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  这节来实现GameUnit类中的一些函数方法,其实这个类一般是一个边写边完善的过程,因为一般很难一次性想全所有的能够供多个类共用的方法。下面贴上代码:

GameUnit.h

#ifndef _GAME_UNIT_H_
#define _GAME_UNIT_H_ //////////////////////////////////////////////////////////////////
//此文件中主要描述的是游戏经常使用到的一些变量和函数的集合
#include "cocos2d.h"
USING_NS_CC; class unit : public cocos2d::Layer
{
private:
cocos2d::Size visible;
cocos2d::Vec2 origin;
cocos2d::Animation* animation; public:
void displayNowScore(float);
cocos2d::Size winSize();
cocos2d::Vec2 winOrigin();
cocos2d::Animation* gameAnimate(int);
float scaleX(cocos2d::Sprite*, cocos2d::Size);
float scaleY(cocos2d::Sprite*, cocos2d::Size);
void goNullptr(cocos2d::Ref* pSender);
//cocos2d::Sprite* createSprite(int);
}; #endif // _GAME_UNIT_H_

GameUnit.cpp

#include "GameUnit.h"

//取得当前屏幕的大小
cocos2d::Size unit::winSize()
{
visible = cocos2d::Director::getInstance()->getVisibleSize();
return visible;
} //取得当前的屏幕的原点坐标
cocos2d::Vec2 unit::winOrigin()
{
origin = cocos2d::Director::getInstance()->getVisibleOrigin();
return origin;
} //计算适合屏幕的缩放值
float unit::scaleX(cocos2d::Sprite* sprite, cocos2d::Size visible)
{
return visible.width / sprite->getContentSize().width;
} float unit::scaleY(cocos2d::Sprite* sprite, cocos2d::Size visible)
{
return visible.height / sprite->getContentSize().height;
} //合成游戏中的精灵的动画效果
cocos2d::Animation* unit::gameAnimate(int types)
{
int i = 0;
if (types <= 3 && types >= 1)
//通过 .plist 文件来创建,取得动画创建的对象
SpriteFrameCache::getInstance()->addSpriteFramesWithFile("bird/bird.plist");
else
SpriteFrameCache::getInstance()->addSpriteFramesWithFile("bird/number.plist"); //使用一个Vector容器来保存这些对象.
Vector<SpriteFrame*> frames; //将plist中的文件依次的去处来
switch (types)
{
case 1:
//红色小鸟
for (i = 0; i < 3; i++)
{
//循环取出每只小鸟
String* frameName = String::createWithFormat("bird0_%d.png", i);
//取得每只小鸟对应的名字
SpriteFrame* frame = SpriteFrameCache::getInstance()->getSpriteFrameByName(frameName->getCString());
//将每只小鸟压入栈中
frames.pushBack(frame);
}
animation = Animation::createWithSpriteFrames(frames, 1.0f / 3.0f);
break; case 2:
//蓝色小鸟
for (i = 0; i < 3; i++)
{
String* frameName = String::createWithFormat("bird1_%d.png", i);
SpriteFrame* frame = SpriteFrameCache::getInstance()->getSpriteFrameByName(frameName->getCString());
frames.pushBack(frame);
}
animation = Animation::createWithSpriteFrames(frames, 1.0f / 3.0f);
break; case 3:
//黄色小鸟
for (i = 0; i < 3; i++)
{
String* frameName = String::createWithFormat("bird2_%d.png", i);
SpriteFrame* frame = SpriteFrameCache::getInstance()->getSpriteFrameByName(frameName->getCString());
frames.pushBack(frame);
}
animation = Animation::createWithSpriteFrames(frames, 1.0f / 3.0f);
break; case 4:
//黄色小鸟
for (i = 1; i <= 3; i++)
{
String* frameName = String::createWithFormat("n%d.png", i);
SpriteFrame* frame = SpriteFrameCache::getInstance()->getSpriteFrameByName(frameName->getCString());
frames.pushBack(frame);
}
animation = Animation::createWithSpriteFrames(frames, 1.0f / 1.0f);
break; default:
CCLOG("Error, The create animation occur error!");
break;
} return animation;
} cocos2d::Sprite* createSprite(int type)
{
Sprite* sprite4 = Sprite::create("logo/medals1.png");
Sprite* sprite3 = Sprite::create("logo/medals2.png");
Sprite* sprite2 = Sprite::create("logo/medals3.png");
Sprite* sprite1 = Sprite::create("logo/medals4.png");
switch (type)
{
//award = NULL;
//铜牌
case 5:CCLOG("5");
return sprite1;
break;
//白银
case 10: CCLOG("10");
return sprite2;
break;
//黄金
case 20:CCLOG("20");
return sprite3;
break;
//白金
case 50:CCLOG("50");
return sprite4;
break;
}
return nullptr;
} void displayNowScore(float time)
{
/*
int number = 0;
int i = 0; //分离数字
while (number)
{
switch (number%10)
{
case 0:
MenuItemImage* zero = NULL;
zero = MenuItemImage::create(
"number/zero.png",
"number/zero.png",
CC_CALLBACK_1(unit::goNullptr, this)
);
break;
case 1:
MenuItemImage* one = NULL;
one = MenuItemImage::create(
"number/one.png",
"number/one.png",
CC_CALLBACK_1(unit::goNullptr, this)
);
break;
case 2:
MenuItemImage* two = NULL;
two = MenuItemImage::create(
"number/two.png",
"number/two.png",
CC_CALLBACK_1(unit::goNullptr)
);
break;
case 3:
Sprite* three = NULL;
three = Sprite::create("number/three.png");
break;
case 4:
Sprite* frou = NULL;
frou = Sprite::create("number/frou.png");
break;
case 5:
Sprite* five = NULL;
five = Sprite::create("number/five.png");
break;
case 6:
Sprite* six = NULL;
six = Sprite::create("number/six.png");
break;
case 7:
Sprite* seven = NULL;
seven = Sprite::create("number/seven.png");
break;
case 8:
Sprite* eight = NULL;
eight = Sprite::create("number/eight.png");
break;
case 9:
Sprite* nine = NULL;
nine = Sprite::create("number/nine.png");
break;
}
number = number / 10;
}
*/
} void unit::goNullptr(cocos2d::Ref* pSender) {}

  

每个函数的功能见:Cocos2d之FlyBird开发---简介

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