void CCMenuItemToggle::setSelectedIndex(unsigned int index) { if( index != m_uSelectedIndex && m_pSubItems->count() > 0 ) { m_uSelectedIndex = index; CCMenuItem *currentItem = (CCMenuItem*)getChildByTag(kCurrentItem); if( currentItem ) { currentItem->removeFromParentAndCleanup(false); } CCMenuItem* item = (CCMenuItem*)m_pSubItems->objectAtIndex(m_uSelectedIndex); this->addChild(item, 0, kCurrentItem); CCSize s = item->getContentSize(); this->setContentSize(s); item->setPosition( ccp( s.width/2, s.height/2 ) ); } }
void RPGBattleMenu::onMenu(cocos2d::CCObject *pObject) { CCMenuItem *menuItem = (CCMenuItem*)pObject; SimpleAudioEngine::sharedEngine()->playEffect("audio_effect_btn.wav"); switch (menuItem->getTag()) { case kRPGBattleMenuTagSkill: { CCLog("技能"); this->hideMenu(); this->m_selectedMenuTag = kRPGBattleMenuTagSkill; CCMenuItemSprite *menuCancel = CCMenuItemSprite::create(CCSprite::createWithSpriteFrameName("commons_btn_back_04.png"), CCSprite::createWithSpriteFrameName("commons_btn_back_04.png"), this, menu_selector(RPGBattleMenu::onMenu)); menuCancel->setPosition(ccp(43, 596)); menuCancel->setTag(kRPGBattleMenuTagCancel); menuCancel->setScale(0.75); this->addChild(menuCancel); CCTMXTiledMap *selectLayer = CCTMXTiledMap::create(CCString::createWithFormat("battle_select_%s.tmx", CCUserDefault::sharedUserDefault()->getStringForKey(GAME_STYLE).c_str())->getCString()); selectLayer->setPosition(ccp((CCDirector::sharedDirector()->getWinSize().width - selectLayer->getContentSize().width) / 2, (CCDirector::sharedDirector()->getWinSize().height - selectLayer->getContentSize().height) / 2)); selectLayer->setTag(kRPGBattleSceneLayerTagSkillSelectDialog); ((RPGBattleSceneLayer*)this->m_parentNode)->addChild(selectLayer); ((RPGBattleSceneLayer*)this->m_parentNode)->enabledTouched(true); //显示title和分隔线 addLab(selectLayer, 199, (CCString*)this->m_stringList->objectForKey("skill_title"), 25, ccp(310, 285)); CCLabelTTF *titleLab = (CCLabelTTF*)selectLayer->getChildByTag(199); titleLab->setFontFillColor(ccc3(144, 144, 144)); CCSprite *separate = CCSprite::createWithSpriteFrameName("separate.png"); separate->setPosition(ccp(selectLayer->getContentSize().width / 2, 260)); separate->setScaleX(0.65); separate->setTag(198); selectLayer->addChild(separate); //加载技能数据 CCTableView *tableView = (CCTableView*)selectLayer->getChildByTag(197); if(!tableView) { tableView = CCTableView::create(this, ccp(selectLayer->getContentSize().width, selectLayer->getContentSize().height - 80)); tableView->setDirection(kCCScrollViewDirectionVertical); tableView->setPosition(CCSizeZero); tableView->setDelegate(this); tableView->setVerticalFillOrder(kCCTableViewFillTopDown); tableView->setTag(197); selectLayer->addChild(tableView); } this->m_tableItems->removeAllObjects(); string wq = ""; JsonBox::Value json; json.loadFromString(this->m_playerData->m_skill.c_str()); JsonBox::Array jsonArr = json.getArray(); for (int i = 0; i < jsonArr.size(); i++) { char* str = (char*)malloc(10 * sizeof(char)); OzgCCUtility::itoa(jsonArr[i].getInt(), str); wq.append(str); if(i + 1 < jsonArr.size()) wq.append(", "); free(str); } if((int)wq.length() > 0) { CppSQLite3Query query = this->m_db->execQuery(CCString::createWithFormat(SKILL_QUERY, wq.c_str())->getCString()); while(!query.eof()) { RPGSkillBtnData *skill = RPGSkillBtnData::create(); skill->m_dataId = query.getIntField("id"); skill->m_name = query.getStringField("name_cns"); skill->m_MP = query.getIntField("mp"); skill->m_skillAttack = query.getIntField("skill_attack"); skill->m_type = query.getIntField("type"); skill->m_attr = query.getIntField("attr"); skill->m_enabled = true; //不能使用技能的情况 if(this->m_playerData->m_MP <= 0 || this->m_playerData->m_HP <= 0) skill->m_enabled = false; else if(this->m_playerData->m_MP < skill->m_MP) skill->m_enabled = false; this->m_tableItems->addObject(skill); query.nextRow(); } query.finalize(); } tableView->reloadData(); //加载技能数据 end ((RPGBattleSceneLayer*)this->m_parentNode)->enabledTouched(false); } break; case kRPGBattleMenuTagItems: { CCLog("道具"); this->hideMenu(); this->m_selectedMenuTag = kRPGBattleMenuTagItems; CCMenuItemSprite *menuCancel = CCMenuItemSprite::create(CCSprite::createWithSpriteFrameName("commons_btn_back_04.png"), CCSprite::createWithSpriteFrameName("commons_btn_back_04.png"), this, menu_selector(RPGBattleMenu::onMenu)); menuCancel->setPosition(ccp(43, 596)); menuCancel->setTag(kRPGBattleMenuTagCancel); menuCancel->setScale(0.75); this->addChild(menuCancel); CCTMXTiledMap *selectLayer = CCTMXTiledMap::create(CCString::createWithFormat("battle_select_%s.tmx", CCUserDefault::sharedUserDefault()->getStringForKey(GAME_STYLE).c_str())->getCString()); selectLayer->setPosition(ccp((CCDirector::sharedDirector()->getWinSize().width - selectLayer->getContentSize().width) / 2, (CCDirector::sharedDirector()->getWinSize().height - selectLayer->getContentSize().height) / 2)); selectLayer->setTag(kRPGBattleSceneLayerTagItemsSelectDialog); ((RPGBattleSceneLayer*)this->m_parentNode)->addChild(selectLayer); ((RPGBattleSceneLayer*)this->m_parentNode)->enabledTouched(true); //显示title和分隔线 addLab(selectLayer, 199, (CCString*)this->m_stringList->objectForKey("items_title"), 25, ccp(310, 285)); CCLabelTTF *titleLab = (CCLabelTTF*)selectLayer->getChildByTag(199); titleLab->setFontFillColor(ccc3(144, 144, 144)); CCSprite *separate = CCSprite::createWithSpriteFrameName("separate.png"); separate->setPosition(ccp(selectLayer->getContentSize().width / 2, 260)); separate->setScaleX(0.65); separate->setTag(198); selectLayer->addChild(separate); //加载道具数据 CCTableView *tableView = (CCTableView*)selectLayer->getChildByTag(197); if(!tableView) { tableView = CCTableView::create(this, ccp(selectLayer->getContentSize().width, selectLayer->getContentSize().height - 80)); tableView->setDirection(kCCScrollViewDirectionVertical); tableView->setPosition(CCSizeZero); tableView->setDelegate(this); tableView->setVerticalFillOrder(kCCTableViewFillTopDown); tableView->setTag(197); selectLayer->addChild(tableView); } this->m_tableItems->removeAllObjects(); CCArray *existingItems = ((RPGBattleSceneLayer*)this->m_parentNode)->m_existingItems; for (int i = 0; i < existingItems->count(); i++) this->m_tableItems->addObject(existingItems->objectAtIndex(i)); tableView->reloadData(); //加载道具数据 end ((RPGBattleSceneLayer*)this->m_parentNode)->enabledTouched(false); } break; case kRPGBattleMenuTagEscape: { // CCLog("逃跑"); float success = CCRANDOM_0_1(); if(success >= 0.0 && success <= 0.5) { // CCLog("逃跑成功"); this->setEnabled(false); this->removeFromParentAndCleanup(true); ((RPGBattleSceneLayer*)this->m_parentNode)->goToMap(); } else { ((RPGBattleSceneLayer*)this->m_parentNode)->showMsg((CCString*)this->m_stringList->objectForKey("escape_fail")); //重置进度条 this->m_playerData->m_progress = 0.0; CCProgressTimer *battleProgress = (CCProgressTimer*)this->m_parentNode->getChildByTag(kRPGBattleSceneLayerTagPlayerProgress + this->m_playerData->m_dataId); battleProgress->setPercentage(this->m_playerData->m_progress); ((RPGBattleSceneLayer*)this->m_parentNode)->scheduleUpdate(); CCTMXTiledMap *bgLayer = (CCTMXTiledMap*)this->m_parentNode->getChildByTag(kRPGBattleMenuTagBg); bgLayer->removeFromParentAndCleanup(true); this->removeFromParentAndCleanup(true); } } break; case kRPGBattleMenuTagCancel: { // CCLog("取消"); this->showMenu(); CCMenuItem *menuCancel = (CCMenuItem*)this->getChildByTag(kRPGBattleMenuTagCancel); menuCancel->removeFromParentAndCleanup(true); switch (this->m_selectedMenuTag) { case kRPGBattleMenuTagAttack: CCLog("取消攻击"); ((RPGBattleSceneLayer*)this->m_parentNode)->enabledTouched(false); ((RPGBattleSceneLayer*)this->m_parentNode)->cancelAllSelected(); break; case kRPGBattleMenuTagSkill: CCLog("取消技能列表"); if(((RPGBattleSceneLayer*)this->m_parentNode)->getChildByTag(kRPGBattleSceneLayerTagSkillSelectDialog)) ((RPGBattleSceneLayer*)this->m_parentNode)->removeChildByTag(kRPGBattleSceneLayerTagSkillSelectDialog, true); ((RPGBattleSceneLayer*)this->m_parentNode)->enabledTouched(false); ((RPGBattleSceneLayer*)this->m_parentNode)->cancelAllSelected(); break; case kRPGBattleMenuTagItems: CCLog("取消道具列表"); if(((RPGBattleSceneLayer*)this->m_parentNode)->getChildByTag(kRPGBattleSceneLayerTagItemsSelectDialog)) ((RPGBattleSceneLayer*)this->m_parentNode)->removeChildByTag(kRPGBattleSceneLayerTagItemsSelectDialog, true); ((RPGBattleSceneLayer*)this->m_parentNode)->enabledTouched(false); ((RPGBattleSceneLayer*)this->m_parentNode)->cancelAllSelected(); break; // default: // break; } } break; case kRPGBattleMenuTagCancel2: { //这个选择了一个技能或道具后,到了选择目标对象的一步,使用到的取消按钮 CCMenuItemSprite *menuCancel = (CCMenuItemSprite*)this->getChildByTag(kRPGBattleMenuTagCancel); menuCancel->setVisible(true); CCMenuItemSprite *menuCancel2 = (CCMenuItemSprite*)this->getChildByTag(kRPGBattleMenuTagCancel2); menuCancel2->removeFromParentAndCleanup(true); if(this->m_parentNode->getChildByTag(kRPGBattleSceneLayerTagItemsSelectDialog)) this->m_parentNode->getChildByTag(kRPGBattleSceneLayerTagItemsSelectDialog)->setVisible(true); if(this->m_parentNode->getChildByTag(kRPGBattleSceneLayerTagSkillSelectDialog)) this->m_parentNode->getChildByTag(kRPGBattleSceneLayerTagSkillSelectDialog)->setVisible(true); ((RPGBattleSceneLayer*)this->m_parentNode)->enabledTouched(false); ((RPGBattleSceneLayer*)this->m_parentNode)->cancelAllSelected(); } break; default: { CCLog("攻击"); this->hideMenu(); this->m_selectedMenuTag = kRPGBattleMenuTagAttack; CCMenuItemSprite *menuCancel = CCMenuItemSprite::create(CCSprite::createWithSpriteFrameName("commons_btn_back_04.png"), CCSprite::createWithSpriteFrameName("commons_btn_back_04.png"), this, menu_selector(RPGBattleMenu::onMenu)); menuCancel->setPosition(ccp(43, 596)); menuCancel->setTag(kRPGBattleMenuTagCancel); menuCancel->setScale(0.75); this->addChild(menuCancel); ((RPGBattleSceneLayer*)this->m_parentNode)->enabledTouched(true); } break; } }