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横版游戏制作之英雄技能CD遮罩,人物头像血条属性

2014-07-14 11:22 316 查看




上图就是技能CD的一个效果,在此我需要给介绍下,cocosStuido这个工具中的UI Eidtor功能,编辑UI真的是很方便,至于怎么使用它,我相信您可以随便看看网上的东西,自己摸索,参考接下来的代码就知道了

在UI编辑器中,我们的技能是没有CD遮罩效果的,那怎么实现的呢?

答案就是:在点击触摸技能时,我们在技能的上方覆盖一张灰色的图片(这个你可以用PS去制作一张),大小与技能图标相同,然后根据每个技能的CD时间,产生一个扇形进度动画,动画结束后取消定时器跟这个遮罩对象就可以了

至于人物头像的血条,我想基本不用介绍你都可以知道怎么去用,so easy

以下是OptionLayer操作层中的init()初始化处理以及触摸监听处理,和技能遮罩效果处理

如果您只想看如何处理,请直接参考第三段代码

//init()

bool OptionLayer::init(){
this->setTouchEnabled(true);//开启触摸
//添加摇杆
CCTexture2D* ControlWheelTexture = CCTextureCache::sharedTextureCache()->addImage("MyImages/ControlWheel.png");
DirectionControlButton* ControlWheelSprite = DirectionControlButton::ObjectWithTexture(ControlWheelTexture);//加载摇杆背景图
ControlWheelSprite->setPosition(ccp(ControlWheelSprite->getContentSize().width/2, ControlWheelSprite->getContentSize().height/2));
this->addChild(ControlWheelSprite,1);

//加载摇杆小圈
CCTexture2D *TinyCircleTexture = CCTextureCache::sharedTextureCache()->addImage("MyImages/TinyCircle.png");
CCSprite *TinyCircleSprite = CCSprite::createWithTexture(TinyCircleTexture);
TinyCircleSprite->setPosition(ccp(ControlWheelSprite->getContentSize().width/2, ControlWheelSprite->getContentSize().height/2));
this->addChild(TinyCircleSprite,2);
ControlWheelSprite->setTinyCircleSprite(TinyCircleSprite);        //设置触摸后的小圆圈
this->setDirectionCrtl(ControlWheelSprite);        //设置操作层摇杆对象,方便在场景Init中使用

//人物属性UI加载
TouchGroup* ul =TouchGroup::create();
ul->setTag(200);
ul->setPosition(-40,450);
this->addChild(ul);
ul->addWidget(GUIReader::shareReader()->widgetFromJsonFile("RoleProperty/DemoHead_UI.json"));
UILoadingBar * redBar = dynamic_cast<UILoadingBar *>(ul->getWidgetByTag(4));
UILoadingBar * blueBar = dynamic_cast<UILoadingBar *>(ul->getWidgetByTag(16));
UIImageView * head = dynamic_cast<UIImageView *>(ul->getWidgetByTag(42));
UITextField * level = dynamic_cast<UITextField *>(ul->getWidgetByTag(26));
this->setRedBar(redBar);
this->setBlueBar(blueBar);
this->setHead(head);
this->setLevel(level);

//开始加载操作技能UI
TouchGroup* skillUI =TouchGroup::create();
skillUI->setTag(201);
skillUI->setPosition(800,10);
CCLog("ScreenSize.height = %f", CCDirector::sharedDirector()->getVisibleSize().height);
CCLog("ScreenSize.width = %f",ScreenSize.width);
this->addChild(skillUI);
skillUI->addWidget(GUIReader::shareReader()->widgetFromJsonFile("Skill_UI/Skill_UI.json"));

UIImageView * skill_attack = dynamic_cast<UIImageView *>(skillUI->getWidgetByTag(9));            //普通攻击
UIImageView * skill_attack_1 = dynamic_cast<UIImageView *>(skillUI->getWidgetByTag(6));        //特殊攻击1
UIImageView * skill_attack_2 = dynamic_cast<UIImageView *>(skillUI->getWidgetByTag(8));        //特殊攻击2
UIImageView * skill_attack_3 = dynamic_cast<UIImageView *>(skillUI->getWidgetByTag(7));        //特殊攻击3
UIImageView * blood_bottle = dynamic_cast<UIImageView *>(skillUI->getWidgetByTag(10));//血瓶
UIImageView * magic_bottle = dynamic_cast<UIImageView *>(skillUI->getWidgetByTag(11));//魔瓶
UILabelAtlas * blood_bottle_num = dynamic_cast<UILabelAtlas *>(skillUI->getWidgetByTag(12));//血瓶数量
UILabelAtlas * magic_bottle_num = dynamic_cast<UILabelAtlas *>(skillUI->getWidgetByTag(13));//魔瓶数量

//初始化类成员变量
this->setSkillUI(skillUI);
this->setSkill_attack(skill_attack);
this->setSkill_attack_1(skill_attack_1);
this->setSkill_attack_2(skill_attack_2);
this->setSkill_attack_3(skill_attack_3);
this->setBlood_bottle(blood_bottle);
this->setMagic_bottle(magic_bottle);
this->setBlood_bottle_num(blood_bottle_num);
this->setMagic_bottle_num(magic_bottle_num);

//防止init()完自动释放对象
skillUI->retain();
skill_attack->retain();
skill_attack_1->retain();
skill_attack_1_cool->retain();
skill_attack_2->retain();
skill_attack_2_cool->retain();
skill_attack_3->retain();
skill_attack_3_cool->retain();
blood_bottle->retain();
magic_bottle->retain();
blood_bottle_num->retain();
magic_bottle_num->retain();

//添加技能图标的触摸监听
skill_attack->addTouchEventListener(skill_attack_1,toucheventselector(OptionLayer::touchEventHandler));
skill_attack_1->addTouchEventListener(skill_attack_1,toucheventselector(OptionLayer::touchEventHandler));
skill_attack_2->addTouchEventListener(skill_attack_1,toucheventselector(OptionLayer::touchEventHandler));
skill_attack_3->addTouchEventListener(skill_attack_1,toucheventselector(OptionLayer::touchEventHandler));
//添加物品触摸监听
blood_bottle->addTouchEventListener(blood_bottle,toucheventselector(OptionLayer::touchEventHandler));
magic_bottle->addTouchEventListener(magic_bottle,toucheventselector(OptionLayer::touchEventHandler));
//开启技能触摸
skill_attack_1->setTouchEnabled(true);
skill_attack_2->setTouchEnabled(true);
skill_attack_3->setTouchEnabled(true);
skill_attack->setTouchEnabled(true);
//开启物品触摸
blood_bottle->setTouchEnabled(true);
magic_bottle->setTouchEnabled(true);

return true;
}


//................监听处理函数........

void OptionLayer::touchEventHandler(CCObject* pSender,TouchEventType type)
{
UIImageView* target = (UIImageView*)pSender;
OptionLayer *optionLayer = global->optionLayer;
ActionState actionState = global->hero->getActionState();
//角色上一个技能动画未执行完,禁止执行下一攻击动作(actionState 由该状态决定,任何技能动画播放完状态都还原为ActionStateNone,参考Role类动画回调函数Role::callBackAction()
if (type == TOUCH_EVENT_BEGAN)
{
if(target == optionLayer->getSkill_attack() || target == optionLayer->getSkill_attack_1()
|| target == optionLayer->getSkill_attack_2() || target == optionLayer->getSkill_attack_3()){
//当触摸技能时,只有角色在ActionStateNone,ActionStateIdle状态才响应处理
if(actionState == ActionStateNone || actionState == ActionStateIdle){
skillCoolHandler(pSender);
}
}else{
skillCoolHandler(pSender);
}
}
if (type == TOUCH_EVENT_MOVED)
{
//nothing to do
}
if (type == TOUCH_EVENT_ENDED)
{
// nothing to do
}
}


//......................................关键点 技能CD遮罩处理来了...........................

void OptionLayer::skillCoolHandler(CCObject* pSender)
{
OptionLayer *optionLayer = global->optionLayer;
UIImageView* skillView = (UIImageView*)pSender;
global->hero->setAllowMove(false);//动画执行期间角色不可移动
float SumCD = 10.0f;
//判断指向对象是否相等来初始化cd时间
if(optionLayer->getSkill_attack_1() == skillView){
SumCD = optionLayer->skill_SumCD_1;
global->hero->RunAttackAction_1();        //执行特殊攻击1动画
}else if(optionLayer->getSkill_attack_2() == skillView){
SumCD = optionLayer->skill_SumCD_2;
}else if(optionLayer->getSkill_attack_3() == skillView){
SumCD = optionLayer->skill_SumCD_3;
}else if(optionLayer->getSkill_attack() == skillView){
SumCD = optionLayer->skill_SumCD_0;
global->hero->RunAttackAction();        //执行普通攻击动画
}else if(optionLayer->getBlood_bottle() == skillView){
SumCD = optionLayer->blood_SumCD;
}else if(optionLayer->getMagic_bottle() == skillView){
SumCD = optionLayer->magic_SumCD;
}
skillView->setTouchEnabled(false);        //CD开始,禁止本技能使用
//初始化 cd遮罩
CCTexture2D *spriteTx = CCTextureCache::sharedTextureCache()->addImage("Skill_UI/cooling_cover.png");
CCSprite * SkillCover = CCSprite::createWithTexture(spriteTx);
CCProgressTimer *skillTimer  = CCProgressTimer::create(SkillCover);
skillTimer->setOpacity(125);                            //透明度
skillTimer->setPosition(skillView->getPosition());//将进度遮罩设置在技能图标位置上
optionLayer->getSkillUI()->addChild(skillTimer);

skillTimer->setType(kCCProgressTimerTypeRadial);//扇形
skillTimer->setPercentage(100);
skillTimer->setReverseProgress(true);

CCProgressTo* cdAction=CCProgressTo::create(SumCD, 100);
CCCallFuncND* func=CCCallFuncND::create(this, callfuncND_selector(OptionLayer::allowToClick),skillView);//附带skillView参数 方便cd结束后处理
CCFiniteTimeAction* seq=CCSequence::create(cdAction,func,NULL);
skillTimer->runAction(seq);
}

//技能CD结束后 移除定时器 重新开启触摸
void OptionLayer::allowToClick(CCNode* pSender,void* data){
UIImageView* skillView = (UIImageView*)data;
CCProgressTimer* skillTimer = (CCProgressTimer*)pSender;
OptionLayer *optionLayer = global->optionLayer;
optionLayer->getSkillUI()->removeChild(skillTimer);
skillView->setTouchEnabled(true);
}


至此,我们的整个过程代码都贴完整了

如果您现在没有看接下来的另外一部分处理,你就会发现,你的技能遮罩是从无到有的扇形动画,这明显不是我们想要的结果,你会发现你怎么都找不到一个成员方法,可以让CCProgressTimer对象能够反过来从有到无的....怎么办呢?

这里我们需要修改下cocos2dx这部分源代码:CCProgressTimer.cpp中

void CCProgressTimer::updateRadial(void)
{
if (!m_pSprite) {
return;
}
float alpha = m_fPercentage / 100.f;

//扇形从有到无(这里需要添加这段代码)
if(alpha != 0.f && alpha !=1.f) {
alpha = 1.f-alpha;
}
............................


然后你要的效果就都出来了..................
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