cocos2D-X 常用功能封装

帅比萌擦擦* 提交于 2019-12-03 06:27:55

Packaging_Kernel.h

 

#pragma once
#include <string>
#include <map>
#include <vector>
#include "cocos2d.h"
#include "ui\CocosGUI.h"
#include "SimpleAudioEngine.h"
#include "cocostudio\CocoStudio.h"
#include "cocos\editor-support\spine\SkeletonAnimation.h"
#include "cocos\platform\desktop\CCGLViewImpl-desktop.h"
#include "cocos\math\CCGeometry.h"
#include "cocos\editor-support\spine\extension.h"
#include "cocos\math\Vec2.h"
#include "cocos2d/extensions/GUI/CCScrollView/CCTableView.h"


#include <iostream>
#include <windows.h>
#include <tchar.h>


using namespace std;
using namespace cocos2d;
using namespace cocostudio;
using namespace ui;
using namespace spine;
using namespace timeline;
using namespace CocosDenshion;



typedef struct MONITORBING
{
    EventDispatcher *Dispatcher;
    EventListenerMouse *ListenerMouse;
}MONITORBING, *LPMONITORBING;
typedef struct POKERS
{
    int PokerColor = 0;
    int CurState = 0;
    int Poker = 0;
}Poker,*LPPoker;
typedef struct USERS
{
    int PokerColor = 0;
    int CurState = 0;
    int Poker = 0;
}User,*LPUser;

typedef struct TOUCH
{
    int KeyState = 0; //按下 1,移动 2,抬起 3
    int KeyCode = 0;//保留
    int TouchMove = 0;
    int TouchEnd = 0;
    Vec2 CurPos = Vec2::ZERO;
    Vec2 LastPos = Vec2::ZERO;
}RecvTouch,*LPRecvTouch;

typedef struct COOR
{
    int X;
    int Y;
}Coor, Position;


//LPMONITORBING LPMonitorBing = new MONITORBING;
//LPMonitorBing->Dispatcher = Director::getInstance()->getEventDispatcher();
//LPMonitorBing->ListenerMouse = EventListenerMouse::create();
//LPMonitorBing->ListenerMouse->onMouseDown = CC_CALLBACK_1(HelloWorld::OnMouseDown, this);
//LPMonitorBing->Dispatcher->addEventListenerWithSceneGraphPriority(LPMonitorBing->ListenerMouse, this);

typedef void(*MOUSEEVENTFUNCTION)(Event*);
typedef void(*KEYEVENTFUNCTION)(EventKeyboard::KeyCode, Event*);
typedef bool(*TOUCHEVENTFUNCTION)(Touch*, Event*);
typedef void(*TOUCHEVENT_FUNCTION)(Touch*, Event*);
typedef void(*MENUITEMLABEL_FUNCTION)(Ref*);

class PackagingClass
{
    //精灵
    Sprite *m_Sprites = NULL;
    Vec2 *m_SpritesPosition = NULL;
    Vec2 *m_SpritesWidthAndHeight = NULL;
    //纹理
    Texture2D *m_Texture2D = NULL;
    //粒子
    //CCParticleExplosion        //爆炸粒子特效
    //    CCParticleFire                  //火焰粒子特效
    //    CCParticleFlower             //花束粒子特效
    //    CCParticleFireworks       //烟花粒子特效
    //    CCParticleGalaxy            //星系粒子特效
    //    CCParticleMeteor           //流星粒子特效
    //    CCParticleRain                //下雨粒子特效
    //    CCParticleSmoke            //烟雾粒子特效
    //    CCParticleSnow              //下雪粒子特效
    //    CCParticleSpiral              //漩涡粒子特效
    //    CCParticleSun                 //太阳粒子特效
    ParticleFireworks *m_ParticleEffects = NULL;
    //遮罩
    ClippingNode *m_MaskTier = NULL;//蒙版
    Vec2 *m_ButtonPosition = NULL;
    Vec2 *m_ButtonWidthAndHeight = NULL;
    //音频
    char m_MusicFile[256] = { 0 };
    //动作
    CallFunc *m_CallBackFunctionAction = NULL;//回调函数无参动作
    DelayTime *m_DelayAction = NULL;//延时动作
    Sequence *m_ConnectAction = NULL;//连接动作
    RepeatForever *m_InfiniteAction = NULL;//无限动作

    //树
    std::map<std::string, Sprite*> m_MapSprite;//Map精灵
    std::map<std::string, Texture2D*> m_MapTexture;//Map纹理
    std::map<std::string, Button*> m_MapButton;//Map按钮
    std::map<std::string, SkeletonAnimation*> m_MapSkeletonAnimation;//Map骨骼动画
    std::map<Texture2D*, Sprite*> m_MapTextureSprite;//Map纹理精灵


    //单子弹
    std::vector<Sprite*> m_VectorBullet;//Vector子弹
    //单敌机
    std::vector<Sprite*> m_VectorEnemy;//Vector敌机
    //双管子弹
    std::vector<Sprite*> m_VectorBullet_One;//管子one
    std::vector<Sprite*> m_VectorBullet_Two;//管子two


    //Poker
    Poker m_Poker[54];//54张
    User m_UserLeft[20];
    User m_MainUser[20];//地主
    User m_UserRight[20];

    //五子棋
    static Vec2 m_StandardPos[11][11];


public:
    PackagingClass();
    ~PackagingClass();

    //单子弹功能
    void Push_Back(Sprite *Sprites);
    void UpdataBullet_Y_(Node *This, float Max_Y, float Speed);//当前节点,最大的Y,速度
    void Delete_Bullet();//删除整个vector
    //停用,Look Function Interior
    void Delete_OneBullet(Node *This, std::vector<Sprite*>::iterator &it_);
    std::vector<Sprite*> *Get_Bullet_it();
    //单向基本的碰撞释放
    void Release_One_AirAndBulletCrash(Node *This);
    //敌机功能
    void EnemyDirPush_Back(Sprite *Sprites);
    void UpdataEnemyDir_Y_(Node *This,float X,float Y,float Max_Y,float Speed);
    void Delete_EnemyDir();//删除整个vector
    //停用,Look Function Interior
    void Delete_OneEnemy(Node *This, std::vector<Sprite*>::iterator &it_);
    std::vector<Sprite*> *Get_Enemy_it();

    //双管子弹
    void Push_Back(Sprite *Sprites_One,Sprite *Sprite_Two);
    void UpdataDoubleBullet_Y_(Node *This, float Max_Y, float Speed);//当前节点,最大的Y,速度
    void Delete_DoubleBullet();//删除整个vector
    std::vector<Sprite*> *Get_Bullet_itOne();
    std::vector<Sprite*> *Get_Bullet_itTwo();
    //双管子弹的碰撞释放
    void Release_Double_AirAndBulletCrash(Node *This);


    //poker 洗牌
    void InitShuffle();
    //发牌
    void Deal();
    //排序
    void User_Sort(User *MainUser, int Len);
    //加载牌牌
    void LoadPoker();
    //显示牌牌
    void ShowPoker(Node *This);
    //返回牌牌
    User *GetUserMainUser();
    User *GetUserLeft();
    User *GetUserRight();
    //出牌牌后牌牌位置更新,在出牌后把CurState改为1,及把牌返回
    void OutPokerPostionUpdata(User *Poker__,int Len,int Width,int W,int MainY, Node *This);//用处不是太大
    //加载左边玩家的牌牌
    void OutPokerLeftBackgroundUpdata(User *Poker_,int Len, Texture2D *Texture,Node *This);
    //加载右边玩家的牌牌
    void OutPokerRightBackgroundUpdata(User *Poker_, int Len, Texture2D *Texture, Node *This);


    //五子棋
    DrawNode* CreateGobangMap();
    //标准坐标
    static void StandardPos(Sprite *Sprites);













    //根据文件创建一个精灵
    Sprite* CreateSprite(const char *FileName, const Vec2 Position);
    Sprite* CreateSprite(const char *FileName);
    //根据文件获取一个精灵
    Sprite* GetSprite(const char *FileName);
    //根据文件获取精灵位置
    Vec2 GetSpritePosition(const char *FileName);
    //根据文件获取精灵宽高
    Size GetSpriteWidthAndHeight(const char *FileName);
    //根据文件创建一张纹理
    Texture2D* CreateTexture2D(const char *FileName);
    //根据文件获取一张纹理
    Texture2D* GetTexture(const char *FileName);
    //根据一张纹理创建一个精灵
    Sprite* CreateTextureSprite(Texture2D *Texture);
    //根据一张纹理获取一个纹理精灵
    Sprite* GetTextureSprite(Texture2D *Texture);
    //根据抬起图片获取按钮
    Button* GetButton(const char *FileName);
    //根据json文件获取一个骨骼动画
    SkeletonAnimation* GetSkeletonAnimation(const char *FileName);

    //创建遮罩层
    ClippingNode* CreateMaskTier(const char *Template_FilePathName,//模板路径
        Sprite *EffectsSprite,//特效精灵
        Vec2 Template_Position,//模板位置
        Vec2 Effects_Position);//特效精灵位置
    ClippingNode* CreateMaskTier(Sprite *Template_Sprite,//模板精灵
        Sprite *EffectsSprite,//特效精灵
        Vec2 Template_Position,//模板位置
        Vec2 Effects_Position);//特效精灵位置

    //创建按钮
    //注册事件加这一句
    //参数 Ref* ref, TouchEventType *event
    //->addTouchEventListener(this, toucheventselector(class::OnTouchButton));//虚函数
    Button *CreateButton(Node *node,
        const char *UpImageFileName,
        const char *DownImageFileName,
        const char *ProhibitImageFileName);
    Button *CreateButton(const char *UpImageFileName,
        const char *DownImageFileName,
        const char *ProhibitImageFileName);

    //创建一个ScrollView
    ScrollView *CreateScrollView();
    //创建一个Text
    Label *CreateText(string Text, string Font, float Size = 50);

    //加载csb动画(骨骼)
    Node* LoadCSBAnimation(const char *FilePathName, Vec2 Position, const float SizeScale, const float TimeSpeed, bool Bool);
    //加载 .json + .stlas 文件动画
    SkeletonAnimation* Load_jsonAndStlas_Animation(const char *FilePathName_Json, const char *FilePathName_Atlas, Vec2 Position, const float TimeSpeed, bool Bool, const char *JsonIndex);
    //加载 .plist + .png 帧动画
    Sprite* Load_PlistAndPng_Animation(const char *FilePathName, Vec2 Position, const int EndFrame, char *XmlImageName);
    //注册鼠标事件
    void RegisterMouseEvent(Node *node,//this
        MOUSEEVENTFUNCTION OnMouseDown,//成员函数必须是静态
        MOUSEEVENTFUNCTION OnMouseUp,//成员函数必须是静态
        MOUSEEVENTFUNCTION OnMouseMove,//成员函数必须是静态
        MOUSEEVENTFUNCTION OnMouseScroll);//成员函数必须是静态
    void RegisterMouseEvent(Node *node,
        MOUSEEVENTFUNCTION OnMouseDown,//成员函数必须是静态
        MOUSEEVENTFUNCTION OnMouseUp,//成员函数必须是静态
        MOUSEEVENTFUNCTION OnMouseMove);//成员函数必须是静态
    //注册按键事件
    void RegisterKeyEvent(Node *node,//this
        KEYEVENTFUNCTION KeyDown,//成员函数必须是静态
        KEYEVENTFUNCTION KeyUp);//成员函数必须是静态
    //注册触摸单点事件
    void RegisterTouchEvent(Node *node,
        TOUCHEVENTFUNCTION OnTouchBegin,//成员函数必须是静态
        TOUCHEVENT_FUNCTION OnTouchMove,//成员函数必须是静态
        TOUCHEVENT_FUNCTION OnTouchEnd);//成员函数必须是静态
    void RegisterTouchEvent(Node *node,
        TOUCHEVENTFUNCTION OnTouchBegin,//成员函数必须是静态
        TOUCHEVENT_FUNCTION OnTouchMove,//成员函数必须是静态
        TOUCHEVENT_FUNCTION OnTouchEnd,//成员函数必须是静态
        TOUCHEVENT_FUNCTION OnTouchCancelle);//成员函数必须是静态

    //播放音乐
    char *PlayBackgroundMusic(const char *BackgroundMusicName, bool Loop = true);
    //暂停音乐
    void PauseBackgroundMusic();
    //注册每一帧调用:void class::Update(float Time);
    static void RegisterEachFrameCall(Node *node);
    //开启控制台,最好放在Main函数里
    void OpenConsole();
    void OpenConsole2();

    //切换场景
    static void ChangeScene(Scene* scene);

    //触摸移动
    static void TouchMoveSprite(Touch *touch,Sprite* Sprites);
    static void TouchMoveSprite(Touch *touch, Sprite* Sprites,void *null);


    //Menu菜单
    Menu *CreateMenu();
    //用某个节点创建菜单项
    MenuItemLabel *InsertMenuItemLabel(Node *node);
    //注册菜单项回调
    void RegisterMenuItemLabel(MenuItemLabel* MenuItemLabel,
        MENUITEMLABEL_FUNCTION MenuItemCallback);//成员函数必须是静态
    //布局,注意是堆内存,用完后注意注意注意释放
    Position *OverallArrangemet(int Number);


protected:
    //鼠标按下
    static void _OnMouseDown(MOUSEEVENTFUNCTION OnMouseDown, Event *event);
    //鼠标抬起
    static void _OnMouseUp(MOUSEEVENTFUNCTION OnMouseUp, Event *event);
    //鼠标移动
    static void _OnMouseMove(MOUSEEVENTFUNCTION OnMouseMove, Event *event);
    //鼠标滚轮
    static void _OnMouseScroll(MOUSEEVENTFUNCTION OnMouseScroll, Event *event);
    //按键按下
    static void _OnKeyPressed(KEYEVENTFUNCTION OKeyDown, EventKeyboard::KeyCode KeyCode, Event *event);
    //按键抬起
    static void _OnKeyReleased(KEYEVENTFUNCTION OKeyUp, EventKeyboard::KeyCode KeyCode, Event *event);
    //触摸开始
    static bool _OnTouchBegin(TOUCHEVENTFUNCTION OnTouchBegin, Touch *touch, Event *event);
    //触摸移动
    static void _OnTouchMove(TOUCHEVENT_FUNCTION OnTouchMove, Touch *touch, Event *event);
    //触摸结束
    static void _OnTouchEnd(TOUCHEVENT_FUNCTION OnTouchEnd, Touch *touch, Event *event);
    //触摸取消
    static void _OnTouchCancelle(TOUCHEVENT_FUNCTION OnTouchCancelle, Touch *touch, Event *event);
private:
    BOOL InsertionSprite(std::string Name, Sprite *Sprites);
    BOOL InsertionTexture(std::string Name, Texture2D *Texture);
    BOOL InsertionButton(std::string Name,Button *button);
    BOOL InsertionSkeletonAnimation(std::string Name, SkeletonAnimation *Skeleton_Animation);
    BOOL InsertionTextureSprite(Texture2D *Texture,Sprite *Sprites);
};
//9宫格精灵
//Scale9Sprite *S = Scale9Sprite::create("_9.png");
//S->setPosition(Vec2((visibleSize / 2).width, (visibleSize / 2).height));
//S->setCapInsets(CCRectMake(0,0,0,0));
//S->setContentSize(Size::Size(800,600));
//this->addChild(S);

//自定义监听事件
//Button *Btn = m_Obj->CreateButton(this, "ButtonFile/game_6.png", "ButtonFile/game_27.png", "ButtonFile/game_187.png");
//Btn->addTouchEventListener(this, toucheventselector(HelloWorld::OnTouchButton));
//auto listener = EventListenerCustom::create("Event",
//    [](EventCustom*)
//{
//    CCLOG("===========>Event");
//});
//Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(listener, 1);
//Director::getInstance()->getEventDispatcher()->dispatchCustomEvent("Event");

//多点触控
//EventListenerTouchAllAtOnce *Listener = EventListenerTouchAllAtOnce::create();
//Listener->onTouchesBegan = [=](const std::vector<Touch*>& touch, Event* event)
//{
//    CCLOG("Touches count %lu", touch.size());
//    Touch *t;
//    for (auto it = touch.begin(); it != touch.end(); it++)
//    {
//        t = *it;
//        CCLOG("X = %f , Y = %f", t->getLocation().x, t->getLocation().y);
//    }
//};
//Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(Listener, this);



//==============================================成员函数调用约定
#define Updata update(float Time)


#define __BUTTONCLASS__(__CLASS__) \
toucheventselector(__CLASS__::OnTouchButton)

#define ONTOUCHBUTTON(__CLASS__)\
__CLASS__::OnTouchButton

#define ONMOUSEDOWN(__CLASS__)\
__CLASS__::OnMouseDown

#define ONMOUSEUP(__CLASS__)\
__CLASS__::OnMouseUp

#define ONMOUSEMOVE(__CLASS__)\
__CLASS__::OnMouseMove

#define ONMOUSESCROLL(__CLASS__)\
__CLASS__::OnMouseScroll

#define ONTOUCHBEGIN(__CLASS__)\
__CLASS__::OnTouchBegin

#define ONTOUCHMOVE(__CLASS__)\
__CLASS__::OnTouchMove

#define ONTOUCHEND(__CLASS__)\
__CLASS__::OnTouchEnd

#define ONTOUCHCANCELLE(__CLASS__)\
__CLASS__::OnTouchCancelle

#define ONKEYPRESSED(__CLASS__)\
__CLASS__::OnKeyPressed

#define ONKEYRELEASED(__CLASS__)\
__CLASS__::OnKeyReleased



//static void OnMouseDown(Event *event);
//static void OnMouseUp(Event *event);
//static void OnMouseMove(Event *event);
//
//static void OnKeyPressed(EventKeyboard::KeyCode keycode, Event *event);
//static void OnKeyReleased(EventKeyboard::KeyCode keycode, Event *event);
//
//static bool OnTouchBegin(Touch *touch, Event *event);
//static void OnTouchMove(Touch *touch, Event *event);
//static void OnTouchEnd(Touch *touch, Event *event);
//static void OnTouchCancelle(Touch *touch, Event *event);
//
//void Main::OnMouseDown(Event *event)
//{
//    EventMouse *M = (EventMouse*)event;
//
//    CCLOG("MouseDown");
//    m_State = 1;
//}
//void Main::OnMouseUp(Event *event)
//{
//    CCLOG("MouseUp");
//}
//void Main::OnMouseMove(Event *event)
//{
//    CCLOG("MouseMove");
//}
//
//void Main::OnTouchButton(Ref* ref, TouchEventType *event)
//{
//          std::cout << ((Widget*)ref)->getTouchMovePosition().x << " " << ((Widget*)ref)->getTouchMovePosition().y<< std::endl;
//    int var = 0;
//}
//
//void Main::OnKeyPressed(EventKeyboard::KeyCode keycode, Event *event)
//{
//
//    if (keycode == EventKeyboard::KeyCode::KEY_UP_ARROW)
//    {
//        CCLOG("KeyDown  %d", keycode);
//    }
//    if (keycode == EventKeyboard::KeyCode::KEY_DOWN_ARROW)
//    {
//        CCLOG("KeyDown  %d", keycode);
//    }
//    if (keycode == EventKeyboard::KeyCode::KEY_LEFT_ARROW)
//    {
//        CCLOG("KeyDown  %d", keycode);
//    }
//    if (keycode == EventKeyboard::KeyCode::KEY_RIGHT_ARROW)
//    {
//        CCLOG("KeyDown  %d", keycode);
//
//    }
//
//}
//void Main::OnKeyReleased(EventKeyboard::KeyCode keycode, Event *event)
//{
//    CCLOG("KeyUp  %d", keycode);
//}
//
//bool Main::OnTouchBegin(Touch *touch, Event *event)
//{
//    CCLOG("Touch %f,%f", touch->getLocation().x, touch->getLocation().y);
//    CCLOG("OnTouchBegan");
//    return true;
//}
//void Main::OnTouchMove(Touch *touch, Event *event)
//{
//    CCLOG("onTouchMoved");
//}
//void Main::OnTouchEnd(Touch *touch, Event *event)
//{
//    CCLOG("onTouchEnded");
//}
//void Main::OnTouchCancelle(Touch *touch, Event *event)
//{
//    CCLOG("OnTouchCancelled");
//}
//void Main::menuCloseCallback(Ref* pSender)
//{
//    Director::getInstance()->end();
//    m_GameLogScene.EndGame_LogScene(this);
//
//#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
//    exit(0);
//#endif
//
//}

Packaging_Kernel.cpp

#include "Packaging_Kernel.h"


Vec2 PackagingClass::m_StandardPos[11][11] = { Vec2::ZERO };

PackagingClass::PackagingClass()
{
    srand(GetTickCount());
}
PackagingClass::~PackagingClass()
{
    PackagingClass::Delete_Bullet();
    PackagingClass::Delete_EnemyDir();
    PackagingClass::Delete_DoubleBullet();
}

BOOL PackagingClass::InsertionSprite(std::string Name, Sprite *Sprites)
{
    if (Sprites != NULL)
    {
        m_MapSprite.insert(std::pair<std::string, Sprite*>(Name, Sprites));
        return TRUE;
    }
    return FALSE;
}
BOOL PackagingClass::InsertionTexture(std::string Name, Texture2D *Texture)
{
    if (Texture != NULL)
    {
        m_MapTexture.insert(std::pair<std::string, Texture2D*>(Name, Texture));
        return TRUE;
    }
    return FALSE;
}
BOOL PackagingClass::InsertionButton(std::string Name, Button *button)
{
    if (button != NULL)
    {
        m_MapButton.insert(std::pair<std::string, Button*>(Name, button));
        return TRUE;
    }
    return FALSE;
}
BOOL PackagingClass::InsertionSkeletonAnimation(std::string Name, SkeletonAnimation *Skeleton_Animation)
{
    if (Skeleton_Animation != NULL)
    {
        m_MapSkeletonAnimation.insert(std::pair<std::string, SkeletonAnimation*>(Name, Skeleton_Animation));
    }
    return FALSE;
}
BOOL PackagingClass::InsertionTextureSprite(Texture2D *Texture, Sprite *Sprites)
{
    if (Texture != NULL && Sprites != NULL)
    {
        m_MapTextureSprite.insert(std::pair<Texture2D*, Sprite*>(Texture, Sprites));
        return TRUE;
    }
    return FALSE;
}

Sprite* PackagingClass::CreateSprite(const char *FileName, const Vec2 Position)
{
    if (FileName != NULL)
    {
        m_Sprites = Sprite::create(FileName);
        m_Sprites->setPosition(Position);
        PackagingClass::InsertionSprite(FileName, m_Sprites);
        return m_Sprites;
    }
    return NULL;
}
Sprite* PackagingClass::CreateSprite(const char *FileName)
{
    if (FileName != NULL)
    {
        m_Sprites = Sprite::create(FileName);
        m_Sprites->setPosition(Vec2::ZERO);
        PackagingClass::InsertionSprite(FileName, m_Sprites);
        return m_Sprites;
    }
    return NULL;
}
Sprite* PackagingClass::GetSprite(const char *FileName)
{
    if (FileName != NULL)
    {
        if (m_MapSprite[FileName])
        {
            return m_MapSprite[FileName];
        }
    }
    return NULL;
}
Texture2D* PackagingClass::GetTexture(const char *FileName)
{
    if (FileName != NULL)
    {
        if (m_MapTexture[FileName])
        {
            return m_MapTexture[FileName];
        }
    }
    return FALSE;
}
Vec2 PackagingClass::GetSpritePosition(const char *FileName)
{
    if (FileName != NULL)
    {
        if (m_MapSprite[FileName])
        {
            return m_MapSprite[FileName]->getPosition();
        }
    }
    return Vec2::ZERO;
}
Size PackagingClass::GetSpriteWidthAndHeight(const char *FileName)
{
    if (FileName != NULL)
    {
        if (m_MapSprite[FileName])
        {
            return m_MapSprite[FileName]->getContentSize();
        }
    }
    return Size::ZERO;
}
Texture2D* PackagingClass::CreateTexture2D(const char *FileName)
{
    if (FileName != NULL)
    {
        m_Texture2D = TextureCache::getInstance()->addImage(FileName);
        if (m_Texture2D)
        {
            PackagingClass::InsertionTexture(FileName, m_Texture2D);
            return m_Texture2D;
        }
    }
    return NULL;
}
Sprite* PackagingClass::CreateTextureSprite(Texture2D *Texture)
{
    if (Texture != NULL)
    {
        Sprite* Sprites = Sprite::createWithTexture(Texture);
        if (Sprites)
        {
            PackagingClass::InsertionTextureSprite(Texture, Sprites);
            Sprites->setPosition(Vec2::ZERO);
            return Sprites;
        }
    }
    return NULL;
}
Button* PackagingClass::GetButton(const char *FileName)
{
    if (FileName != NULL)
    {
        if (m_MapButton[FileName])
        {
            return m_MapButton[FileName];
        }
    }
    return NULL;
}
SkeletonAnimation* PackagingClass::GetSkeletonAnimation(const char *FileName)
{
    if (FileName != NULL)
    {
        if (m_MapSkeletonAnimation[FileName])
        {
            return m_MapSkeletonAnimation[FileName];
        }
    }
    return NULL;
}
Sprite* PackagingClass::GetTextureSprite(Texture2D *Texture)
{
    if (Texture != NULL)
    {
        if (m_MapTextureSprite[Texture])
        {
            return m_MapTextureSprite[Texture];
        }
    }
    return NULL;
}

ClippingNode* PackagingClass::CreateMaskTier(const char *Template_FilePathName,
    Sprite *EffectsSprite,
    Vec2 Template_Position,
    Vec2 Effects_Position)
{
    if (Template_FilePathName && EffectsSprite)
    {
        Sprite *Template = PackagingClass::CreateSprite(Template_FilePathName);

        Template->setPosition(Template_Position);
        EffectsSprite->setPosition(Effects_Position);

        ClippingNode *MaskTier = ClippingNode::create();
        MaskTier->setAlphaThreshold(0.5f);
        MaskTier->setInverted(false);

        MaskTier->addChild(EffectsSprite);

        MaskTier->setStencil(Template);
        m_MaskTier = MaskTier;
        return MaskTier;
    }
    return NULL;
}
ClippingNode* PackagingClass::CreateMaskTier(Sprite *Template_Sprite,//模板精灵
    Sprite *EffectsSprite,//特效精灵
    Vec2 Template_Position,//模板位置
    Vec2 Effects_Position)//特效精灵位置
{
    if (Template_Sprite && EffectsSprite)
    {

        Template_Sprite->setPosition(Template_Position);
        EffectsSprite->setPosition(Effects_Position);

        ClippingNode *MaskTier = ClippingNode::create();
        MaskTier->setAlphaThreshold(0.5f);
        MaskTier->setInverted(false);

        MaskTier->addChild(EffectsSprite);

        MaskTier->setStencil(Template_Sprite);
        m_MaskTier = MaskTier;
        return MaskTier;
    }
    return NULL;
}

Node* PackagingClass::LoadCSBAnimation(const char *FilePathName,
    Vec2 Position,
    const  float SizeScale,
    const float TimeSpeed,
    bool IsLoop)
{
    if (FilePathName != NULL)
    {
        Node *CSB = CSLoader::createNode(FilePathName);
        CSB->setPosition(Position);
        CSB->setScale(SizeScale);

        ActionTimeline *Action_Animation = CSLoader::createTimeline(FilePathName);
        Action_Animation->setTimeSpeed(TimeSpeed);
        CSB->runAction(Action_Animation);
        Action_Animation->gotoFrameAndPlay(0, IsLoop);
        return CSB;
    }
    return NULL;
}

SkeletonAnimation* PackagingClass::Load_jsonAndStlas_Animation(const char *FilePathName_Json,
    const char *FilePathName_Atlas,
    Vec2 Position, const float TimeSpeed,
    bool IsLoop, const char *JsonIndex)
{
    if (FilePathName_Atlas != NULL && FilePathName_Json != NULL)
    {
        SkeletonAnimation *Skeleton_Animation = SkeletonAnimation::createWithFile(FilePathName_Json, FilePathName_Atlas);
        Skeleton_Animation->setPosition(Position);
        Skeleton_Animation->setTimeScale(TimeSpeed);

        Skeleton_Animation->setAnimation(0, JsonIndex, IsLoop);
        PackagingClass::InsertionSkeletonAnimation(FilePathName_Json, Skeleton_Animation);
        return Skeleton_Animation;
    }

    return NULL;
}

Sprite* PackagingClass::Load_PlistAndPng_Animation(const char *FilePathName,
    Vec2 Position,
    const int EndFrame,
    char *XmlImageName)
{
    if (FilePathName != NULL && XmlImageName != NULL)
    {
        SpriteFrameCache *Sprite_Frame = SpriteFrameCache::getInstance();
        Sprite_Frame->addSpriteFramesWithFile(FilePathName);//"Animation\\Plist.plist"
        char Name[64] = { 0 };
        Vector<SpriteFrame*> Vec;
        for (int i = 0; i < EndFrame; i++)
        {
            sprintf_s(Name, XmlImageName, i);//"image/boss_spider-angry_%d.png"
            Vec.pushBack(Sprite_Frame->getSpriteFrameByName(Name));
        }
        Animation *animation = Animation::createWithSpriteFrames(Vec, 0.1f);
        Animate *animate = Animate::create(animation);
        Sprite *sprite = Sprite::create();
        sprite->setPosition(Position);
        sprite->runAction(RepeatForever::create(animate));
        return sprite;
    }
    return NULL;
}
//播放音乐
char *PackagingClass::PlayBackgroundMusic(const char *BackgroundMusicName, bool Loop)
{
    if (BackgroundMusicName)
    {
        for (int i = 0; i < 256; i++)
        {
            if (!BackgroundMusicName[i])
            {
                break;
            }
            m_MusicFile[i] = BackgroundMusicName[i];
        }
        SimpleAudioEngine::getInstance()->playBackgroundMusic(FileUtils::getInstance()->fullPathForFilename(m_MusicFile).c_str(), Loop);
        return m_MusicFile;
    }
    return NULL;
}
void PackagingClass::PauseBackgroundMusic()
{
    SimpleAudioEngine::getInstance()->pauseBackgroundMusic();
}
//创建按钮
Button *PackagingClass::CreateButton(Node *node,
    const char *UpImageFileName,
    const char *DownImageFileName,
    const char *ProhibitImageFileName)
{
    //注册事件加这一句
    //参数 Ref* ref, TouchEventType *event
    //->addTouchEventListener(this, toucheventselector(class::OnTouchButton));//虚函数
    Button *Buttons = Button::create();
    Buttons->loadTextureNormal(UpImageFileName);
    Buttons->loadTexturePressed(DownImageFileName);
    Buttons->loadTextureDisabled(ProhibitImageFileName);
    Buttons->setPosition(Vec2::ZERO);
    //此方法为无参的回调
    //Buttons->addClickEventListener();
    node->addChild(Buttons);
    PackagingClass::InsertionButton(UpImageFileName, Buttons);
    return Buttons;
}
Button *PackagingClass::CreateButton(const char *UpImageFileName,
    const char *DownImageFileName,
    const char *ProhibitImageFileName)
{
    //注册事件加这一句
    //参数 Ref* ref, TouchEventType *event
    //->addTouchEventListener(this, toucheventselector(class::OnTouchButton));//虚函数
    Button *Buttons = Button::create();
    Buttons->loadTextureNormal(UpImageFileName);
    Buttons->loadTexturePressed(DownImageFileName);
    Buttons->loadTextureDisabled(ProhibitImageFileName);
    Buttons->setPosition(Vec2::ZERO);
    //此方法为无参的回调
    //Buttons->addClickEventListener();
    PackagingClass::InsertionButton(UpImageFileName, Buttons);
    return Buttons;
}


//开启控制台
void PackagingClass::OpenConsole()
{
#ifdef WIN32
    _tsetlocale(LC_ALL, _T(" "));
    ::AllocConsole();
    ::freopen("CONIN$", "r", stdin);
    ::freopen("CONOUT$", "w", stdout);
    ::freopen("CONOUT$", "w", stderr);
#endif // WIN32
}
void PackagingClass::OpenConsole2()
{
#ifdef WIN32
    ::AllocConsole();
    ::freopen("CONIN$", "r", stdin);
    ::freopen("CONOUT$", "w", stdout);
    ::freopen("CONOUT$", "w", stderr);
#endif // WIN32
}

//创建一个ScrollView
ScrollView *PackagingClass::CreateScrollView()
{
    ScrollView *ScrollViews = ScrollView::create();
    //开启触摸
    ScrollViews->setTouchEnabled(true);
    //开启反弹
    ScrollViews->setBounceEnabled(true);
    //设置为垂直滚动
    ScrollViews->setDirection(ScrollView::Direction::VERTICAL);
    //设置显示的大小
    ScrollViews->setContentSize(Size(200, 500));
    //设置滚动容器的大小
    ScrollViews->setInnerContainerSize(Size(200, 100));
    //设置滚动条颜色
    ScrollViews->setScrollBarColor(Color3B::BLUE);
    //设置位置
    ScrollViews->setPosition(Vec2(200, 0));
    //设置是否开启滚动惯性
    ScrollViews->setInertiaScrollEnabled(true);

    //void setBounceEnabled(bool enabled)
    //    设置当滚动到边界时,是否内部容器发生弹回(bounce)效果

    //    bool isBounceEnabled() const
    //    获取边界弹回(bounce)状态。

    //    void setInertiaScrollEnabled(bool enabled)
    //    设置是否开启滚动惯性。

    //    bool isInertiaScrollEnabled() const
    //    获取滚动视图是否开启滚动惯性。

    //    void setScrollBarEnabled(bool enabled)
    //    设置是否启用滚动条。

    //    bool isScrollBarEnabled() const
    //    返回滚动条是否启用。

    //    virtual void setDirection(Direction dir)
    //    改变滚动视图的方向。

    //    Direction getDirection() const
    //    获取滚动视图的滚动方向。

    //    Layout * getInnerContainer() const
    //    获取滚动视图的内部布局容器,该布局容器为滚动视图的子节点。

    //    //与滚动方位有关
    //    void scrollToPercentVertical(float percent, float second, bool attenuated)
    //    按百分比竖直滚动内部布局容器

    //    void scrollToPercentHorizontal(float percent, float second, bool attenuated)
    //    按百分比水平滚动内部布局容器

    //    void scrollToPercentBothDirection(const Vec2 &percent, float second, bool attenuated)
    //    在竖直方向和水平方向分别按一定的百分比滚动内部布局容器

    //    void scrollToBottom(float second, bool attenuated)
    //    将内部的布局容器滚动到滚动视图的底部边界。

    //    void scrollToTop(float second, bool attenuated)
    //    将内部布局容器滚动到滚动视图的顶部边界。

    //    void scrollToLeft(float second, bool attenuated)
    //    将内部容器滚动到滚动视图的左端边界

    //    void scrollToRight(float time, bool attenuated)
    //    将内部布局容器滚动到滚动视图的右端边界

    //    void scrollToTopLeft(float second, bool attenuated)
    //    滚动内部布局容器到滚动视图的左上角

    //    void scrollToTopRight(float time, bool attenuated)
    //    滚动内部布局容器到滚动使徒的右上角

    //    void scrollToBottomLeft(float second, bool attenuated)
    //    滚动内部布局容器到视图的左下角

    //    void scrollToBottomRight(float time, bool attenuated)
    //    滚动内部布局容器到视图的右下角

    //    //与滚动条样式有关
    //    void setScrollBarPositionFromCorner(const Vec2 &positionFromCorner)
    //    设置滚动条水平位置和垂直位置。

    //    void setScrollBarPositionFromCornerForVertical(const Vec2 &positionFromCorner)
    //    设置滚动条垂直位置。

    //    Vec2 getScrollBarPositionFromCornerForVertical() const
    //    获得滚动条垂直位置。

    //    void setScrollBarPositionFromCornerForHorizontal(const Vec2 &positionFromCorner)
    //    设置滚动条水平位置。

    //    Vec2 getScrollBarPositionFromCornerForHorizontal() const
    //    获得滚动条水平位置。

    //    void setScrollBarWidth(float width)
    //    设置滚动条宽度。

    //    float getScrollBarWidth() const
    //    获取滚动条宽度。

    //    void setScrollBarColor(const Color3B &color)
    //    设置滚动条颜色。

    //    const Color3B & getScrollBarColor() const
    //    获取滚动条颜色。

    //    void setScrollBarOpacity(GLubyte opacity)
    //    设置滚动条透明度。

    //    GLubyte getScrollBarOpacity() const
    //    获取滚动条透明度。

    //    void setScrollBarAutoHideEnabled(bool autoHideEnabled)
    //    设置滚动条自动隐藏状态。

    //    bool isScrollBarAutoHideEnabled() const
    //    获取滚动条是否自动隐藏。

    //    void setScrollBarAutoHideTime(float autoHideTime)
    //    设置滚动条自动隐藏时间。

    //    float getScrollBarAutoHideTime() const
    //    获取滚动条是否自动隐藏。

    //    //
    //    void jumpToBottom()
    //    将内部布局容器移至视图底端。

    //    void jumpToTop()
    //    将内部布局容器移至视图顶端。

    //    void jumpToLeft()
    //    将内部布局容器移至视图左端。

    //    void jumpToRight()
    //    将内部布局容器移至视图右端。

    //    void jumpToTopLeft()
    //    将内部布局容器移至视图的左上角。

    //    void jumpToTopRight()
    //    将内部布局容器移至视图的右上角。

    //    void jumpToBottomLeft()
    //    将内部布局容器移至视图的左下角。

    //    void jumpToBottomRight()
    //    将内部布局容器移至视图的右下角。

    //    void jumpToPercentVertical(float percent)
    //    按一定的百分比竖直滚动视图内的布局容器。

    //    void jumpToPercentHorizontal(float percent)
    //    按一定的百分比竖直滚动视图内的布局容器。

    //    void jumpToPercentBothDirection(const Vec2 &percent)
    //    竖直方向和水平方向分别按一定的百分比滚动容器。

    //    void setInnerContainerSize(const Size &size)
    //    设置滚动容器的滚动区域大小。

    //    const Size & getInnerContainerSize() const
    //    获取滚动容器的滚动区域大小。

    //    void setInnerContainerPosition(const Vec2 &pos)
    //    设置容器内的位置。

    //    const Vec2 getInnerContainerPosition() const
    //    获取容器内的位置。

    //    void addEventListenerScrollView(Ref *target, SEL_ScrollViewEvent selector)
    //    添加一个回调函数,该回调函数将会在视图发生滚动时触发。

    //    virtual void addEventListener(const ccScrollViewCallback &callback)
    //    添加一个回调函数,该回调函数将在滚动事件触发时被调用。

    return ScrollViews;
}
//创建一个Text
Label *PackagingClass::CreateText(string Text, string Font, float Size)
{
    //暂时的两种方法
    Label *Labels = Label::createWithTTF(Text, Font, Size);
    //Label *Labels = Label::createWithSystemFont(Text,Font, 30);
    Labels->setPosition(Vec2(0, 0));
    Labels->setColor(Color3B::YELLOW);
    return Labels;
}

//切换场景
void PackagingClass::ChangeScene(Scene* scene)
{
    Director::getInstance()->replaceScene(TransitionPageTurn::create(2, scene, false));

    //    CCTransitionJumpZoom
    //    作用: 创建一个跳动的过渡动画
    //    参数1:过渡动作的时间
    //    参数2:切换到目标场景的对象
    //    reScene = CCTransitionJumpZoom ::create(t , s);
    //    CCDirector::sharedDirector()->replaceScene(reScene);

    //    CCTransitionProgressRadialCCW
    //    作用: 创建一个扇形条形式的过渡动画, 逆时针方向
    //    参数1:过渡动作的时间
    //    参数2:切换到目标场景的对象
    //    reScene = CCTransitionProgressRadialCCW::create(t, s);
    //    CCDirector::sharedDirector()->replaceScene(reScene);

    //    CCTransitionProgressRadialCW
    //    作用: 创建一个扇形条形式的过渡动画, 顺时针方向
    //    参数1:过渡动作的时间
    //    参数2:切换到目标场景的对象
    //    reScene = CCTransitionProgressRadialCW::create(t,s);
    //    CCDirector::sharedDirector()->replaceScene(reScene);

    //    CCTransitionProgressHorizontal
    //    作用: 创建一个水平条形式的过渡动画,  
    //    参数1:过渡动作的时间
    //    参数2:切换到目标场景的对象
    //    reScene = CCTransitionProgressHorizontal ::create(t,s);
    //    CCDirector::sharedDirector()->replaceScene(reScene);

    //    CCTransitionProgressVertical
    //    作用: 创建一个垂直条形式的过渡动画,
    //    参数1:过渡动作的时间
    //    参数2:切换到目标场景的对象
    //    reScene = CCTransitionProgressVertical::create(t, s);
    //    CCDirector::sharedDirector()->replaceScene(reScene);


    //    CCTransitionProgressInOut
    //    作用: 创建一个由里向外扩展的过渡动画,
    //    参数1:过渡动作的时间
    //    参数2:切换到目标场景的对象
    //    reScene = CCTransitionProgressInOut::create(t, s);
    //    CCDirector::sharedDirector()->replaceScene(reScene);

    //    CCTransitionProgressOutIn
    //    作用: 创建一个由外向里扩展的过渡动画,
    //    参数1:过渡动作的时间
    //    参数2:切换到目标场景的对象
    //    reScene = CCTransitionProgressOutIn::create(t, s);
    //    CCDirector::sharedDirector()->replaceScene(reScene);

    //    CCTransitionCrossFade
    //    作用:创建一个逐渐透明的过渡动画
    //    参数1:过渡动作的时间
    //    参数2:切换到目标场景的对象
    //    reScene = CCTransitionCrossFade::create(t, s);
    //    CCDirector::sharedDirector()->replaceScene(reScene);

    //    CCTransitionPageTurn
    //    作用:创建一个翻页的过渡动画
    //    参数1:过渡动作持续的时间
    //    参数2:切换的目标场景的对象
    //    参数3:是否逆向翻页
    //    reScene = CCTransitionPageTurn::create(t, s, false);
    //    CCDirector::sharedDirector()->replaceScene(reScene);

    //    CCTransitionFadeTR
    //    作用:创建一个部落格过渡动画, 从左下到右上
    //    参数1:过渡动作持续的时间
    //    参数2:切换的目标场景的对象
    //    reScene =CCTransitionFadeTR::create(t, s);
    //    CCDirector::sharedDirector()->replaceScene(reScene);

    //    CCTransitionFadeBL
    //    作用:创建一个部落格过渡动画, 从右上到左下
    //    参数1:过渡动作持续的时间
    //    参数2:切换的目标场景的对象
    //    reScene = CCTransitionFadeBL::create(t, s);
    //    CCDirector::sharedDirector()->replaceScene(reScene);

    //    CCTransitionFadeUp
    //    作用:创建一个从下到上,条形折叠的过渡动画
    //    参数1:过渡动作持续的时间
    //    参数2:切换的目标场景的对象
    //    reScene= CCTransitionFadeUp::create(t, s);
    //    CCDirector::sharedDirector()->replaceScene(s);

    //    CCTransitionFadeDown
    //    作用:创建一个从上到下,条形折叠的过渡动画
    //    参数1:过渡动作持续的时间
    //    参数2:切换的目标场景的对象
    //    reScene = CCTransitionFadeDown::create(t, s);
    //    CCDirector::sharedDirector()->replaceScene(reScene);

    //    CCTransitionTurnOffTiles
    //    作用:创建一个随机方格消失的过渡动画
    //    参数1:过渡动作的持续时间
    //    参数2:切换的目标场景的对象
    //    reScene= CCTransitionTurnOffTiles::create(t, s);
    //    CCDirector::sharedDirector()->replaceScene(reScene);

    //    CCTransitionSplitRows
    //    作用:创建一个分行划分切换的过渡动画
    //    参数1:过渡动作的持续时间
    //    参数2:切换的目标场景的对象
    //    reScene = CCTransitionSplitRows::create(t, s);
    //    CCDirector::sharedDirector()->replaceScene(reScene);

    //    CCTransitionSplitCols
    //    作用:创建一个分列划分切换的过渡动画
    //    参数1:过渡动作的持续时间
    //    参数2:切换的目标场景的对象
    //    reScene = CCTransitionSplitCols::create(t, s);
    //    CCDirector::sharedDirector()->replaceScene(reScene);

    //    CCTransitionFade
    //    作用:创建一个逐渐过渡到目标颜色的切换动画
    //    参数1:过渡动作的持续时间
    //    参数2:切换的目标场景的对象
    //    参数3:目标颜色
    //    reScene= CCTransitionFade::create(t, s, ccc3(255, 0, 0));
    //    CCDirector::sharedDirector()->replaceScene(reScene);

    //    CCTransitionFlipX
    //    作用:创建一个x轴反转的切换动画
    //    参数1:过渡动作的持续时间
    //    参数2:切换的目标场景的对象
    //    参数3:反转类型的枚举变量   左右上下
    //    kOrientationDownOver kOrientationLeftOver kOrientationRightOver  kOrientationUpOver
    //    reScene  = CCTransitionFlipX::create(t, s, kOrientationRightOver);
    //    CCDirector::sharedDirector()->replaceScene(reScene);

    //    CCTransitionFlipY
    //    参数1:过渡动作的持续时间
    //    参数2:切换的目标场景的对象
    //    参数3:反转类型的枚举变量   左右上下
    //    reScene = CCTransitionFlipY::create(t, s
    //                                        , kOrientationDownOver);
    //    CCDirector::sharedDirector()->replaceScene(reScene);

    //    CCTransitionFlipAngular
    //    作用:创建一个带有反转角切换动画
    //    参数1:过渡动作的持续时间
    //    参数2:切换的目标场景的对象
    //    参数3:反转类型的枚举变量   左右上下
    //    reScene = CCTransitionFlipAngular::create(t, s, kOrientationLeftOver);
    //    CCDirector::sharedDirector()->replaceScene(reScene);

    //    CCTransitionZoomFlipX
    //    作用:创建一个带有缩放的x轴反转切换的动画
    //    参数1:过渡动作的持续时间
    //    参数2:切换的目标场景的对象
    //    参数3:反转类型的枚举变量   左右上下
    //    reScene=CCTransitionZoomFlipX::create(t, s, kOrientationLeftOver);
    //    CCDirector::sharedDirector()->replaceScene(reScene);

    //    CCTransitionZoomFlipY
    //    作用:创建一个带有缩放的Y轴反转切换的动画
    //    参数1:过渡动作的持续时间
    //    参数2:切换的目标场景的对象
    //    参数3:反转类型的枚举变量   左右上下
    //    reScene=CCTransitionZoomFlipY::create(t, s, kOrientationDownOver);
    //    CCDirector::sharedDirector()->replaceScene(reScene);

    //    CCTransitionZoomFlipAngular
    //    作用:创建一个带有缩放 ,反转角切换的动画
    //    参数1:过渡动作的持续时间
    //    参数2:切换的目标场景的对象
    //    参数3:反转类型的枚举变量   左右上下
    //    reScene=CCTransitionZoomFlipAngular::create(t, s, kOrientationRightOver);
    //    CCDirector::sharedDirector()->replaceScene(reScene);

    //    CCTransitionShrinkGrow
    //    创建一个放缩交替的过渡动画
    //    参数1:过渡动作的持续时间
    //    参数2:切换的目标场景的对象
    //    reScene = CCTransitionShrinkGrow::create(t, s);
    //    CCDirector::sharedDirector()->replaceScene(reScene);

    //    CCTransitionRotoZoom
    //    创建一个旋转放缩交替的过渡动画
    //    参数1:过渡动作的持续时间
    //    参数2:切换的目标场景的对象
    //    reScene = CCTransitionRotoZoom::create(t, s);
    //    CCDirector::sharedDirector()->replaceScene(reScene);

    //    CCTransitionMoveInL
    //    作用:创建一个从左边推入覆盖的过渡动画
    //    参数1:过渡动作的持续时间
    //    参数2:切换的目标场景的对象
    //    reScene = CCTransitionMoveInL::create(t, s);
    //    CCDirector::sharedDirector()->replaceScene(reScene);

    //    CCTransitionMoveInR
    //    作用:创建一个从右边推入覆盖的过渡动画
    //    参数1:过渡动作的持续时间
    //    参数2:切换的目标场景的对象
    //    reScene = CCTransitionMoveInR::create(t, s);
    //    CCDirector::sharedDirector()->replaceScene(reScene);

    //    CCTransitionMoveInB
    //    作用:创建一个从下边推入覆盖的过渡动画
    //    参数1:过渡动作的持续时间
    //    参数2:切换的目标场景的对象
    //    reScene = CCTransitionMoveInB::create(t, s);
    //    CCDirector::sharedDirector()->replaceScene(reScene);

    //    CCTransitionMoveInT
    //    作用:创建一个从上边推入覆盖的过渡动画
    //    参数1:过渡动作的持续时间
    //    参数2:切换的目标场景的对象
    //    reScene = CCTransitionMoveInT::create(t, s);
    //    CCDirector::sharedDirector()->replaceScene(reScene);

    //    CCTransitionSlideInL
    //    作用:创建一个从左侧推入并顶出旧场景的过渡动画
    //    参数1:过渡动作的持续时间
    //    参数2:切换的目标场景的对象    
    //    reScene  =CCTransitionSlideInL::create(t, s);
    //    CCDirector::sharedDirector()->replaceScene(reScene);

    //    CCTransitionSlideInR
    //    作用:创建一个从右侧推入并顶出旧场景的过渡动画
    //    参数1:过渡动作的持续时间
    //    参数2:切换的目标场景的对象
    //    reScene  =CCTransitionSlideInR::create(t, s);
    //    CCDirector::sharedDirector()->replaceScene(reScene);

    //    CCTransitionSlideInT
    //    作用:创建一个从顶部推入并顶出旧场景的过渡动画
    //    参数1:过渡动作的持续时间
    //    参数2:切换的目标场景的对象
    //    reScene  =CCTransitionSlideInT::create(t, s);
    //    CCDirector::sharedDirector()->replaceScene(reScene);

    //    CCTransitionSlideInB
    //    作用:创建一个从下部推入并顶出旧场景的过渡动画
    //    参数1:过渡动作的持续时间
    //    参数2:切换的目标场景的对象
    //reScene = CCTransitionSlideInB::create(t, s);
    //CCDirector::sharedDirector()->replaceScene(reScene);
}

//触摸移动
void PackagingClass::TouchMoveSprite(Touch *touch, Sprite* Sprites)
{
    Vec2 Temp = touch->getLocation() - touch->getPreviousLocation();//当前的点减上次的点
    //Sprites->setPosition(Vec2(Sprites->getPosition().x, Sprites->getPosition().y + Temp.y));
    //Sprites->setPosition(Vec2(Sprites->getPosition().x + Temp.x, Sprites->getPosition().y));
    Sprites->setPosition(Vec2(Sprites->getPosition().x + Temp.x, Sprites->getPosition().y + Temp.y));
}
void PackagingClass::TouchMoveSprite(Touch *touch, Sprite* Sprites, void *null)
{
    Vec2 Temp = touch->getLocation() - touch->getPreviousLocation();//当前的点减上次的点
    Sprites->setPosition(Vec2(Sprites->getPosition().x + Temp.x, Sprites->getPosition().y + Temp.y));
    for (int i = 0; i < 11; i++)
    {
        for (int j = 0; j < 11; j++)
        {
            if (Sprites->getPosition().x >= m_StandardPos[i][j].x - 25.0f && Sprites->getPosition().x <= m_StandardPos[i][j].x + 25.0f &&
                Sprites->getPosition().y >= m_StandardPos[i][j].y - 25.0f && Sprites->getPosition().y <= m_StandardPos[i][j].y + 25.0f)
            {
                Sprites->setPosition(m_StandardPos[i][j]);
                return;
            }
        }
    }

}


//Menu菜单
Menu *PackagingClass::CreateMenu()
{
    Menu *menu = Menu::create();
    return menu;
}
//用某个节点创建菜单项
MenuItemLabel *PackagingClass::InsertMenuItemLabel(Node *node)
{
    MenuItemLabel *menuItemLabel = MenuItemLabel::create(node);
    //menuItemLabel->setPosition(Vec2(0, 0));
    //menuItemLabel->setName("123");
    //menuItemLabel->setTag(666);
    return menuItemLabel;
}
void PackagingClass::RegisterMenuItemLabel(MenuItemLabel* MenuItemLabel, MENUITEMLABEL_FUNCTION MenuItemCallback)
{
    MenuItemLabel->setCallback(MenuItemCallback);



    //注册方法2
    //MenuItemLabel *menuItemLabel = MenuItemLabel::create(label, CC_CALLBACK_1(GameLogScene::MenuCallback, this));

    //menuItemLabel->setCallback(CC_CALLBACK_1(GameLogScene::MenuCallback, this));
}
//布局
Position *PackagingClass::OverallArrangemet(int Number)
{
    Position *Arr = new Position[Number];
    memset(Arr, 0, sizeof(Position) * Number);
    for (int i = 0; i < Number; i++)
    {
        Arr[i].X = 0;
        Arr[i].Y = 0;
        std::cout << Arr[i].X << " " << Arr[i].Y << std::endl;
    }

    //死的
    int Up_Y = 1240;
    int Down_Y = 280;
    //活的
    int DisPlayWidth = 750;
    int DIsplayHeight = 1335;

    //可调
    int Up_YOffset = 100;
    int Down_YOffset = 100;

    //求得
    int Up_Down_AddOffset = 0;
    Up_Down_AddOffset = Up_Y - (Down_Y + (Up_YOffset + Down_YOffset));


    //活的
    int DisPlayLeftX = 60;
    int DisPlayRightX = 690;




    //最上面的和最下面的的可放总位置的长度
    int RightUp = Up_Y - Up_YOffset;
    int RightDown = Down_Y + Down_YOffset;
    int RightUpAddDown = RightUp - RightDown;

    //偶数刚刚好
    if (Number % 2 == 0)
    {
        //中间那一个
        int Center = (Number / 2) + 1;
        //右边放的总个数
        //减去最上面的一个就是右边可以放的总数
        int RightCount = Center - 2;
        //右边可以放
        if (RightCount != 0)
        {
            //直接放的顶端
            Arr[0].X = DisPlayWidth / 2;
            Arr[0].Y = Up_Y;
            //人数为四个的时候
            if (RightCount == 1)
            {
                Arr[1].X = DisPlayRightX;
                Arr[1].Y = RightUp - RightUpAddDown / 2;
                Arr[Center - 1].X = DisPlayWidth / 2;
                Arr[Center - 1].Y = Down_Y;
                Arr[3].X = DisPlayLeftX;
                Arr[3].Y = RightUp - RightUpAddDown / 2;
            }
            else//人数大于四个的时候
            {
                //Right
                int RightOneByOneOffset = RightUpAddDown / (RightCount - 1);
                for (int i = 0; i < RightCount; i++)
                {
                    Arr[i + 1].X = DisPlayRightX;
                    Arr[i + 1].Y = RightUp;
                    RightUp -= RightOneByOneOffset;
                }
                Arr[Center - 1].X = DisPlayWidth / 2;
                Arr[Center - 1].Y = Down_Y;
                //Left
                int temp = 2;
                for (int i = Center; i < Number; i++)
                {
                    Arr[i].X = DisPlayLeftX;
                    Arr[i].Y = Arr[i - temp].Y;
                    temp += 2;
                }
            }
        }
        else
        {
            Arr[0].X = DisPlayWidth / 2;
            Arr[0].Y = Up_Y;
            Arr[Center - 1].X = DisPlayWidth / 2;
            Arr[Center - 1].Y = Down_Y;
        }
        for (int i = 0; i < Number; i++)
        {
            std::cout << Arr[i].X << " " << Arr[i].Y << std::endl;
        }

    }
    else
    {
        //中间那一个
        int Center = (Number + 1) / 2;
        //总数只有三个时,从右边开始只放一个
        if (Center - 1 == 1)
        {
            Arr[0].X = DisPlayRightX;
            Arr[0].Y = RightUp - RightUpAddDown / 2;
            Arr[1].X = DisPlayWidth / 2;
            Arr[1].Y = Down_Y;
            Arr[2].X = DisPlayLeftX;
            Arr[2].Y = Arr[0].Y;
        }
        else
        {
            Arr[Center - 1].X = DisPlayWidth / 2;
            Arr[Center - 1].Y = Down_Y;
            int SideCount = (Number - 1) / 2;
            int RightOneByOneOffset = RightUpAddDown / (SideCount - 1);
            for (int i = 0; i < Center - 1; i++)
            {
                Arr[i].X = DisPlayRightX;
                Arr[i].Y = RightUp;
                RightUp -= RightOneByOneOffset;
            }
            //Left
            int temp = 2;
            for (int i = Center; i < Number; i++)
            {
                Arr[i].X = DisPlayLeftX;
                Arr[i].Y = Arr[i - temp].Y;
                temp += 2;
            }
        }

    }
    return Arr;
}









//单子弹功能
void PackagingClass::Push_Back(Sprite *Sprites)
{
    m_VectorBullet.push_back(Sprites);
}
void PackagingClass::UpdataBullet_Y_(Node *This, float Max_Y, float Speed)//当前节点,最大的Y,速度
{
    for (std::vector<Sprite*>::iterator it = m_VectorBullet.begin(); it != m_VectorBullet.end();)
    {
        if (!m_VectorBullet.empty())
        {
            (*it)->setPosition(Vec2((*it)->getPosition().x, (*it)->getPosition().y + Speed));
            if ((*it)->getPosition().y >= Max_Y)
            {
                This->removeChild(*it);
                it = m_VectorBullet.erase(it);
            }
            else//这里和放到end()后面有点区别"及在释放范围条件外不会出现断言"
            {
                it++;
            }
        }
    }
}
void PackagingClass::Delete_Bullet()
{
    m_VectorBullet.clear();
}
void PackagingClass::Delete_OneBullet(Node *This, std::vector<Sprite*>::iterator &it_)
{
    //this->removeChild((*it_));
    //it_ = (*m_Obj->Return_Enemy_it()).erase(it_);
    //循环遍历时,在判断语句中加入这句,it++不变,就在end();的后面就是,不用else

    //std::vector<Sprite*>::iterator it_ 和std::vector<Sprite*> it 是不一样的,
}
std::vector<Sprite*> *PackagingClass::Get_Bullet_it()
{
    return &m_VectorBullet;
}

//单向基本的碰撞释放
void PackagingClass::Release_One_AirAndBulletCrash(Node *This)
{
    bool CrashState = false;
    for (std::vector<Sprite*>::iterator it = m_VectorBullet.begin(); it != m_VectorBullet.end();)
    {
        for (std::vector<Sprite*>::iterator it_ = m_VectorEnemy.begin(); it_ != m_VectorEnemy.end();)
        {
            if ((*it_)->boundingBox().intersectsRect((*it)->boundingBox()))
            {
                This->removeChild((*it_));
                it_ = m_VectorEnemy.erase(it_);
                CrashState = true;
                break;
            }
            else
            {
                it_++;
            }
        }
        if (CrashState)
        {
            This->removeChild((*it));
            it = m_VectorBullet.erase(it);
            CrashState = false;
        }
        else
        {
            it++;
        }
    }
}

//================================================================共同的敌机功能
void PackagingClass::EnemyDirPush_Back(Sprite *Sprites)
{
    m_VectorEnemy.push_back(Sprites);
}
void PackagingClass::UpdataEnemyDir_Y_(Node *This, float X, float Y, float Max_Y, float Speed)
{
    for (std::vector<Sprite*>::iterator it = m_VectorEnemy.begin(); it != m_VectorEnemy.end();)
    {
        if (!m_VectorEnemy.empty())
        {
            (*it)->setPosition(Vec2((*it)->getPosition().x, (*it)->getPosition().y - Speed));
            if ((*it)->getPosition().y <= Max_Y)
            {
                This->removeChild(*it);
                it = m_VectorEnemy.erase(it);
            }
            else//这里和放到end()后面有点区别"及在释放范围条件外不会出现断言"
            {
                it++;
            }
        }
    }
}
void PackagingClass::Delete_EnemyDir()
{
    m_VectorEnemy.clear();
}
void PackagingClass::Delete_OneEnemy(Node *This, std::vector<Sprite*>::iterator &it_)
{
    //this->removeChild((*it_));
    //it_ = (*m_Obj->Return_Enemy_it()).erase(it_);
    //循环遍历时,在判断语句中加入这句,it++不变,就在end();的后面就是,最好用else"及在释放范围外不会出现断言"
}
std::vector<Sprite*> *PackagingClass::Get_Enemy_it()
{
    return &m_VectorEnemy;
}


//双管子弹
void PackagingClass::Push_Back(Sprite *Sprites_One, Sprite *Sprite_Two)
{
    assert(Sprites_One);
    assert(Sprite_Two);
    m_VectorBullet_One.push_back(Sprites_One);
    m_VectorBullet_Two.push_back(Sprite_Two);
}
void PackagingClass::UpdataDoubleBullet_Y_(Node *This, float Max_Y, float Speed)//当前节点,最大的Y,速度
{
    for (std::vector<Sprite*>::iterator it = m_VectorBullet_One.begin(); it != m_VectorBullet_One.end();)
    {
        if (!m_VectorBullet_One.empty())
        {
            (*it)->setPosition(Vec2((*it)->getPosition().x, (*it)->getPosition().y + Speed));
            if ((*it)->getPosition().y >= Max_Y)
            {
                This->removeChild(*it);
                it = m_VectorBullet_One.erase(it);
            }
            else//这里和放到end()后面有点区别"及在释放范围条件外不会出现断言"
            {
                it++;
            }
        }
    }
    for (std::vector<Sprite*>::iterator it = m_VectorBullet_Two.begin(); it != m_VectorBullet_Two.end();)
    {
        if (!m_VectorBullet_Two.empty())
        {
            (*it)->setPosition(Vec2((*it)->getPosition().x, (*it)->getPosition().y + Speed));
            if ((*it)->getPosition().y >= Max_Y)
            {
                This->removeChild(*it);
                it = m_VectorBullet_Two.erase(it);
            }
            else//这里和放到end()后面有点区别"及在释放范围条件外不会出现断言"
            {
                it++;
            }
        }
    }
}
void PackagingClass::Delete_DoubleBullet()//删除整个vector
{
    m_VectorBullet_One.clear();
    m_VectorBullet_Two.clear();
}
std::vector<Sprite*> *PackagingClass::Get_Bullet_itOne()
{
    return &m_VectorBullet_One;
}
std::vector<Sprite*> *PackagingClass::Get_Bullet_itTwo()
{
    return &m_VectorBullet_Two;
}
//双管子弹的碰撞释放
void PackagingClass::Release_Double_AirAndBulletCrash(Node *This)
{
    bool CrashState = false;
    for (std::vector<Sprite*>::iterator it = m_VectorBullet_One.begin(); it != m_VectorBullet_One.end();)
    {
        for (std::vector<Sprite*>::iterator it_ = m_VectorEnemy.begin(); it_ != m_VectorEnemy.end();)
        {
            if ((*it_)->boundingBox().intersectsRect((*it)->boundingBox()))
            {
                This->removeChild((*it_));
                it_ = m_VectorEnemy.erase(it_);
                CrashState = true;
                break;
            }
            else
            {
                it_++;
            }
        }
        if (CrashState)
        {
            This->removeChild((*it));
            it = m_VectorBullet_One.erase(it);
            CrashState = false;
        }
        else
        {
            it++;
        }
    }

    bool CrashStates = false;
    for (std::vector<Sprite*>::iterator it = m_VectorBullet_Two.begin(); it != m_VectorBullet_Two.end();)
    {
        for (std::vector<Sprite*>::iterator it_ = m_VectorEnemy.begin(); it_ != m_VectorEnemy.end();)
        {
            if ((*it_)->boundingBox().intersectsRect((*it)->boundingBox()))
            {
                This->removeChild((*it_));
                it_ = m_VectorEnemy.erase(it_);
                CrashStates = true;
                break;
            }
            else
            {
                it_++;
            }
        }
        if (CrashStates)
        {
            This->removeChild((*it));
            it = m_VectorBullet_Two.erase(it);
            CrashStates = false;
        }
        else
        {
            it++;
        }
    }
}



//poker 洗牌
void PackagingClass::InitShuffle()
{
    srand(GetTickCount());
    //王
    m_Poker[52].PokerColor = 1;//小王
    m_Poker[52].CurState = 1;
    m_Poker[52].Poker = 15;
    m_Poker[53].PokerColor = 2;//大王
    m_Poker[53].CurState = 1;
    m_Poker[53].Poker = 15;

    int Color = 1;
    int Temp = 0;

    for (int i = 0; i < 52; i += 4)
    {
        Color = 1;
        for (int j = 0; j < 4; j++)
        {
            m_Poker[i + j].Poker = Temp + 2;
            m_Poker[i + j].CurState = 1;
            m_Poker[i + j].PokerColor = Color;
            Color++;
        }
        Temp++;
    }
}
//发牌
void PackagingClass::Deal()
{
    int TempRand = 0;
    for (int i = 0; i < 17; i++)
    {
        do
        {
            TempRand = rand() % 54;
            if (m_Poker[TempRand].CurState == 1)
            {
                m_UserLeft[i].PokerColor = m_Poker[TempRand].PokerColor;
                m_UserLeft[i].Poker = m_Poker[TempRand].Poker;
            }
        } while (m_Poker[TempRand].CurState == 0);
        m_Poker[TempRand].CurState = 0;
    }
    TempRand = 0;
    for (int i = 0; i < 17; i++)
    {
        do
        {
            TempRand = rand() % 54;
            if (m_Poker[TempRand].CurState == 1)
            {
                m_MainUser[i].PokerColor = m_Poker[TempRand].PokerColor;
                m_MainUser[i].Poker = m_Poker[TempRand].Poker;
            }
        } while (m_Poker[TempRand].CurState == 0);
        m_Poker[TempRand].CurState = 0;
    }
    TempRand = 0;
    for (int i = 0; i < 17; i++)
    {
        do
        {
            TempRand = rand() % 54;
            if (m_Poker[TempRand].CurState == 1)
            {
                m_UserRight[i].PokerColor = m_Poker[TempRand].PokerColor;
                m_UserRight[i].Poker = m_Poker[TempRand].Poker;
            }
        } while (m_Poker[TempRand].CurState == 0);
        m_Poker[TempRand].CurState = 0;
    }
    int var = 0;
}
//牌牌排序
void PackagingClass::User_Sort(User *MainUser, int Len)
{
    for (int i = 0; i < Len - 1; i++)
    {
        for (int j = i + 1; j < Len; j++)
        {
            if (MainUser[i].Poker > MainUser[j].Poker)
            {
                User Temp = MainUser[i];
                MainUser[i] = MainUser[j];
                MainUser[j] = Temp;
            }
        }
    }
}
//加载牌牌
void PackagingClass::LoadPoker()
{
    // A   1    
    // B    2
    // C   3
    // D   4

    for (int i = 0; i < 17; i++)
    {
        switch (m_MainUser[i].PokerColor)
        {
        case 1:
        {
            char Buf[64] = { 0 };
            sprintf_s(Buf, "Poker/%dA.png", m_MainUser[i].Poker);
            Sprite *PokerSprite = CreateSprite(Buf);
        }; break;
        case 2:
        {
            char Buf[64] = { 0 };
            sprintf_s(Buf, "Poker/%dB.png", m_MainUser[i].Poker);
            Sprite *PokerSprite = CreateSprite(Buf);
        }; break;
        case 3:
        {
            char Buf[64] = { 0 };
            sprintf_s(Buf, "Poker/%dC.png", m_MainUser[i].Poker);
            Sprite *PokerSprite = CreateSprite(Buf);
        }; break;
        case 4:
        {
            char Buf[64] = { 0 };
            sprintf_s(Buf, "Poker/%dD.png", m_MainUser[i].Poker);
            Sprite *PokerSprite = CreateSprite(Buf);
        }; break;
        }


        switch (m_UserLeft[i].PokerColor)
        {
        case 1:
        {
            char Buf[64] = { 0 };
            sprintf_s(Buf, "Poker/%dA.png", m_UserLeft[i].Poker);
            Sprite *PokerSprite = CreateSprite(Buf);
        }; break;
        case 2:
        {
            char Buf[64] = { 0 };
            sprintf_s(Buf, "Poker/%dB.png", m_UserLeft[i].Poker);
            Sprite *PokerSprite = CreateSprite(Buf);
        }; break;
        case 3:
        {
            char Buf[64] = { 0 };
            sprintf_s(Buf, "Poker/%dC.png", m_UserLeft[i].Poker);
            Sprite *PokerSprite = CreateSprite(Buf);
        }; break;
        case 4:
        {
            char Buf[64] = { 0 };
            sprintf_s(Buf, "Poker/%dD.png", m_UserLeft[i].Poker);
            Sprite *PokerSprite = CreateSprite(Buf);
        }; break;
        }


        switch (m_UserRight[i].PokerColor)
        {
        case 1:
        {
            char Buf[64] = { 0 };
            sprintf_s(Buf, "Poker/%dA.png", m_UserRight[i].Poker);
            Sprite *PokerSprite = CreateSprite(Buf);
        }; break;
        case 2:
        {
            char Buf[64] = { 0 };
            sprintf_s(Buf, "Poker/%dB.png", m_UserRight[i].Poker);
            Sprite *PokerSprite = CreateSprite(Buf);
        }; break;
        case 3:
        {
            char Buf[64] = { 0 };
            sprintf_s(Buf, "Poker/%dC.png", m_UserRight[i].Poker);
            Sprite *PokerSprite = CreateSprite(Buf);
        }; break;
        case 4:
        {
            char Buf[64] = { 0 };
            sprintf_s(Buf, "Poker/%dD.png", m_UserRight[i].Poker);
            Sprite *PokerSprite = CreateSprite(Buf);
        }; break;
        }
    }
}
//显示牌牌
void PackagingClass::ShowPoker(Node *This)
{
    int W = 35;
    int Width = 150;
    int MainY = 100;

    for (int i = 0; i < 17; i++)
    {
        switch (m_MainUser[i].PokerColor)
        {
        case 1:
        {
            char Buf[64] = { 0 };
            sprintf_s(Buf, "Poker/%dA.png", m_MainUser[i].Poker);
            Sprite *sprite = GetSprite(Buf);
            sprite->setPosition(Vec2(Width + W * (i * 1), MainY));
            This->addChild(sprite);
        }; break;
        case 2:
        {
            char Buf[64] = { 0 };
            sprintf_s(Buf, "Poker/%dB.png", m_MainUser[i].Poker);
            Sprite *sprite = GetSprite(Buf);
            sprite->setPosition(Vec2(Width + W * (i * 1), MainY));
            This->addChild(sprite);
        }; break;
        case 3:
        {
            char Buf[64] = { 0 };
            sprintf_s(Buf, "Poker/%dC.png", m_MainUser[i].Poker);
            Sprite *sprite = GetSprite(Buf);
            sprite->setPosition(Vec2(Width + W * (i * 1), MainY));
            This->addChild(sprite);
        }; break;
        case 4:
        {
            char Buf[64] = { 0 };
            sprintf_s(Buf, "Poker/%dD.png", m_MainUser[i].Poker);
            Sprite *sprite = GetSprite(Buf);
            sprite->setPosition(Vec2(Width + W * (i * 1), MainY));
            This->addChild(sprite);
        }; break;
        }
    }
}
//返回牌牌
User *PackagingClass::GetUserMainUser()
{
    return m_MainUser;
}
User *PackagingClass::GetUserLeft()
{
    return m_UserLeft;
}
User *PackagingClass::GetUserRight()
{
    return m_UserRight;
}
//出牌牌后牌牌再次排序后的位置更新
void PackagingClass::OutPokerPostionUpdata(User *Poker__, int Len, int Width, int W, int MainY, Node *This)
{
    int SUBLen = 0;//出掉的牌
    for (int i = 0; i < Len; i++)
    {
        if (Poker__[i].CurState != 1)//剩下的牌牌
        {
            switch (Poker__[i].PokerColor)
            {
            case 1:
            {
                char Buf[64] = { 0 };
                sprintf_s(Buf, "Poker/%dA.png", Poker__[i].Poker);
                Sprite *sprite = GetSprite(Buf);
                sprite->setPosition(Vec2(Width + (W * i), MainY));
            }; break;
            case 2:
            {
                char Buf[64] = { 0 };
                sprintf_s(Buf, "Poker/%dB.png", Poker__[i].Poker);
                Sprite *sprite = GetSprite(Buf);
                sprite->setPosition(Vec2(Width + (W * i), MainY));
            }; break;
            case 3:
            {
                char Buf[64] = { 0 };
                sprintf_s(Buf, "Poker/%dC.png", Poker__[i].Poker);
                Sprite *sprite = GetSprite(Buf);
                sprite->setPosition(Vec2(Width + (W * i), MainY));
            }; break;
            case 4:
            {
                char Buf[64] = { 0 };
                sprintf_s(Buf, "Poker/%dD.png", Poker__[i].Poker);
                Sprite *sprite = GetSprite(Buf);
                sprite->setPosition(Vec2(Width + (W * i), MainY));
            }; break;
            }
        }
        else//出掉的牌牌
        {
            switch (Poker__[i].PokerColor)
            {
            case 1:
            {
                char Buf[64] = { 0 };
                sprintf_s(Buf, "Poker/%dA.png", Poker__[i].Poker);
                Sprite *sprite = GetSprite(Buf);
                This->removeChild(sprite);
                SUBLen++;
            }; break;
            case 2:
            {
                char Buf[64] = { 0 };
                sprintf_s(Buf, "Poker/%dB.png", Poker__[i].Poker);
                Sprite *sprite = GetSprite(Buf);
                This->removeChild(sprite);
                SUBLen++;
            }; break;
            case 3:
            {
                char Buf[64] = { 0 };
                sprintf_s(Buf, "Poker/%dC.png", Poker__[i].Poker);
                Sprite *sprite = GetSprite(Buf);
                This->removeChild(sprite);
                SUBLen++;
            }; break;
            case 4:
            {
                char Buf[64] = { 0 };
                sprintf_s(Buf, "Poker/%dD.png", Poker__[i].Poker);
                Sprite *sprite = GetSprite(Buf);
                This->removeChild(sprite);
                SUBLen++;
            }; break;
            }
        }
    }
    for (int i = 0; i < Len; i++)
    {
        if (Poker__[i].CurState == 1)
        {
            for (int j = i + 1; j < Len; j++)
            {
                if (Poker__[j].CurState == 0)
                {
                    User Temp = Poker__[j];
                    Poker__[j] = Poker__[i];
                    Poker__[i] = Temp;
                    break;
                }
            }
        }
    }
    float Offset = 0;
    float Starting = Width;//第一张的坐标
    float Ending = Width + (W * (Len - SUBLen - 1));//最后一张的坐标

    Starting -= 63;//精灵的宽的一半
    Ending += 63;//精灵的宽的一半

    Offset = (Starting + (800 - Ending)) / 2;//剩下的没有被牌所占的空间的一半
    Width = Offset + (Width / 2);//牌的偏移量
    for (int i = 0; i < Len - SUBLen; i++)
    {
        if (Poker__[i].CurState != 1)//剩下的牌牌
        {
            switch (Poker__[i].PokerColor)
            {
            case 1:
            {
                char Buf[64] = { 0 };
                sprintf_s(Buf, "Poker/%dA.png", Poker__[i].Poker);
                Sprite *sprite = GetSprite(Buf);
                sprite->setPosition(Vec2(Width + (W * i), MainY));
            }; break;
            case 2:
            {
                char Buf[64] = { 0 };
                sprintf_s(Buf, "Poker/%dB.png", Poker__[i].Poker);
                Sprite *sprite = GetSprite(Buf);
                sprite->setPosition(Vec2(Width + (W * i), MainY));
            }; break;
            case 3:
            {
                char Buf[64] = { 0 };
                sprintf_s(Buf, "Poker/%dC.png", Poker__[i].Poker);
                Sprite *sprite = GetSprite(Buf);
                sprite->setPosition(Vec2(Width + (W * i), MainY));
            }; break;
            case 4:
            {
                char Buf[64] = { 0 };
                sprintf_s(Buf, "Poker/%dD.png", Poker__[i].Poker);
                Sprite *sprite = GetSprite(Buf);
                sprite->setPosition(Vec2(Width + (W * i), MainY));
            }; break;
            }
        }
    }
}
//加载左边玩家的牌牌
void PackagingClass::OutPokerLeftBackgroundUpdata(User *Poker_, int Len, Texture2D *Texture, Node *This)
{
    float X = 100.0f;
    float Y = 20.0f;
    float Height = 200.0f;
    for (int i = 0; i < Len; i++)
    {
        Sprite *Temp = CreateTextureSprite(Texture);
        Temp->setRotation(90.0f);
        Temp->setScale(0.5f);
        Temp->setPosition(Vec2(X, Height + (i * Y)));
        This->addChild(Temp);
    }
}
//加载右边玩家的牌牌
void PackagingClass::OutPokerRightBackgroundUpdata(User *Poker_, int Len, Texture2D *Texture, Node *This)
{
    float X = 700.0f;
    float Y = 20.0f;
    float Height = 200.0f;
    for (int i = 0; i < Len; i++)
    {
        Sprite *Temp = CreateTextureSprite(Texture);
        Temp->setRotation(90.0f);
        Temp->setScale(0.5f);
        Temp->setPosition(Vec2(X, Height + (i * Y)));
        This->addChild(Temp);
    }
}




//五子棋
DrawNode* PackagingClass::CreateGobangMap()
{
    DrawNode *drawNode = DrawNode::create(3.5f);
    int Y = 550;
    int X = 50;
    for (int i = 0; i < 11; i++)
    {
        drawNode->drawLine(Vec2(50, Y), Vec2(550, Y), Color4F::BLACK);
        drawNode->drawLine(Vec2(X, 552), Vec2(X, 48), Color4F::BLACK);
        Y -= 50;
        X += 50;
    }
    return drawNode;
}
//标准坐标
void PackagingClass::StandardPos(Sprite *Sprites)
{
    float X = 50.0f;
    float Y = 550.0f;
    for (int i = 0; i < 11; i++)
    {
        for (int j = 0; j < 11; j++)
        {
            m_StandardPos[i][j] = Vec2(X * (j + 1), Y); //得到每一个格子的标准坐标
        }
        Y -= 50.0f;
    }


    for (int i = 0; i < 11; i++)
    {
        for (int j = 0; j < 11; j++)
        {
            if (Sprites->getPosition().x >= m_StandardPos[i][j].x - 25.0f && Sprites->getPosition().x <= m_StandardPos[i][j].x + 25.0f &&
                Sprites->getPosition().y >= m_StandardPos[i][j].y - 25.0f && Sprites->getPosition().y <= m_StandardPos[i][j].y + 25.0f)
            {
                Sprites->setPosition(m_StandardPos[i][j]);
                return;
            }
        }
    }

}








//=======================================================================
//注册每一帧调用:void class::Update(float Time);
void PackagingClass::RegisterEachFrameCall(Node *node)
{
    if (node)
    {
        node->scheduleUpdate();
    }
    return;
}

//注册鼠标事件
void PackagingClass::RegisterMouseEvent(Node *node,
    MOUSEEVENTFUNCTION MouseDown,
    MOUSEEVENTFUNCTION MouseUp,
    MOUSEEVENTFUNCTION MouseMove,
    MOUSEEVENTFUNCTION MouseScroll)
{
    if (node && MouseDown && MouseUp && MouseMove && MouseScroll)
    {
        MONITORBING MonitorBing;
        LPMONITORBING LPMonitorBing = &MonitorBing;

        LPMonitorBing->Dispatcher = Director::getInstance()->getEventDispatcher();
        LPMonitorBing->ListenerMouse = EventListenerMouse::create();

        //这里只能用兰姆达
        LPMonitorBing->ListenerMouse->onMouseDown = [=](Event *event)
        {
            PackagingClass::_OnMouseDown(MouseDown, event);
        };
        LPMonitorBing->ListenerMouse->onMouseUp = [=](Event *event)
        {
            PackagingClass::_OnMouseUp(MouseUp, event);
        };
        LPMonitorBing->ListenerMouse->onMouseMove = [=](Event *event)
        {
            PackagingClass::_OnMouseMove(MouseMove, event);
        };
        //LPMonitorBing->ListenerMouse->onMouseMove = OnMouseMove;
        LPMonitorBing->ListenerMouse->onMouseScroll = [=](Event *event)
        {
            PackagingClass::_OnMouseScroll(MouseScroll, event);
        };

        LPMonitorBing->Dispatcher->addEventListenerWithSceneGraphPriority(LPMonitorBing->ListenerMouse, node);
    }
    return;
}
void PackagingClass::RegisterMouseEvent(Node *node,
    MOUSEEVENTFUNCTION MouseDown,
    MOUSEEVENTFUNCTION MouseUp,
    MOUSEEVENTFUNCTION MouseMove)
{
    if (node && MouseDown && MouseUp && MouseMove)
    {
        MONITORBING MonitorBing;
        LPMONITORBING LPMonitorBing = &MonitorBing;

        LPMonitorBing->Dispatcher = Director::getInstance()->getEventDispatcher();
        LPMonitorBing->ListenerMouse = EventListenerMouse::create();

        //这里只能用兰姆达
        LPMonitorBing->ListenerMouse->onMouseDown = [=](Event *event)
        {
            //EventMouse *M = (EventMouse*)event;
            //M->getCursorX();
            //FunctionCallBack(event);
            PackagingClass::_OnMouseDown(MouseDown, event);
        };
        LPMonitorBing->ListenerMouse->onMouseUp = [=](Event *event)
        {
            //EventMouse *M = (EventMouse*)event;
            //M->getCursorX();
            //FunctionCallBack(event);
            PackagingClass::_OnMouseUp(MouseUp, event);
        };
        LPMonitorBing->ListenerMouse->onMouseMove = [=](Event *event)
        {
            //EventMouse *M = (EventMouse*)event;
            //M->getCursorX();
            //FunctionCallBack(event);
            PackagingClass::_OnMouseMove(MouseMove, event);
        };

        LPMonitorBing->Dispatcher->addEventListenerWithSceneGraphPriority(LPMonitorBing->ListenerMouse, node);
    }
    return;
}
//注册按键事件
void PackagingClass::RegisterKeyEvent(Node *node,
    KEYEVENTFUNCTION OnKeyDown,
    KEYEVENTFUNCTION OnKeyUp)
{
    if (OnKeyDown && OnKeyUp)
    {
        EventDispatcher *Dispatcher = Director::getInstance()->getEventDispatcher();
        EventListenerKeyboard *KeyListener = EventListenerKeyboard::create();
        //KeyListener->onKeyPressed = CC_CALLBACK_2(HelloWorld::onKeyPressed, this);//按下
        //KeyListener->onKeyReleased = CC_CALLBACK_2(HelloWorld::onKeyReleased, this);//抬起
        KeyListener->onKeyPressed = [=](EventKeyboard::KeyCode KeyCode, Event *event)
        {
            PackagingClass::_OnKeyPressed(OnKeyDown, KeyCode, event);
        };
        KeyListener->onKeyReleased = [=](EventKeyboard::KeyCode KeyCode, Event *event)
        {
            PackagingClass::_OnKeyReleased(OnKeyUp, KeyCode, event);
        };
        Dispatcher->addEventListenerWithSceneGraphPriority(KeyListener, node);
    }
    return;
}
//注册触摸单点事件
void PackagingClass::RegisterTouchEvent(Node *node,
    TOUCHEVENTFUNCTION OnTouchBegin,
    TOUCHEVENT_FUNCTION OnTouchMove,
    TOUCHEVENT_FUNCTION OnTouchEnd)
{
    if (OnTouchBegin && OnTouchMove && OnTouchEnd)
    {
        //auto touchListener = EventListenerTouchOneByOne::create();
        //touchListener->onTouchBegan = CC_CALLBACK_2(HelloWorld::onTouchBegan, this);
        //touchListener->onTouchMoved = CC_CALLBACK_2(HelloWorld::onTouchMoved, this);
        //touchListener->onTouchEnded = CC_CALLBACK_2(HelloWorld::onTouchEnded, this);
        //touchListener->onTouchCancelled = CC_CALLBACK_2(HelloWorld::onTouchCancelled, this);
        //Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(touchListener, this);

        EventDispatcher *Dispatcher = Director::getInstance()->getEventDispatcher();
        EventListenerTouchOneByOne *TouchListener = EventListenerTouchOneByOne::create();
        //可以直接赋值,是可以的
        //TouchListener->onTouchBegan = TouchBegin;
        //TouchListener->onTouchBegan = [ = ](Touch *touch, Event *event)->bool
        //{ 
        //    TouchBegin(touch,event);
        //    return true;
        //};
        //TouchListener->onTouchMoved = [=](Touch *touch, Event *event)
        //{
        //    TouchMove(touch, event);
        //};
        //TouchListener->onTouchEnded = [=](Touch *touch, Event *event)
        //{
        //    TouchEnd(touch, event);
        //};

        TouchListener->onTouchBegan = [=](Touch *touch, Event *event)->bool
        {
            return PackagingClass::_OnTouchBegin(OnTouchBegin, touch, event);
        };
        TouchListener->onTouchMoved = [=](Touch *touch, Event *event)
        {
            PackagingClass::_OnTouchMove(OnTouchMove, touch, event);
        };
        TouchListener->onTouchEnded = [=](Touch *touch, Event *event)
        {
            PackagingClass::_OnTouchEnd(OnTouchEnd, touch, event);
        };
        Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(TouchListener, node);
    }
    return;
}
void PackagingClass::RegisterTouchEvent(Node *node,
    TOUCHEVENTFUNCTION OnTouchBegin,
    TOUCHEVENT_FUNCTION OnTouchMove,
    TOUCHEVENT_FUNCTION OnTouchEnd,
    TOUCHEVENT_FUNCTION OnTouchCancelle)
{
    if (OnTouchBegin && OnTouchMove && OnTouchEnd && OnTouchCancelle)
    {
        EventDispatcher *Dispatcher = Director::getInstance()->getEventDispatcher();
        EventListenerTouchOneByOne *TouchListener = EventListenerTouchOneByOne::create();

        TouchListener->onTouchBegan = [=](Touch *touch, Event *event)->bool
        {
            return PackagingClass::_OnTouchBegin(OnTouchBegin, touch, event);
        };
        TouchListener->onTouchMoved = [=](Touch *touch, Event *event)
        {
            PackagingClass::_OnTouchMove(OnTouchMove, touch, event);
        };
        TouchListener->onTouchEnded = [=](Touch *touch, Event *event)
        {
            PackagingClass::_OnTouchEnd(OnTouchEnd, touch, event);
        };
        //不知道有什么用
        TouchListener->onTouchCancelled = [=](Touch *touch, Event *event)
        {
            PackagingClass::_OnTouchCancelle(OnTouchCancelle, touch, event);
        };
        Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(TouchListener, node);
    }
    return;
}



void PackagingClass::_OnMouseDown(MOUSEEVENTFUNCTION MouseDown, Event *event)
{
    MouseDown(event);
}
void PackagingClass::_OnMouseUp(MOUSEEVENTFUNCTION MouseUp, Event *event)
{
    MouseUp(event);
}
void PackagingClass::_OnMouseMove(MOUSEEVENTFUNCTION MouseMove, Event *event)
{
    MouseMove(event);
}
void PackagingClass::_OnMouseScroll(MOUSEEVENTFUNCTION MouseScroll, Event *event)
{
    MouseScroll(event);
}
void PackagingClass::_OnKeyPressed(KEYEVENTFUNCTION OnKeyDown, EventKeyboard::KeyCode KeyCode, Event *event)
{
    OnKeyDown(KeyCode, event);
}
void PackagingClass::_OnKeyReleased(KEYEVENTFUNCTION OnKeyUp, EventKeyboard::KeyCode KeyCode, Event *event)
{
    OnKeyUp(KeyCode, event);
}
bool PackagingClass::_OnTouchBegin(TOUCHEVENTFUNCTION OnTouchBegin, Touch *touch, Event *event)
{
    return OnTouchBegin(touch, event);
}
void PackagingClass::_OnTouchMove(TOUCHEVENT_FUNCTION OnTouchMove, Touch *touch, Event *event)
{
    OnTouchMove(touch, event);
}
void PackagingClass::_OnTouchEnd(TOUCHEVENT_FUNCTION OnTouchEnd, Touch *touch, Event *event)
{
    OnTouchEnd(touch, event);
}
void PackagingClass::_OnTouchCancelle(TOUCHEVENT_FUNCTION OnTouchCancelle, Touch *touch, Event *event)
{
    OnTouchCancelle(touch, event);
}

 

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