Implement the MVC of lua in cocos2dx + lua

Source: Internet
Author: User

Implement the MVC of lua in cocos2dx + lua


Create two classes. CGMainSceneManager is a singleton for MC and CGMainScene is for V. Implementation method similar to c ++ class


Local CGMainScene = class ("CGMainScene", function ()
Return ZnBaseScene: create ()
End)


Function CGMainScene. create ()
Local scene = CGMainScene. new ()
Scene: init ()

Scene: registerScriptHandler (function (event)
If "enter" = event then
Scene: enter ()
Elseif "exit" = event then
Scene: exit ()
End
End)

Return scene
End


Function CGMainScene: ctor ()


Self. _ visibleSize = cc. Director: getInstance (): getVisibleSize ()
Self. origin = cc. Director: getInstance (): getVisibleOrigin ()
Self. schedulerID = nil


End


Function CGMainScene: init ()


CGMainManager: instance (): init ()
CGMainManager: instance (): createBgScrollView ()
Self: addChild (CGMainManager: instance (). _ scrollView)
CGMainManager: instance (): addCheckPoint (CGMainManager: instance (). _ bgTableName)


Local pointTable = {}
PointTable ["level"] = 6
PointTable ["state"] = 2
PointTable ["starnum"] = 2
CGMainManager: instance (): setStarandState (pointTable)




Local buttonnode = cc. CSLoader: createNode ("ButtonLayer. csb ")
Buttonnode: setPosition (VisibleRect. worldSpace (cc. p (self. _ visibleSize. width/2, self. _ visibleSize. height )))
Self: addChild (buttonnode, CGMainManager: instance (). _ panelZorder. kButtonZorder)



Local function ButtonTouchEvent (sender, eventType)
If eventType = ccui. TouchEventType. began then

Elseif eventType = ccui. TouchEventType. ended then
If sender: getTag () = 1 then
Print ("----------- shopButton ---- ============ ")


Elseif sender: getTag () = 2 then
Print ("----------- RoleButton ---- ============ ")
Elseif sender: getTag () = 3 then
Print ("----------- incubatorButton ---- ============ ")
Elseif sender: getTag () = 4 then
Print ("----------- lotteryButton ---- ============ ")
Elseif sender: getTag () = 5 then
Print ("----------- signButton ---- ============ ")
Elseif sender: getTag () = 6 then
Print ("----------- TaskButton ---- ============ ")
Elseif sender: getTag () = 7 then
Print ("----------- BagButton ---- ============ ")
Elseif sender: getTag () = 8 then
Print ("----------- button8 ---- ============== ")
Elseif sender: getTag () = 9 then
Print ("----------- button9 ---- ============ ")
Elseif sender: getTag () = 10 then
Print ("----------- button10 ---- ============== ")
End
End
End



Local children = buttonnode: getChildren ()
Local len = table. getn (children)
For I = 1, len do
Children [I]: addTouchEventListener (ButtonTouchEvent)
End





-- CGMainManager: instance (): setOffset ()

-- Diagram of physical strength, gold coins, and silver coins
CGMainManager: instance (): setPanelEvent ()
Local function IconTouchEvent (sender, eventType)
If eventType = ccui. TouchEventType. began then

Elseif eventType = ccui. TouchEventType. ended then


If sender: getTag () = 1 then
Print ("icon energy button is touch ")
Elseif sender: getTag () = 2 then
Print ("icon silver button is touch ")
Elseif sender: getTag () = 3 then
Print ("icon golden button is touch ")
End
End
End


CGMainManager: instance (). _ energyIcon: addTouchEventListener (IconTouchEvent)
CGMainManager: instance (). _ goldenIcon: addTouchEventListener (IconTouchEvent)
CGMainManager: instance (). _ silverIcon: addTouchEventListener (IconTouchEvent)

CGMainManager: instance (). _ panelinfo: setPosition (VisibleRect. worldSpace (cc. p (self. _ visibleSize. width * 0.15, 0.1 * self. _ visibleSize. height )))
Self: addChild (CGMainManager: instance (). _ panelinfo, CGMainManager: instance (). _ panelZorder. kPanelZorder)
CGMainManager: instance (): setPanelInfo ()


-- CGMainManager: instance (): playEffect ()


End


Function CGMainScene: enter ()
-- Print ("CGMainScene: enter ")
End


Function CGMainScene: exit ()
-- Print ("CGMainScene: exit ")
End


Return CGMainScene










Local instance = nil


Require ("CGMainScene ")


CGMainManager = class ("CGMainManager", function ()
Return ZnBaseHandler: create ()
End)


Function CGMainManager: instance ()
If instance ~ = Nil then return instance end
Instance = CGMainManager. new ()
Return instance
End


Function CGMainManager: reset ()
If instance ~ = Nil then
Instance = false
End
End


Function CGMainManager: ctor ()
Self. _ winSize = cc. Director: getInstance (): getWinSize ()
Self. _ visibleSize = cc. Director: getInstance (): getVisibleSize ()


End


Function CGMainManager: init ()

Self. _ checkPointTable = {}


Self. _ scrollView = nil


ImageViewTag = 100


Self. _ imageView = cc. Sprite: create ("guanka1.png") -- image for test


VerticalTotal = 0 -- vertical interval
VerticalSpace = 0
VerticalOffset = 1, 450






Self. _ bgTableName =
{
"MainMap_1 ",
"MainMap_2 ",
"MainMap_3 ",
"MainMap_4 ",
"MainMap_5 ",
}
-- Floating panel
Self. _ panelinfo = nil
Self. _ curEnergyLabel = nil
Self. _ totalEnergyLabel = nil
Self. _ goldenLabel = nil
Self. _ silverLabel = nil
Self. _ energyIcon = nil
Self. _ goldenIcon = nil
Self. _ silverIcon = nil

Self. _ panelZorder =
{
KPanelZorder = 1,
KButtonZorder = 2,
}
-- Prompt box
AlertView = nil




CdTime = 10*60*60




-- For test
Level = 20





End


Function CGMainManager: createBgScrollView ()
Print ("create bg scrollView ")


Self. _ scrollView = cc. ScrollView: create ()
Local function scrollView1DidScroll ()
End
Local function scrollView1DidZoom ()

End
If nil ~ = Self. _ scrollView then
Self. _ scrollView: setViewSize (cc. size (self. _ winSize. width, self. _ winSize. height ))
Self. _ scrollView: setPosition (cc. p (0, 0 ))
Self. _ scrollView: setScale (1.0)
Self. _ scrollView: ignoreAnchorPointForPosition (true)
Self. _ scrollView: setContentSize (cc. size (self. _ winSize. width, self. _ winSize. height * # self. _ bgTableName-verticalOffset * 2 ))
Self. _ scrollView: setDirection (cc. SCROLLVIEW_DIRECTION_VERTICAL)
Self. _ scrollView: setBounceable (true)
Self. _ scrollView: setDelegate ()
Self. _ scrollView: registerScriptHandler (scrollView1DidScroll, cc. SCROLLVIEW_SCRIPT_SCROLL)
End
End




Function CGMainManager: addCheckPoint (bgTable) -- add a level


Print ("this is checkPoint add function ")
Local function touchCheckPointEvent (sender, eventType)
If eventType = ccui. TouchEventType. began then
Print (sender: getParent (): getTag ())
Local tag = sender: getParent (): getTag ()
Elseif eventType = ccui. TouchEventType. moved then


Elseif eventType = ccui. TouchEventType. ended then


End
End

For I = 1, table. getn (bgTable) do -- add background
Local name = bgTable [I]... ". csb"
Local bg = cc. CSLoader: createNode (name)

Local bgsprite = bg: getChildByName (bgTable [I])


Local children = bgsprite: getChildren ()
Local len = table. getn (children)
For I = 0, len-1, do
Local positionx = children [I + 1]: getPositionX ()
Local positiony = children [I + 1]: getPositionY ()
Local tag = children [I + 1]: getTag () -- get the tag Value
Local checkpoint = cc. CSLoader: createNode ("Checkpoint. csb ")
Checkpoint: setPosition (cc. p (positionx, positiony ))
Table. insert (self. _ checkPointTable, checkpoint)
Bg: addChild (checkpoint, 0, tag)

Local pointbg = checkpoint: getChildByName ("Checkpoint_Bg ")
Local button = pointbg: getChildByName ("Point_Button ")
Button: addTouchEventListener (touchCheckPointEvent)

Local star1 = pointbg: getChildByName ("PointStar_1 ")
Local star2 = pointbg: getChildByName ("PointStar_2 ")
Local star3 = pointbg: getChildByName ("PointStar_3 ")
Local grayStar1 = pointbg: getChildByName ("PointStar_Close1 ")
Local grayStar2 = pointbg: getChildByName ("PointStar_Close2 ")
Local grayStar3 = pointbg: getChildByName ("PointStar_Close3 ")




Local stateclose = pointbg: getChildByName ("Point_Close ")
Local stateopen = pointbg: getChildByName ("Point_Open ")
Local stateok = pointbg: getChildByName ("Point_ OK ")

Local imagepoint = pointbg: getChildByName ("Sprite_image ")
Local silverandgoldenPoint = pointbg: getChildByName ("pointSilverOrGolden ")
SilverandgoldenPoint: setVisible (false)



Local pointNum = pointbg: getChildByName ("Point_Num ")
PointNum: setString (string. format ("% s", tag ))
Self. _ checkPointTable [tag] = {}


Self. _ checkPointTable [tag] ["starTable"] = {}
Self. _ checkPointTable [tag] ["grayStarTable"] = {}
Self. _ checkPointTable [tag] ["checkpointState"] = {}
Self. _ checkPointTable [tag] ["starnum"] = {}

Self. _ checkPointTable [tag] ["imagepoint"] = {}
Self. _ checkPointTable [tag] ["pointbg"] = {}


Table. insert (self. _ checkPointTable [tag] ["starTable"], star1)
Table. insert (self. _ checkPointTable [tag] ["starTable"], star2)
Table. insert (self. _ checkPointTable [tag] ["starTable"], star3)


Table. insert (self. _ checkPointTable [tag] ["grayStarTable"], grayStar1)
Table. insert (self. _ checkPointTable [tag] ["grayStarTable"], grayStar2)
Table. insert (self. _ checkPointTable [tag] ["grayStarTable"], grayStar3)


Table. insert (self. _ checkPointTable [tag] ["checkpointState"], stateclose)
Table. insert (self. _ checkPointTable [tag] ["checkpointState"], stateopen)
Table. insert (self. _ checkPointTable [tag] ["checkpointState"], stateok)




Table. insert (self. _ checkPointTable [tag] ["starnum"], 0) -- the current level gets several stars

Table. insert (self. _ checkPointTable [tag] ["imagepoint"], imagepoint)
Table. insert (self. _ checkPointTable [tag] ["pointbg"], pointbg)






End

Bg: setPosition (VisibleRect. worldSpace (cc. p (0, self. _ visibleSize. height-(I-1) * self. _ visibleSize. height + verticalOffset )))
Self. _ scrollView: getContainer (): addChild (bg, 0)
Self. _ scrollView: updateInset ()
End

End




Function CGMainManager: setPanelEvent ()


Self. _ panelinfo = cc. CSLoader: createNode ("TopBar. csb ")

Local energybg = self. _ panelinfo: getChildByName ("ico_energy_bg ")
Local goldenbg = self. _ panelinfo: getChildByName ("ico_gold_bg ")
Local silverbg = self. _ panelinfo: getChildByName ("ico_silver_bg ")

Self. _ energyIcon = energybg: getChildByName ("ico_energy ")
Self. _ goldenIcon = goldenbg: getChildByName ("ico_gold ")
Self. _ silverIcon = silverbg: getChildByName ("ico_silver ")

Self. _ curEnergyLabel = energybg: getChildByName ("energy_Num_Left ")
Self. _ totalEnergyLabel = energybg: getChildByName ("energy_Num_Right ")
Self. _ goldenLabel = goldenbg: getChildByName ("gold_Num ")
Self. _ silverLabel = silverbg: getChildByName ("silver_Num ")
End




Function CGMainManager: setPanelInfo ()


Local curEnergy = string. format ("% s", 300)
Local totalEnergy = string. format ("% s", 500)
Local golden = string. format ("% s", 1000)
Local silver = string. format ("% s", 2000)


Self. _ curEnergyLabel: setString (curEnergy)
Self. _ totalEnergyLabel: setString (totalEnergy)
Self. _ goldenLabel: setString (golden)
Self. _ silverLabel: setString (silver)
End


Function CGMainManager: showAlertView (flag)


End


Function CGMainManager: setStarandState (PointTable) -- start init
Local level = PointTable ["level"]
Local state = PointTable ["state"]
Local starnum = PointTable ["starnum"]


If self. _ imageView ~ = Nil then
Local pointx = self. _ checkPointTable [level] ["imagepoint"] [1]: getPositionX ()
Local pointy = self. _ checkPointTable [level] ["imagepoint"] [1]: getPositionY ()
Self. _ imageView: setPosition (cc. p (pointx, pointy ))
Self. _ checkPointTable [level] ["pointbg"] [1]: addChild (self. _ imageView)

For I = 1, level do
-- Star
For j = 1, starnum do
Self. _ checkPointTable [level] ["grayStarTable"] [j]: setVisible (false)
End


-- State
If state ~ = 1 then
Self. _ checkPointTable [level] ["checkpointState"] [1]: setVisible (false)
Self. _ checkPointTable [level] ["checkpointState"] [state]: setVisible (true)
Elseif state = 1 then

End

End
End


End


Function CGMainManager: setOffset ()

Self. _ scrollView: setContentOffset (cc. p (0,-verticalSpace ))
End


Function CGMainManager: playEffect () -- whether to pass through a series of action effects to be played by the current level



-- Action Test

Local tag = 6

Local silverIconx = self. _ silverIcon: getPositionX ()
Local silverIcony = self. _ silverIcon: getPositionY ()
Local goldenIconx = self. _ goldenIcon: getPositionX ()
Local goldenIcony = self. _ goldenIcon: getPositionY ()


Local pointsilverIcon = self. _ silverIcon: convertToWorldSpace (cc. p (silverIconx, silverIcony ))
Local pointgoldenIcon = self. _ goldenIcon: convertToWorldSpace (cc. p (goldenIconx, goldenIcony ))


Local silverMove = cc. MoveTo: create (2, pointsilverIcon)
Local goldenMove = cc. MoveTo: create (2, pointgoldenIcon)


Local silver = cc. Sprite: create ("guanka1.png ")
Local golden = cc. Sprite: create ("guanka1.png ")


Silver: setPosition (cc. p (10, 10 ))
Golden: setPosition (cc. p (10, 10 ))

--[[
Local silverx = silver: getPositionX ()
Local silvery = silver: getPositionY ()
Local goldenx = golden: getPositionX ()
Local goldeny = golden: getPositionY ()


Local positonsilver = convertToWorldSpace (cc. p (silverx, silvery ))
Local positiongolden = convertToWorldSpace (cc. p (goldenx, goldeny ))


]




Self. _ checkPointTable [tag] ["pointbg"] [1]: addChild (silver, 100)
Self. _ checkPointTable [tag] ["pointbg"] [1]: addChild (golden, 100)

Silver: runAction (silverMove)
Golden: runAction (goldenMove)


End


Return CGMainManager




Related Article

Contact Us

The content source of this page is from Internet, which doesn't represent Alibaba Cloud's opinion; products and services mentioned on that page don't have any relationship with Alibaba Cloud. If the content of the page makes you feel confusing, please write us an email, we will handle the problem within 5 days after receiving your email.

If you find any instances of plagiarism from the community, please send an email to: info-contact@alibabacloud.com and provide relevant evidence. A staff member will contact you within 5 working days.

A Free Trial That Lets You Build Big!

Start building with 50+ products and up to 12 months usage for Elastic Compute Service

  • Sales Support

    1 on 1 presale consultation

  • After-Sales Support

    24/7 Technical Support 6 Free Tickets per Quarter Faster Response

  • Alibaba Cloud offers highly flexible support services tailored to meet your exact needs.