以下是一个使用Cocos2d-x实现老虎机动画效果的示例代码:

#include "cocos2d.h"

USING_NS_CC;

class SlotMachine : public cocos2d::Scene
{
public:
    static cocos2d::Scene* createScene();
    virtual bool init();
    CREATE_FUNC(SlotMachine);

private:
    Sprite* reel1;
    Sprite* reel2;
    Sprite* reel3;
    int symbolHeight;
    float reelSpeed;
    bool spinning;

    void spinReels();
    void stopReel1(float dt);
    void stopReel2(float dt);
    void stopReel3(float dt);
};

Scene* SlotMachine::createScene()
{
    return SlotMachine::create();
}

bool SlotMachine::init()
{
    if (!Scene::init())
    {
        return false;
    }

    Size visibleSize = Director::getInstance()->getVisibleSize();
    Vec2 origin = Director::getInstance()->getVisibleOrigin();

    // 设置背景
    auto background = Sprite::create("background.png");
    background->setPosition(Vec2(visibleSize.width / 2 + origin.x, visibleSize.height / 2 + origin.y));
    this->addChild(background);

    // 设置卷轴1
    reel1 = Sprite::create("symbol.png");
    reel1->setPosition(Vec2(visibleSize.width / 2 - 100, visibleSize.height / 2));
    this->addChild(reel1);

    // 设置卷轴2
    reel2 = Sprite::create("symbol.png");
    reel2->setPosition(Vec2(visibleSize.width / 2, visibleSize.height / 2));
    this->addChild(reel2);

    // 设置卷轴3
    reel3 = Sprite::create("symbol.png");
    reel3->setPosition(Vec2(visibleSize.width / 2 + 100, visibleSize.height / 2));
    this->addChild(reel3);

    symbolHeight = reel1->getContentSize().height;
    reelSpeed = 10.0f;
    spinning = false;

    // 添加按钮
    auto spinButton = MenuItemImage::create("spin_button.png", "spin_button.png", CC_CALLBACK_0(SlotMachine::spinReels, this));
    spinButton->setPosition(Vec2(visibleSize.width / 2, visibleSize.height / 2 - 200));

    auto menu = Menu::create(spinButton, nullptr);
    menu->setPosition(Vec2::ZERO);
    this->addChild(menu);

    return true;
}

void SlotMachine::spinReels()
{
    if (!spinning)
    {
        spinning = true;
        reel1->runAction(RepeatForever::create(MoveBy::create(reelSpeed, Vec2(0, -symbolHeight))));
        reel2->runAction(RepeatForever::create(MoveBy::create(reelSpeed, Vec2(0, -symbolHeight))));
        reel3->runAction(RepeatForever::create(MoveBy::create(reelSpeed, Vec2(0, -symbolHeight))));

        this->scheduleOnce(schedule_selector(SlotMachine::stopReel1), 2.0f);
        this->scheduleOnce(schedule_selector(SlotMachine::stopReel2), 2.5f);
        this->scheduleOnce(schedule_selector(SlotMachine::stopReel3), 3.0f);
    }
}

void SlotMachine::stopReel1(float dt)
{
    reel1->stopAllActions();
    reel1->runAction(MoveTo::create(reelSpeed, Vec2(reel1->getPositionX(), reel1->getPositionY() + symbolHeight)));
}

void SlotMachine::stopReel2(float dt)
{
    reel2->stopAllActions();
    reel2->runAction(MoveTo::create(reelSpeed, Vec2(reel2->getPositionX(), reel2->getPositionY() + symbolHeight)));
}

void SlotMachine::stopReel3(float dt)
{
    reel3->stopAllActions();
    reel3->runAction(MoveTo::create(reelSpeed, Vec2(reel3->getPositionX(), reel3->getPositionY() + symbolHeight)));

    spinning = false;
}

在这个示例代码中,我们创建了一个SlotMachine类,它继承自cocos2d::Scene。在init函数中,我们设置了背景、卷轴以及旋转按钮,并初始化了一些变量,如卷轴符号的高度、卷轴的速度和旋转状态。

spinReels函数是触发旋转的方法,它会通过移动卷轴的动作来模拟旋转效果。在一定时间后,我们通过调用stopReel1stopReel2stopReel3函数来停止卷轴的旋转。

stopReel1stopReel2stopReel3函数会停止相应的卷轴旋转,并将卷轴移动到正确的位置,以显示出正确的符号。

这只是一个简单的示例,你可以根据你的需求进行扩展和修改。希望对你有所帮助

用cocos2dx实现老虎机的动画效果要求有全部代码

原文地址: https://www.cveoy.top/t/topic/ijdY 著作权归作者所有。请勿转载和采集!

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