cocos2dx3.3开发FlappyBird总结十二:状态层设计

cocos2dx3.3开发FlappyBird总结十二:状态层设计,第1张

概述状态层是比较复杂的了,状态层需要与游戏层通信,因此也需要为游戏层先设计一个代理类,以便状态层遵守游戏层的代理,这样游戏层就可以在游戏开始、得分、结束时,告诉状态层做出相应的状态表现了。 游戏层的代理类: /** * The delegate between status layer and game layer */class GameStatusDelegate {public: /**

状态层是比较复杂的了,状态层需要与游戏层通信,因此也需要为游戏层先设计一个代理类,以便状态层遵守游戏层的代理,这样游戏层就可以在游戏开始、得分、结束时,告诉状态层做出相应的状态表现了。

游戏层的代理类:

/** * The delegate between status layer and game layer */class GameStatusDelegate {public:  /** * When the game start,this method will be called */  virtual voID onGameStart() = 0;  /** * During paying,after the score changed,this method will be called * * @param score The latest score */  virtual voID onGamePlaying(int score) = 0;  /** * When game is over,this method will be called * * @param currentscore Current game score * @param historyBestscore The best score in the history of the player */  virtual voID onGameEnd(int currentscore,int historyBestscore) = 0;};

只有三个方法,分别对应游戏开始、玩家得分、游戏结束。

那么状态层需要遵守代理:

/** *The status layer,showing the status information * in the game. */class StatusLayer : public cocos2d::Layer,public GameStatusDelegate

遵守代理后,必须声明代理中的方法:

/** * OverrIDe from GameStatusDelegate * * @see GameStatusDelegate declaration. */  voID onGameStart(voID);  voID onGamePlaying(int score);  voID onGameEnd(int currentscore,int historyBestscore);

如果不声明,会编译不通过的,这是必须实现的。
这个层中,有四种精灵需要控制:

cocos2d::Sprite *_getReadySprite;  cocos2d::Sprite *_tutorialSprite;  cocos2d::Node *_scoreNode;  cocos2d::Sprite *_blinkSprite;

分别对应GetReady、指导图、得分、闪屏图

在初始化时,先邓加载0~9数字精灵:

bool StatusLayer::init() {  if (!Layer::init()) {    return false;  }  // preload number sprite frames to memory  scoreNumber::getInstance()->loadNumber(kscoreNumberFont.c_str(),"Font_0%02d",48);  scoreNumber::getInstance()->loadNumber(kscoreNumberscore.c_str(),"number_score_%02d",0);  // At the first time,the game is ready to play  this->showGameStatus(kGameStateReady);  return true;}

关于数字特效类scoreNumber,后面再单独说明。

这个类中最重要的显示状态方法:

voID StatusLayer::showGameStatus(GameState status,int currentscore,int historyBestscore) {  auto size = Director::getInstance()->getVisibleSize();  auto origin = Director::getInstance()->getVisibleOrigin();  switch (status) {    case kGameStateReady: {      const char *scorename = kscoreNumberFont.c_str();      _scoreNode = scoreNumber::getInstance()->convert(scorename,currentscore);      _scoreNode->setposition(origin.x + size.wIDth / 2,origin.y + size.height * 5 / 6);      this->addChild(_scoreNode);      _getReadySprite = Sprite::createWithSpriteFrame(AtlasLoader::getInstance()->getSpriteFrame("text_ready"));      _getReadySprite->setposition(origin.x + size.wIDth / 2,origin.y + size.height * 2 / 3);      this->addChild(_getReadySprite);      _tutorialSprite = Sprite::createWithSpriteFrame(AtlasLoader::getInstance()->getSpriteFrame("tutorial"));      _tutorialSprite->setposition(origin.x + size.wIDth / 2,origin.y + size.height * 1 / 2);      this->addChild(_tutorialSprite);    }      break;    case kGameStateStarted: {      _getReadySprite->runAction(FadeOut::create(0.4f));      _tutorialSprite->runAction(FadeOut::create(0.4f));    }      break;    case kGameStateOver: {      _currentscore = currentscore;      _bestscore = historyBestscore;      if (_currentscore > _bestscore) {        _bestscore = _currentscore;        _isNewRecord = true;      } else {        _isNewRecord = false;      }      this->removeChild(_scoreNode);      // Game over      auto overSprite = Sprite::createWithSpriteFrame(AtlasLoader::getInstance()->getSpriteFrame("text_game_over"));      auto size = Director::getInstance()->getVisibleSize();      auto origin = Director::getInstance()->getVisibleOrigin();      overSprite->setposition(origin.x + size.wIDth / 2,origin.y + size.height * 2 / 3);      this->addChild(overSprite);      // Add animation      auto fadein = FadeIn::create(0.5f);      auto actionDone = CallFunc::create(std::bind(&StatusLayer::showscorePanel,this));      auto sequence = Sequence::createWithTwoActions(fadein,actionDone);      overSprite->stopAllActions();      overSprite->runAction(sequence);    }      break;    default:      break;  }}

如果状态为ready,即准备状态,
准备状态图:

状态为kGameStateStarted,表示开始游戏时,
_getReadySprite->runAction(FadeOut::create(0.4f));
_tutorialSprite->runAction(FadeOut::create(0.4f));
只是添加淡出效果

状态为游戏结束时,显示游戏结束:

当游戏结束的时候,显示Game Over 精灵,然后添加淡入淡出的动画,来显示得分结果显示面板和重玩、机会按钮,
不过这里并没有实现机会使用按钮,因此此功能就留给喜欢研究扩展的朋友吧。

刷新得分面板用户得分函数,从0到玩家得分,有一个动画的过程,

voID StatusLayer::refreshscoreUpdate(float delta) {  const int kCurrentSpriteTag = 100;  if (this->getChildByTag(kCurrentSpriteTag)) {    this->removeChildByTag(kCurrentSpriteTag);  }  const char *score = kscoreNumberscore.c_str();  _scoreNode = scoreNumber::getInstance()->convert(score,_tmpscore,kGravityDirectionRight);  _scoreNode->setAnchorPoint(Vec2(1,0));  auto size = Director::getInstance()->getVisibleSize();  auto origin = Director::getInstance()->getVisibleOrigin();  _scoreNode->setposition(origin.x + size.wIDth * 3 / 4 + 4,origin.y + (size.height - _scoreNode->getContentSize().height) / 2 + 7);  this->addChild(_scoreNode);  ++_tmpscore;  if (_tmpscore > _currentscore) {    unschedule(schedule_selector(StatusLayer::refreshscoreUpdate));  }}

这是通过定时器来回调的,当刷新完成时,需要取消掉定时器。

点击重玩按钮时,进入到此函数:

voID StatusLayer::menuRestartCallback(cocos2d::Ref *pSender) {  CocosDenshion::SimpleAudioEngine::getInstance()->playEffect("sfx_swooshing.ogg");  // We can't add TransitionScene object,otherwise it can't receive any touch event.  // I don't kNow why.  // We should remove all children and clean up resources,otherwise it will crash at  // some time in the future. In fact,I don't kNow why,when Director replace a new  // scene,does it remove and clean up?  auto scene = Director::getInstance()->getRunningScene();  scene->removeAllChildrenWithCleanup(true);  Director::getInstance()->replaceScene(GameScene::createScene());}

如果不加上这两行代码先释放资源,时不时就会崩溃,不知道是不是因为是自动释放的,但是事件循环并没有到,因此一直没有得到释放而导致的。

auto scene = Director::getInstance()->getRunningScene();  scene->removeAllChildrenWithCleanup(true);

这两行代码只是先把当前场景的所有资源先释放掉。

下一步,看一看我们设计的数字特效类

总结

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