状态层是比较复杂的了,状态层需要与游戏层通信,因此也需要为游戏层先设计一个代理类,以便状态层遵守游戏层的代理,这样游戏层就可以在游戏开始、得分、结束时,告诉状态层做出相应的状态表现了。
游戏层的代理类:
/**
* The delegate between status layer and game layer
*/
class GameStatusDelegate {
public:
/**
* When the game start, this method will be called
*/
virtual void onGameStart() = 0;
/**
* During paying, after the score changed, this method will be called
*
* @param score The latest score
*/
virtual void onGamePlaying(int score) = 0;
/**
* When game is over, this method will be called
*
* @param currentScore Current game score
* @param historyBestScore The best score in the history of the player
*/
virtual void onGameEnd(int currentScore, int historyBestScore) = 0;
};
只有三个方法,分别对应游戏开始、玩家得分、游戏结束。
那么状态层需要遵守代理:
/**
*The status layer,showing the status information
* in the game.
*/
class StatusLayer : public cocos2d::Layer, public GameStatusDelegate
遵守代理后,必须声明代理中的方法:
/**
* Override from GameStatusDelegate
*
* @see GameStatusDelegate declaration.
*/
void onGameStart(void);
void onGamePlaying(int score);
void onGameEnd(int currentScore, int historyBestScore);
如果不声明,会编译不通过的,这是必须实现的。
这个层中,有四种精灵需要控制:
cocos2d::Sprite *_getReadySprite;
cocos2d::Sprite *_tutorialSprite;
cocos2d::Node *_scoreNode;
cocos2d::Sprite *_blinkSprite;
分别对应GetReady、指导图、得分、闪屏图
在初始化时,先邓加载0~9数字精灵:
bool StatusLayer::init() {
if (!Layer::init()) {
return false;
}
// preload number sprite frames to memory
ScoreNumber::getInstance()->loadNumber(kScoreNumberFont.c_str(), "font_0%02d", 48);
ScoreNumber::getInstance()->loadNumber(kScoreNumberScore.c_str(), "number_score_%02d", 0);
// At the first time, the game is ready to play
this->showGameStatus(kGameStateReady);
return true;
}
关于数字特效类ScoreNumber,后面再单独说明。
这个类中最重要的显示状态方法:
void StatusLayer::showGameStatus(GameState status, int currentScore, int historyBestScore) {
auto size = Director::getInstance()->getVisibleSize();
auto origin = Director::getInstance()->getVisibleOrigin();
switch (status) {
case kGameStateReady: {
const char *scoreName = kScoreNumberFont.c_str();
_scoreNode = ScoreNumber::getInstance()->convert(scoreName, currentScore);
_scoreNode->setPosition(origin.x + size.width / 2, origin.y + size.height * 5 / 6);
this->addChild(_scoreNode);
_getReadySprite = Sprite::createWithSpriteFrame(AtlasLoader::getInstance()->getSpriteFrame("text_ready"));
_getReadySprite->setPosition(origin.x + size.width / 2, origin.y + size.height * 2 / 3);
this->addChild(_getReadySprite);
_tutorialSprite = Sprite::createWithSpriteFrame(AtlasLoader::getInstance()->getSpriteFrame("tutorial"));
_tutorialSprite->setPosition(origin.x + size.width / 2, origin.y + size.height * 1 / 2);
this->addChild(_tutorialSprite);
}
break;
case kGameStateStarted: {
_getReadySprite->runAction(FadeOut::create(0.4f));
_tutorialSprite->runAction(FadeOut::create(0.4f));
}
break;
case kGameStateOver: {
_currentScore = currentScore;
_bestScore = historyBestScore;
if (_currentScore > _bestScore) {
_bestScore = _currentScore;
_isNewRecord = true;
} else {
_isNewRecord = false;
}
this->removeChild(_scoreNode);
// Game over
auto overSprite = Sprite::createWithSpriteFrame(AtlasLoader::getInstance()->getSpriteFrame("text_game_over"));
auto size = Director::getInstance()->getVisibleSize();
auto origin = Director::getInstance()->getVisibleOrigin();
overSprite->setPosition(origin.x + size.width / 2, origin.y + size.height * 2 / 3);
this->addChild(overSprite);
// Add animation
auto fadein = FadeIn::create(0.5f);
auto actionDone = CallFunc::create(std::bind(&StatusLayer::showScorePanel, this));
auto sequence = Sequence::createWithTwoActions(fadein, actionDone);
overSprite->stopAllActions();
overSprite->runAction(sequence);
}
break;
default:
break;
}
}
如果状态为ready,即准备状态,
准备状态图:
状态为kGameStateStarted,表示开始游戏时,
_getReadySprite->runAction(FadeOut::create(0.4f));
_tutorialSprite->runAction(FadeOut::create(0.4f));
只是添加淡出效果
状态为游戏结束时,显示游戏结束:
当游戏结束的时候,显示Game Over 精灵,然后添加淡入淡出的动画,来显示得分结果显示面板和重玩、机会按钮,
不过这里并没有实现机会使用按钮,因此此功能就留给喜欢研究扩展的朋友吧。
刷新得分面板用户得分函数,从0到玩家得分,有一个动画的过程,
void StatusLayer::refreshScoreUpdate(float delta) {
const int kCurrentSpriteTag = 100;
if (this->getChildByTag(kCurrentSpriteTag)) {
this->removeChildByTag(kCurrentSpriteTag);
}
const char *score = kScoreNumberScore.c_str();
_scoreNode = ScoreNumber::getInstance()->convert(score, _tmpScore, kGravityDirectionRight);
_scoreNode->setAnchorPoint(Vec2(1, 0));
auto size = Director::getInstance()->getVisibleSize();
auto origin = Director::getInstance()->getVisibleOrigin();
_scoreNode->setPosition(origin.x + size.width * 3 / 4 + 4, origin.y + (size.height - _scoreNode->getContentSize().height) / 2 + 7);
this->addChild(_scoreNode);
++_tmpScore;
if (_tmpScore > _currentScore) {
unschedule(schedule_selector(StatusLayer::refreshScoreUpdate));
}
}
这是通过定时器来回调的,当刷新完成时,需要取消掉定时器。
点击重玩按钮时,进入到此函数:
void StatusLayer::menuRestartCallback(cocos2d::Ref *pSender) {
CocosDenshion::SimpleAudioEngine::getInstance()->playEffect("sfx_swooshing.ogg");
// We can't add TransitionScene object, otherwise it can't receive any touch event.
// I don't know why.
// We should remove all children and clean up resources, otherwise it will crash at
// some time in the future. In fact, I don't know why, when Director replace a new
// scene, does it remove and clean up?
auto scene = Director::getInstance()->getRunningScene();
scene->removeAllChildrenWithCleanup(true);
Director::getInstance()->replaceScene(GameScene::createScene());
}
如果不加上这两行代码先释放资源,时不时就会崩溃,不知道是不是因为是自动释放的,但是事件循环并没有到,因此一直没有得到释放而导致的。
auto scene = Director::getInstance()->getRunningScene();
scene->removeAllChildrenWithCleanup(true);
这两行代码只是先把当前场景的所有资源先释放掉。
下一步,看一看我们设计的数字特效类