在缴纳过路费时,在角色附近显示减少的资金数,收到过路费的角色显示增加的资金数,效果如图
网上有不少这方面的资料,我拿来稍微修改了一下
写一个CocosToast吐司类
#ifndef __CocosToast_H__ #define __CocosToast_H__ #include "cocos2d.h" #include "cocos-ext.h" USING_NS_CC; using namespace std; class CocosToast : public LayerColor { public: CocosToast(void); ~CocosToast(void); static void createToast(Node* node,const std::string& msg,const float& time,Vec2 point); void removeToast(Node* node); }; #endif
#include "CocosToast.h" 参数 node:添加该Toast layer的父节点 msg:显示的信息 time:toast显示的时间长短 point:toast显示的位置坐标 void CocosToast::createToast(cocos2d::Node *node, const std::string &msg, const float &time,Vec2 point) { //创建显示信息的label auto label = Label::createWithSystemFont(msg.c_str(), "Arial", 20); label->setColor(Color3B::WHITE); label->ignoreAnchorPointForPosition(false); label->setAnchorPoint(Vec2::ANCHOR_MIDDLE); //toast的layer层 auto layer = LayerColor::create(Color4B(100,100,100,255)); layer->ignoreAnchorPointForPosition(false); layer->setAnchorPoint(Vec2::ANCHOR_MIDDLE); layer->setContentSize(label->getContentSize() + Size(20,15)); node->addChild(layer); node->addChild(label); layer->setPosition(point); label->setPosition(layer->getPosition()); //toast显示时的动作,先由下而上,再由上而下,回到point的位置,动作结束时,把toast从父节点清除 auto seq1 = Sequence::create(FadeIn::create(time/5), DelayTime::create(time/5*1.5),FadeOut::create(time/5*2.5),CallFuncN::create(layer,callfuncN_selector(CocosToast::removeToast)),NULL); auto seq2 = Sequence::create(EaseSineIn::create(MoveBy::create(time/5, Vec2(0,50))),DelayTime::create(time/5*2),EaseSineOut::create(MoveBy::create(time/3, Vec2(0,-50))), NULL); auto spawn = Spawn::create(seq1, seq2, NULL); auto action = Repeat::create(spawn,1); layer->setOpacity(0); label->setOpacity(0); layer->runAction(action); label->runAction(action->clone()); } void CocosToast::removeToast(Node* node) { this->removeFromParentAndCleanup(true); } CocosToast::CocosToast(void) { } CocosToast::~CocosToast(void) { }
现在修改一下GameBaseScene的payTolls方法
void GameBaseScene::payTolls(int payTag,float x,float y ,int playerTag) { ………… switch(playerTag) { case PLAYER_1_TAG: { int retMoney = displayArea(x,y,player1,player2_building_1_tiledID,player2_building_2_tiledID,player2_building_3_tiledID); refreshMoneyLabel(landOwner,money + retMoney); refreshMoneyLabel(player1,-(money + retMoney)); //Toast显示相应角色增加和减少的资金数 CocosToast::createToast(this, String::createWithFormat("+%d",money + retMoney)->getCString(), TOAST_SHOW_TIME,landOwner->getPosition()); CocosToast::createToast(this, String::createWithFormat("-%d",money + retMoney)->getCString(), TOAST_SHOW_TIME,player1->getPosition()); //注意当是第一角色时,延时TOAST_SHOW_TIME秒后发送继续行走消息,避免toast显示过于频繁 scheduleOnce(schedule_selector( GameBaseScene::sendMSGPickOneToGO),TOAST_SHOW_TIME); break; } case PLAYER_2_TAG: { int retMoney = displayArea(x,y,player2,player1_building_1_tiledID,player1_building_2_tiledID,player1_building_3_tiledID); refreshMoneyLabel(landOwner,money + retMoney); refreshMoneyLabel(player2,-(money + retMoney)); CocosToast::createToast(this, String::createWithFormat("+%d",money + retMoney)->getCString(), TOAST_SHOW_TIME,landOwner->getPosition()); CocosToast::createToast(this, String::createWithFormat("-%d",money + retMoney)->getCString(), TOAST_SHOW_TIME,player2->getPosition()); NotificationCenter::getInstance()->postNotification(MSG_PICKONE_TOGO,String::createWithFormat("%d",MSG_PICKONE_TOGO_TAG)); break; } } ………………. }
http://download.csdn.net/detail/lideguo1979/8334883
未完待续...................
时间: 2024-10-05 09:47:28