分析Cocos2d-x横版ACT手游源代码 6、创建忍队界面

.h头文件代码
#ifndef _NF_TEAM_CREATE_SCENE_HEAD_
#define _NF_TEAM_CREATE_SCENE_HEAD_

#include "../publicdef/PublicDef.h"

/************************************************************************/
/*创建忍队层															*/
/************************************************************************/
class CNFTeamCreateLayer : public CCLayer
{
protected:
	//标签
	enum 
	{
		enTagStudioMainUiLayer,enTagRole,};

	int				m_nRoleID;			//角色ID	1.鸣人	2.小樱	3.佐助

public:
	static CNFTeamCreateLayer * CreateLayer();
	static CCScene * scene();

	void OnGameStartPage(CCObject *pSender,TouchEventType type);				//创建人物

    void textFieldEvent(CCObject* pSender,TextFiledEventType type);

	void OnBackToLoginPage(CCObject *pSender,TouchEventType type);				//返回登录界面


	void OnRoleSelect(CCObject *pSender,TouchEventType type);					//角色选择界面

protected:
	virtual bool init();     
};

#endif
。cpp代码
#include "NFRoleSelectLayer.h"
#include "NFTownScene.h"
#include "NFLoginScene.h"
#include "NFCreateTeamLayer.h"
#include "datamanager/NFServerDataManager.h"
/************************************************************************/
/*创建忍队层<span style="white-space:pre">															</span>*/
/************************************************************************/


CCScene * CNFTeamCreateLayer::scene()
{
<span style="white-space:pre">	</span>do
<span style="white-space:pre">	</span>{
<span style="white-space:pre">		</span>CCScene* pScene = CCScene::create();
<span style="white-space:pre">		</span>CC_BREAK_IF(pScene==NULL);


<span style="white-space:pre">		</span>CNFTeamCreateLayer* pLayer = CNFTeamCreateLayer::CreateLayer();
<span style="white-space:pre">		</span>CC_BREAK_IF(pLayer==NULL);


<span style="white-space:pre">		</span>pScene->addChild(pLayer);
<span style="white-space:pre">		</span>return pScene;


<span style="white-space:pre">	</span>} while (false);
<span style="white-space:pre">	</span>CCLog("Fun CNFTeamCreateLayer::scene Error!");
<span style="white-space:pre">	</span>return NULL;
}


CNFTeamCreateLayer * CNFTeamCreateLayer::CreateLayer()
{
<span style="white-space:pre">	</span>CNFTeamCreateLayer *pRet = new CNFTeamCreateLayer();
<span style="white-space:pre">	</span>if (pRet && pRet->init())
<span style="white-space:pre">	</span>{
<span style="white-space:pre">		</span>pRet->autorelease();
<span style="white-space:pre">		</span>return pRet;
<span style="white-space:pre">	</span>}
<span style="white-space:pre">	</span>CCLog("Fun CNFTeamCreateLayer::CreateLayer Error!");
<span style="white-space:pre">	</span>delete pRet;
<span style="white-space:pre">	</span>pRet = NULL;
<span style="white-space:pre">	</span>return NULL;
}


bool CNFTeamCreateLayer::init()
{
<span style="white-space:pre">	</span>do
<span style="white-space:pre">	</span>{
<span style="white-space:pre">		</span>//初始化父类
<span style="white-space:pre">		</span>CC_BREAK_IF(CCLayer::init()==false);


<span style="white-space:pre">		</span>m_nRoleID = 1;


<span style="white-space:pre">		</span>//创建主场景UI层
<span style="white-space:pre">		</span>UILayer* pUiLayer = UILayer::create();
<span style="white-space:pre">		</span>CC_BREAK_IF(pUiLayer==NULL);


<span style="white-space:pre">		</span>//-------------------加入主场景UI----------------------------
<span style="white-space:pre">		</span>UILayout *pCreateNinja = dynamic_cast<UILayout*><span style="white-space:pre">	</span>(GUIReader::shareReader()->widgetFromJsonFile("CreateNinja.json"));
<span style="white-space:pre">		</span>CC_BREAK_IF(pCreateNinja==NULL);
<span style="white-space:pre">		</span>pUiLayer->addWidget(pCreateNinja);
<span style="white-space:pre">		</span>pCreateNinja->setName("CreateNinjaLayer");
<span style="white-space:pre">		</span>pCreateNinja->setSize(getContentSize());


<span style="white-space:pre">		</span>CCArmatureDataManager::sharedArmatureDataManager()->addArmatureFileInfo("armature/xiaoyin.ExportJson");
<span style="white-space:pre">		</span>CCArmatureDataManager::sharedArmatureDataManager()->addArmatureFileInfo("armature/NewProject.ExportJson");
<span style="white-space:pre">		</span>CCArmatureDataManager::sharedArmatureDataManager()->addArmatureFileInfo("armature/minren1.ExportJson");




<span style="white-space:pre">		</span>//获取返回按钮
<span style="white-space:pre">		</span>UIButton *pBtn_Back=dynamic_cast<UIButton*>(pCreateNinja->getChildByName("MainUi")->getChildByName("Btn_Return"));
<span style="white-space:pre">		</span>CC_BREAK_IF(pBtn_Back==NULL);
<span style="white-space:pre">		</span>pBtn_Back->addTouchEventListener(this,toucheventselector(CNFTeamCreateLayer::OnBackToLoginPage));


<span style="white-space:pre">		</span>//获取开始按钮
<span style="white-space:pre">		</span>UIButton *pBtn_Create_Team=dynamic_cast<UIButton*>(pCreateNinja->getChildByName("MainUi")->getChildByName("Btn_Create_Team"));
<span style="white-space:pre">		</span>CC_BREAK_IF(pBtn_Create_Team==NULL);
<span style="white-space:pre">		</span>pBtn_Create_Team->addTouchEventListener(this,toucheventselector(CNFTeamCreateLayer::OnGameStartPage));


<span style="white-space:pre">		</span>//获取输入框
    UITextField* pTextField = dynamic_cast<UITextField*>(pCreateNinja->getChildByName("MainUi")->getChildByName("Team_Name_TextField"));
<span style="white-space:pre">		</span>CC_BREAK_IF(pTextField==NULL);
<span style="white-space:pre">		</span>pTextField->setTouchEnabled(true);
    pTextField->addEventListenerTextField(this,textfieldeventselector(CNFTeamCreateLayer::textFieldEvent));
<span style="white-space:pre">		</span>pTextField->setText("");




<span style="white-space:pre">		</span>for (int i=0;i<3;i++)
<span style="white-space:pre">		</span>{
<span style="white-space:pre">			</span>//获取人物按钮
<span style="white-space:pre">			</span>UIButton *pBtn_Role=dynamic_cast<UIButton*>(pCreateNinja->getChildByName("MainUi")->getChildByName(CCString::createWithFormat("Btn_Char_%d",i+1)->getCString()));
<span style="white-space:pre">			</span>CC_BREAK_IF(pBtn_Role==NULL);
<span style="white-space:pre">			</span>pBtn_Role->addTouchEventListener(this,toucheventselector(CNFTeamCreateLayer::OnRoleSelect));


<span style="white-space:pre">			</span>if (i==0)
<span style="white-space:pre">			</span>{
<span style="white-space:pre">				</span>//获取按下图片
<span style="white-space:pre">				</span>UIImageView *pSelect_Img=dynamic_cast<UIImageView*>(pBtn_Role->getChildByName("Select_Img"));
<span style="white-space:pre">				</span>CC_BREAK_IF(pSelect_Img==NULL);
<span style="white-space:pre">				</span>pSelect_Img->setVisible(true);
<span style="white-space:pre">			</span>}
<span style="white-space:pre">		</span>}






<span style="white-space:pre">		</span>CCArmatureDataManager::sharedArmatureDataManager()->addArmatureFileInfo("armature/xiaoyin.ExportJson");
<span style="white-space:pre">		</span>CCArmatureDataManager::sharedArmatureDataManager()->addArmatureFileInfo("armature/NewProject.ExportJson");
<span style="white-space:pre">		</span>CCArmatureDataManager::sharedArmatureDataManager()->addArmatureFileInfo("armature/minren1.ExportJson");


<span style="white-space:pre">		</span>char cName[3][256]={"minren1","xiaoyin","NewProject"};






<span style="white-space:pre">		</span>CCArmature *pRole = CCArmature::create(cName[0]);
<span style="white-space:pre">		</span>CC_BREAK_IF(pRole==NULL);
<span style="white-space:pre">		</span>pRole->setPosition(ccp(SCREEN_WIDTH/2,210));
<span style="white-space:pre">		</span>pRole->setAnchorPoint(ccp(pRole->getAnchorPoint().x,0));
<span style="white-space:pre">		</span>pRole->getAnimation()->play("hold",-1,10000);
<span style="white-space:pre">		</span>addChild(pRole,enZOrderMid,enTagRole);
<span style="white-space:pre">		</span>








<span style="white-space:pre">		</span>addChild(pUiLayer,enZOrderBack,enTagStudioMainUiLayer);
<span style="white-space:pre">		</span>return true;
<span style="white-space:pre">	</span>} while (false);
<span style="white-space:pre">	</span>CCLog("Fun CNFTeamCreateLayer::init Error!");
<span style="white-space:pre">	</span>return false;
}


void CNFTeamCreateLayer::OnGameStartPage( CCObject *pSender,TouchEventType type )
{
<span style="white-space:pre">	</span>do
<span style="white-space:pre">	</span>{
<span style="white-space:pre">		</span>switch (type)
<span style="white-space:pre">		</span>{
<span style="white-space:pre">		</span>case TOUCH_EVENT_ENDED:
<span style="white-space:pre">			</span>{


<span style="white-space:pre">				</span>if(m_nRoleID==0)return;


<span style="white-space:pre">				</span>UILayer* pMainUiLayer = dynamic_cast<UILayer*>(getChildByTag(enTagStudioMainUiLayer));
<span style="white-space:pre">				</span>CC_BREAK_IF(pMainUiLayer==NULL);


<span style="white-space:pre">				</span>UILayout *pCreateNinja = dynamic_cast<UILayout*>(pMainUiLayer->getWidgetByName("CreateNinjaLayer"));
<span style="white-space:pre">				</span>CC_BREAK_IF(pCreateNinja==NULL);


<span style="white-space:pre">				</span>//获取输入框
<span style="white-space:pre">				</span>UITextField* pTextField = dynamic_cast<UITextField*>(pCreateNinja->getChildByName("MainUi")->getChildByName("Team_Name_TextField"));
<span style="white-space:pre">				</span>CC_BREAK_IF(pTextField==NULL);


<span style="white-space:pre">				</span>if(strcmp(pTextField->getStringValue(),"")==0)return;


<span style="white-space:pre">	</span>
<span style="white-space:pre">				</span>//读取角色信息
<span style="white-space:pre">				</span>CNFServerRoleSelectInfoVec RoleSelectInfoVec;
<span style="white-space:pre">				</span>CNFServerDataManager::SharedData()->GetRoleSelectInfo(RoleSelectInfoVec);
<span style="white-space:pre">				</span>CNFServerRoleSelectInfoVec::iterator itRole=RoleSelectInfoVec.begin();


<span style="white-space:pre">				</span>for (;itRole!=RoleSelectInfoVec.end();itRole++)
<span style="white-space:pre">				</span>{
<span style="white-space:pre">					</span>if (itRole->nRoleID==m_nRoleID)
<span style="white-space:pre">					</span>{
<span style="white-space:pre">						</span>itRole->nState=0;
<span style="white-space:pre">					</span>}
<span style="white-space:pre">				</span>}


<span style="white-space:pre">				</span>CNFServerDataManager::SharedData()->SetRoleSelectInfo(RoleSelectInfoVec);




<span style="white-space:pre">				</span>//人物选择场景
<span style="white-space:pre">				</span>CCScene * pScene = CNFRoleSelectLayer::scene();
<span style="white-space:pre">				</span>CC_BREAK_IF(pScene==NULL);
<span style="white-space:pre">				</span>CCDirector::sharedDirector()->replaceScene(CCTransitionFade::create(1.f,pScene));




<span style="white-space:pre">			</span>}break;
<span style="white-space:pre">		</span>default:
<span style="white-space:pre">			</span>break;
<span style="white-space:pre">		</span>}
<span style="white-space:pre">		</span>return;
<span style="white-space:pre">	</span>} while (false);
<span style="white-space:pre">	</span>CCLog("CNFTeamCreateLayer::OnGameStartPage Error");
}


void CNFTeamCreateLayer::textFieldEvent( CCObject* pSender,TextFiledEventType type )
{


}


void CNFTeamCreateLayer::OnBackToLoginPage( CCObject *pSender,TouchEventType type )
{
<span style="white-space:pre">	</span>do
<span style="white-space:pre">	</span>{


<span style="white-space:pre">		</span>//跳转到登陆界面
<span style="white-space:pre">		</span>CCScene * pScene = CNFLoginScene::scene();
<span style="white-space:pre">		</span>CC_BREAK_IF(pScene==NULL);
<span style="white-space:pre">		</span>CCDirector::sharedDirector()->replaceScene(CCTransitionFade::create(1.f,pScene));




<span style="white-space:pre">		</span>return;
<span style="white-space:pre">	</span>} while (false);
<span style="white-space:pre">	</span>CCLog("CNFTeamCreateLayer::OnBackToLoginPage Error");
}


void CNFTeamCreateLayer::OnRoleSelect( CCObject *pSender,TouchEventType type )
{
<span style="white-space:pre">	</span>do
<span style="white-space:pre">	</span>{


<span style="white-space:pre">		</span>UILayer* pMainUiLayer = dynamic_cast<UILayer*>(getChildByTag(enTagStudioMainUiLayer));
<span style="white-space:pre">		</span>CC_BREAK_IF(pMainUiLayer==NULL);


<span style="white-space:pre">		</span>UILayout *pCreateNinja = dynamic_cast<UILayout*><span style="white-space:pre">	</span>(pMainUiLayer->getWidgetByName("CreateNinjaLayer"));
<span style="white-space:pre">		</span>CC_BREAK_IF(pCreateNinja==NULL);


<span style="white-space:pre">		</span>for (int i=0;i<3;i++)
<span style="white-space:pre">		</span>{


<span style="white-space:pre">			</span>//获取人物按钮
<span style="white-space:pre">			</span>UIButton *pBtn_Role=dynamic_cast<UIButton*>(pCreateNinja->getChildByName("MainUi")->getChildByName(CCString::createWithFormat("Btn_Char_%d",i+1)->getCString()));
<span style="white-space:pre">			</span>CC_BREAK_IF(pBtn_Role==NULL);


<span style="white-space:pre">			</span>//获取按下图片
<span style="white-space:pre">			</span>UIImageView *pSelect_Img=dynamic_cast<UIImageView*>(pBtn_Role->getChildByName("Select_Img"));
<span style="white-space:pre">			</span>CC_BREAK_IF(pSelect_Img==NULL);


<span style="white-space:pre">			</span>if (pBtn_Role==pSender)
<span style="white-space:pre">			</span>{
<span style="white-space:pre">				</span>pSelect_Img->setVisible(true);
<span style="white-space:pre">				</span>m_nRoleID=i+1;


<span style="white-space:pre">				</span>removeChildByTag(enTagRole);




<span style="white-space:pre">				</span>char cName[3][256]={"minren1","NewProject"};


<span style="white-space:pre">				</span>CCArmature *pRole = CCArmature::create(cName[i]);
<span style="white-space:pre">				</span>CC_BREAK_IF(pRole==NULL);
<span style="white-space:pre">				</span>pRole->setPosition(ccp(SCREEN_WIDTH/2,210));
<span style="white-space:pre">				</span>pRole->setAnchorPoint(ccp(pRole->getAnchorPoint().x,0));
<span style="white-space:pre">				</span>pRole->getAnimation()->play("hold",10000);
<span style="white-space:pre">				</span>addChild(pRole,enTagRole);


<span style="white-space:pre">			</span>}
<span style="white-space:pre">			</span>else
<span style="white-space:pre">			</span>{
<span style="white-space:pre">				</span>pSelect_Img->setVisible(false);
<span style="white-space:pre">			</span>}


<span style="white-space:pre">		</span>}


<span style="white-space:pre">		</span>return;
<span style="white-space:pre">	</span>} while (false);
<span style="white-space:pre">	</span>CCLog("CNFTeamCreateLayer::OnRoleSelect Error");
}



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Spawn让多个action同时执行。Spawn有多种不同的create方法,最终都调用了createWithTwoActions(FiniteTimeAction*action1,FiniteTimeAction*action2)方法。createWithTwoActions调用initWithTwoActions方法:对两个action变量初始化:_one=action1;_two=action2;如果两个a
需要环境:php,luajit.昨天在cygwin上安装php和luajit环境,这真特么是一个坑。建议不要用虚拟环境安装打包环境,否则可能会出现各种莫名问题。折腾了一下午,最终将环境转向linux。其中,luajit的安装脚本已经在quick-cocos2d-x-develop/bin/中,直接luajit_install.sh即可。我的lin
v3.0相对v2.2来说,最引人注意的。应该是对触摸层级的优化。和lambda回调函数的引入(嗯嗯,不枉我改了那么多类名。话说,每次cocos2dx大更新。总要改掉一堆类名函数名)。这些特性应该有不少人研究了,所以今天说点跟图片有关的东西。v3.0在载入图片方面也有了非常大改变,仅仅只是