Cocos2d-x 3.2-2048-Article 3
OK. update it now.
To put it short, go straight to the topic, article 3:
-- Create a digital block class
What is a digital block?
-- That is, the number you slide, and the number that appears randomly.
First, create a NumberTiled class that inherits from Node:
NumberTiled. h:
# Ifndef _ test2048_NumberTiled_H __# define _ test2048_NumberTiled_H __# include cocos2d. hUSING_NS_CC; class NumberTiled: public Node {public: // store the row and column positions and the numeric values of this position: int m_row, m_col; int m_number; // move to r, c: void moveTo (int r, int c); CREATE_FUNC (NumberTiled); bool init () ;}; # endif
NumberTiled. cpp:
# Include NumberTiled. h # include GameDefine. hUSING_NS_CC; bool NumberTiled: init () {if (! Node: init () {return false;} // background layer auto bk = LayerColor: create (Color4B (200,200,200,255), GAME_TILED_WIDTH, GAME_TILED_HEIGHT ); this-> addChild (bk); // number layer -- a random number is generated. If the number is 7, 4 is generated. Otherwise, 2int n = rand () % 10 is generated; this-> m_number = n = 7?; // Assign different colors to switch (this-> m_number) {case 2: bk-> setColor (Color3B (230,220,210); break; case 4: bk-> setColor (Color3B (230,210,190); break; default: break;} // create a font and display the number of this block to TTFConfig config (HelloKitty. ttf, 40); auto label = Label: createWithTTF (config, StringUtils: format (% d, this-> m_number )); label-> setPosition (Point (GAME_TILED_WIDTH/2, GAME_TILED_HEIGHT/2); label-> setColor (Color3B: BLACK); bk-> addChild (label); return true ;} void NumberTiled: moveTo (int r, int c) {this-> m_row = r; this-> m_col = c; this-> setPosition (Point (m_col * GAME_TILED_WIDTH + GAME_TILED_BOARD_WIDTH * (m_col + 1), m_row * GAME_TILED_HEIGHT + GAME_TILED_BOARD_WIDTH * (m_row + 1 )));}
Okay, the basic functions of this class have been completed,
It is the location where both initialization and movement (appearance) are located.
Next, we will randomly display them on our interface ~
Go to the game interface,
In the previous article, we added a logical array map,
Now, we need to add a Vector (SET) to save all the blocks,
GameScene. h:
Vector
m_allTiled;
Then, in init, we created a grid. Next, With a number block,
Then a random block is generated,
Add a method -- newNumberTiled
This function is used to generate a new block:
Void GameScene: newNumberTiled () {// create an instance auto tiled = NumberTiled: create (); // find several idle locations: int freeCount = 16-m_allTiled.size (); int num = rand () % freeCount; int row = 0, col = 0, count = 0; bool find = false; // generate a number, which must be in the blank area for (; row <GAME_ROWS; ++ row) {for (col = 0; col <GAME_COLS; ++ col) {if (map [row] [col] = 0) {// record the number of blank areas + + count; if (count> = num) {find = true; break ;}}if (find) {break ;}// note that tiled colorBack-> addChild (tiled); tiled-> moveTo (row, col); m_allTiled.pushBack (tiled); map [row] [col] = m_allTiled.getIndex (tiled) + 1 ;}
Well, the specific explanation has been given in the code.
Explain how to randomly generate blocks at an empty location:
First, obtain the number of null locations,
Then, a random number is generated, which is smaller than the total number of null positions.
Set count to 0,
Traverse from the first position to the last position,
When an empty location is encountered, count + 1,
If the value is greater than the random number, place the number block at this position.
Now, you can run it to see the effect:
OK, this is the time,
Next time the content is, processing the touch screen ~
Coming soon ~
This article code: http://pan.baidu.com/s/1sjHLNp7
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