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How to realize the selection Interface of fighting characters in cocos2dx3.2

2025-01-18 Update From: SLTechnology News&Howtos shulou NAV: SLTechnology News&Howtos > Development >

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This article is to share with you about cocos2dx3.2 how to achieve the fighting character selection interface, the editor thinks it is very practical, so I share it with you to learn. I hope you can get something after reading this article.

First, take a look at the effect picture of the final implementation:

Create a ChooseHero.h to select a scene with characters

# ifndef _ _ CHOOSE_HERO_H__#define _ _ CHOOSE_HERO_H__#include "cocos2d.h" # include "ui/CocosGUI.h" # include "cocos-ext.h" # include "cocostudio/CocoStudio.h" using namespace cocos2d::ui;USING_NS_CC;class ChooseHero: public Layer {public:static Scene * createScene (); virtual bool init (); void OnGameStartPage (Object* pSender, Widget::TouchEventType type); / / create character void textFieldEvent (Object* pSender, Event type) / / void OnBackToLoginPage (Object * pSender, Event type); / return login interface void OnRoleSelect (CCObject * pSender, Widget::TouchEventType type); / / role selection interface void OnRoleSelect2 (CCObject * pSender, Widget::TouchEventType type); / / role selection interface void OnRoleSelect3 (CCObject * pSender, Widget::TouchEventType type); / / role selection interface bool OnRoleSelectMy (Touch * touch, Event * event); CREATE_FUNC (ChooseHero); protected:// tag enum {enTagStudioMainUiLayer,enTagRole,}; intm_nRoleID;// role ID 1. Naruto 2. Sakura 3. Sasuke int btnIndex2;Button* pBtn_Role; Button* pBtn_Role2;Button* pBtn_Role3;ImageView * pSelect_Img; ImageView * pSelect_Img2;ImageView * pSelect_Img3;}; # endif

The init implementation is as follows:

Bool ChooseHero::init () {if (! Layer::init ()) {return false;} m_nRoleID = 1CreateNinja.json / create the main scene UI layer auto pCreateNinja = GUIReader::getInstance ()-> widgetFromJsonFile ("CreateNinja.json"); addChild (pCreateNinja, 100th, enTagStudioMainUiLayer); pCreateNinja- > setName ("CreateNinjaLayer"); pCreateNinja- > setSize (getContentSize ()); ArmatureDataManager::getInstance ()-> addArmatureFileInfo ("armature/xiaoyin.ExportJson"); ArmatureDataManager::getInstance ()-> addArmatureFileInfo ("armature/NewProject.ExportJson") ArmatureDataManager::getInstance ()-> addArmatureFileInfo ("armature/minren1.ExportJson"); / get the start button Button * pBtn_Create_Team = dynamic_cast (pCreateNinja- > getChildByName ("MainUi")-> getChildByName ("Btn_Create_Team")); pBtn_Create_Team- > addTouchEventListener (this, toucheventselector (ChooseHero::OnGameStartPage)); / get the input box TextField* pTextField = dynamic_cast (pCreateNinja- > getChildByName ("MainUi")-> getChildByName ("Team_Name_TextField")); / / CC_BREAK_IF (pTextField = = NULL) PTextField- > setTouchEnabled (true); / / pTextField- > addEventListenerTextField (this, textfieldeventselector (CNFTeamCreateLayer::textFieldEvent)); pTextField- > setText (""); / / get the character button pBtn_Role = static_cast (pCreateNinja- > getChildByName ("MainUi")-> getChildByName (String::createWithFormat ("Btn_Char_%d", 0 + 1)-> getCString ()); pBtn_Role2 = static_cast (pCreateNinja- > getChildByName ("MainUi")-> getChildByName (String::createWithFormat ("Btn_Char_%d", 1 + 1)-> getCString () PBtn_Role3 = static_cast (pCreateNinja- > getChildByName ("MainUi")-> getChildByName (String::createWithFormat ("Btn_Char_%d", 2 + 1)-> getCString ()); pSelect_Img = static_cast (pBtn_Role- > getChildByName ("Select_Img")); pSelect_Img2 = static_cast (pBtn_Role2- > getChildByName ("Select_Img")); pSelect_Img3 = static_cast (pBtn_Role3- > getChildByName ("Select_Img")); pBtn_Role- > addTouchEventListener (this, toucheventselector (ChooseHero::OnRoleSelect)) PBtn_Role2- > addTouchEventListener (this, toucheventselector (ChooseHero::OnRoleSelect2); pBtn_Role3- > addTouchEventListener (this, toucheventselector (ChooseHero::OnRoleSelect3)); pSelect_Img- > setVisible (true); ArmatureDataManager::getInstance ()-> addArmatureFileInfo ("armature/xiaoyin.ExportJson"); ArmatureDataManager::getInstance ()-> addArmatureFileInfo ("armature/NewProject.ExportJson"); ArmatureDataManager::getInstance ()-> addArmatureFileInfo ("armature/minren1.ExportJson"); char cName [3] [256] = {"minren1", "xiaoyin", "NewProject"} Armature * pRole = Armature::create (cName [0]); pRole- > setPosition (ccp (640 / 2210)); pRole- > setAnchorPoint (pRole- > getAnchorPoint (). X, 0); pRole- > getAnimation ()-> play ("hold"); addChild (pRole, 100000, enTagRole); return true;}

The callback method is implemented as follows:

Void ChooseHero::OnRoleSelect (CCObject * pSender, Widget::TouchEventType type) {if (pBtn_Role = = pSender) {pSelect_Img2- > setVisible (false); pSelect_Img3- > setVisible (false); pSelect_Img- > setVisible (true); m_nRoleID = 1 setremoveChildByTag (enTagRole); char cName [3] [256] = {"minren1", "xiaoyin", "NewProject"}; Armature * pRole = Armature::create (cName [0]); pRole- > setPosition (ccp (640 / 2210) PRole- > setAnchorPoint (pRole- > getAnchorPoint (). X, 0); pRole- > getAnimation ()-> play ("hold"); addChild (pRole, 100000, enTagRole);} else {pSelect_Img- > setVisible (false);}} above is how cocos2dx3.2 implements the fighting character selection interface. The editor believes that there are some knowledge points that we may see or use in our daily work. I hope you can learn more from this article. For more details, please follow the industry information channel.

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