数据结构更新,增加道具丢弃,装备部分未完成

This commit is contained in:
ozg
2014-04-17 23:04:40 +08:00
parent ac11e34a08
commit 33c7657f31
20 changed files with 360 additions and 157 deletions
+147 -1
View File
@@ -9,6 +9,7 @@
#include "RPGMapEquipMenuLayer.h"
#include "RPGMapMenuLayer.h"
#include "RPGMapSceneLayer.h"
#include "OzgCCUtility.h"
RPGMapEquipMenuLayer::RPGMapEquipMenuLayer()
{
@@ -52,6 +53,43 @@ bool RPGMapEquipMenuLayer::init(cocos2d::CCDictionary *stringList, CppSQLite3DB
mainBg->setTag(kRPGMapEquipMenuLayerTagBg);
this->addChild(mainBg);
//显示上面的4个角色
float playerX = 200;
CppSQLite3Query query = this->m_db->execQuery(PLAYER_QUERY);
while(!query.eof())
{
CCSprite *playerSprite = NULL;
if(query.getIntField("hp") <= 0)
{
//死亡
CCArray *frames = OzgCCUtility::createSpriteFrames(CCString::createWithFormat("%s_2.png", query.getStringField("tex_prefix"))->getCString(), 3, 4);
playerSprite = CCSprite::createWithSpriteFrame((CCSpriteFrame*)frames->objectAtIndex(10));
}
else
{
//正常
CCArray *frames = OzgCCUtility::createSpriteFrames(CCString::createWithFormat("%s_0.png", query.getStringField("tex_prefix"))->getCString(), 3, 4);
playerSprite = CCSprite::createWithSpriteFrame((CCSpriteFrame*)frames->objectAtIndex(1));
}
CCMenuItemSprite *player = (CCMenuItemSprite*)mainMenu->getChildByTag(kRPGMapEquipMenuLayerTagMainMenuPlayer + query.getIntField("id"));
if(!player)
{
player = CCMenuItemSprite::create(playerSprite, playerSprite, this, menu_selector(RPGMapEquipMenuLayer::onMenu));
player->setPosition(ccp(playerX, 560));
player->setScale(2);
player->setTag(kRPGMapEquipMenuLayerTagMainMenuPlayer + query.getIntField("id"));
mainMenu->addChild(player);
}
playerX += 200;
query.nextRow();
}
query.finalize();
//默认选中第一个
this->onMenu(mainMenu->getChildByTag(kRPGMapEquipMenuLayerTagMainMenuPlayer + 1));
return true;
}
return false;
@@ -72,8 +110,11 @@ RPGMapEquipMenuLayer* RPGMapEquipMenuLayer::create(cocos2d::CCDictionary *string
//private
void RPGMapEquipMenuLayer::onMenu(cocos2d::CCObject *pObject)
{
//第一次显示数据的话则不播放效果音
if(!this->m_isDefault)
SimpleAudioEngine::sharedEngine()->playEffect("audio_effect_btn.wav");
CCMenuItem *menuItem = (CCMenuItem*)pObject;
SimpleAudioEngine::sharedEngine()->playEffect("audio_effect_btn.wav");
switch (menuItem->getTag())
{
@@ -98,4 +139,109 @@ void RPGMapEquipMenuLayer::onMenu(cocos2d::CCObject *pObject)
break;
}
if(menuItem->getTag() >= kRPGMapEquipMenuLayerTagMainMenuPlayer && menuItem->getTag() <= kRPGMapEquipMenuLayerTagMainMenuPlayer + 99)
{
// CCLog("点击了上面4个player的其中一个");
CCMenu *mainMenu = (CCMenu*)this->getChildByTag(kRPGMapEquipMenuLayerTagMainMenu);
CppSQLite3Query query = this->m_db->execQuery(PLAYER_QUERY);
while(!query.eof())
{
if(menuItem->getTag() == kRPGMapEquipMenuLayerTagMainMenuPlayer + query.getIntField("id"))
{
this->m_isDefault = false;
int dataId = query.getIntField("id");
this->setPlayerEquip(dataId);
//选中的光标部分
CCMenuItemSprite *player = (CCMenuItemSprite*)mainMenu->getChildByTag(kRPGMapEquipMenuLayerTagMainMenuPlayer + dataId);
CCSprite *handCursor = (CCSprite*)this->getChildByTag(kRPGMapMenuLayerTagHandCursor);
if(!handCursor)
{
handCursor = CCSprite::createWithSpriteFrameName("gui_hand.png");
handCursor->setScale(0.3);
handCursor->setTag(kRPGMapMenuLayerTagHandCursor);
this->addChild(handCursor);
}
//光标的位置
handCursor->setPosition(ccp(player->getPositionX() + 60, 555));
break;
}
query.nextRow();
}
query.finalize();
}
}
void RPGMapEquipMenuLayer::setPlayerEquip(int dataId)
{
this->removeAllPlayerLab();
CppSQLite3Query query = this->m_db->execQuery(CCString::createWithFormat(PLAYER_DETAIL_QUERY, dataId)->getCString());
while(!query.eof())
{
//左边
addLab(this, kRPGMapEquipMenuLayerTagName, CCString::create(query.getStringField("name_cns")), 18, ccp(270, 443));
addLab(this, kRPGMapEquipMenuLayerTagAttack, CCString::createWithFormat(((CCString*)this->m_stringList->objectForKey("menu_equip_attack"))->getCString(), query.getIntField("attack")), 18, ccp(270, 408));
addLab(this, kRPGMapEquipMenuLayerTagDefense, CCString::createWithFormat(((CCString*)this->m_stringList->objectForKey("menu_equip_defense"))->getCString(), query.getIntField("defense")), 18, ccp(270, 373));
addLab(this, kRPGMapEquipMenuLayerTagSpeed, CCString::createWithFormat(((CCString*)this->m_stringList->objectForKey("menu_equip_speed"))->getCString(), query.getIntField("speed")), 18, ccp(270, 338));
addLab(this, kRPGMapEquipMenuLayerTagSkillAttack, CCString::createWithFormat(((CCString*)this->m_stringList->objectForKey("menu_equip_skill_attack"))->getCString(), query.getIntField("skill_attack")), 18, ccp(270, 303));
addLab(this, kRPGMapEquipMenuLayerTagSkillDefense, CCString::createWithFormat(((CCString*)this->m_stringList->objectForKey("menu_equip_skill_defense"))->getCString(), query.getIntField("skill_defense")), 18, ccp(270, 268));
//右边的装备部分
addLab(this, kRPGMapEquipMenuLayerTagEquipArms, CCString::createWithFormat(((CCString*)this->m_stringList->objectForKey("menu_equip_arms"))->getCString(), query.getStringField("arms_name")), 26, ccp(600, 405));
addLab(this, kRPGMapEquipMenuLayerTagEquipArmor, CCString::createWithFormat(((CCString*)this->m_stringList->objectForKey("menu_equip_armor"))->getCString(), query.getStringField("armor_name")), 26, ccp(600, 320));
CCControlButton *btnRemoveArms = CCControlButton::create("卸掉", "Arial", 26);
btnRemoveArms->setPosition(ccp(700, 405));
btnRemoveArms->setTitleColorForState(ccc3(177, 177, 177), CCControlStateNormal);
btnRemoveArms->setTag(kRPGMapEquipMenuLayerTagBtnRemoveArms);
btnRemoveArms->addTargetWithActionForControlEvents(this, cccontrol_selector(RPGMapEquipMenuLayer::onButton), CCControlEventTouchUpInside);
this->addChild(btnRemoveArms);
CCControlButton *btnRemoveArmor = CCControlButton::create("卸掉", "Arial", 26);
btnRemoveArmor->setPosition(ccp(700, 320));
btnRemoveArmor->setTitleColorForState(ccc3(177, 177, 177), CCControlStateNormal);
btnRemoveArmor->setTag(kRPGMapEquipMenuLayerTagBtnRemoveArmor);
btnRemoveArmor->addTargetWithActionForControlEvents(this, cccontrol_selector(RPGMapEquipMenuLayer::onButton), CCControlEventTouchUpInside);
this->addChild(btnRemoveArmor);
query.nextRow();
}
query.finalize();
}
void RPGMapEquipMenuLayer::removeAllPlayerLab()
{
//左边
if(this->getChildByTag(kRPGMapEquipMenuLayerTagName))
this->removeChildByTag(kRPGMapEquipMenuLayerTagName, true);
if(this->getChildByTag(kRPGMapEquipMenuLayerTagAttack))
this->removeChildByTag(kRPGMapEquipMenuLayerTagAttack, true);
if(this->getChildByTag(kRPGMapEquipMenuLayerTagDefense))
this->removeChildByTag(kRPGMapEquipMenuLayerTagDefense, true);
if(this->getChildByTag(kRPGMapEquipMenuLayerTagSpeed))
this->removeChildByTag(kRPGMapEquipMenuLayerTagSpeed, true);
if(this->getChildByTag(kRPGMapEquipMenuLayerTagSkillAttack))
this->removeChildByTag(kRPGMapEquipMenuLayerTagSkillAttack, true);
if(this->getChildByTag(kRPGMapEquipMenuLayerTagSkillDefense))
this->removeChildByTag(kRPGMapEquipMenuLayerTagSkillDefense, true);
//右边的装备部分
if(this->getChildByTag(kRPGMapEquipMenuLayerTagEquipArms))
this->removeChildByTag(kRPGMapEquipMenuLayerTagEquipArms, true);
if(this->getChildByTag(kRPGMapEquipMenuLayerTagEquipArmor))
this->removeChildByTag(kRPGMapEquipMenuLayerTagEquipArmor, true);
}
void RPGMapEquipMenuLayer::onButton(cocos2d::CCObject *pSender, CCControlEvent event)
{
}