Cocos2d-x 3.2 大富翁遊戲項目開發-第十四部分 購買空地動畫,cocos2d-x項目開發
在購買空地時,我們增加動畫效果:
該動畫包含2部分,第一部分是讓腳印由小變大,再由大變小,第二部分是腳印變小後,播放一個粒子效果。
首先下載粒子編輯工具:Cocos2d-x-ParticleEditor這是一個開源免費的工具,為:
https://github.com/chaseli/Cocos2d-x-ParticleEditor-for-Windows
開啟bin目錄下的ParticleEditor.exe 開啟工具,裡麵包含了粒子執行個體,我們可以從中選取部分粒子效果為我所用,也可以自己編輯效果,總之採用這個工具編輯粒子非常方便。大家可以邊修改右邊的資料邊瀏覽效果。
我們開始修改一下我們的代碼,把動作和粒子效果添加進來
1、 首先修改一下RicherGameController部分代碼
<span style="color:#333333;">void RicherGameController::endGo(){GameBaseScene::pathMarkVector.at(stepHasGone)->setVisible(false);stepHasGone++;if(stepHasGone >= stepsCount){//當角色走完之後,都調用handlePropEvent方法,處理道具相關事項handlePropEvent();return;}currentRow = nextRow;currentCol = nextCol;moveOneStep(_richerPlayer);log("go end");}</span>
<span style="color:#333333;">void RicherGameController::handlePropEvent(){……………………………for (int i = 0; i < 4; i++) { Point ptMap = Util::GL2map(Vec2(positionAroundEnd[i][0],positionAroundEnd[i][1]), GameBaseScene::_map); int titleId = GameBaseScene::landLayer->getTileGIDAt(ptMap); if(titleId == GameBaseScene::blank_land_tiledID) {…………………………//在這裡把角色的tag 從訊息中發送出去 String * str = String::createWithFormat("%d-%f-%f-%d",MSG_BUY_BLANK_TAG,x,y,_richerPlayer->getTag()); NotificationCenter::getInstance()->postNotification(MSG_BUY,str); break; } }}</span>
2、修改GameBaseScene.cpp檔案
<span style="color:#333333;">這個方法主要是把動作相關的腳印精靈載入進來,便於後期使用void GameBaseScene::doSomeForParticle(){scaleby1ForBuyLand = ScaleBy::create(0.1, 1.5); scaleby2ForBuyLand = ScaleBy::create(0.5, 0.7); scaleby1ForBuyLand->retain();scaleby2ForBuyLand->retain();foot1Sprite = Sprite::create(PLAYER1_1_PARTICLE_PNG);addChild(foot1Sprite);foot1Sprite->setAnchorPoint(ccp(0,0));foot2Sprite = Sprite::create(PLAYER2_1_PARTICLE_PNG);addChild(foot2Sprite);foot2Sprite->setAnchorPoint(ccp(0,0));}</span>
<span style="color:#333333;">GameBaseScene.cpp中的receivedNotificationOMsg方法根據訊息分別處理void GameBaseScene::receivedNotificationOMsg(Object* data){…………………………case MSG_BUY_BLANK_TAG:{buy_land_x = messageVector.at(1)->floatValue();buy_land_y = messageVector.at(2)->floatValue();int playerTag = messageVector.at(3)->intValue();//當接收到前面RicherGameController 發送來的購買空地塊的訊息後,根據角色分別處理switch(playerTag){case PLAYER_1_TAG: //當是主角時 ,調用showBuyLandDialog方法,彈出對話方塊 交由人工處理{showBuyLandDialog(MSG_BUY_BLANK_TAG);break;}case PLAYER_2_TAG://當是第二個角色時,不會彈出對話方塊,直接買地,運行動畫,播放粒子效果{Point pointOfGL = Util::map2GL(ccp(buy_land_x,buy_land_y),GameBaseScene::_map);foot2Sprite->setVisible(true);foot2Sprite->setPosition(pointOfGL);Point pointOfMap = ccp(buy_land_x,buy_land_y);foot2Sprite->runAction(Sequence::create(scaleby1ForBuyLand, scaleby2ForBuyLand,</span>
<span style="color:#333333;"><span style="white-space:pre"></span>CallFunc::create([this,pointOfMap,pointOfGL](){playParticle(pointOfGL,PLAYER2_1_PARTICLE_PLIST);foot2Sprite->setVisible(false);landLayer->setTileGID(player2_building_1_tiledID,ccp(buy_land_x,buy_land_y));NotificationCenter::getInstance()->postNotification(MSG_PICKONE_TOGO,String:<span style="white-space:pre"></span>:createWithFormat("%d",MSG_PICKONE_TOGO_TAG));}),NULL));break;}}break;}…………………………………..}}</span>
3、
接著看主角(人工)點擊對話方塊中的確認按鈕後,動作的執行情況
<span style="color:#333333;">void GameBaseScene::buyLandCallback(Node *pNode){if(pNode->getTag() == Btn_OK_TAG){switch(popDialog->getDataTag()){case MSG_BUY_BLANK_TAG:{//當點擊空白地塊購買的確認按鈕後,首先把land層地塊的座標轉換成GL座標Point pointOfGL = Util::map2GL(ccp(buy_land_x,buy_land_y),GameBaseScene::_map);foot1Sprite->setVisible(true);foot1Sprite->setPosition(pointOfGL);Point pointOfMap = ccp(buy_land_x,buy_land_y);//讓foot 圖片順序執行放大縮小的動畫,然後調用playParticle方法,播放粒子效果foot1Sprite->runAction(Sequence::create(scaleby1ForBuyLand, scaleby2ForBuyLand,</span>
<span style="color:#333333;"><span style="white-space:pre"></span>CallFunc::create([this,pointOfMap,pointOfGL](){playParticle(pointOfGL,PLAYER1_1_PARTICLE_PLIST);//讓foot圖片隱藏,並設定land的Title的gid,更換成foot圖塊foot1Sprite->setVisible(false);landLayer->setTileGID(player1_building_1_tiledID,pointOfMap);}),NULL));log( "need $1000 ");break;}case MSG_BUY_LAND_1_TAG:……………………..}popDialog->setVisible(false);//1秒後,發送訊息,讓其他角色行走this->scheduleOnce(schedule_selector( GameBaseScene::sendMSGPickOneToGO),1.0f);log("Btn_OK_TAG");}……………………………………}</span>
<span style="color:#333333;">//粒子播放方法,就是載入粒子的plist檔案,然後添加進來,播放完畢後釋放 。void GameBaseScene::playParticle(Point point ,char* plistName){ParticleSystem* particleSystem_foot = ParticleSystemQuad::create(plistName);particleSystem_foot->retain();ParticleBatchNode *batch = ParticleBatchNode::createWithTexture(particleSystem_foot->getTexture());batch->addChild(particleSystem_foot);addChild(batch);particleSystem_foot->setPosition( point + ccp(tiledWidth/2,tiledHeight/2));particleSystem_foot->release();}</span>
效果
點擊下載代碼 http://download.csdn.net/detail/lideguo1979/8315969
未完待續...................