * pSelect_Img2; ImageView * pSelect_Img3; }; #endif
init实现如下:
bool ChooseHero::init(){ if (!Layer::init()){ return false; } m_nRoleID = 1; //创建主场景UI层 auto pCreateNinja = GUIReader::getInstance()->widgetFromJsonFile("CreateNinja.json"); addChild(pCreateNinja, 100, enTagStudioMainUiLayer); pCreateNinja->setName("CreateNinjaLayer"); pCreateNinja->setSize(getContentSize()); ArmatureDataManager::getInstance()->addArmatureFileInfo("armature/xiaoyin.ExportJson"); ArmatureDataManager::getInstance()->addArmatureFileInfo("armature/NewProject.ExportJson"); ArmatureDataManager::getInstance()->addArmatureFileInfo("armature/minren1.ExportJson"); ////获取开始按钮 Button *pBtn_Create_Team = dynamic_cast<Button*>(pCreateNinja->getChildByName("MainUi")->getChildByName("Btn_Create_Team")); pBtn_Create_Team->addTouchEventListener(this, toucheventselector(ChooseHero::OnGameStartPage)); ////获取输入框 TextField* pTextField = dynamic_cast<TextField*>(pCreateNinja->getChildByName("MainUi")->getChildByName("Team_Name_TextField")); //CC_BREAK_IF(pTextField == NULL); pTextField->setTouchEnabled(true); //pTextField->addEventListenerTextField(this, textfieldeventselector(CNFTeamCreateLayer::textFieldEvent)); pTextField->setText(""); //获取人物按钮 pBtn_Role = static_cast<Button*>(pCreateNinja->getChildByName("MainUi")->getChildByName(String::createWithFormat("Btn_Char_%d", 0 + 1)->getCString())); pBtn_Role2 = static_cast<Button*>(pCreateNinja->getChildByName("MainUi")->getChildByName(String::createWithFormat("Btn_Char_%d", 1 + 1)->getCString())); pBtn_Role3 = static_cast<Button*>(pCreateNinja->getChildByName("MainUi")->getChildByName(String::createWithFormat("Btn_Char_%d", 2 + 1)->getCString())); pSelect_Img = static_cast<ImageView*>(pBtn_Role->getChildByName("Select_Img")); pSelect_Img2 = static_cast<ImageView*>(pBtn_Role2->getChildByName("Select_Img")); pSelect_Img3 = static_cast<ImageView*>(pBtn_Role3->getChildByName("Select_Img")); pBtn_Role->addTouchEventListener(this, toucheventselector(ChooseHero::OnRoleSelect)); pBtn_Role2->addTouchEventListener(this, toucheventselector(ChooseHero::OnRoleSelect2)); pBtn_Role3->addTouchEventListener(this, toucheventselector(ChooseHero::OnRoleSelect3)); pSelect_Img->setVisible(true); ArmatureDataManager::getInstance()->addArmatureFileInfo("armature/xiaoyin.ExportJson"); ArmatureDataManager::getInstance()->addArmatureFileInfo("armature/NewProject.ExportJson"); ArmatureDataManager::getInstance()->addArmatureFileInfo("armature/minren1.ExportJson"); char cName[3][256] = { "minren1", "xiaoyin", "NewProject" }; Armature *pRole = Armature::create(cName[0]); pRole->setPosition(ccp(640/ 2, 210)); pRole->setAnchorPoint(ccp(pRole->getAnchorPoint().x, 0)); pRole->getAnimation()->play("hold"); addChild(pRole, 100000, enTagRole); return true; }
回调方法实现如下:
void ChooseHero::OnRoleSelect(CCObject *pSender, Widget::TouchEventType type){ if (pBtn_Role == pSender){ pSelect_Img2->setVisible(false); pSelect_Img3->setVisible(false); pSelect_Img->setVisible(true); m_nRoleID = 1; removeChildByTag(enTagRole); char cName[3][256] = { "minren1", "xiaoyin", "NewProject" }; Armature *pRole = Armature::create(cName[0]); pRole->setPosition(ccp(640 / 2, 210)); pRole->setAnchorPoint(ccp(pRole->getAnchorPoint().x, 0)); pRole->getAnimation()->play("hold"); addChild(pRole, 100000, enTagRole); } else{ pSelect_Img->setVisible(false); } }
以上就是cocos2dx3.2如何实现格斗人物选择界面,小编相信有部分知识点可能是我们日常工作会见到或用到的。希望你能通过这篇文章学到更多知识。更多详情敬请关注亿速云行业资讯频道。
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