首页 > 代码库 > 横版游戏制作之英雄技能CD遮罩,人物头像血条属性
横版游戏制作之英雄技能CD遮罩,人物头像血条属性
上图就是技能CD的一个效果,在此我需要给介绍下,cocosStuido这个工具中的UI Eidtor功能,编辑UI真的是很方便,至于怎么使用它,我相信您可以随便看看网上的东西,自己摸索,参考接下来的代码就知道了
在UI编辑器中,我们的技能是没有CD遮罩效果的,那怎么实现的呢?
答案就是:在点击触摸技能时,我们在技能的上方覆盖一张灰色的图片(这个你可以用PS去制作一张),大小与技能图标相同,然后根据每个技能的CD时间,产生一个扇形进度动画,动画结束后取消定时器跟这个遮罩对象就可以了
至于人物头像的血条,我想基本不用介绍你都可以知道怎么去用,so easy
以下是OptionLayer操作层中的init()初始化处理以及触摸监听处理,和技能遮罩效果处理
如果您只想看如何处理,请直接参考第三段代码
//init()
bool OptionLayer::init(){ this->setTouchEnabled(true);//开启触摸 //添加摇杆 CCTexture2D* ControlWheelTexture = CCTextureCache::sharedTextureCache()->addImage("MyImages/ControlWheel.png"); DirectionControlButton* ControlWheelSprite = DirectionControlButton::ObjectWithTexture(ControlWheelTexture);//加载摇杆背景图 ControlWheelSprite->setPosition(ccp(ControlWheelSprite->getContentSize().width/2, ControlWheelSprite->getContentSize().height/2)); this->addChild(ControlWheelSprite,1); //加载摇杆小圈 CCTexture2D *TinyCircleTexture = CCTextureCache::sharedTextureCache()->addImage("MyImages/TinyCircle.png"); CCSprite *TinyCircleSprite = CCSprite::createWithTexture(TinyCircleTexture); TinyCircleSprite->setPosition(ccp(ControlWheelSprite->getContentSize().width/2, ControlWheelSprite->getContentSize().height/2)); this->addChild(TinyCircleSprite,2); ControlWheelSprite->setTinyCircleSprite(TinyCircleSprite); //设置触摸后的小圆圈 this->setDirectionCrtl(ControlWheelSprite); //设置操作层摇杆对象,方便在场景Init中使用 //人物属性UI加载 TouchGroup* ul =TouchGroup::create(); ul->setTag(200); ul->setPosition(-40,450); this->addChild(ul); ul->addWidget(GUIReader::shareReader()->widgetFromJsonFile("RoleProperty/DemoHead_UI.json")); UILoadingBar * redBar = dynamic_cast<UILoadingBar *>(ul->getWidgetByTag(4)); UILoadingBar * blueBar = dynamic_cast<UILoadingBar *>(ul->getWidgetByTag(16)); UIImageView * head = dynamic_cast<UIImageView *>(ul->getWidgetByTag(42)); UITextField * level = dynamic_cast<UITextField *>(ul->getWidgetByTag(26)); this->setRedBar(redBar); this->setBlueBar(blueBar); this->setHead(head); this->setLevel(level); //开始加载操作技能UI TouchGroup* skillUI =TouchGroup::create(); skillUI->setTag(201); skillUI->setPosition(800,10); CCLog("ScreenSize.height = %f", CCDirector::sharedDirector()->getVisibleSize().height); CCLog("ScreenSize.width = %f",ScreenSize.width); this->addChild(skillUI); skillUI->addWidget(GUIReader::shareReader()->widgetFromJsonFile("Skill_UI/Skill_UI.json")); UIImageView * skill_attack = dynamic_cast<UIImageView *>(skillUI->getWidgetByTag(9)); //普通攻击 UIImageView * skill_attack_1 = dynamic_cast<UIImageView *>(skillUI->getWidgetByTag(6)); //特殊攻击1 UIImageView * skill_attack_2 = dynamic_cast<UIImageView *>(skillUI->getWidgetByTag(8)); //特殊攻击2 UIImageView * skill_attack_3 = dynamic_cast<UIImageView *>(skillUI->getWidgetByTag(7)); //特殊攻击3 UIImageView * blood_bottle = dynamic_cast<UIImageView *>(skillUI->getWidgetByTag(10));//血瓶 UIImageView * magic_bottle = dynamic_cast<UIImageView *>(skillUI->getWidgetByTag(11));//魔瓶 UILabelAtlas * blood_bottle_num = dynamic_cast<UILabelAtlas *>(skillUI->getWidgetByTag(12));//血瓶数量 UILabelAtlas * magic_bottle_num = dynamic_cast<UILabelAtlas *>(skillUI->getWidgetByTag(13));//魔瓶数量 //初始化类成员变量 this->setSkillUI(skillUI); this->setSkill_attack(skill_attack); this->setSkill_attack_1(skill_attack_1); this->setSkill_attack_2(skill_attack_2); this->setSkill_attack_3(skill_attack_3); this->setBlood_bottle(blood_bottle); this->setMagic_bottle(magic_bottle); this->setBlood_bottle_num(blood_bottle_num); this->setMagic_bottle_num(magic_bottle_num); //防止init()完自动释放对象 skillUI->retain(); skill_attack->retain(); skill_attack_1->retain(); skill_attack_1_cool->retain(); skill_attack_2->retain(); skill_attack_2_cool->retain(); skill_attack_3->retain(); skill_attack_3_cool->retain(); blood_bottle->retain(); magic_bottle->retain(); blood_bottle_num->retain(); magic_bottle_num->retain(); //添加技能图标的触摸监听 skill_attack->addTouchEventListener(skill_attack_1,toucheventselector(OptionLayer::touchEventHandler)); skill_attack_1->addTouchEventListener(skill_attack_1,toucheventselector(OptionLayer::touchEventHandler)); skill_attack_2->addTouchEventListener(skill_attack_1,toucheventselector(OptionLayer::touchEventHandler)); skill_attack_3->addTouchEventListener(skill_attack_1,toucheventselector(OptionLayer::touchEventHandler)); //添加物品触摸监听 blood_bottle->addTouchEventListener(blood_bottle,toucheventselector(OptionLayer::touchEventHandler)); magic_bottle->addTouchEventListener(magic_bottle,toucheventselector(OptionLayer::touchEventHandler)); //开启技能触摸 skill_attack_1->setTouchEnabled(true); skill_attack_2->setTouchEnabled(true); skill_attack_3->setTouchEnabled(true); skill_attack->setTouchEnabled(true); //开启物品触摸 blood_bottle->setTouchEnabled(true); magic_bottle->setTouchEnabled(true); return true;}
//................监听处理函数........
void OptionLayer::touchEventHandler(CCObject* pSender,TouchEventType type) { UIImageView* target = (UIImageView*)pSender; OptionLayer *optionLayer = global->optionLayer; ActionState actionState = global->hero->getActionState(); //角色上一个技能动画未执行完,禁止执行下一攻击动作(actionState 由该状态决定,任何技能动画播放完状态都还原为ActionStateNone,参考Role类动画回调函数Role::callBackAction() if (type == TOUCH_EVENT_BEGAN) { if(target == optionLayer->getSkill_attack() || target == optionLayer->getSkill_attack_1() || target == optionLayer->getSkill_attack_2() || target == optionLayer->getSkill_attack_3()){ //当触摸技能时,只有角色在ActionStateNone,ActionStateIdle状态才响应处理 if(actionState == ActionStateNone || actionState == ActionStateIdle){ skillCoolHandler(pSender); } }else{ skillCoolHandler(pSender); } } if (type == TOUCH_EVENT_MOVED) { //nothing to do } if (type == TOUCH_EVENT_ENDED) { // nothing to do } }
//......................................关键点 技能CD遮罩处理来了...........................
void OptionLayer::skillCoolHandler(CCObject* pSender){ OptionLayer *optionLayer = global->optionLayer; UIImageView* skillView = (UIImageView*)pSender; global->hero->setAllowMove(false);//动画执行期间角色不可移动 float SumCD = 10.0f; //判断指向对象是否相等来初始化cd时间 if(optionLayer->getSkill_attack_1() == skillView){ SumCD = optionLayer->skill_SumCD_1; global->hero->RunAttackAction_1(); //执行特殊攻击1动画 }else if(optionLayer->getSkill_attack_2() == skillView){ SumCD = optionLayer->skill_SumCD_2; }else if(optionLayer->getSkill_attack_3() == skillView){ SumCD = optionLayer->skill_SumCD_3; }else if(optionLayer->getSkill_attack() == skillView){ SumCD = optionLayer->skill_SumCD_0; global->hero->RunAttackAction(); //执行普通攻击动画 }else if(optionLayer->getBlood_bottle() == skillView){ SumCD = optionLayer->blood_SumCD; }else if(optionLayer->getMagic_bottle() == skillView){ SumCD = optionLayer->magic_SumCD; } skillView->setTouchEnabled(false); //CD开始,禁止本技能使用 //初始化 cd遮罩 CCTexture2D *spriteTx = CCTextureCache::sharedTextureCache()->addImage("Skill_UI/cooling_cover.png"); CCSprite * SkillCover = CCSprite::createWithTexture(spriteTx); CCProgressTimer *skillTimer = CCProgressTimer::create(SkillCover); skillTimer->setOpacity(125); //透明度 skillTimer->setPosition(skillView->getPosition());//将进度遮罩设置在技能图标位置上 optionLayer->getSkillUI()->addChild(skillTimer); skillTimer->setType(kCCProgressTimerTypeRadial);//扇形 skillTimer->setPercentage(100); skillTimer->setReverseProgress(true); CCProgressTo* cdAction=CCProgressTo::create(SumCD, 100); CCCallFuncND* func=CCCallFuncND::create(this, callfuncND_selector(OptionLayer::allowToClick),skillView);//附带skillView参数 方便cd结束后处理 CCFiniteTimeAction* seq=CCSequence::create(cdAction,func,NULL); skillTimer->runAction(seq);}//技能CD结束后 移除定时器 重新开启触摸void OptionLayer::allowToClick(CCNode* pSender,void* data){ UIImageView* skillView = (UIImageView*)data; CCProgressTimer* skillTimer = (CCProgressTimer*)pSender; OptionLayer *optionLayer = global->optionLayer; optionLayer->getSkillUI()->removeChild(skillTimer); skillView->setTouchEnabled(true);}
至此,我们的整个过程代码都贴完整了
如果您现在没有看接下来的另外一部分处理,你就会发现,你的技能遮罩是从无到有的扇形动画,这明显不是我们想要的结果,你会发现你怎么都找不到一个成员方法,可以让CCProgressTimer对象能够反过来从有到无的....怎么办呢?
这里我们需要修改下cocos2dx这部分源代码:CCProgressTimer.cpp中
void CCProgressTimer::updateRadial(void){ if (!m_pSprite) { return; } float alpha = m_fPercentage / 100.f; //2014-7-11 扇形从有到无(这里需要添加这段代码) if(alpha != 0.f && alpha !=1.f) { alpha = 1.f-alpha; }
............................
然后你要的效果就都出来了..................
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