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scrollView滾動視圖實現商城模塊(附代碼)

自己看回之前寫的代碼都有點吃力,早期代碼比較亂,很多東西都沒有封裝起來,但是一些功能性的東西還是有的,可以參考一下。

實例代碼:

ScrollViewTest2.h

#ifndef _ScrollViewTest2_H_

#define _ScrollViewTest2_H_

#include "cocos2d.h"

#include "cocos-ext.h"

USING_NS_CC_EXT;

using namespace cocos2d;

using namespace cocos2d::extension;

extern int giftTag;

class ScrollViewTest2 :public CCLayer, public CCScrollViewDelegate

{

public:

static cocos2d::CCScene* createScene();//獲取歡迎畫面的CCScene

virtual bool init();

//scroll 委託

virtual void scrollViewDidScroll(CCScrollView* view);

virtual void scrollViewDidZoom(CCScrollView* view);

virtual void scrollViewMoveOver(CCScrollView* view);

CCNode* create9Sprite(float pWith, float pHeight);//創建9妹精靈

virtual bool ccTouchBegan(CCTouch *CCTouch, CCEvent *pCCEvent);

virtual void ccTouchMoved(CCTouch *CCTouch, CCEvent *pCCEvent);

virtual void ccTouchEnded(CCTouch *CCTouch, CCEvent *pCCEvent);

CCLabelTTF* buy_information;

CCLabelTTF* buy_information1;

CCLabelTTF* buy_price;

//CCSprite*xuanding;//勾選

void getTestTag(int tag);//獲取道具描述的tag

void buyClick(CCObject*sender);//購買按鈕回調

void chooseClick(CCObject*sender);//選擇按鈕回調

CCSize winSize;

void homeClick(CCObject* sender);//返回主界面

CCLabelAtlas* goldNum;//金幣數量

virtual void update(float dt);//更新金幣數量

CCLabelAtlas* magnetNum;//磁鐵數量

CCLabelAtlas* shieldNum;//護盾數量

CCLabelAtlas* rocketNum;//火箭數量

CCLabelAtlas* bloodNum;//血瓶數量

CREATE_FUNC(ScrollViewTest2);

private:

//根據手勢滑動的距離和方向滾動圖層

void adjustCCScrollView(float offset);

private:

//存放所有圖片

CCArray* m_spVec;

//當前的CCScrollView

extension::CCScrollView *m_CCScrollView;

//CCTouchBegen時的觸摸位置

CCPoint m_CCTouchCCPoint;

//當前是第幾張圖片

int m_currentPage;

float thelastPos;

float xOffSet;//存儲偏離量

CCScrollView* scrollView;

int x; //CCScrollView的當前橫坐標

private:

CCArray* sp_vec;//聲明一個容器

};

#endif

ScrollViewTest2.cpp

#include "ScrollViewTest2.h"

#include "StartGame.h"

#include "DataManager.h"

#include "BaseUtils.h"

#include "Hero.h"

#include "Goldlayer.h"

#include "JNIUtil.h"

USING_NS_CC;

/*

* 精靈真正的位置為:spr->getPositionX + 偏移量

*/

int giftTag;

int sprIdx;

std::string magnetStr;

std::string shieldStr;

std::string rocketStr;

std::string bloodStr;

//越向右偏移量越小

#define MIDDLE_POSITION 240

#define FIRST_OFFSET 160 //第一個spr置於中間的偏移量

#define LAST_OFFSET -1040 //最後一個spr置於中間的偏移量,計算:第一個減掉((spr總數-1) * spr寬度) 160-(13-1)*100=-1040

#define CELL_WIDTH 100

#define BIG_SCALE 3.0f

CCScene* ScrollViewTest2::createScene(){

CCLayer* layer = ScrollViewTest2::create();

CCScene* scene = CCScene::create();

scene->addChild(layer);

return scene;

}

void ScrollViewTest2::update(float dt){

countDownTime -= dt;

ONLINE_GIFT_TIME += dt;

int goldNum_xda = DataManager::getInstance()->getGoldNum();

std::string goldStr;

goldStr = CCString::createWithFormat("%d", goldNum_xda)->getCString();

goldNum->setString(goldStr.c_str());

//磁鐵數量

int magnetNum_xda = DataManager::getInstance()->getMagnetNum();

//std::string magnetStr;

magnetStr = CCString::createWithFormat("%d", magnetNum_xda)->getCString();

magnetNum->setString(magnetStr.c_str());

//護盾數量

int shieldNum_xda = DataManager::getInstance()->getShieldNum();

shieldStr = CCString::createWithFormat("%d", shieldNum_xda)->getCString();

shieldNum->setString(shieldStr.c_str());

//火箭數量

int rocketNum_xda = DataManager::getInstance()->getRocketNum();

rocketStr = CCString::createWithFormat("%d", rocketNum_xda)->getCString();

rocketNum->setString(rocketStr.c_str());

//血瓶數量

int bloodNum_xda = DataManager::getInstance()->getBloodNum();

bloodStr = CCString::createWithFormat("%d", bloodNum_xda)->getCString();

bloodNum->setString(bloodStr.c_str());

}

bool ScrollViewTest2::init()

{

if (!CCLayer::init())

{

return false;

}

scheduleUpdate();

CCLOG("11111111111111111");

//商城界面

winSize = CCDirector::sharedDirector()->getWinSize();

CCSprite*shopLayer = CCSprite::create("beijing2_xda.png");

shopLayer->setPosition(ccp(winSize.width / 2, winSize.height / 2));

this->addChild(shopLayer);

//左上角商城圖標

CCSprite*shopPictuer = CCSprite::create("shop.png");

shopPictuer->setPosition(ccp(50, 280));

shopPictuer->setScale(0.8f);

this->addChild(shopPictuer);

//購買按鈕

CCMenuItemImage* buy_btn = CCMenuItemImage::create("buy.png", "buy.png", this, menu_selector(ScrollViewTest2::buyClick));

buy_btn->setPosition(ccp(winSize.width /2+20, 50));

buy_btn->setScale(0.7f);

CCMenu*shopMenu_2 = CCMenu::create(buy_btn, NULL);

shopMenu_2->setPosition(CCPointZero);

this->addChild(shopMenu_2);

shopMenu_2->setTag(216);

CCLOG("2");

//選擇按鈕按鈕

CCMenuItemImage* choose_btn = CCMenuItemImage::create("choose.png", "choose.png", this, menu_selector(ScrollViewTest2::chooseClick));

choose_btn->setPosition(ccp(winSize.width / 2+20, 50));

choose_btn->setScale(0.7f);

CCMenu*shopMenu_3 = CCMenu::create(choose_btn, NULL);

shopMenu_3->setPosition(CCPointZero);

this->addChild(shopMenu_3,1);

shopMenu_3->setVisible(false);

shopMenu_3->setTag(710);

//返回主頁按鈕

CCMenuItemImage* home_btn = CCMenuItemImage::create("home_btn.png", "home_btn.png", this, menu_selector(ScrollViewTest2::homeClick));

home_btn->setPosition(ccp(winSize.width - 40, 50));

home_btn->setScale(0.7f);

CCMenu*shopMenu_1 = CCMenu::create(home_btn, NULL);

shopMenu_1->setPosition(CCPointZero);

this->addChild(shopMenu_1);

//道具描述

buy_information = CCLabelTTF::create(GBK_TO_UTF8("金幣磁鐵").c_str(), "Arial", 24);

buy_information->setColor(ccYELLOW);

buy_information->setPosition(ccp(winSize.width / 2+20, 250));

this->addChild(buy_information);

buy_information->setTag(1212);

buy_information1= CCLabelTTF::create(GBK_TO_UTF8("不會加速但金幣滾滾來").c_str(), "Arial", 18);

//buy_information1->setColor(ccYELLOW);

buy_information1->setPosition(ccp(winSize.width / 2+20, 220));

this->addChild(buy_information1);

buy_information1->setTag(121295);

//道具價格

buy_price = CCLabelTTF::create(GBK_TO_UTF8("20.00RMB").c_str(), "Arial", 18);

buy_price->setColor(ccYELLOW);

buy_price->setPosition(ccp(winSize.width / 2+20, 80));

this->addChild(buy_price);

buy_price->setTag(8080);

CCLOG("31111111111111111");

//金幣

CCSprite * gold_png = CCSprite::create("gold.png");

gold_png->setScale(0.7f);

gold_png->setPosition(ccp(winSize.width - 30, 280));

this->addChild(gold_png);

goldNum = CCLabelAtlas::create("99999", "num1.png", 12, 17, 48);

goldNum->setPosition(ccp(winSize.width - 100, 270));

goldNum->setColor(ccYELLOW);

goldNum->setAnchorPoint(CCPointZero);

this->addChild(goldNum);

//磁鐵數量

magnetNum = CCLabelAtlas::create("99999", "num1.png", 12, 17, 48);

magnetNum->setPosition(ccp(winSize.width/2+60, 70));

magnetNum->setColor(ccYELLOW);

magnetNum->setAnchorPoint(CCPointZero);

this->addChild(magnetNum);

magnetNum->setTag(1007);

//護盾數量

shieldNum = CCLabelAtlas::create("99999", "num1.png", 12, 17, 48);

shieldNum->setPosition(ccp(winSize.width / 2 + 60, 70));

shieldNum->setColor(ccYELLOW);

shieldNum->setAnchorPoint(CCPointZero);

this->addChild(shieldNum);

//火箭數量

rocketNum = CCLabelAtlas::create("99999", "num1.png", 12, 17, 48);

rocketNum->setPosition(ccp(winSize.width / 2 + 60, 70));

rocketNum->setColor(ccYELLOW);

rocketNum->setAnchorPoint(CCPointZero);

this->addChild(rocketNum);

//血瓶數量

bloodNum = CCLabelAtlas::create("99999", "num1.png", 12, 17, 48);

bloodNum->setPosition(ccp(winSize.width / 2 + 60, 70));

bloodNum->setColor(ccYELLOW);

bloodNum->setAnchorPoint(CCPointZero);

this->addChild(bloodNum);

CCSize winSize = CCDirector::sharedDirector()->getWinSize();

//首先創建CCScrollView

CCLayer* scroll_layer = CCLayer::create();//創建CCScrollView中的容器層

scroll_layer->setPosition(CCPoint(0, 0));

scroll_layer->setAnchorPoint(CCPoint(0, 0));

scroll_layer->setContentSize(winSize);//設置容器層大小為(CELL_WIDTH0,300)

scroll_layer->setTag(101);

scrollView = CCScrollView::create(CCSize(winSize.width, 300), scroll_layer);//創建scrollView,顯示窗口大小為(400,300)

scrollView->setDelegate(this);//設置委託

scrollView->setDirection(kCCScrollViewDirectionHorizontal);//設置滾動方向為水平

scrollView->setTouchEnabled(true);

scrollView->setPosition(CCPoint(0, 50));

scrollView->setBounceable(true);

scrollView->setTag(100);

this->addChild(scrollView, 2);

sp_vec = CCArray::createWithCapacity(100);

sp_vec->retain();

//增加商品

for (int i = 1; i < 14; i++){

char tmp[256];

sprintf(tmp, "p%d.png", i);

CCSprite* spr = CCSprite::create(tmp);

//spr->setAnchorCCPoint(CCPoint(0, 0));

spr->setPosition(CCPoint(i*CELL_WIDTH, 100));//沒設置錨點,則默認在正中央

spr->setTag(i);

scroll_layer->addChild(spr,2);

sp_vec->addObject(spr);

CCSprite* xuanding = CCSprite::create("gouxuan.png");//人物的勾選

xuanding->setPosition(ccp(winSize.width / 2 -200, -10));

xuanding->setVisible(false);

xuanding->setScale(0.5f);

spr->addChild(xuanding, 3);//放到道具圖標裡面

xuanding->setTag(i);

//if (DataManager::getHeroNum()+5==sprIdx)

//{

CCLOG("411111111111111111");

if (DataManager::getHeroNum() + 5 == i)

{

spr->getChildByTag(i)->setVisible(true);

}

else

{

spr->getChildByTag(i)->setVisible(false);

}

//}

CCSprite* xuanding_cj = CCSprite::create("gouxuan.png");//場景的勾選

xuanding_cj->setPosition(ccp(winSize.width / 2 - 200, -10));

xuanding_cj->setVisible(false);

xuanding_cj->setScale(0.5f);

spr->addChild(xuanding_cj, 3);//放到道具圖標裡面

xuanding_cj->setTag(i+100);

if (DataManager::getSceneNum() + 11 == i)

{

spr->getChildByTag(i+100)->setVisible(true);

}

else

{

spr->getChildByTag(i+100)->setVisible(false);

}

}

CCDirector::sharedDirector()->getTouchDispatcher()->addTargetedDelegate(this, true, this);

//auto listener = EventListenerTouchOneByOne::create();

////設置是否想下傳遞觸摸

//listener->setSwallowTouches(true);

//listener->onTouchBegan = CC_CALLBACK_2(ScrollViewTest2::onTouchBegan, this);

//listener->onTouchMoved = CC_CALLBACK_2(ScrollViewTest2::onTouchMoved, this);

//listener->onTouchEnded = CC_CALLBACK_2(ScrollViewTest2::onTouchEnded, this);

////將觸摸監聽添加到eventDispacher中去

//_eventDispatcher->addEventListenerWithCCSceneGraphPriority(listener, this);

////註冊觸摸結束

//最開始把第一個商品偏移到正中央

scrollView->setContentOffset(CCPoint(FIRST_OFFSET, 0), false);

CCLOG("51111111111111111");

return true;

}

void ScrollViewTest2::getTestTag(int tag){

//getChildByTag(1212);

CCLabelTTF*test = (CCLabelTTF*)getChildByTag(1212);

CCLabelTTF*test1 = (CCLabelTTF*)getChildByTag(8080);

CCLabelTTF*test2 = (CCLabelTTF*)getChildByTag(121295);

//char tmp1[256];

////sprintf(tmp1, GBK_TO_UTF8("當前持有:%s").c_str(), magnetStr.c_str());//拼接字元串 ,magnetStr.c_str() 表示數量

//sprintf(tmp1, GBK_TO_UTF8("當前持有:%s").c_str());

//char tmp2[256];

//sprintf(tmp2, GBK_TO_UTF8("當前持有:%s").c_str());

//char tmp3[256];

//sprintf(tmp3, GBK_TO_UTF8("當前持有:%s").c_str());

//char tmp4[256];

//sprintf(tmp4, GBK_TO_UTF8("當前持有:%s").c_str());

switch (tag)

{

case 1:

test->setString(GBK_TO_UTF8("金幣磁鐵").c_str());

test1->setString(GBK_TO_UTF8("當前持有:").c_str());

test2->setString(GBK_TO_UTF8("不會加速但金幣滾滾來").c_str());

magnetNum->setVisible(true);

shieldNum->setVisible(false);

rocketNum->setVisible(false);

bloodNum->setVisible(false);

break;

case 2:

test->setString(GBK_TO_UTF8("護盾").c_str());

test1->setString(GBK_TO_UTF8("當前持有:").c_str());

test2->setString(GBK_TO_UTF8("無視障礙10秒").c_str());

shieldNum->setVisible(true);

magnetNum->setVisible(false);

rocketNum->setVisible(false);

bloodNum->setVisible(false);

break;

case 3:

test->setString(GBK_TO_UTF8("火箭衝刺").c_str());

test1->setString(GBK_TO_UTF8("當前持有:").c_str());

test2->setString(GBK_TO_UTF8("進行加速10秒!").c_str());

rocketNum->setVisible(true);

shieldNum->setVisible(false);

magnetNum->setVisible(false);

bloodNum->setVisible(false);

break;

case 4:

test->setString(GBK_TO_UTF8("加血道具").c_str());

test1->setString(GBK_TO_UTF8("當前持有:").c_str());

test2->setString(GBK_TO_UTF8("補滿血量!").c_str());

bloodNum->setVisible(true);

shieldNum->setVisible(false);

magnetNum->setVisible(false);

rocketNum->setVisible(false);

break;

case 5:

test->setString(GBK_TO_UTF8("小摔哥").c_str());

test1->setString(GBK_TO_UTF8(" ").c_str());

test2->setString(GBK_TO_UTF8("穿戴正常的小摔哥!").c_str());

magnetNum->setVisible(false);

shieldNum->setVisible(false);

rocketNum->setVisible(false);

bloodNum->setVisible(false);

break;

case 6:

test->setString(GBK_TO_UTF8("兵馬俑小摔哥
").c_str());

test1->setString(GBK_TO_UTF8("20.00.RMB").c_str());

test2->setString(GBK_TO_UTF8("秦始皇時代可流行了!").c_str());

magnetNum->setVisible(false);

shieldNum->setVisible(false);

rocketNum->setVisible(false);

bloodNum->setVisible(false);

break;

case 7:

test->setString(GBK_TO_UTF8("財神皮膚").c_str());

test1->setString(GBK_TO_UTF8("20.00.RMB").c_str());

test2->setString(GBK_TO_UTF8("喜氣財氣!").c_str());

magnetNum->setVisible(false);

shieldNum->setVisible(false);

rocketNum->setVisible(false);

bloodNum->setVisible(false);

break;

case 8:

test->setString(GBK_TO_UTF8("熊貓皮膚").c_str());

test1->setString(GBK_TO_UTF8("20.00.RMB").c_str());

test2->setString(GBK_TO_UTF8("竹子吃多了!").c_str());

magnetNum->setVisible(false);

shieldNum->setVisible(false);

rocketNum->setVisible(false);

bloodNum->setVisible(false);

break;

case 9:

test->setString(GBK_TO_UTF8("金幣禮包").c_str());

test1->setString(GBK_TO_UTF8("20.00.RMB").c_str());

test2->setString(GBK_TO_UTF8("獲得金幣2000!").c_str());

magnetNum->setVisible(false);

shieldNum->setVisible(false);

rocketNum->setVisible(false);

bloodNum->setVisible(false);

break;

case 10:

test->setString(GBK_TO_UTF8("金幣禮包").c_str());

test1->setString(GBK_TO_UTF8("10.00.RMB").c_str());

test2->setString(GBK_TO_UTF8("獲得金幣1000!").c_str());

magnetNum->setVisible(false);

shieldNum->setVisible(false);

rocketNum->setVisible(false);

bloodNum->setVisible(false);

break;

case 11:

test->setString(GBK_TO_UTF8("企鵝峰").c_str());

test1->setString(GBK_TO_UTF8(" ").c_str());

test2->setString(GBK_TO_UTF8("最原始的雪崩逃生體驗!").c_str());

magnetNum->setVisible(false);

shieldNum->setVisible(false);

rocketNum->setVisible(false);

bloodNum->setVisible(false);

break;

case 12:

test->setString(GBK_TO_UTF8("咆哮山").c_str());

test1->setString(GBK_TO_UTF8("20.00.RMB").c_str());

test2->setString(GBK_TO_UTF8("開啟新場景,來挑戰吧!").c_str());

magnetNum->setVisible(false);

shieldNum->setVisible(false);

rocketNum->setVisible(false);

bloodNum->setVisible(false);

break;

case 13:

test->setString(GBK_TO_UTF8("鷹嘯崖").c_str());

test1->setString(GBK_TO_UTF8("20.00.RMB").c_str());

test2->setString(GBK_TO_UTF8("開啟新場景,來挑戰吧!").c_str());

magnetNum->setVisible(false);

shieldNum->setVisible(false);

rocketNum->setVisible(false);

bloodNum->setVisible(false);

break;

/* case 14:

test->setString(GBK_TO_UTF8("").c_str());

test1->setString(GBK_TO_UTF8("").c_str());

test2->setString(GBK_TO_UTF8("").c_str());

break;

case 15:

test->setString(GBK_TO_UTF8("").c_str());

test1->setString(GBK_TO_UTF8("").c_str());

test2->setString(GBK_TO_UTF8("").c_str());

break;*/

default:

break;

}

}

//int sprIdx;

void ScrollViewTest2::scrollViewDidScroll(CCScrollView* view)

{

CCLOG("CCScrollViewDidScroll");

//在CCScrollView拖動時響應該函數

float offsetPosX = (view->getContentOffset()).x;//獲得偏移X坐標(向右移動,偏移量為正數,向左則為負數)

//CCLOG("offset pos is %f , %f", view->getContentOffset().x, view->getContentOffset().y);

//for 循環遍歷容器中的每個精靈

CCObject* pObj;

//正向

CCARRAY_FOREACH(sp_vec, pObj)

{

CCSprite* e = (CCSprite*)pObj;

float CCPointX = e->getPositionX();//獲得當前對象的X坐標(不管怎麼滾動,這個坐標都是不變的)

float endPosX = CCPointX + offsetPosX;//將精靈的 X坐標 + 偏移X坐標

//當endPosX在 中間 範圍,則對象變大

if (endPosX > (MIDDLE_POSITION - CELL_WIDTH / 2) && endPosX < (MIDDLE_POSITION + CELL_WIDTH / 2))

{

e->setScale(1.0f);

sprIdx = e->getTag();//獲得正中間的商品的Tag

getTestTag(e->getTag());

if (sprIdx == 5 || sprIdx == 11)

{

getChildByTag(710)->setVisible(true);

getChildByTag(216)->setVisible(false);

}

else if (sprIdx == 6 && DataManager::getIsBuyGoldHero())

{

getChildByTag(710)->setVisible(true);

getChildByTag(216)->setVisible(false);

getChildByTag(8080)->setVisible(false);

}

else if (sprIdx == 7 && DataManager::getIsBuyFortuneHero())

{

getChildByTag(710)->setVisible(true);

getChildByTag(216)->setVisible(false);

getChildByTag(8080)->setVisible(false);

}

else if (sprIdx == 8 && DataManager::getIsBuyPandaHero())

{

getChildByTag(710)->setVisible(true);

getChildByTag(216)->setVisible(false);

getChildByTag(8080)->setVisible(false);

}

/*else if (sprIdx == 10)

{

getChildByTag(710)->setVisible(true);

getChildByTag(216)->setVisible(false);

}*/

else if (sprIdx == 12 && DataManager::getIsBuyPaoxiaoshan())

{

getChildByTag(710)->setVisible(true);

getChildByTag(216)->setVisible(false);

getChildByTag(8080)->setVisible(false);

}

else if (sprIdx == 13 && DataManager::getIsBuyYingxiaoya())

{

getChildByTag(710)->setVisible(true);

getChildByTag(216)->setVisible(false);

getChildByTag(8080)->setVisible(false);

}

else

{

getChildByTag(710)->setVisible(false);

getChildByTag(216)->setVisible(true);

getChildByTag(8080)->setVisible(true);

}

}

else

{

//不是在上面的範圍,則設置為正常大小

e->setScale(0.5f);

}

}

// for (auto e : sp_vec)

// {

// auto CCPointX = e->getPositionX();//獲得當前對象的X坐標(不管怎麼滾動,這個坐標都是不變的)

// float endPosX = CCPointX + offsetPosX;//將精靈的 X坐標 + 偏移X坐標

// //當endPosX在 中間 範圍,則對象變大

// if (endPosX > (MIDDLE_POSITION - CELL_WIDTH / 2) && endPosX < (MIDDLE_POSITION + CELL_WIDTH / 2))

// {

// e->setScale(BIG_SCALE);

// sprIdx = e->getTag();//獲得正中間的商品的Tag

// }

// else

// {

// //不是在上面的範圍,則設置為正常大小

// e->setScale(1.0f);

// }

//}

}

void ScrollViewTest2::scrollViewDidZoom(CCScrollView* view)

{

CCLOG("CCScrollViewDidZoom");

}

void ScrollViewTest2::scrollViewMoveOver(CCScrollView* view)

{

CCLOG("CCScrollViewMoveOver");

}

bool isTouchMovedMove;

bool ScrollViewTest2::ccTouchBegan(CCTouch *touch, CCEvent *pEvent){

isTouchMovedMove = false;

CCLOG("onTouchBegan");

return true;

}

void ScrollViewTest2::ccTouchMoved(CCTouch *touch, CCEvent *pEvent){

isTouchMovedMove = true;

CCLOG("onTouchMoved");

float offSetX = scrollView->getContentOffset().x;

//如果偏移量大於最初位置或者小於最末位置,都不再移動

if (offSetX >= FIRST_OFFSET){

scrollView->setContentOffset(CCPoint(FIRST_OFFSET, 0), false);

}

else if (offSetX <= LAST_OFFSET){

scrollView->setContentOffset(CCPoint(LAST_OFFSET, 0), false);

}

}

void ScrollViewTest2::ccTouchEnded(CCTouch *touch, CCEvent *pEvent){

CCLOG("onTouchEnded");

// 關閉CCCCScrollView中的自調整,如果沒有設置則進行回彈

scrollView->unscheduleAllSelectors();

CCLOG("offset pos is %f", scrollView->getContentOffset().x);

//如果沒有滑動,則根據點擊的位置進行判斷,將相應的商品移動到正中間

if (!isTouchMovedMove){

//沒有滑動的情況如下

int locatX = touch->getLocation().x;//獲取點擊的位置

int firstOffset = scrollView->getContentOffset().x;//當前的偏移量

int Offset = firstOffset - (locatX - MIDDLE_POSITION);//計算出將點擊位置移動到中間的最後偏移量 ,(locatX - MIDDLE_POSITION) 是中間距離

//以下計算 在寬度範圍內的偏移量,均調整為正中央的偏移量: eg:【260+-30】內的值都設為260

int i = ((FIRST_OFFSET + CELL_WIDTH/2) - Offset) / CELL_WIDTH;

int lastOffset = FIRST_OFFSET - i * CELL_WIDTH;

//如果超出偏移範圍

if (lastOffset >= FIRST_OFFSET){

scrollView->setContentOffset(CCPoint(FIRST_OFFSET, 0), true);

}

else if (lastOffset <= LAST_OFFSET){

scrollView->setContentOffset(CCPoint(LAST_OFFSET, 0), true);

}

else{

//根據調整後的偏移量進行偏移

scrollView->setContentOffset(CCPoint(lastOffset, 0), true);

}

}

else{

//滑動的情況

//以下計算 在寬度範圍內的偏移量,均調整為正中央的偏移量

/*int i = ((FIRST_OFFSET + CELL_WIDTH / 2) - scrollView->getContentOffset().x) / CELL_WIDTH;

unsigned int t = FIRST_OFFSET - i * CELL_WIDTH;

scrollView->setContentOffset(CCPoint(t, 0), true);*/

}

}

//返回主頁按鈕回調

void ScrollViewTest2::homeClick(CCObject* sender){

CCDirector::sharedDirector()->replaceScene(StartGame::scene());

}

//購買按鈕回調

void ScrollViewTest2::buyClick(CCObject*sender){

switch (sprIdx)

{

case 1:

if (DataManager::getGoldNum()<300)

{

CCLayer*layer = Goldlayer::create();

this->addChild(layer, 4);

}

else if (true)

{

DataManager::getInstance()->setGoldNum(DataManager::getInstance()->getGoldNum() - 300);

DataManager::getInstance()->setMagnetNum(DataManager::getInstance()->getMagnetNum()+1);

}

break;

case 2:

if (DataManager::getGoldNum()<600)

{

CCLayer*layer = Goldlayer::create();

this->addChild(layer,4);

}

else

{

DataManager::getInstance()->setShieldNum(DataManager::getInstance()->getShieldNum() + 1);

DataManager::getInstance()->setGoldNum(DataManager::getInstance()->getGoldNum() -600);

}

break;

case 3:

if (DataManager::getGoldNum()<500)

{

CCLayer*layer = Goldlayer::create();

this->addChild(layer,4);

}

else

{

DataManager::getInstance()->setRocketNum(DataManager::getInstance()->getRocketNum() + 1);

DataManager::getInstance()->setGoldNum(DataManager::getInstance()->getGoldNum() - 500);

}

break;

case 4:

if (DataManager::getGoldNum()<800)

{

CCLayer*layer = Goldlayer::create();

this->addChild(layer,4);

}

else

{

DataManager::getInstance()->setBloodNum(DataManager::getInstance()->getBloodNum() + 1);

DataManager::getInstance()->setGoldNum(DataManager::getInstance()->getGoldNum() - 800);

}

break;

case 5:

DataManager::setHeroNum(0);

//HeroTypeNum = 1;

break;

case 6:

{

std::function<void()> successCallback = [=]{

DataManager::setIsBuyGoldHero(true);

DataManager::setHeroNum(1);

getChildByTag(216)->setVisible(false);

getChildByTag(710)->setVisible(true);

getChildByTag(8080)->setVisible(false);

};

std::function<void()> failCallback = [=]{

};

JNIUtil::pay(EnumPayType::GOODS_NEWHERO, successCallback, failCallback);

}

break;

case 7:

{

std::function<void()> successCallback = [=]{

DataManager::setIsBuyFortunrHero(true);

DataManager::setHeroNum(2);

getChildByTag(216)->setVisible(false);

getChildByTag(710)->setVisible(true);

getChildByTag(8080)->setVisible(false);

};

std::function<void()> failCallback = [=]{

};

JNIUtil::pay(EnumPayType::GOODS_NEWHERO, successCallback, failCallback);

}

break;

case 8:

{

std::function<void()> successCallback = [=]{

DataManager::setIsBuyPandaHero(true);

DataManager::setHeroNum(3);

//HeroTypeNum = 4;

getChildByTag(216)->setVisible(false);

getChildByTag(710)->setVisible(true);

getChildByTag(8080)->setVisible(false);

};

std::function<void()> failCallback = [=]{

};

JNIUtil::pay(EnumPayType::GOODS_NEWHERO, successCallback, failCallback);

}

break;

case 9:

{

std::function<void()> successCallback = [=]{

DataManager::getInstance()->setGoldNum(DataManager::getInstance()->getGoldNum() + 2000);

};

std::function<void()> failCallback = [=]{

};

JNIUtil::pay(EnumPayType::GOODS_GOLD2, successCallback, failCallback);

}

break;

case 10:

{

std::function<void()> successCallback = [=]{

DataManager::getInstance()->setGoldNum(DataManager::getInstance()->getGoldNum() + 1000);

};

std::function<void()> failCallback = [=]{

};

JNIUtil::pay(EnumPayType::GOODS_GOLD1, successCallback, failCallback);

}

break;

case 11:

DataManager::setSceneNum(0);

break;

case 12:

{

std::function<void()> successCallback = [=]{

DataManager::getInstance()->setIsBuyPaoxiaoshan(true);

DataManager::setSceneNum(1);

getChildByTag(216)->setVisible(false);

getChildByTag(710)->setVisible(true);

getChildByTag(8080)->setVisible(false);

};

std::function<void()> failCallback = [=]{

};

JNIUtil::pay(EnumPayType::GOODS_NEWSCENE, successCallback, failCallback);

}

break;

case 13:

{

std::function<void()> successCallback = [=]{

DataManager::getInstance()->setIsBuyYingxiaoya(true);

getChildByTag(216)->setVisible(false);

getChildByTag(710)->setVisible(true);

getChildByTag(8080)->setVisible(false);

DataManager::setSceneNum(2);

};

std::function<void()> failCallback = [=]{

};

JNIUtil::pay(EnumPayType::GOODS_NEWSCENE, successCallback, failCallback);

}

break;

default:

break;

}

}

//選擇按鈕回調

void ScrollViewTest2::chooseClick(CCObject*sender){

switch (sprIdx)

{

case 1:

break;

case 5:

{

//HeroTypeNum = 1;

//CCDirector::sharedDirector()->replaceScene(StartGame::scene());

DataManager::setHeroNum(0);

for (int i = 1; i < 14; i++) {

CCNode* n = getChildByTag(100)->getChildByTag(101)->getChildByTag(i)->getChildByTag(i);

if (i == sprIdx) {

n->setVisible(true);

//DataManager::setIsHeroVisiable(true);

}

else {

n->setVisible(false);

}

}

//xuanding->setVisible(true);

//getChildByTag(963)->setVisible(true);

break;

}

case 6:

//HeroTypeNum = 2;

//CCDirector::sharedDirector()->replaceScene(StartGame::scene());

for (int i = 1; i < 14; i++) {

CCNode* n = getChildByTag(100)->getChildByTag(101)->getChildByTag(i)->getChildByTag(i);

if (i == sprIdx) {

n->setVisible(true);

}

else {

n->setVisible(false);

}

}

DataManager::setHeroNum(1);

break;

case 7:

/*HeroTypeNum = 3;

CCDirector::sharedDirector()->replaceScene(StartGame::scene());*/

DataManager::setHeroNum(2);

for (int i = 1; i < 14; i++) {

CCNode* n = getChildByTag(100)->getChildByTag(101)->getChildByTag(i)->getChildByTag(i);

if (i == sprIdx) {

n->setVisible(true);

}

else {

n->setVisible(false);

}

}

break;

case 8:

/*HeroTypeNum = 4;

CCDirector::sharedDirector()->replaceScene(StartGame::scene());*/

DataManager::setHeroNum(3);

for (int i = 1; i < 14; i++) {

CCNode* n = getChildByTag(100)->getChildByTag(101)->getChildByTag(i)->getChildByTag(i);

if (i == sprIdx) {

n->setVisible(true);

}

else {

n->setVisible(false);

}

}

break;

case 11:

DataManager::setSceneNum(0);

//CCDirector::sharedDirector()->replaceScene(StartGame::scene());

for (int i = 1; i < 14; i++) {

CCNode* n1 = getChildByTag(100)->getChildByTag(101)->getChildByTag(i)->getChildByTag(i + 100);

if (i == sprIdx) {

n1->setVisible(true);

}

else {

n1->setVisible(false);

}

}

//CCDirector::sharedDirector()->replaceScene(StartGame::scene());

break;

case 12:

DataManager::setSceneNum(1);

for (int i = 1; i < 14; i++) {

CCNode* n1 = getChildByTag(100)->getChildByTag(101)->getChildByTag(i)->getChildByTag(i + 100);

if (i == sprIdx) {

n1->setVisible(true);

}

else {

n1->setVisible(false);

}

}

break;

case 13:

DataManager::setSceneNum(2);

//getChildByTag(963)->setVisible(true);

//CCDirector::sharedDirector()->replaceScene(StartGame::scene());

for (int i = 1; i < 14; i++) {

CCNode* n1 = getChildByTag(100)->getChildByTag(101)->getChildByTag(i)->getChildByTag(i + 100);

if (i == sprIdx) {

n1->setVisible(true);

}

else {

n1->setVisible(false);

}

}

break;

default:

break;

}

/*DataManager::getHeroNum();

xuanding->setVisible(true);*/

}

scrollView滾動視圖實現商城模塊(附代碼)

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