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  • cocos2d实现SlotMachine(老*虎*机)

        实现一个四个转子,每个转子有五个花色的老*虎机。转子的转动实现原理很简单,和背景图无限滚动的原理是一样的:排成列的精灵在屏幕上向上滚动,再通过裁剪结点的裁剪就造成了转子滚动的效果。

     1 void LayerSlotMachine::on_btn_roll(CCObject* pSender, CCControlEvent event)
     2 {
     3     if (!flag_act_)
     4     {
     5         schedule(schedule_selector(XLayerSlotMachine::roll_update));
     6         stop_flag_ = 0;
     7         int target_index;
     8         float mov_dis;
     9 
    10         target_index = rand() % 5;
    11         CCLOG("slot1:%d", target_index);
    12         mov_dis = get_mov_dis(target_index, cur_index1_);
    13         cur_index1_ = target_index;
    14         roll_act_start(array_1_, mov_dis);
    15 
    16         target_index = rand() % 5;
    17         CCLOG("slot2:%d", target_index);
    18         mov_dis = get_mov_dis(target_index, cur_index2_);
    19         cur_index2_ = target_index;
    20         roll_act_start(array_2_, mov_dis);
    21 
    22         target_index = rand() % 5;
    23         CCLOG("slot3:%d", target_index);
    24         mov_dis = get_mov_dis(target_index, cur_index3_);
    25         cur_index3_ = target_index;
    26         roll_act_start(array_3_, mov_dis);
    27 
    28         target_index = rand() % 5;
    29         CCLOG("slot4:%d", target_index);
    30         mov_dis = get_mov_dis(target_index, cur_index4_);
    31         cur_index4_ = target_index;
    32         roll_act_start(array_4_, mov_dis);
    33 
    34         flag_act_ = true;
    35     }
    36 }
    37 
    38 void LayerSlotMachine::roll_act_start(CCArray* aray,float mov_dis)
    39 {
    40     CCObject* obj;
    41     CCARRAY_FOREACH(aray, obj)
    42     {
    43         CCCallFunc* act_end = CCCallFunc::create(this, callfunc_selector(XLayerSlotMachine::roll_act_end));
    44         CCSequence* seq1 = CCSequence::create(CCMoveBy::create(mov_dis/rotate_v_, ccp(0, mov_dis))
    45             , act_end
    46             , NULL);
    47         CCSprite* spr = (CCSprite*)obj;
    48         spr->runAction(seq1);
    49     }
    50 }
    51 
    52 void LayerSlotMachine::roll_update(float dt)
    53 {
    54     roll_bound_test(array_1_,node_slot_1_, 1);
    55     roll_bound_test(array_2_,node_slot_2_, 2);
    56     roll_bound_test(array_3_,node_slot_3_, 3);
    57     roll_bound_test(array_4_,node_slot_4_, 4);
    58 }
    59 
    60 void LayerSlotMachine::roll_act_end()
    61 {
    62     ++stop_flag_;
    63     if (stop_flag_==slot_length_*4)
    64     {
    65         flag_act_ = false;
    66         unschedule(schedule_selector(XLayerSlotMachine::roll_update));
    67     }
    68 }

    需要注意的问题有两个:

    (1)移动距离的计算

        

     1 float LayerSlotMachine::get_mov_dis(int target_index, int cur_index)
     2 {
     3     float mov_dis;
     4     float slot_height = spr_model_->getContentSize().height;
     5     int T = 7;
     6     if (target_index > cur_index)
     7     {
     8         mov_dis = slot_height*(slot_length_*T + (target_index - cur_index));
     9     }
    10     else
    11     {
    12         mov_dis = slot_height*(slot_length_*T + (slot_length_ - (cur_index - target_index)));
    13     }
    14     return mov_dis;
    15 }

    T:周期数

    slot_height:转子的高度

    slot_length:单个转子上花色的数量,本例是5

    target_index:目标位置

    cur_index:当前位置

    这里对移动距离分两种情况计算:当target_index>cur_index时,在当前周期就能移动到指定的位置,需要移动的格数为(target_index - cur_index);

    当target_index<cur_index时,由于转子只能向上滚动,所以要在下个周期才能达到指定的位置,需要移动的格数为

    ((slot_length_ - (cur_index - target_index)))。

     

    (2)转子滚动的处理

     1 void LayerSlotMachine::roll_bound_test(CCArray* arry,CCNode* node_slot, int slot_num)
     2 {
     3     CCObject* obj;
     4     float bound_y = spr_model_->getContentSize().height*(slot_length_ - 2);
     5 
     6     CCARRAY_FOREACH(arry, obj)
     7     {
     8         CCSprite* spr = (CCSprite*)obj;
     9 
    10         if (spr->getPositionY() > bound_y)
    11         {
    12             if (spr->getTag() - 1000*slot_num == 0)
    13             {
    14                 CCSprite* spr0 = (CCSprite*)node_slot->getChildByTag(1000*slot_num + slot_length_ - 1);
    15                 spr->setPositionY(spr0->getPositionY() - spr_model_->getContentSize().height);
    16             }
    17             else
    18             {
    19                 CCSprite* spr0 = (CCSprite*)node_slot->getChildByTag(spr->getTag() - 1);
    20                 spr->setPositionY(spr0->getPositionY() - spr_model_->getContentSize().height);
    21             }
    22         }
    23     }
    24 }

     当精灵位置高于边界高度boundY时,将精灵移到上一个精灵的下方,实现循环滚动。这里需要特别注意应该以上一个精灵的位置作为基准,否则会产生偏移。

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  • 原文地址:https://www.cnblogs.com/codingdiary/p/4172663.html
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