用cocos2dx实现老虎机的动画效果要求有全部代码
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stopReel1、stopReel2和stopReel3函数来停止卷轴的旋转。
stopReel1、stopReel2和stopReel3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
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!