该张补充如何升级防御塔
首先是,点击该图标,会弹出上面那张GIF的建造选项。
具体代码在Terrain(名字是根据资源包图片名起的)中,首先根据每一个地图算好坐标,在地图添加到场景后执行addTerrains()添加到地图层中。在Terrain的Init函数中根据地图类型选择图片生成精灵,并添加触摸监听。
auto listener = EventListenerTouchOneByOne::create();
listener->onTouchBegan = CC_CALLBACK_2(Terrain::onTouchBegan, this);
listener->onTouchEnded = CC_CALLBACK_2(Terrain::onTouchEnded, this);
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener,terrain);
在onTouchEnded中判断
void Terrain::onTouchEnded(Touch* touch, Event* event)
{
auto target = static_cast<Sprite*>(event->getCurrentTarget());
Point locationInNode = target->convertTouchToNodeSpace(touch);
Size size = target->getContentSize();
Rect rect = Rect(0, 0, size.width, size.height);
if (rect.containsPoint(locationInNode)&&target->isVisible())//若点击在该区域,且可见(可见是因为若防御塔建造了,就不可以了,就不会执行下面代码)
{
if(isUpdateMenuShown)//如果已经显示,则隐藏
{
hideUpdateMenu();
}else{
showUpdateMenu();
}
}else{//若点击其他区域,隐藏
hideUpdateMenu();
}
}
在showUpdateMenu()添加建造菜单层
void Terrain::showUpdateMenu()
{
auto towerPanleLayer = TowerPanleLayer::create();
towerPanleLayer->setPosition(this->getPosition());
towerPanleLayer->setTag(getTag());
towerPanleLayer->setMyTerrain(this);
static_cast<BaseMap*>(this->getParent())->mTouchLayer->addChild(towerPanleLayer);
towerPanleLayer->inAnimation();
isUpdateMenuShown = true;
}
TowerPanleLayer是自定义Layer
bool TowerPanleLayer::init()
{
if ( !Sprite::init() )
{
return false;
}
circle = Circle::create();
addChild(circle);
circle->setVisible(false);
planesprite = Sprite::createWithSpriteFrameName("gui_ring.png");
planesprite->setPosition(Point(0, 0));
planesprite->setScale(0.5f);
addChild(planesprite);
isBuilt = false;
return true;
}
其中Circle是自定义精灵,根据射程显示防御塔攻击范围,不做详细介绍了,planesprite是那个铁环
首先通过this->getPosition()获取位置,将它添加在触摸层中,执行从小变大的动画。
void TowerPanleLayer::inAnimation()
{
SoundManager::playTowerMenu();
planesprite->runAction(Sequence::create(ScaleTo::create(0.1f,1.0f,1.0f),
CallFuncN::create(CC_CALLBACK_0(TowerPanleLayer::addIcons,this)),
NULL));
}
动画执行完毕后,添加4个按键,4个按键是自定义精灵类,具体参见代码,给4个按键添加触摸监听,在触摸开始时:
bool TowerPanleLayer::onTouchBegan(Touch *touch, Event *event)
{
auto target = static_cast<BaseBuildIcon*>(event->getCurrentTarget());
Point locationInNode = target->convertTouchToNodeSpace(touch);
Size size = target->baseIcon->getContentSize();
Rect rect = Rect(0-size.width/2, 0-size.height/2, size.width, size.height);
if (rect.containsPoint(locationInNode))
{
if(target->getIsSelected())//如果已经选中(第二次按下)
{
if(target->getIsAble())//如果钱够用
{
int i = target->getType();
addTower(target->getType());
}
}else{//第一次按下
archerIcon->setNotSelected();
artilleryIcon->setNotSelected();
barracksIcon->setNotSelected();
magicIcon->setNotSelected();
target->setSelected();//设置为选中状态
addTempTower(target->getType());
}
return true;
}
return false;
}
其中addTempTower()是添加临时防御塔,即第一张图的效果,当点击第二次,通过addTower()建造防御塔
void TowerPanleLayer::addTempTower(int type)
{
if(tempTower!=NULL){
removeChild(tempTower,true);//首先上一个临时塔移除
}
circle->setVisible(true);//显示防御塔攻击范围
switch (type)
{
case(1):{//根据点击类型显示
tempTower = Sprite::createWithSpriteFrameName("tower_preview_archer.png");
tempTower->setPosition(Point(0,25));
static_cast<BaseMap*>(this->getParent()->getParent())->playerState->showTowerInfo(ARCHER_1);}//在菜单层显示防御塔信息
break;
..........
}
addTower中建造防御塔
void TowerPanleLayer::addTower(int type)
{
static_cast<BaseMap*>(this->getParent()->getParent())->playerState->removeTowerInfo();//移除防御塔信息
switch (type)
{
case(2):{//根据选择类型建造
auto barracksTower = BaseBarracksTower::create();
barracksTower->setPosition(Point(0,20));
barracksTower->setTag(terrain->getTag());
barracksTower->setMyTerrain(terrain);//设置塔所属的terrain,防御塔售出时将此设置可见。
terrain->addChild(barracksTower);
barracksTower->buildingAnimation();
GameManager::getInstance()->MONEY = GameManager::getInstance()->MONEY - barracksTower->getBuildMoney();
}
break;
.........省略
}
SoundManager::playTowerBuilding();//播放建造音效
isBuilt = true;
terrain->terrain->setVisible(false);//将terrain设置不可见,再点击即不会再显示了
this->setVisible(false);
}
另外,防御塔升级的界面类似建造,就不一一介绍了,升级即将上一个塔remove掉,新建一个新的。卖塔的过程即将防御塔remove掉,并且将terrain设置为可见