#pragma once
#include "cocos2d.h"
USING_NS_CC;
class SkillButton :public Node
{
public:
SkillButton();
~SkillButton(); //技能標記
static SkillButton * createSkillButton(float skillCD,const char* normalImage,const char* clikImage,const char* maskImage,int tag);
bool init(float skillCD, const char* normalImage, const char* clikImage, const char* maskImage,int tag);
void skillClikCallBack(Ref* obj); //單擊回調
void skilCoolDownCallBack(Node* node); /** 技能冷卻完畢回調*/
private:
MenuItemImage * _itemSkill; // 技能按鈕
Menu * _menuSkill; // 技能按鈕所在menu
Sprite * _mask; // 蒙板精靈,黑色半透明(這個是爲了顯示一個冷卻計時效果)
ProgressTimer * _ProgressTimer; // 時間進度條精靈(360度旋轉)
// CD時間
CC_SYNTHESIZE(float, mCDtime, CDtime);
};
#include "SkillButton.h"
SkillButton::SkillButton()
{
_mask = NULL;
_itemSkill = NULL;
_menuSkill = NULL;
_ProgressTimer = NULL;
mCDtime = 1.0f;
}
SkillButton::~SkillButton()
{
}
SkillButton * SkillButton::createSkillButton(float skillCD, const char* normalImage, const char* clikImage, const char* maskImage,int tag)
{
SkillButton * skill = new SkillButton();
if (skill && skill->init(skillCD,normalImage,clikImage,maskImage,tag))
{
skill->autorelease();
return skill;
}
else
{
CC_SAFE_DELETE(skill);
skill = NULL ;
}
}
bool SkillButton::init(float skillCD, const char* normalImage, const char* clikImage, const char* maskImage,int tag)
{
// Notice:添加child時要注意上下層
// 最下方是CCMenuItemImage 其次是模版圖片 最上方是CCProgressTimer
// 添加技能按鈕
_itemSkill = MenuItemImage::create(normalImage, clikImage, CC_CALLBACK_1(SkillButton::skillClikCallBack, this));
_itemSkill->setPosition(Vec2::ZERO);
_itemSkill->setTag(tag);
_menuSkill = Menu::create(_itemSkill,NULL);
_menuSkill->setPosition(Vec2::ZERO);
this->addChild(_menuSkill);
// 添加陰影模版
_mask = Sprite::create(maskImage);
_mask->setPosition(Vec2::ZERO);
_mask->setVisible(false);
_mask->retain();
this->addChild(_mask);
// 添加旋轉進度條精靈
auto sp = Sprite::create(normalImage);
_ProgressTimer = ProgressTimer::create(sp);
_ProgressTimer->setPosition(Vec2::ZERO);
_ProgressTimer->setVisible(false);
this->addChild(_ProgressTimer);
this->setCDtime(skillCD);
return true;
}
void SkillButton::skillClikCallBack(Ref* obj) //單擊回調
{
// 冷卻計時,即時狀態技能按鈕不可點擊
_itemSkill->setEnabled(false);
// 模版可見
_mask->setVisible(true);
// 設置精靈進度條爲順時針
_ProgressTimer->setVisible(true);
_ProgressTimer->setType(ProgressTimer::Type::RADIAL);
//準備一個5秒旋轉360度的動畫(逐漸覆蓋半透模板形成冷卻效果;這裏進行計時冷卻動畫的實現和時間控制)
auto action_progrees_to = ProgressTo::create(mCDtime,100);
auto action_call_back = CallFuncN::create(CC_CALLBACK_1(SkillButton::skilCoolDownCallBack,this));
_ProgressTimer->runAction(Sequence::create(action_progrees_to,action_call_back,NULL));
MenuItemImage* item = (MenuItemImage*)obj;
switch (item->getTag())
{
case 1:
{
CCLOG("item 1");
}
break;
case 2:
{
CCLOG("item 2");
}
break;
case 3:
{
CCLOG("item 3");
}
break;
case 4:
{
CCLOG("item 4");
}
break;
default:
break;
}
}
void SkillButton::skilCoolDownCallBack(Node* node) /** 技能冷卻完畢回調*/
{
// 設置蒙板不可見
_mask->setVisible(false);
// 進度條技能不可見
_ProgressTimer->setVisible(false);
//重置進度爲0
_ProgressTimer->setPercentage(0);
// 按鈕置爲可用
_itemSkill->setEnabled(true);
}
這裏調用 技能類
#include "OperateLayer.h"
#include "SkillButton.h"
OperateLayer::OperateLayer()
{
}
OperateLayer::~OperateLayer()
{
}
bool OperateLayer::init()
{
if (!Layer::init())
{
return false;
}
auto winSize = Director::getInstance()->getWinSize();
auto _skill_1 = SkillButton::createSkillButton(10, "Spell_Holy_BlessingOfStrength.jpg", "Spell_Holy_BlessingOfStrength.jpg", "stencil.png",1);
_skill_1->setPosition(Vec2(winSize.width - 42, 50));
this->addChild(_skill_1);
auto _skill_2 = SkillButton::createSkillButton(8,"Spell_Nature_ThunderClap.jpg","Spell_Nature_ThunderClap.jpg","stencil.png",2);
_skill_2->setPosition(Vec2(_skill_1->getPositionX() - 74, 50));
this->addChild(_skill_2);
auto _skill_3 = SkillButton::createSkillButton(5, "Spell_Fire_FlameTounge.jpg", "Spell_Fire_FlameTounge.jpg", "stencil.png",3);
_skill_3->setPosition(Vec2(_skill_2->getPositionX() - 74 , 50));
this->addChild(_skill_3);
auto _skill_4 = SkillButton::createSkillButton(3, "Spell_Holy_AuraOfLight.jpg", "Spell_Holy_AuraOfLight.jpg", "stencil.png",4);
_skill_4->setPosition(Vec2(_skill_3->getPositionX() - 74, 50));
this->addChild(_skill_4);
return true;
}