簡單探討一下如何在cocos2d-x的游戲引擎里面去制作各做交互UI界面,常見的UI如下:
人物頭像,血條值,經驗條,技能按鈕,以及各種玩家交互的界面按鈕:背包,人物屬性,門派,等;

類似上面的圖示交互UI,他們是懸浮於窗體上的。那么按照我現在做的層級架構就是這些UI操作,是不屬於任何CCObject的,或者被繼承的;
回到第一篇我對整個架構的分析,這些交互UI屬於事件,和任務類型!對於手游UI來說這類似的UI設計更為嚴格,因為玩家位移的交互方式,
就是點擊屏幕,我們要虛擬化各種按鍵去實現各種操作。
先把以上描述的基本UI在界面上畫出來:
BaseUI.cpp , BaseUI.h 類


ui_exp = BaseUI::create(p_expbd); ui_exp ->setPosition(ccp(150,ui_exp->getContentSize().height+20)); layer->addChild(ui_exp,1); ui_skillbar = BaseUI::create(p_skillbarbd); ui_skillbar ->setPosition(ccp(size.width-ui_skillbar->getContentSize().width+35,ui_skillbar->getContentSize().height)); layer->addChild(ui_skillbar,3); ui_skill_skill0 = BaseUI::create(p_skill_nv0); ui_skill_skill0 ->setPosition(ccp(size.width-ui_skill_skill0->getContentSize().width+7,ui_skill_skill0->getContentSize().height+22)); layer->addChild(ui_skill_skill0,1,801);
我們需要通過觸摸點擊去識別判斷我們的UI坐標是否被用戶點擊:
CCRect BaseUI::rect_skill0() { //獲取精靈區域大小 return CCRectMake(ui_skill_skill0->getPositionX()- ui_skill_skill0->getContentSize().width * ui_skill_skill0->getAnchorPoint().x,ui_skill_skill0->getPositionY()-ui_skill_skill0->getContentSize().height* ui_skill_skill0->getAnchorPoint().y,ui_skill_skill0->getContentSize().width, ui_skill_skill0->getContentSize().height); } void BaseUI::isTouchInside(CCTouch *pTouch) { CCPoint localPoint = pTouch->getLocation(); CCRect rc = rect_skill0(); bool isTouched = rc.containsPoint(localPoint); if (isTouched == true) { CCLog(FontChina::G2U("1111111111111111111!")); if(touch_skill0_flag!=true) { touch_skill0_flag = true; } } }
我們設置了變量如:技能的變量(touch_skill0_flag)來在其他地方去實現技能釋放,執行釋放操作的的關聯是在baseMap上面,因為之前我們的邏輯關系上,玩家是屬於地圖層級,那么我們便可以很方便的去控制玩家釋放技能對怪物的操作交互;
//啟動玩家操作監聽器 nowmap->schedule(schedule_selector(Maps_Diyu::makeroleAttack));
讓在地圖層上面我們需要啟動監聽器去實現技能得操作,那么我們就如下去寫:
void Maps_Diyu::makeroleAttack(float times) { if(touch_skill0_flag==true) { //先去尋找主角周圍的敵人,選擇最近的一個為目標; CCPoint playerpoint = this->getChildByTag(999)->getPosition(); int attck_reatR = 200; int nowtag = -1; CCPointArray* attck_pointlist = CCPointArray::create(0); for (int i = 0; i < 15; i++) { CCRect* attck_rect = new CCRectMake(this->getChildByTag(999)->getPosition().x-attck_reatR/2,this->getChildByTag(999)->getPosition().y-attck_reatR/2,attck_reatR,attck_reatR); if(this->getChildByTag(100+i)!=NULL) { if(attck_rect->containsPoint(this->getChildByTag(100+i)->getPosition())==true) { CCLog(FontChina::G2U("在主角攻擊范圍")); attck_pointlist->addControlPoint(this->getChildByTag(100+i)->getPosition()); nowtag=100+i; break; } } } if(nowselects==true) { //攻擊默認怪物 CCPoint attck_point = this->getChildByTag(nowselecttag)->getPosition(); basedatas = new GetNPCData(); basedatas->GetRoleData(); basedatas->role_player.acttodo=attack; SpiritsPlayer::attckTomap_dir(ccp(attck_point.x,attck_point.y),(CCSprite*)this->getChildByTag(999),basedatas->role_player); SkillEffects* role_skill = new SkillEffects(ccp((int)attck_point.x,(int)attck_point.y),basedatas->role_player,(0.2f+CCRANDOM_0_1()),12,3,0); this->addChild(role_skill->effects_main,1000,50); role_skill->release(); SpiritsMonster::showattcknumber(899,(CCSprite*)this->getChildByTag(nowselecttag)); } else { if(attck_pointlist->count()>0) { //攻擊默認怪物 CCPoint attck_point = attck_pointlist->getControlPointAtIndex(0); //該技能是否先移動一定距離,再進行攻擊,還是直接釋放魔法攻擊 basedatas = new GetNPCData(); basedatas->GetRoleData(); basedatas->role_player.acttodo=attack; SpiritsPlayer::attckTomap_dir(ccp(attck_point.x,attck_point.y),(CCSprite*)this->getChildByTag(999),basedatas->role_player); SkillEffects* role_skill = new SkillEffects(ccp((int)attck_point.x,(int)attck_point.y),basedatas->role_player,(0.2f+CCRANDOM_0_1()),12,3,0); this->addChild(role_skill->effects_main,1000,50); role_skill->release(); SpiritsMonster::showattcknumber(899,(CCSprite*)this->getChildByTag(nowtag)); } } touch_skill0_flag=false; } }
上面的寫法,又再一次利用了怪物AI里面的一些基本邏輯,不過這套邏輯是需要玩家去手動觸發的;
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