在Xcode中打开MainScene.h文件,在接口中添加2个方法:
-(void)winGame;
-(void)loseGame;
回到MainScene.m文件中,转换对应的实现代码:
-(void)endScene{
[_cat runAction:[CCActionSequence actions:
[CCActionScaleBy actionWithDuration:0.5 scale:3.0],
[CCActionDelay actionWithDuration:1.0],
[CCActionScaleTo actionWithDuration:0.5 scale:0],
[CCActionCallFunc actionWithTarget:self selector:@selector(showRestartMenu)],
nil]];
[_cat runAction:[CCActionRepeatForever actionWithAction:
[CCActionRotateBy actionWithDuration:0.5 angle:360]]];
}
-(void)winGame{
_gameOver = YES;
_won = YES;
[self endScene];
}
-(void)loseGame{
_gameOver = YES;
_won = NO;
[self endScene];
}
winGame和loseGame方法最终都调用了endScene方法,而在endScene方法中实现了老鼠旋转缩放的动画效果,在动画结束时又调用了一个内部方法showRestartMenu.我们先来看一下这个方法在原代码里是如何实现的:
//原代码中的方法实现
- (void)showRestartMenu {
CGSize winSize = [CCDirector sharedDirector].winSize;
NSString *message;
if (_won) {
message = [NSString stringWithFormat:@"You win![left %d bones]", _cat.numBones];
} else {
message = @"You lose!";
}
CCLabelBMFont *label;
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) {
label = [CCLabelBMFont labelWithString:message fntFile:@"Arial-hd.fnt"];
} else {
label = [CCLabelBMFont labelWithString:message fntFile:@"Arial.fnt"];
}
label.scale = 0.1;
label.position = ccp(winSize.width/2, winSize.height * 0.6);
[self addChild:label];
CCLabelBMFont *restartLabel;
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) {
restartLabel = [CCLabelBMFont labelWithString:@"Restart" fntFile:@"Arial-hd.fnt"];
} else {
restartLabel = [CCLabelBMFont labelWithString:@"Restart" fntFile:@"Arial.fnt"];
}
CCMenuItemLabel *restartItem = [CCMenuItemLabel itemWithLabel:restartLabel target:self selector:@selector(restartTapped:)];
restartItem.scale = 0.1;
restartItem.position = ccp(winSize.width/2, winSize.height * 0.4);
CCMenu *menu = [CCMenu menuWithItems:restartItem, nil];
menu.position = CGPointZero;
[self addChild:menu z:10];
[restartItem runAction:[CCScaleTo actionWithDuration:0.5 scale:1.0]];
[label runAction:[CCScaleTo actionWithDuration:0.5 scale:1.0]];
}
可以看到代码比较长,但功能很简单:就是根据游戏胜利条件打造一个显式界面.界面中有2个标签,第一个显示胜利或失败的消息,后一个当成一个按钮来用,如果用户点击它,则重新载入MainScene场景.
但是其中一些类在Cocos2Dv3.4中已经没有了,比如CCMenuItemLabel.如果用CCButton类代替的话,则正常情况下Cocos2Dv3.4中的按钮类CCButton里的标签是不可以设置为CCLabelBMFont类型的.
那么我们怎么达到原代码中的效果呢?答案是用SpriteBuilder强大和方便的Layer界面创建能力来搞定!我们将在下一篇中详述创建过程.see you ;)