void CTopLayer::onEnter() { BaseLayer::onEnter(); this->setTouchPriority(-100); UserData *user = DataCenter::sharedData()->getUser()->getUserData(); m_coinLabel = (CLabel*)m_ui->getChildByTag(13); m_coinLabel->setString(ToString(user->getCoin())); m_moneyLabel = (CLabel*)m_ui->getChildByTag(14); m_moneyLabel->setString(ToString(user->getRoleGold())); // m_foodLabel = (CLabel*)m_ui->getChildByTag(17); //m_foodLabel->setString(ToString(user->getRoleFood())); m_foodLabel->setString(ToString(user->getFriends())); CLabel *action = (CLabel*)(m_ui->findWidgetById("action")); action->setString(CCString::createWithFormat("%d/%d",user->getRoleAction(),user->getActionLimit())->getCString()); CButton* add_food = (CButton*)m_ui->findWidgetById("btn_add_food"); CButton* add_copper = (CButton*)m_ui->findWidgetById("btn_add_copper"); CButton* add_soul = (CButton*)m_ui->findWidgetById("btn_add_soul"); CButton* add_gold = (CButton*)m_ui->findWidgetById("btn_add_gold"); CButton* add_friendship = (CButton*)m_ui->findWidgetById("btn_add_friendship"); add_food->getSelectedImage()->setScale(1.1f); add_copper->getSelectedImage()->setScale(1.1f); add_soul->getSelectedImage()->setScale(1.1f); add_gold->getSelectedImage()->setScale(1.1f); add_friendship->getSelectedImage()->setScale(1.1f); add_food->setOnClickListener(this, ccw_click_selector(CTopLayer::onAddResourceBtn)); add_copper->setOnClickListener(this, ccw_click_selector(CTopLayer::onAddResourceBtn)); add_soul->setOnClickListener(this, ccw_click_selector(CTopLayer::onAddResourceBtn)); add_gold->setOnClickListener(this, ccw_click_selector(CTopLayer::onAddResourceBtn)); add_friendship->setOnClickListener(this, ccw_click_selector(CTopLayer::onAddResourceBtn)); CSceneManager::sharedSceneManager()->addMsgObserver(UPDATE_HERO,this,GameMsghandler_selector(CTopLayer::updateRoleProperty)); //绑定场景隐藏和显示的消息 NOTIFICATION->addObserver(this, callfuncO_selector(CTopLayer::show), SHOW_TOP_LAYER, nullptr); NOTIFICATION->addObserver(this, callfuncO_selector(CTopLayer::hide), HIDE_TOP_LAYER, nullptr); CImageView *coin = (CImageView*)(m_ui->findWidgetById("coin")); CCAnimation *coinAnim = AnimationManager::sharedAction()->getAnimation("7033"); coinAnim->setDelayPerUnit(0.3f); coin->runAction(CCRepeatForever::create(CCAnimate::create(coinAnim))); CImageView *gold = (CImageView*)(m_ui->findWidgetById("gold")); CCAnimation *goldAnim = AnimationManager::sharedAction()->getAnimation("7034"); goldAnim->setDelayPerUnit(0.3f); gold->runAction(CCRepeatForever::create(CCAnimate::create(goldAnim))); }
void CSmeltArmor::onEnter() { BaseLayer::onEnter(); //四个选择框 for (unsigned int i=0; i<4; ++i) { CCheckBox *checkBtn = (CCheckBox*)(m_pBaseInfo[i]->findWidgetById("check")); checkBtn->setOnCheckListener(this,ccw_check_selector(CSmeltArmor::onCheckAttr)); } //选择武器 CButton *select = (CButton*)(m_ui->findWidgetById("select")); select->setOnClickListener(this, ccw_click_selector(CSmeltArmor::onSelectItem)); //洗练 CButton *refine = (CButton*)(m_ui->findWidgetById("refine")); refine->setOnClickListener(this, ccw_click_selector(CSmeltArmor::onRefineItem)); //初始化火 initFire(); //旋转圈 CImageView *circleFire = (CImageView*)(m_ui->findWidgetById("fire_circle")); circleFire->setScale(1.95f); circleFire->runAction(CCRepeatForever::create(CCRotateBy::create(1.0f, 60))); circleFire->runAction(CCRepeatForever::create(CCSequence::createWithTwoActions(CCScaleTo::create(1.2f, 2.1f), CCScaleTo::create(1.2f, 1.95f)))); GetTcpNet->registerMsgHandler(SmeltArmorMsg,this,CMsgHandler_selector(CSmeltArmor::proceesMessage)); GetTcpNet->registerMsgHandler(SmeltDataRequestMsg,this,CMsgHandler_selector(CSmeltArmor::proceesMessage)); CSceneManager::sharedSceneManager()->addMsgObserver(UPDATE_HERO, this, GameMsghandler_selector(CSmeltArmor::roleUpdate)); CSceneManager::sharedSceneManager()->addMsgObserver(UPDATE_ITEM_DATA, this, GameMsghandler_selector(CSmeltArmor::updateStar)); }
void CSignLayer::callBackForTotalSignEffectOneFrameLater() { //隐藏黄标 m_pYellowTip->setVisible(false); //触摸屏蔽 MaskLayer* pLayer1 = MaskLayer::create("CSignLayer::callBackForTotalSignEffect1"); pLayer1->setOpacity(0); LayerManager::instance()->push(pLayer1); MaskLayer* lay = MaskLayer::create("CSignLayer::callBackForTotalSignEffect2"); lay->setContentSize(CCSizeMake(1138,640)); lay->setAnchorPoint(ccp(0.5f, 0.5f)); lay->setPosition(VCENTER); lay->setOpacity(0); LayerManager::instance()->push(lay); //开宝箱 int iIndexTotal = checkTotalBox(); if(iIndexTotal==-1) { //触摸释放 LayerManager::instance()->pop(); LayerManager::instance()->pop(); return; } int iTag = 9065+iIndexTotal; CCString* pStr = CCString::createWithFormat("%d", iTag); CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile(CCString::createWithFormat("skill/%s.plist", pStr->getCString())->getCString()); AnimationManager::sharedAction()->ParseAnimation(pStr->getCString()); CCAnimation *culAnim = AnimationManager::sharedAction()->getAnimation(pStr->getCString()); culAnim->setDelayPerUnit(0.15f); CCAnimate* pAnimate = CCAnimate::create(culAnim); CImageView *mask = (CImageView*)m_ui->findWidgetById(CCString::createWithFormat("mask%d",iIndexTotal+1)->getCString()); mask->setVisible(false); CImageView* pSprite = UICloneMgr::cloneImageView(mask); pSprite->setVisible(true); pSprite->setId("mask_copy"); pSprite->runAction(CCSequence::create( pAnimate, CCCallFunc::create(this, callfunc_selector(CSignLayer::callBackForTotalSignEffectEnd)), nullptr )); mask->getParent()->addChild(pSprite); }
void CHandBookHeroLayer::addTableCell( unsigned int uIdx, CTableViewCell * pCell ) { //先克隆外框条 CLayout *pLay = UICloneMgr::cloneLayout(m_pCellBlank); //对应数据 AtlasIns *pAtlasIns = m_AtlasResponse.mutable_atlas_list()->Mutable(uIdx); //赋值 for (unsigned int i=1; i<=10; i++) { CCNode *child = pLay->getChildByTag(i); pLay->removeChild(child); child->setTag(i); pCell->addChild(child); pCell->setTag(uIdx); } //1-活动底板 { CImageView* pBoard = dynamic_cast<CImageView*>(pCell->getChildByTag(1)); pBoard->setTouchEnabled(true); pBoard->setOnClickListener(this, ccw_click_selector(CHandBookHeroLayer::onClickBlank)); if ( uIdx==m_iSelectIndex ) { pBoard->setTexture(CCTextureCache::sharedTextureCache()->addImage("handBook/bookbg_2.png")); } else { pBoard->setTexture(CCTextureCache::sharedTextureCache()->addImage("handBook/bookbg_1.png")); } } //2-组合名字 { CLabel* pLabel = dynamic_cast<CLabel*>(pCell->getChildByTag(2)); } //3-//组合描述 { CLabel* pLabel = dynamic_cast<CLabel*>(pCell->getChildByTag(3)); } //4-礼品背景 //5-礼品 //10-文字 { CImageView* pGiftBg = dynamic_cast<CImageView*>(pCell->getChildByTag(4)); CImageView* pGift = dynamic_cast<CImageView*>(pCell->getChildByTag(5)); CLabel* pLabel = dynamic_cast<CLabel*>(pCell->getChildByTag(10)); pLabel->setVisible(false); pGift->stopAllActions(); //奖励领取标志 0未领取(不可领取),1未领取(可领取状态),2 已领取 switch (pAtlasIns->get_prize()) { case 0: { pGiftBg->setShaderProgram(ShaderDataMgr->getShaderByType(ShaderStone)); pGift->setShaderProgram(ShaderDataMgr->getShaderByType(ShaderStone)); }break; case 1: { pGiftBg->setShaderProgram(ShaderDataMgr->getShaderByType(ShaderDefault)); pGift->setShaderProgram(ShaderDataMgr->getShaderByType(ShaderDefault)); ResetAnchorPointAndKeepSamePos(pGift, CCPointCenter); pGift->runAction(CCRepeatForever::create(CCSequence::createWithTwoActions(CCScaleTo::create(0.3f, 0.75f), CCScaleTo::create(0.3f, 0.7f)))); }break; case 2: { pGiftBg->setVisible(false); pGift->setVisible(false); pLabel->setVisible(true); }break; default: break; } } //7-进度条 //8-进度数字 //9-进度图标 { CProgressBar* pProgress = dynamic_cast<CProgressBar*>(pCell->getChildByTag(7)); CLabel* pLabel = dynamic_cast<CLabel*>(pCell->getChildByTag(8)); pLabel->setTouchEnabled(true); pLabel->setOnClickListener(this, ccw_click_selector(CHandBookHeroLayer::onClickScoreIcon)); CImageView* pIcon = dynamic_cast<CImageView*>(pCell->getChildByTag(9)); pIcon->setTouchEnabled(true); pIcon->setOnClickListener(this, ccw_click_selector(CHandBookHeroLayer::onClickScoreIcon)); } //收集列表 CCPoint pPos(80, 54); int iGapX = 94; initListCellIcon( pAtlasIns, pPos, iGapX, pCell ); }