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cocos2dx休闲游戏--Fruit & Bird 开发学习(3)———RankBirdLayer

2017-08-03 09:40 316 查看
游戏行旁布景类

       主要分为RankBirdLayer和RankFruitLayer;这两个类的实现方法类似,在此处只列举一个RankBirdLayer类的实现。

首先是头文件的定义

#ifndef   __RANK_FRUIT_LAYER
#define  __RANK_FRUIT_LAYER

#include "cocos2d.h"
#include "GameSceneManager.h"

using namespace cocos2d;

class RankFruitLayer :public Layer
{
public:
std::string  scoreFruit[5];//记录分数的字符串数组
Label* labels;//声明一个指向分数的文本指针
GameSceneManager* sceneManager;
public:
virtual bool init();
void save(int);//记录分数
void load();//读取分数
void menuCallBack0(Ref* pSender);//切换到主菜单场景
void menuCallBack1(Ref* pSender);//切换到小鸟排行榜场景
CREATE_FUNC(RankFruitLayer);
};
#endif


其次是源码的实现

#include "RankFruitLayer.h"
#include "RankBirdLayer.h"

using namespace std;
bool RankFruitLayer::init()
{
if (!Layer::init())
return false;

//此处主要完成对界面的基本布局
auto visibleSize = Director::getInstance()->getVisibleSize();
auto origin = Director::getInstance()->getVisibleOrigin();
auto backGround = Sprite::create("pic/morning.png");
backGround->setAnchorPoint(Vec2::ZERO);
backGround->setPosition(origin.x, origin.y + visibleSize.height - backGround->getContentSize().height);
this->addChild(backGround);

auto floor = Sprite::create("pic/floor.png");
floor->setAnchorPoint(Vec2::ZERO);
floor->setPosition(origin);
this->addChild(floor);
floor->runAction(RepeatForever::create(Sequence::create(MoveTo::create(0.5f, Vec2(-120, 0)), MoveTo::create(0, Vec2::ZERO), nullptr)));

auto rank = Sprite::create("pic/rankBackground.png");
rank->setPosition(Vec2(270, 530));
this->addChild(rank, 1);

auto title = Sprite::create("pic/rankFruit.png");
title->setPosition(Vec2(270, 850));
this->addChild(title, 1);

auto menuItemMenu = MenuItemImage::create("button/menu.png", "button/menu_off.png", CC_CALLBACK_1(RankFruitLayer::menuCallBack0, this));
menuItemMenu->setPosition(80, 50);

auto menuItemNext = MenuItemImage::create("button/back.png", "button/back_off.png", CC_CALLBACK_1(RankFruitLayer::menuCallBack1, this));
menuItemNext->setPosition(460, 50);

auto mn = Menu::create(menuItemMenu, menuItemNext, nullptr);
mn->setPosition(Vec2::ZERO);
this->addChild(mn, 1);

//实现分数排行榜:排名--分数的形式
int *tempFruit = new int[5];//创建一个整形数组,用于保存分数
load();//读入分数
for (int i = 0; i < 5; i++)
{
string score;
string num = Value(i + 1).asString();
tempFruit[i] = Value(scoreFruit[i]).asInt();
if (tempFruit[i] == 0)
score = "-";
else
score = scoreFruit[i];
labels = Label::createWithTTF(num, "fonts/FZKATJW.ttf", 60);//labes指针指向 排名label
rank->addChild(labels, 2);
labels->setPosition(90, 280 - (50 * i));
labels->enableOutline(Color4B(187, 187, 187, 255), 2);//给labels字符串描边
labels = Label::createWithTTF(score, "fonts/FZKATJW.ttf", 60);//labes指针指向 分数label
rank->addChild(labels, 2);
labels->setPosition(315, 280 - (50 * i));
labels->enableOutline(Color4B(187, 187, 187, 255), 2);
}
return true;
}

void RankFruitLayer::load()
{
for (int i = 0; i < 5; i++)
{
scoreFruit[i] = UserDefault::getInstance()->getStringForKey(Value(i+1).asString().c_str(), "0");
}
}

void RankFruitLayer::save(int newScore)
{
string score;//记录分数
string oldScore;//旧分数
int *tempBird = new int[5];//创建一个整形数组,用来存储分数
load();//把已有的分数读入scoreBird中(分数字符串)
for (int i = 0; i < 5; i++)
tempBird[i] = Value(scoreFruit[i]).asInt();//将分数字符串转换成对应的整形分数
for (int i = 4; i >= 0; i--)
{
if (newScore >= tempBird[i])//新分数与最低所得分数进行比较,基本逻辑:新分数取代当前分数,当前分数下移
{
score = Value(newScore).asString();
if (i != 4)
{
oldScore = scoreFruit[i];//将当前分数字符串用oldScore保存
UserDefault::getInstance()->setStringForKey(Value(i + 1).asString().c_str(), oldScore);
}
UserDefault::getInstance()->setStringForKey((Value(i).asString()).c_str(), score);//如果
}
else
break;//当新分数,不在大于tempBird[i],循环暂停
}
}

void RankFruitLayer::menuCallBack0(Ref* pSender)//回到主场景
{
sceneManager->goToMainScene();
}

void RankFruitLayer::menuCallBack1(Ref* pSender)//切换到下一个排行榜的回调方法
{
sceneManager->goToRankBirdScene();
}


游戏排行榜的效果图(分别是进击的小鸟和水果大逃亡界面)



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