跟前面第18部分处理,问号事件一样,角色行走完毕后,还要检查停留问题是否有积分卡,如果有则增加相应的体力值
1、新建Item_strength_up类,该类用来显示角色体力回升的动画。
void Item_strength_up::addItemSpriteFrameCache() { itemSpriteFrameCache = SpriteFrameCache::getInstance(); itemSpriteFrameCache->addSpriteFramesWithFile("images/strength_up.plist","images/strength_up.png"); memset(name,20); for (int i=1; i<=14; i++) { sprintf(name,"strength_up_%02d.png",i); item_anim_vector.pushBack(itemSpriteFrameCache->getSpriteFrameByName(name)); } } void Item_strength_up::setItemAnimate() { if(!AnimationCache::getInstance()->getAnimation("strength_up_animation")) { AnimationCache::getInstance()->addAnimation(Animation::createWithSpriteFrames(item_anim_vector,0.1f),"strength_up_animation"); } normal_anmi = Animate::create(AnimationCache::getInstance()->getAnimation("strength_up_animation")); normal_anmi->retain(); }
2、在RicherGameController类的handlePropEvent方法中,添加积分卡的判断,如果停留位置有积分卡,则发送增加体力的MSG_STRENGTH_UP消息
void RicherGameController::handlePropEvent() { ......... if(endId == GameBaseScene::strength_30_tiledID) { String * str = String::createWithFormat("%d-%f-%f-%d",MSG_STRENGTH_UP30_TAG,pointInMap.x,pointInMap.y,_richerPlayer->getTag()); NotificationCenter::getInstance()->postNotification(MSG_STRENGTH_UP,str); return; } if(endId == GameBaseScene::strength_50_tiledID) { String * str = String::createWithFormat("%d-%f-%f-%d",MSG_STRENGTH_UP50_TAG,str); return; } if(endId == GameBaseScene::strength_80_tiledID) { String * str = String::createWithFormat("%d-%f-%f-%d",MSG_STRENGTH_UP80_TAG,str); return; } }
3、GameBaseScene中继续注册增加体力值的观察以及处理代码
void GameBaseScene::registerNotificationObserver() { ............. NotificationCenter::getInstance()->addobserver( this,callfuncO_selector(GameBaseScene::receivednotificationOMsg),MSG_STRENGTH_UP,NULL); } receivednotificationOMsg调用doItemStrengthUp方法,来具体处理体力值增加和体力恢复动画的播放 void GameBaseScene::receivednotificationOMsg(Object* data) { ............. case MSG_STRENGTH_UP30_TAG: { doItemStrengthUp(MSG_STRENGTH_UP30_TAG,messageVector.at(3)->intValue()); break; } case MSG_STRENGTH_UP50_TAG: { doItemStrengthUp(MSG_STRENGTH_UP50_TAG,messageVector.at(3)->intValue()); break; } case MSG_STRENGTH_UP80_TAG: { doItemStrengthUp(MSG_STRENGTH_UP80_TAG,messageVector.at(3)->intValue()); break; } }
4、体力动画播放完毕后,调用发送消息 sendMSGDealAroundLand ,来处理角色上下左右相邻地块事件
void GameBaseScene::doItemStrengthUp(int strengthUp,int playerTag) { int strengthValue = 0; //根据积分卡值,给strengthValue赋相应值 switch(strengthUp) { case MSG_STRENGTH_UP30_TAG: { strengthValue =30; break; } case MSG_STRENGTH_UP50_TAG: { strengthValue =50; break; } case MSG_STRENGTH_UP80_TAG: { strengthValue =80; break; } } switch(playerTag) { case PLAYER_1_TAG: { //设置item_strength_up在角色的位置可见,播放动画,显示toast。播放完毕设置item_strength_up不可见 item_strength_up->setVisible(true); item_strength_up->setPosition(player1->getPosition()-ccp(5,0)); Sequence* action = Sequence::create(item_strength_up->getnormal_anmi(),CallFunc::create([this](){ item_strength_up->setVisible(false); } ),NULL); item_strength_up->runAction(action); CocosToast::createtoast(this,String::createWithFormat("%s %d",LanguageString::getInstance()->getLanguageString(STRENGTH_UP)->getCString(),strengthValue)->getCString(),TOAST_SHOW_TIME,player1->getPosition()); refreshStrengthLabel(player1,strengthValue); scheduleOnce(schedule_selector( GameBaseScene::sendMSGDealAroundLand),3.0f); break; } case PLAYER_2_TAG: { ............. } } }
效果如图