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  • cocos2dx实现环形角色选择界面

    数据结构采用双向循环链表。由候选角色组成链表的节点,将链表中的节点在屏幕上按照椭圆分布。

     .h:

     1 //链表节点——候选角色
     2 class CandidateRole :public CCNode{
     3 public:
     4     CandidateRole();
     5     ~CandidateRole();
     6     virtual bool init(const char* name);
     7     static CandidateRole* create(const char* name);
     8     CandidateRole* mpNextRole; //节点右面角色的指针
     9     CandidateRole* mpForeRole;  //..左..........     
    10 
    11      void setPositionIndex(int );
    12      int getPositionIndex();   
    13 
    14     int mDistance;     //到椭圆最低点的距离
    15     int mPositionIndex;     //节点在链表中的序号
    16     int mNextPositionX;    
    17     int mNextPositionY;
    18     int mColorR;
    19     int mColorG;
    20     int mColorB;
    21     CCArmature* mpArmature;
    22     bool mbIsSelected;   // 是否被选中
    23 
    24 };
    25 
    26 
    27 //由候选角色组成的链表,在屏幕上成椭圆分布
    28 class CircleStage :public CCNode{
    29 
    30 public:
    31     CircleStage();
    32     ~CircleStage();
    33     virtual bool init();
    34     
    35     CREATE_FUNC(CircleStage);
    36     void addRole(CandidateRole *);    //添加一个角色到链表
    37     void changeToNext();    //顺时针旋转
    38     void changeToFore();    //逆时针旋转
    39     
    40     bool isOnAction();
    41     void actionEnd();
    42 
    43 private:
    44     bool mbOnAction;
    45     int mRoleNum;
    46     CandidateRole* mpCurrentRole;     //操作链表用的指针
    47     CandidateRole* mpHead;
    48     CandidateRole* mpLast;
    49     CandidateRole* mpSelectRole;    //被选中的角色,在椭圆最低点
    50     int mCircleA;    //椭圆的a
    51     int mCircleB;    //椭圆的b
    52     void updateColor();    //更新每个节点的明暗,越远越暗
    53     void updateZorders();    //更新遮盖关系
    54         void updateZordersCallBack();
    55     void updateDistances();    //更新每个节点到中央节点的距离
    56     void initAppearance();    //初始化颜色和缩放
    57     
    58 };        

    .cpp:

      1 CandidateRole::CandidateRole()
      2 {
      3 
      4 }
      5 CandidateRole::~CandidateRole()
      6 {
      7 
      8 }
      9 bool CandidateRole::init(const char* name)
     10 {
     11 
     12     mPositionIndex=0;
     13     mbIsSelected=false;
     14     mDistance=0;
     15     mColorB=255;
     16     mColorG=255;
     17     mColorR=255;
     18     
     19     mpArmature = CCArmature::create(name);
     20     this->addChild(mpArmature);
     21 
     22     return true;
     23 }
     24 
     25 CandidateRole* CandidateRole::create(const char* name)
     26 {
     27     CandidateRole* pRet = new CandidateRole();
     28     if (pRet && pRet->init(name))
     29     {
     30         pRet->autorelease();
     31     }
     32     else
     33     {
     34         CC_SAFE_DELETE(pRet);
     35     }
     36     return pRet;
     37 }
     38 
     39 void CandidateRole::setPositionIndex(int index)
     40 {
     41     mPositionIndex=index;
     42 }
     43 
     44 int CandidateRole::getPositionIndex()
     45 {
     46     return mPositionIndex;
     47 
     48 }
     49 
     50 CircleStage::CircleStage()
     51 {
     52 
     53 }
     54 
     55 CircleStage::~CircleStage()
     56 {
     57 
     58 }
     59 
     60 bool CircleStage::init()
     61 {
     62 
     63     mCircleA=ScreenWidth*0.4;
     64     mCircleB=80;
     65     mRoleNum=0;
     66     mpHead=NULL;
     67     mbOnAction=false;
     68     for(int i=0;i<8;i++)
     69     {
     70         CandidateRole* role=CandidateRole::create("role");
     71         this->addRole(role);
     72 
     73     }
     74     updateDistances();
     75     updateZorders();
     76     initAppearance();
     77     return true;
     78 
     79 }
     80 void CircleStage::updateColor()
     81 {
     82     mpCurrentRole=mpSelectRole;
     83     for (int i=0;i<mRoleNum;i++)
     84     {
     85         mpCurrentRole->mColorR=255;
     86         mpCurrentRole->mColorG=255;
     87         mpCurrentRole->mColorB=255;
     88         for (int j=0;j<mpCurrentRole->mDistance;j++)
     89         {
     90             
     91             mpCurrentRole->mColorR*=0.6;
     92             mpCurrentRole->mColorG*=0.6;
     93             mpCurrentRole->mColorB*=0.6;
     94         }
     95         mpCurrentRole->mpArmature->setColor(ccc3(mpCurrentRole->mColorR,mpCurrentRole->mColorG,mpCurrentRole->mColorB));
     96         mpCurrentRole=mpCurrentRole->mpNextRole;
     97     }
     98 }
     99 
    100 void CircleStage::updateDistances()
    101 {
    102     mpCurrentRole=mpSelectRole;
    103     int distance=0;
    104     for (int i=0;i<=mRoleNum/2;i++)
    105     {
    106     mpCurrentRole->mDistance=distance;
    107     ++distance;
    108     mpCurrentRole=mpCurrentRole->mpNextRole;
    109 
    110     }
    111     mpCurrentRole=mpSelectRole;
    112     distance=0;
    113     for (int i=0;i<=mRoleNum/2;i++)
    114     {
    115     mpCurrentRole->mDistance=distance;
    116     ++distance;
    117     mpCurrentRole=mpCurrentRole->mpForeRole;
    118     }
    119 
    120     mpSelectRole->mDistance=0;
    121 }
    122 void CircleStage::initAppearance()
    123 {
    124     mpCurrentRole=mpSelectRole;
    125 
    126     for (int i=0;i<mRoleNum;i++)
    127     {
    128         double scale=1;
    129         
    130         for (int j=0;j<mpCurrentRole->mDistance;j++)
    131         {
    132             scale*=0.8;
    133             mpCurrentRole->mColorR*=0.6;
    134             mpCurrentRole->mColorG*=0.6;
    135             mpCurrentRole->mColorB*=0.6;
    136         }
    137         mpCurrentRole->setScale(scale);
    138 
    139         mpCurrentRole->mpArmature->setColor(ccc3(mpCurrentRole->mColorR,mpCurrentRole->mColorG,mpCurrentRole->mColorB));
    140         mpCurrentRole=mpCurrentRole->mpNextRole;
    141     }
    142     mpSelectRole->setScale(1.0f);
    143 
    144 }
    145 
    146 void CircleStage::updateZorders()
    147 {
    148     mpSelectRole->setZOrder(mRoleNum);
    149     mpSelectRole->mDistance=0;
    150     mpCurrentRole=mpSelectRole;
    151     
    152     for (int i=0;i<=mRoleNum/2;i++)
    153     {
    154 
    155         mpCurrentRole->setZOrder(mRoleNum-mpCurrentRole->mDistance);
    156         mpCurrentRole=mpCurrentRole->mpNextRole;
    157     }
    158     for (int i=mRoleNum/2+1;i<mRoleNum;i++)
    159     {
    160         
    161         mpCurrentRole->setZOrder(abs(mRoleNum/2-mpCurrentRole->mDistance));
    162         mpCurrentRole=mpCurrentRole->mpNextRole;
    163     }
    164 
    165 }
    166 
    167 
    168 
    169 
    170 void CircleStage::addRole(CandidateRole *newRole)
    171 {
    172     if (!mpHead)
    173     {
    174         mpHead=newRole;
    175         this->addChild(newRole);
    176         mpLast=mpHead;
    177         mpLast->mpNextRole=mpHead;
    178         mpHead->mpForeRole=mpHead;
    179         mpCurrentRole=mpHead;
    180         mRoleNum++;
    181         mpCurrentRole->setPositionIndex(mRoleNum);
    182         mpSelectRole=newRole;
    183     } 
    184     else
    185     {
    186         mpLast->mpNextRole=newRole;
    187         newRole->mpNextRole=mpHead;
    188         newRole->mpForeRole=mpLast;
    189         mpHead->mpForeRole=newRole;
    190         this->addChild(newRole);
    191         mpLast=newRole;
    192         mRoleNum++;
    193         newRole->setPositionIndex(mRoleNum);
    194     }
    195     int x,y;
    196     double t;
    197     while(1)
    198     {    
    199         t=360/mRoleNum*(mpCurrentRole->getPositionIndex()-1)-90;
    200         t=t*3.14/180;//convert t to radian
    201         x=mCircleA*cos(t);
    202         y=mCircleB*sin(t);
    203         mpCurrentRole->setPositionX(x);
    204         mpCurrentRole->setPositionY(y);
    205         mpCurrentRole=mpCurrentRole->mpNextRole;
    206 
    207         if (mpCurrentRole==mpHead)
    208         {
    209             break;
    210         }
    211 
    212     }
    213 }
    214 
    215 void CircleStage::changeToNext() //从右向左
    216 {
    217     mpSelectRole=mpSelectRole->mpNextRole;
    218     CCCallFunc* callFuncActionEnd = CCCallFunc::create(this,callfunc_selector(CircleStage::actionEnd));
    219     CCCallFunc* callUpdateZorder = CCCallFunc::create(this,callfunc_selector(CircleStage::updateZordersCallBack));
    220     if (mpCurrentRole->mpNextRole)
    221     {
    222         
    223         mpSelectRole->setZOrder(mRoleNum);
    224         for (int i=0;i<mRoleNum;i++)
    225         {
    226     
    227             mpCurrentRole->mNextPositionX=mpCurrentRole->mpForeRole->getPositionX();
    228             mpCurrentRole->mNextPositionY=mpCurrentRole->mpForeRole->getPositionY();
    229             mbOnAction=true;
    230             CCMoveTo *moveToNext=CCMoveTo::create(0.4f,ccp(mpCurrentRole->mNextPositionX,mpCurrentRole->mNextPositionY));
    231             CCScaleTo *scaleToFore=CCScaleTo::create(0.4f,mpCurrentRole->mpForeRole->getScale());
    232             CCFiniteTimeAction*  spawnAction = CCSpawn::create(moveToNext,scaleToFore,NULL);
    233         
    234             CCSequence* actions = CCSequence::create(spawnAction,callUpdateZorder,callFuncActionEnd,NULL);
    235             mpCurrentRole->runAction(actions);
    236             
    237             mpCurrentRole=mpCurrentRole->mpNextRole;
    238         
    239         }
    240         updateDistances();
    241         updateColor();
    242     
    243     }
    244 
    245 
    246 }
    247 
    248 void CircleStage::updateZordersCallBack()
    249 {
    250   updateZorders();
    251 }
    252 void CircleStage::actionEnd()
    253 {
    254     mbOnAction=false;
    255 
    256 }
    257 
    258 void CircleStage::changeToFore() //从左向右
    259 {
    260     mpSelectRole=mpSelectRole->mpForeRole;
    261     CCCallFunc* callFuncActionEnd = CCCallFunc::create(this,callfunc_selector(CircleStage::actionEnd));
    262     
    263     if (mpCurrentRole->mpForeRole)
    264     {
    265         for (int i=0;i<mRoleNum;i++)
    266         {
    267             mpCurrentRole->mNextPositionX=mpCurrentRole->mpNextRole->getPositionX();
    268             mpCurrentRole->mNextPositionY=mpCurrentRole->mpNextRole->getPositionY();
    269             mbOnAction=true;
    270         
    271             CCMoveTo *moveToFore=CCMoveTo::create(0.4f,ccp(mpCurrentRole->mNextPositionX,mpCurrentRole->mNextPositionY));
    272             CCScaleTo *scaleToFore=CCScaleTo::create(0.4f,mpCurrentRole->mpNextRole->getScale());
    273             CCFiniteTimeAction*  spawnAction = CCSpawn::create(moveToFore,scaleToFore,NULL);
    274             CCSequence* actions = CCSequence::create(spawnAction,callFuncActionEnd,NULL);
    275             mpCurrentRole->runAction(actions);
    276             mpCurrentRole=mpCurrentRole->mpNextRole;
    277 
    278         }
    279         updateDistances();
    280         updateZorders();
    281         updateColor();
    282     
    283     }
    284 }
    285 
    286 bool CircleStage::isOnAction()
    287 {
    288     return mbOnAction;
    289 }
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  • 原文地址:https://www.cnblogs.com/codingdiary/p/3801671.html
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