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状态层是比较复杂的了,状态层需要与游戏层通信,因此也需要为游戏层先设计一个代理类,以便状态层遵守游戏层的代理,这样游戏层就可以在游戏开始、得分、结束时,告诉状态层做出相应的状态表现了。
游戏层的代理类:
/** * The delegate between status layer and game layer */class GameStatusDelegate { public: /** * When the game start, this method will be called */ virtual void onGameStart() = 0; /** * During paying, after the score changed, this method will be called * * @param score The latest score */ virtual void onGamePlaying(int score) = 0; /** * When game is over, this method will be called * * @param currentScore Current game score * @param historyBestScore The best score in the history of the player */ virtual void onGameEnd(int currentScore, int historyBestScore) = 0;};
只有三个方法,分别对应游戏开始、玩家得分、游戏结束。
那么状态层需要遵守代理:
/** *The status layer,showing the status information * in the game. */class StatusLayer : public cocos2d::Layer, public GameStatusDelegate
遵守代理后,必须声明代理中的方法:
/** * Override from GameStatusDelegate * * @see GameStatusDelegate declaration. */ void onGameStart(void); void onGamePlaying(int score); void onGameEnd(int currentScore, int historyBestScore);
如果不声明,会编译不通过的,这是必须实现的。
这个层中,有四种精灵需要控制:cocos2d::Sprite *_getReadySprite; cocos2d::Sprite *_tutorialSprite; cocos2d::Node *_scoreNode; cocos2d::Sprite *_blinkSprite;
分别对应GetReady、指导图、得分、闪屏图
在初始化时,先邓加载0~9数字精灵:
bool StatusLayer::init() { if (!Layer::init()) { return false; } // preload number sprite frames to memory ScoreNumber::getInstance()->loadNumber(kScoreNumberFont.c_str(), "font_0%02d", 48); ScoreNumber::getInstance()->loadNumber(kScoreNumberScore.c_str(), "number_score_%02d", 0); // At the first time, the game is ready to play this->showGameStatus(kGameStateReady); return true;}
关于数字特效类ScoreNumber,后面再单独说明。
这个类中最重要的显示状态方法:
void StatusLayer::showGameStatus(GameState status, int currentScore, int historyBestScore) { auto size = Director::getInstance()->getVisibleSize(); auto origin = Director::getInstance()->getVisibleOrigin(); switch (status) { case kGameStateReady: { const char *scoreName = kScoreNumberFont.c_str(); _scoreNode = ScoreNumber::getInstance()->convert(scoreName, currentScore); _scoreNode->setPosition(origin.x + size.width / 2, origin.y + size.height * 5 / 6); this->addChild(_scoreNode); _getReadySprite = Sprite::createWithSpriteFrame(AtlasLoader::getInstance()->getSpriteFrame("text_ready")); _getReadySprite->setPosition(origin.x + size.width / 2, origin.y + size.height * 2 / 3); this->addChild(_getReadySprite); _tutorialSprite = Sprite::createWithSpriteFrame(AtlasLoader::getInstance()->getSpriteFrame("tutorial")); _tutorialSprite->setPosition(origin.x + size.width / 2, origin.y + size.height * 1 / 2); this->addChild(_tutorialSprite); } break; case kGameStateStarted: { _getReadySprite->runAction(FadeOut::create(0.4f)); _tutorialSprite->runAction(FadeOut::create(0.4f)); } break; case kGameStateOver: { _currentScore = currentScore; _bestScore = historyBestScore; if (_currentScore > _bestScore) { _bestScore = _currentScore; _isNewRecord = true; } else { _isNewRecord = false; } this->removeChild(_scoreNode); // Game over auto overSprite = Sprite::createWithSpriteFrame(AtlasLoader::getInstance()->getSpriteFrame("text_game_over")); auto size = Director::getInstance()->getVisibleSize(); auto origin = Director::getInstance()->getVisibleOrigin(); overSprite->setPosition(origin.x + size.width / 2, origin.y + size.height * 2 / 3); this->addChild(overSprite); // Add animation auto fadein = FadeIn::create(0.5f); auto actionDone = CallFunc::create(std::bind(&StatusLayer::showScorePanel, this)); auto sequence = Sequence::createWithTwoActions(fadein, actionDone); overSprite->stopAllActions(); overSprite->runAction(sequence); } break; default: break; }}
如果状态为ready,即准备状态,
准备状态图:状态为kGameStateStarted,表示开始游戏时,
_getReadySprite->runAction(FadeOut::create(0.4f)); _tutorialSprite->runAction(FadeOut::create(0.4f)); 只是添加淡出效果状态为游戏结束时,显示游戏结束:
当游戏结束的时候,显示Game Over 精灵,然后添加淡入淡出的动画,来显示得分结果显示面板和重玩、机会按钮,
不过这里并没有实现机会使用按钮,因此此功能就留给喜欢研究扩展的朋友吧。刷新得分面板用户得分函数,从0到玩家得分,有一个动画的过程,
void StatusLayer::refreshScoreUpdate(float delta) { const int kCurrentSpriteTag = 100; if (this->getChildByTag(kCurrentSpriteTag)) { this->removeChildByTag(kCurrentSpriteTag); } const char *score = kScoreNumberScore.c_str(); _scoreNode = ScoreNumber::getInstance()->convert(score, _tmpScore, kGravityDirectionRight); _scoreNode->setAnchorPoint(Vec2(1, 0)); auto size = Director::getInstance()->getVisibleSize(); auto origin = Director::getInstance()->getVisibleOrigin(); _scoreNode->setPosition(origin.x + size.width * 3 / 4 + 4, origin.y + (size.height - _scoreNode->getContentSize().height) / 2 + 7); this->addChild(_scoreNode); ++_tmpScore; if (_tmpScore > _currentScore) { unschedule(schedule_selector(StatusLayer::refreshScoreUpdate)); }}
这是通过定时器来回调的,当刷新完成时,需要取消掉定时器。
点击重玩按钮时,进入到此函数:
void StatusLayer::menuRestartCallback(cocos2d::Ref *pSender) { CocosDenshion::SimpleAudioEngine::getInstance()->playEffect("sfx_swooshing.ogg"); // We can't add TransitionScene object, otherwise it can't receive any touch event. // I don't know why. // We should remove all children and clean up resources, otherwise it will crash at // some time in the future. In fact, I don't know why, when Director replace a new // scene, does it remove and clean up? auto scene = Director::getInstance()->getRunningScene(); scene->removeAllChildrenWithCleanup(true); Director::getInstance()->replaceScene(GameScene::createScene());}
如果不加上这两行代码先释放资源,时不时就会崩溃,不知道是不是因为是自动释放的,但是事件循环并没有到,因此一直没有得到释放而导致的。
auto scene = Director::getInstance()->getRunningScene(); scene->removeAllChildrenWithCleanup(true);
这两行代码只是先把当前场景的所有资源先释放掉。
下一步,看一看我们设计的数字特效类