Cocos2d-x-lua学习点滴

Lua下的方法。自己项目经验,个人见解,不能确保正确。


Sprite:


            local Light = CCSprite:create("light.png")
            Light:setPosition(ccp(300,300))
            Light:setScale(1)
            Light:setVisible(true)
            self.secondLevelMenuLayer:addChild(Light)


Button:

searchButton = Button:create()

    searchButton:setScale(1.2)
    searchButton:setTouchEnabled(true)
    searchButton:loadTextures("button-search1.png","button-search2.png","button-search3.png") -- 3个""不可或缺。可nil。
    searchButton:setPosition(CCPoint(280,400))
    self.superView.secondLevelMenuLayer:addWidget(searchButton)
    searchButton:setEnabled(false)

Button的禁用状态。

在button不可触摸的时候设置图片灰色。

Button:setTouchEnable(false)

同一时候设置Button:setBright(false)


Fade效果

      FadeIn->是从暗逐渐变亮

      FadeOut->从亮逐渐变消失。

      FadeTo->从亮逐渐变暗

            local actionTime = 0.2
            local array = CCArray:create()
         
            array:addObject(CCFadeTo:create(0.2, 100))
            local action = CCSequence:create(array)
            self.LayerColor:runAction(action)

       当前引擎UI界面不可实现此效果。

Sprite的旋转

            local Light = CCSprite:create("light.png")            
            Light:setPosition(ccp(480,510))
            Light:setScale(0.8)
            Light:setVisible(true)
            L = CCRotateBy:create(5,360) --RotateTo角度360就没效果。有网帖
            Light:runAction(CCRepeatForever:create(L))


缩放效果

      

            local ImageView_victory = self.secondLevelMenuLayer:getWidgetByName("ImageView_victory")
            local  array = CCArray:create()
            array:addObject(CCScaleBy:create(0.5,1.5))--參数为time。scale
            array:addObject(CCScaleTo:create(0.5,1))
            local action1 = CCSequence:create(array)
            ImageView_victory:runAction(action1)

UI界面分步载入的实现


   local imgs = {} --创建数组
            imgs[1] = ImageView_victory

            local imgs0 = {}
            imgs0[1] = level
            imgs0[2] = shengwang
            imgs0[3] = gold

            local imgs1 = {}
            imgs1[1] = hero0
            imgs1[2] = hero1
            imgs1[3] = hero2
            imgs1[4] = hero3
            imgs1[5] = hero4

            local imgs2 = {}
            imgs2[1] = jingyantiao0
            imgs2[2] = jingyan0
            imgs2[3] = jingyantiao1
            imgs2[4] = jingyan1
            imgs2[5] = jingyantiao2
            imgs2[6] = jingyan2
            imgs2[7] = jingyantiao3
            imgs2[8] = jingyan3
            imgs2[9] = jingyantiao4
            imgs2[10] = jingyan4

            local imgs3 = {}
            imgs3[1] = exp0
            imgs3[2] = exp1
            imgs3[3] = exp2
            imgs3[4] = exp3
            imgs3[5] = exp4

            local imgs4 = {}
            imgs4[1] = ImageView_sun_0
            imgs4[2] = ImageView_sun_1
            imgs4[3] = ImageView_sun_2
            imgs4[4] = ImageView_sun_3
            imgs4[5] = ImageView_sun_4

            local imgs5 = {}
            imgs5[1] = Button_again
            imgs5[2] = Button_share
            imgs5[3] = Button_sure

            local all_imgs = {}
            all_imgs[1] = imgs
            all_imgs[2] = imgs0
            all_imgs[3] = imgs1
            all_imgs[4] = imgs2
            all_imgs[5] = imgs3
            all_imgs[6] = imgs4
            all_imgs[7] = imgs5

            local index = 1
            function callback() --for循环遍历数组

                if all_imgs[index] then
                    for k, v in ipairs(all_imgs[index]) do
                        if v then
                            v:setEnabled(true)
                        end
                end
        end
        index = index +1
        if index >7 then
                self.secondLevelMenuLayer:stopAllActions()
        end
    end

    local array = CCArray:create()
    local callfunc = CCCallFunc:create(callback)
    array:addObject(callfunc)
    local sequence = CCSequence:create(array)
    local forever  = CCRepeatForever:create(sequence)
    self.secondLevelMenuLayer:runAction(forever)


UI上的控件获取须要强转

--战斗结束界面Button实现
    local function back()
        CCDirector:sharedDirector():popScene()
    end

    local Button_close = tolua.cast(self.secondLevelMenuLayer:getWidgetByName("Button_close"),"Button")--lua的强转
    Button_close:setScale(1.3)   
    Button_close:addTouchEventListener(back)

    local Button_sure = self.secondLevelMenuLayer:getWidgetByName("Button_sure")
    Button_sure:addTouchEventListener(back)

    local Button_again = self.secondLevelMenuLayer:getWidgetByName("Button_again")
    local function enterBattle(sender, eventType)
            local pvpScene = PVPScene:new()
            pvpScene:init()
            CCDirector:sharedDirector():pushScene(pvpScene.scene)
    end
    Button_again:addTouchEventListener(enterBattle)



Button直接获取UI

                 创建UI

                           FormationUI = class ()

 local ccs = require ("ccs")

 function FormationUI:ctor()

         self.node = GUIReader:shareReader():widgetFromJsonFile("fight-object_1.ExportJson")--当初做的时候json文件出错当时一直崩溃

 end
function FormationUI:init()


end
 


  Button获取UI(不通过scene)

                 --formationButton
    local function enterFormation(sender,eventType)
            if eventType == ccs.TouchEventType.ended then

                local formationUI = FormationUI.new()
                self.secondLevelMenuLayer:addWidget(formationUI.node)
                formationUI:init()               

            end
    end
    local formationButton = self.menuLayer:getWidgetByName("formationButton")
    formationButton:addTouchEventListener(enterFormation)



获取屏幕尺寸

    local visibleSize = CCDirector:sharedDirector():getVisibleSize()
获取json文件

    self.node = GUIReader:shareReader():widgetFromJsonFile("battleLose.ExportJson")

加入当前副本指示箭头(跳动效果)

    jiantou = CCSprite:create("image_jiantou.png")
    jiantou:setPosition(ccp(170,460))
    jiantou:setZOrder(1)
    self.superView.secondLevelMenuLayer:addChild(jiantou)

    local actionUp = CCJumpBy:create(20,ccp(0,0),40,20)
    local actionByBack = actionUp:reverse()

    local array = CCArray:create()
    array:addObject(actionUp)
    array:addObject(actionByBack)
    local action = CCSequence:create(array)

    jiantou:runAction(CCRepeatForever:create(action))



显示一精灵的方法。

没有就创建,有就隐藏。sender,eventType调用函数。參数为xy坐标

--显示箭头
function RegionMapUI:showArrow(x, y)
    --假设没有箭头就新建
    if not self.arrow then
        self.arrow = CCSprite:create("image_jiantou.png")
        self.arrow:setZOrder(1000)
        self.arrow:setAnchorPoint(CCPoint(0.52,0.17))
        self.node:addNode(self.arrow)
    end

    --推断是否在运行动画
    if self.arrow:numberOfRunningActions() then
        self.arrow:stopAllActions()
    end

    self.arrow:setVisible(true)
    self.arrow:setPosition(CCPoint(x,y))

    self.arrow:runAction(CCRepeatForever:create(CCJumpBy:create(0.8,ccp(0,0),15,1)))
end

--隐藏箭头
function RegionMapUI:hideArrow()
    --假设有箭头就隐藏
    if self.arrow then
        self.arrow:stopAllActions()
        self.arrow:setVisible(false)
    end
    
end


          self:showArrow(sender:getPositionX(), sender:getPositionY())



self.winSize = cc.Director:getInstance():getWinSize()
setPosition(self.winSize.width/2,self.winSize.height/3)

posted @ 2017-06-03 08:41  jhcelue  阅读(482)  评论(0编辑  收藏  举报