每隔N个回合,彩票开奖一次,每期开奖奖金固定5万,暂不累积。摇奖效果一般,以后考虑用物理引擎实现
1、定义彩票开奖类
bool LotteryPublish::init() { addItemSpriteFrameCache(); SpriteFrame* spf; spf = itemSpriteFrameCache->getSpriteFrameByName("publish_ly01.png"); Sprite::initWithSpriteFrame(spf); setItemAnimate(); return true; } void LotteryPublish::addItemSpriteFrameCache() { itemSpriteFrameCache = SpriteFrameCache::getInstance(); itemSpriteFrameCache->addSpriteFramesWithFile("images/publish_ly.plist","images/publish_ly.png"); memset(name, 0, 20); for (int i=1; i<=21; i++) { sprintf(name, "publish_ly%02d.png",i); item_anim_vector.pushBack(itemSpriteFrameCache->getSpriteFrameByName(name)); } } //开奖动画 void LotteryPublish::setItemAnimate() { if(!AnimationCache::getInstance()->getAnimation("publish_ly_animation")) { AnimationCache::getInstance()->addAnimation(Animation::createWithSpriteFrames(item_anim_vector,0.1f),"publish_ly_animation"); } normal_anmi = Animate::create(AnimationCache::getInstance()->getAnimation("publish_ly_animation")); normal_anmi->retain(); }
2、创建开奖画面的对话框。
void GameBaseScene::initPopPublishLottery() { popDialogLottery = PopupLayer::create(DIALOG_BG); popDialogLottery->setContentSize(CCSizeMake(Dialog_Size_Width, Dialog_Size_Height+180)); popDialogLottery->setTitle(LanguageString::getInstance()->getLanguageString(PUBLISH_LOTTERY)->getCString()); popDialogLottery->setContentText("", 20, 60, 250); popDialogLottery->setPopType(LOTTERY_PUBLISH);//开奖类型的对话框 popDialogLottery->setPlayerVector(players_vector);//传入角色容器,开奖画面会根据这个显示角色购买的彩票号码 popDialogLottery->setTag(100); this->addChild(popDialogLottery); popDialogLottery->setVisible(false); } 在显示Go按钮之前,根据回合数显示开奖界面 void GameBaseScene::receivedNotificationOMsg(Object* data) { ............. case MSG_GO_SHOW_TAG: { //便于测试,每一回合结束都显示开奖画面 if(gameRoundCount !=0 && gameRoundCount%1 == 0) { //前面角色买地等,会播放动画,所以这里延迟一下,显示开奖画面 scheduleOnce(schedule_selector( GameBaseScene::popPublishLottery),2.0f); }else { showGoButton(); } break; } ............ } //把开奖画面显示出来,并播放摇奖动画 void GameBaseScene::popPublishLottery(float dt) { popDialogLottery->setVisible(true); //开奖画面中添加角色购买的彩票号码 popDialogLottery->addPlayersLottery(); //播放摇奖动画 popDialogLottery->runPublishAnmi(); }
3、在PopupLayer.h中添加开奖对话框枚举LOTTERY_PUBLISH
enum POP_TYPE { NORMAL, LOTTERY, LOTTERY_PUBLISH, STOCK, }; //当对话框进入后调用setPublishLotteryContext,在对话框中添加开奖画面 void PopupLayer::onEnter() { ...... case LOTTERY_PUBLISH: { setPublishLotteryContext(contentSize); break; } ..... } //在对话框中添加开奖画面 void PopupLayer::setPublishLotteryContext(Size size) { Size winSize = Director::getInstance()->getWinSize(); lp = LotteryPublish::create(); addChild(lp); lp->setPosition((winSize)/2); addPlayersInfo(size); }
//添加角色图标
void PopupLayer::addPlayersInfo(Size size) { Size winSize = Director::getInstance()->getWinSize(); Size center =(winSize-size)/2; int j=0; for(auto it=players_vector.begin();it!=players_vector.end();it++) { RicherPlayer* player = dynamic_cast<RicherPlayer*>(*it); SpriteFrame* spf; int tag = player->getTag(); switch(tag) { case PLAYER_1_TAG: { spf = player->player_spriteFrameCache->getSpriteFrameByName("player1_anim_01.png"); break; } case PLAYER_2_TAG: { spf = player->player_spriteFrameCache->getSpriteFrameByName("player2_anim_02.png"); break; } } Sprite* playerSprite = Sprite::createWithSpriteFrame(spf); playerSprite->setPosition( center.width+20, (winSize.height/2+50)+j*50); addChild(playerSprite); j++; } }
//添加角色购买的彩票
void PopupLayer::addPlayersLottery() { for(int i=1;i<=30;i++) { if(this->getChildByTag(1000+i) != NULL) { this->removeChildByTag(1000+i); } } Size winSize = Director::getInstance()->getWinSize(); Size size = this->getContentSize(); Size center =(winSize-size)/2; int j=0; for(auto it=players_vector.begin();it!=players_vector.end();it++) { RicherPlayer* player = dynamic_cast<RicherPlayer*>(*it); playerLotteryVector.clear(); for(int i=0;i < player->lottery_vector.size();i++) { LabelTTF* labelLotteryNumber = LabelTTF::create(String::createWithFormat("%i",player->lottery_vector.at(i))->getCString(),"",15); labelLotteryNumber->setPosition(ccp( center.width+20+(i+1)*20, (winSize.height/2+30)+j*50)); labelLotteryNumber->setColor(Color3B(255,100,100)); labelLotteryNumber->setTag(1000+player->lottery_vector.at(i)); playerLotteryVector.pushBack(labelLotteryNumber); } for(int i=0;i < playerLotteryVector.size();i++) { addChild(playerLotteryVector.at(i)); } j++; } }
//开始摇奖动画
void PopupLayer::runPublishAnmi() { scheduleOnce(schedule_selector( PopupLayer::realRunPublishAnmi),3.0f); }
//开始真正摇奖
void PopupLayer::realRunPublishAnmi(float dt) { lp->runAction(Sequence::create(lp->getNormal_anmi(), CallFunc::create([this]() { int lott = rand()%(30)+1; //四秒后 让开奖画面消失 scheduleOnce(schedule_selector( PopupLayer::dismissFromParent),4.0f); Sprite* ball = Sprite::create("images/orange_ball.png"); ball->setPosition(lp->getPosition()-lp->getContentSize()/2 + ccp(0,13)); ball->setAnchorPoint(ccp(0,0)); addChild(ball); LabelTTF* ltf = LabelTTF::create(String::createWithFormat("%02d",lott)->getCString(), "", 20); ltf->setPosition(ball->getPosition()+ccp(5,6)); ltf->setAnchorPoint(ccp(0,0)); addChild(ltf); Size winSize = Director::getInstance()->getWinSize(); Size center =(winSize)/2; int j=0; //判断角色是否中奖 for(auto it=players_vector.begin();it!=players_vector.end();it++) { RicherPlayer* player = dynamic_cast<RicherPlayer*>(*it); //player->lottery_vector.push_back(8); for(int i=0;i < player->lottery_vector.size();i++) { if(player->lottery_vector.at(i) == lott) { player->setMoney(player->getMoney()+LOTTERY_WIN_MONEY); ParticleSystem* lotteryWinParticle = ParticleSystemQuad::create("images/lottery_win.plist"); lotteryWinParticle->retain(); ParticleBatchNode *batch = ParticleBatchNode::createWithTexture(lotteryWinParticle->getTexture()); batch->addChild(lotteryWinParticle); addChild(batch); lotteryWinParticle->setPosition( center.width+20, (winSize.height/2+50)+j*50 ); lotteryWinParticle->release(); lotteryWinParticle->setAutoRemoveOnFinish(true); } } player->lottery_vector.clear(); j++; } } ),NULL)); }
//发送对话框消失消息,并设置为不可见
void PopupLayer::dismissFromParent(float dt) { NotificationCenter::getInstance()->postNotification(MSG_DIMISS_DIALOG,String::createWithFormat("%d",MSG_DIMISS_DIALOG_PUBLISH_LOTTERY_TAG)); this->setVisible(false); }
4、GameBaseScene收到该消息后,更新资金,并显示Go按钮
case MSG_DIMISS_DIALOG_PUBLISH_LOTTERY_TAG: { //this->removeChildByTag(100); for(auto it=players_vector.begin();it!=players_vector.end();it++) { RicherPlayer* player = dynamic_cast<RicherPlayer*>(*it); refreshMoneyLabel(player,0); } showGoButton(); break; }
未完待续................
时间: 2024-10-25 10:26:14