在游戏开发中,很多时候会用到滚动窗口效果,我们可以通过滚动来切换不同得场景,在RPG类游戏当中,我们可以用滚动窗口实现关卡选择,在卡牌游戏当中,我们可以用于活动页面的切换。
在cocos2d-x中我们可以通过CCScrollView创建一个滚动窗口。
例1:
1. 创建ScrollView类
2. 在ScrollerView中添加代码
#ifndef __ScrollView_H__
#define __ScrollView_H__
#include “cocos2d.h”
#include “cocos-ext.h”
USING_NS_CC;
USING_NS_CC_EXT;
class ScrollView : public CCLayer
{
public:
virtual bool init();
static CCScene* scene();
CREATE_FUNC(ScrollView);
//触摸事件创建
bool ccTouchBegan(CCTouch* touch, CCEvent*);
void ccTouchEnded(CCTouch* touch, CCEvent*);
CCNode* _contaner;
};
#endif
3. 在ScrollerView.cpp中
#include “ScrollView.h”
CCScene* ScrollView::scene()
{
CCScene *scene = CCScene::create();
ScrollView *layer = ScrollView::create();
scene->addChild(layer);
return scene;
}
bool ScrollView::init()
{
CCLayer::init();
CCSize winSize = CCDirector::sharedDirector()->getWinSize();
CCPoint center = ccp(winSize.width / 2, winSize.height / 2);
//创建结点
CCNode* c = CCNode::create();
//创建精灵(5个紧挨着的)
for(int i = 0; i < 5; i++)
{
CCSprite* sprite = CCSprite::create("HelloWorld.png");
c->addChild(sprite);
//每张图片间隔相差一个窗口宽度的距离
sprite->setPosition(ccpAdd(center, ccp(i*winSize.width, 0)));
}
//滚动视图
//第一个参数:显示的视图大小 ,第二个参数:视图的实际大小
CCScrollView* view = CCScrollView::create(winSize, c);
addChild(view);
//设置水平滚动
view->setDirection( kCCScrollViewDirectionHorizontal);
//设置视图的宽和高
view->setContentSize(CCSize(winSize.width * 5, winSize.height * 5));
return true;
}
例2 设置单张滚动,思想,当像素距离小于25时,认为是点击,其它认为是滚动
ScorllView.cpp
#include “ScrollView.h”
CCScene* ScrollView::scene()
{
CCScene *scene = CCScene::create();
ScrollView *layer = ScrollView::create();
scene->addChild(layer);
return scene;
}
bool ScrollView::init()
{
CCLayer::init();
CCSize winSize = CCDirector::sharedDirector()->getWinSize();
CCPoint center = ccp(winSize.width / 2, winSize.height / 2);
//创建一个结点
CCNode* c = CCNode::create();
_contaner = c;
//创建挨着的精灵
for(int i = 0; i < 5; i++)
{
CCSprite* sprite = CCSprite::create("HelloWorld.png");
c->addChild(sprite);
//每两张图片相差一个屏幕的宽度
sprite->setPosition(ccpAdd(center, ccp(i*winSize.width, 0)));
//设置视图编号
char buf[10];
sprintf(buf, “%d”, i);
CCLabelTTF* label = CCLabelTTF::create(buf, “Arial”, 36);
sprite->addChild(label);
label->setPosition(center);
}
//滚动视图
//第一个参数:在窗口显示的视图大小
//第二个参数:结点CCNode
CCScrollView* view = CCScrollView::create(winSize, c);
addChild(view);
//设置水平滚动
view->setDirection( kCCScrollViewDirectionHorizontal);
//设置视图的宽和高
view->setContentSize(CCSize(winSize.width * 5, winSize.height * 5));
//取消ScrollView的弹性
view->setBounceable(false);
//注册触摸事件
setTouchEnabled(true);
setTouchMode(kCCTouchesOneByOne);
return true;
}
//鼠标点下
bool ScrollView::ccTouchBegan(CCTouch* touch, CCEvent* ev)
{
return true;
}
//鼠标起来
void ScrollView::ccTouchEnded(CCTouch* touch, CCEvent*)
{
//鼠标点下去的时候的位置
CCPoint ptDown = touch->getStartLocation();
//鼠标松开时的位置
CCPoint ptUp = touch->getLocation();
if(ptUp.getDistanceSq(ptDown) <= 25)
{
//检查点击的是哪一个图片
//将世界坐标转换成结点坐标
CCPoint ptInContainer = _contaner->convertToNodeSpace(ptUp);
//定义一个数组保存
CCArray* arr = _contaner->getChildren();
for(int i = 0; i < 5; ++i)
{
//获取点击的是哪个精灵
CCSprite* sprite = (CCSprite*)arr->objectAtIndex(i);
//boundingBox()获取精灵的边框
//(判断触摸点是否在边框内,当在的时候,打印精灵的编号)
if(sprite->boundingBox().containsPoint(ptInContainer))
{
CCLog(“click i is %d”, i);
break;
}
}
}
else
{
//滑动
int x = _contaner->getPositionX();
if (x >= -1920 && x <= 0)
{
// 适配
// 0, -480, -960, -1440, -1920
int idx = (-x +240)/ 480;
x = -idx * 480;
CCMoveTo* moveTo = CCMoveTo::create(0.5f, ccp(x, this->_contaner->getPositionY()));
this->_contaner->runAction(moveTo);
}
}
}