当路过的地块属于自己的时,如果是第一角色则弹出对话框,提示升级地块,其他角色直接升级地块。
当路过的地块不是自己的时,需要缴纳与地块等级相应的过路费。
修改RicherGameController.cpp文件的handlePropEvent()方法
针对不同的地块,发送不同的消息
void RicherGameController::handlePropEvent()
{
…………………………
for (int i = 0; i < 4; i++) //遍历角色上下左右相邻位置的地块
{
Point ptMap = Util::GL2map(Vec2(positionAroundEnd[i][0],positionAroundEnd[i][1]), GameBaseScene::_map);
const int titleId = GameBaseScene::landLayer->getTileGIDAt(ptMap);
float x = ptMap.x;
float y = ptMap.y;
if(titleId == GameBaseScene::blank_land_tiledID)//如果是空地,发送购买消息
{
String * str = String::createWithFormat("%d-%f-%f-%d",MSG_BUY_BLANK_TAG,x,y,_richerPlayer->getTag());
NotificationCenter::getInstance()->postNotification(MSG_BUY,str);
break;
}
if(titleId == GameBaseScene::player1_building_1_tiledID)//如果是角色1的等级为1的地块
{
if(_richerPlayer->getTag() == PLAYER_1_TAG)//角色1则 发送购买消息,否则发送缴纳过路费消息
{
String * str = String::createWithFormat("%d-%f-%f-%d",MSG_BUY_LAND_1_TAG,x,y,_richerPlayer->getTag());
NotificationCenter::getInstance()->postNotification(MSG_BUY,str);
}else
{
String * str = String::createWithFormat("%d-%f-%f-%d",MSG_PAY_TOLLS_1_TAG,x,y,_richerPlayer->getTag());
NotificationCenter::getInstance()->postNotification(MSG_PAY_TOLLS,str);
}
break;
}
if(titleId == GameBaseScene::player1_building_2_tiledID)
{
…………………//同上
}
if(titleId == GameBaseScene::player1_building_3_tiledID)
{
if(_richerPlayer->getTag() != PLAYER_1_TAG) //如果是角色1的等级为3的地块,当前路过的角色不是角色1则发送缴纳过路费消息
{
String * str = String::createWithFormat("%d-%f-%f-%d",MSG_PAY_TOLLS_3_TAG,x,y,_richerPlayer->getTag());
NotificationCenter::getInstance()->postNotification(MSG_PAY_TOLLS,str);
}else //当路过的角色是角色1,则角色1什么都不做,直接发送消息,进行下一回合行走
{
NotificationCenter::getInstance()->postNotification(MSG_PICKONE_TOGO,String::createWithFormat("%d",MSG_PICKONE_TOGO_TAG));
}
break;
}
if(titleId == GameBaseScene::player2_building_1_tiledID) //如果是角色2的等级为1的地块
{
if(_richerPlayer->getTag() == PLAYER_2_TAG)
{
String * str = String::createWithFormat("%d-%f-%f-%d",MSG_BUY_LAND_1_TAG,x,y,_richerPlayer->getTag());
NotificationCenter::getInstance()->postNotification(MSG_BUY,str);
}else
{
String * str = String::createWithFormat("%d-%f-%f-%d",MSG_PAY_TOLLS_1_TAG,x,y,_richerPlayer->getTag());
NotificationCenter::getInstance()->postNotification(MSG_PAY_TOLLS,str);
}
break;
}
if(titleId == GameBaseScene::player2_building_2_tiledID)<span style="font-family: Arial, Helvetica, sans-serif;">//如果是角色2的等级为2的地块</span>
{
if(_richerPlayer->getTag() == PLAYER_2_TAG)
{
String * str = String::createWithFormat("%d-%f-%f-%d",MSG_BUY_LAND_2_TAG,x,y,_richerPlayer->getTag());
NotificationCenter::getInstance()->postNotification(MSG_BUY,str);
}else
{
String * str = String::createWithFormat("%d-%f-%f-%d",MSG_PAY_TOLLS_2_TAG,x,y,_richerPlayer->getTag());
NotificationCenter::getInstance()->postNotification(MSG_PAY_TOLLS,str);
}
break;
}
if(titleId == GameBaseScene::player2_building_3_tiledID)<span style="font-family: Arial, Helvetica, sans-serif;">//如果是角色2的等级为3的地块</span>
{
if(_richerPlayer->getTag() != PLAYER_2_TAG)
{
String * str = String::createWithFormat("%d-%f-%f-%d",MSG_PAY_TOLLS_3_TAG,x,y,_richerPlayer->getTag());
NotificationCenter::getInstance()->postNotification(MSG_PAY_TOLLS,str);
}else
{
NotificationCenter::getInstance()->postNotification(MSG_PICKONE_TOGO,String::createWithFormat("%d",MSG_PICKONE_TOGO_TAG));
}
break;
}
}
}
修改一下GameBaseScene.cpp,注册并处理相关消息
void GameBaseScene::registerNotificationObserver()
{
………………..
//新添缴纳过路费消息观察
NotificationCenter::getInstance()->addObserver(
this,
callfuncO_selector(GameBaseScene::receivedNotificationOMsg),
MSG_PAY_TOLLS,
NULL);
}
void GameBaseScene::receivedNotificationOMsg(Object* data)
{
………………………..
case MSG_BUY_BLANK_TAG:
…………………
case MSG_BUY_LAND_1_TAG://升级地块等级,脚印地块,升级为海星地块
buy_land_x = messageVector.at(1)->floatValue();
buy_land_y = messageVector.at(2)->floatValue();
int playerTag = messageVector.at(3)->intValue();
switch(playerTag)
{
case PLAYER_1_TAG:
{
showBuyLandDialog(MSG_BUY_LAND_1_TAG);
break;
}
case PLAYER_2_TAG:
{
<span style="white-space:pre"> </span> //升级地块的方法
buyLand(MSG_BUY_LAND_1_TAG,buy_land_x,buy_land_y,starFish2Sprite,player2_building_2_tiledID,player2,PLAYER2_1_PARTICLE_PLIST);
NotificationCenter::getInstance()->postNotification(MSG_PICKONE_TOGO,String::createWithFormat("%d",MSG_PICKONE_TOGO_TAG));
break;
}
}
break;
}
case MSG_BUY_LAND_2_TAG://海星地块升级为心形地块,方法同上
……………………………
}
void GameBaseScene::buyLand(int buyTag,float x,float y ,Sprite* landSprite,int landLevel,RicherPlayer* player ,char* particlelistName)
{
int money =0;
//根据升级地块类型,确定需要花费的资金
if(buyTag == MSG_BUY_BLANK_TAG)
{
money = LAND_BLANK_MONEY;
}
if(buyTag == MSG_BUY_LAND_1_TAG)
{
money = LAND_LEVEL_1_MONEY;
}
if(buyTag == MSG_BUY_LAND_2_TAG)
{
money = LAND_LEVEL_2_MONEY;
}
//播放动画和粒子效果,然后更新资金的Label
Point pointOfGL = Util::map2GL(ccp(x,y),GameBaseScene::_map);
landSprite->setVisible(true);
landSprite->setPosition(pointOfGL);
Point pointOfMap = ccp(x,y);
landSprite->runAction(Sequence::create(scaleby1ForBuyLand, scaleby2ForBuyLand,CallFunc::create([this,pointOfMap,pointOfGL,landSprite,landLevel,x,y,player,money,particlelistName]()
{
playParticle(pointOfGL,particlelistName);
landSprite->setVisible(false);
landLayer->setTileGID(landLevel,ccp(x,y));
refreshMoneyLabel (player,-money);
}),NULL));
}
继续查看receivedNotificationOMsg()方法下面的分支
void GameBaseScene::receivedNotificationOMsg(Object* data)
{
……………………. //当收到缴纳过路费的消息时
case MSG_PAY_TOLLS_1_TAG://当缴纳等级为1地块的过路费时,相应参数传到payTolls方法
{
buy_land_x = messageVector.at(1)->floatValue();
buy_land_y = messageVector.at(2)->floatValue();
int playerTag = messageVector.at(3)->intValue();
payTolls(MSG_PAY_TOLLS_1_TAG,buy_land_x,buy_land_y,playerTag);
break;
}
case MSG_PAY_TOLLS_2_TAG:
……………………………….
case MSG_PAY_TOLLS_3_TAG:
…………………………………..
}
void GameBaseScene::payTolls(int payTag,float x,float y ,int playerTag)
{
//根据消息类型,确定缴纳过路费金额
int money =0;
if(payTag == MSG_PAY_TOLLS_1_TAG)
{
money = LAND_BLANK_MONEY;
}
if(payTag == MSG_PAY_TOLLS_2_TAG)
{
money = LAND_LEVEL_1_MONEY;
}
if(payTag == MSG_PAY_TOLLS_3_TAG)
{
money = LAND_LEVEL_2_MONEY;
}
//路过的地块做一个淡出淡入的动画,然后更新相应资金以及label
Point pointOfGL = Util::map2GL(ccp(x,y),GameBaseScene::_map);
Sprite* sp = landLayer->getTileAt(ccp(x,y));
sp->runAction(Sequence::create(landFadeOut,landFadeIn,NULL));
RicherPlayer* landOwner = getPlayerByTiled(buy_land_x,buy_land_y);
refreshMoneyLabel(landOwner,money);
switch(playerTag)
{
case PLAYER_1_TAG:
{
refreshMoneyLabel(player1,-money);
NotificationCenter::getInstance()->postNotification(MSG_PICKONE_TOGO,String::createWithFormat("%d",MSG_PICKONE_TOGO_TAG));
break;
}
case PLAYER_2_TAG:
{
refreshMoneyLabel(player2,-2000);
NotificationCenter::getInstance()->postNotification(MSG_PICKONE_TOGO,String::createWithFormat("%d",MSG_PICKONE_TOGO_TAG));
break;
}
}
}
把海星 、心形的精灵,以及淡入淡出动画初始化放在了doSomeForParticle方法
void GameBaseScene::doSomeForParticle()
{
landFadeOut = FadeOut::create(0.1);
landFadeIn = FadeIn::create(0.1);
landFadeOut->retain();
landFadeIn->retain();
………………………..
starFish1Sprite = Sprite::create(PLAYER1_2_PARTICLE_PNG);
addChild(starFish1Sprite);
starFish1Sprite->setAnchorPoint(ccp(0,0));
starFish2Sprite = Sprite::create(PLAYER2_2_PARTICLE_PNG);
addChild(starFish2Sprite);
starFish2Sprite->setAnchorPoint(ccp(0,0));
heart1Sprite = Sprite::create(PLAYER1_3_PARTICLE_PNG);
addChild(heart1Sprite);
heart1Sprite->setAnchorPoint(ccp(0,0));
heart2Sprite = Sprite::create(PLAYER2_3_PARTICLE_PNG);
addChild(heart2Sprite);
heart2Sprite->setAnchorPoint(ccp(0,0));
}
逻辑比较简单 ,大体流程如图所示:
地图升级效果图
http://download.youkuaiyun.com/detail/lideguo1979/8326817
未完待续.....................