将自己写的一段代码贴上来,抽取的是业务逻辑层,结构比较完整,我将太具体的东西都删除掉了。里面有tableview,帧动画,替换精灵图片,获取系统时间。
local CalWinRateScene = class("CalWinRateScene",function() return display.newScene("CalWinRateScene") end) function CalWinRateScene:ctor() self.layer = display.newLayer() self:addChild(self.layer) -- 生成数据 self:createData() -- 添加内容和标题 self:addContent() self:addTopTitle() self:addTable() -- 默认选中状态为A self.layer:getChildByTag(44):getChildByTag(1111):getChildByTag(22):setEnabled(false) -- 默认焦点在6号位置 self.layer:getChildByTag(1000):cellAtIndex(0):getChildByTag(1):setVisible(true) end function CalWinRateScene:addTopTitle() require("app.Utils.GeneralSceneFactory").new({parentNode = self.layer,title="概率计算器",backFunction = function() end}) end function CalWinRateScene:runFanPaiAnimation(node,calBackFunc,others) CCDirector:sharedDirector():getActionManager():removeAllActionsFromTarget(node) -- 进入的时候加载帧动画 local sharedSpriteFrameCache = CCSpriteFrameCache:sharedSpriteFrameCache() local animation = display.newAnimation({ sharedSpriteFrameCache:spriteFrameByName(others.beginCard),sharedSpriteFrameCache:spriteFrameByName("animation1.png"),sharedSpriteFrameCache:spriteFrameByName("animation2.png"),sharedSpriteFrameCache:spriteFrameByName("animation3.png"),sharedSpriteFrameCache:spriteFrameByName("animation4.png"),sharedSpriteFrameCache:spriteFrameByName("animation5.png"),sharedSpriteFrameCache:spriteFrameByName(others.endCard)},0.04) local animate = CCAnimate:create(animation) local func = CCCallFuncN:create(calBackFunc) local array = CCArray:create() array:addobject(func) array:addobject(animate) node:runAction(CCSequence:create(array)) end function CalWinRateScene:runGaiPaiAnimation(node,callBackFunc,others) end -- 设置选中之后图标和提示文字的颜色 function CalWinRateScene:setColorSelect(index) local sharedSpriteFrameCache = CCSpriteFrameCache:sharedSpriteFrameCache() local frame = sharedSpriteFrameCache:spriteFrameByName("3hua0" .. 1+index .. ".png") self.layer:getChildByTag(44):getChildByTag(101+index):setColor(ccc3(163,163,163)) self.layer:getChildByTag(44):getChildByTag(105+index):setdisplayFrame(frame) end -- 还原选中之后的图标和提示文字的颜色 function CalWinRateScene:setColorUnselect(index) end -- 判断是否应该,还原相应的花色牌 function CalWinRateScene:needRebackColor(info,term) local preString = string.sub(info,1,1) local intPrevString = self:stringToInt(info) local nextString = string.sub(term,1) if preString == nextString then local rebackIndex = math.ceil(intPrevString/13) self.layer:getChildByTag(44):getChildByTag(1111):getChildByTag(rebackIndex+27):setEnabled(true) self:setColorUnselect(rebackIndex-1) end end -- 将选中点得选中状态还原 function CalWinRateScene:resetSelectedState(index) if index < 6 then -- 公共牌 self.layer:getChildByTag(44):getChildByTag(1111):getChildByTag(index+32):setEnabled(true) else -- 选手牌 local tempTable = self:getCellIndexAndSpriteIndex(index) local cellIndex = tempTable.cellIndex+1 local spriteIndex = tempTable.spriteIndex local cell = self.layer:getChildByTag(1000):cellAtIndex(cellIndex-1) if cell then cell:getChildByTag(spriteIndex):setVisible(false) end end end -- 添加选中点得状态 function CalWinRateScene:addSelectedState(index) end -- 当焦点在tableView中换行时,要做offset的偏移 function CalWinRateScene:makeTableViewMove() end -- 获得tableview的列和精灵的相应索引 function CalWinRateScene:getCellIndexAndSpriteIndex(index) local cellIndex = math.ceil((index-5)/4) local spriteIndex = cellIndex*4 - (index-5) if spriteIndex == 0 then spriteIndex = 4 else spriteIndex = 4-spriteIndex end local tempTable = {} tempTable.cellIndex = cellIndex-1 tempTable.spriteIndex = spriteIndex return tempTable end function CalWinRateScene:addContent() local function selectPocker(text,tag) end local function selectPublicCard(tag) end local function selectDetailCard(tag) end local function resetAll() end -- 撤销操作 local function cancelSelect() end local function addMenuItemClick(tag) if tag == 11 then resetAll() elseif tag == 12 then -- 删除按钮 elseif tag == 13 then -- 增加按钮 elseif tag == 14 then local info = {} info.HoleCard1 = self.playerCards[1][1] info.HoleCard2 = self.playerCards[1][2] info.PublicCards = self.publicCards info.publicCardsCount = 5 info.PlayerCards = {} for i=2,self.playerNum do for j=1,2 do info.PlayerCards[#info.PlayerCards+1] = self.playerCards[i][j] end end info.PlayerCount = self.playerNum -1 local limit = os.time() local date=os.date("%Y-%m-%d %H:%M:%s",limit) print("the begin date is " .. date) local res = BookUtils:calWinRate(json.encode(info)) print("the res is " .. res) res = string.sub(res,#res-1) local resarray = string.split(res,";") local tableView = self.layer:getChildByTag(1000) table.walk(resarray,function(val,key) local temp = string.sub(val,6) local numTemp = tonumber(temp) local finalTemp = numTemP*100 .. "%" self.winRate[tonumber(key)] = finalTemp end) local height = tableView:getContentOffset().y tableView:reloadData() tableView:setContentOffset(CCPoint(0,height),false) local limit = os.time() local date=os.date("%Y-%m-%d %H:%M:%s",limit) print("the end date is " .. date) elseif tag == 15 then -- 选牌:8 selectPocker("8",15) elseif tag == 16 then -- 选牌:7 selectPocker("7",16) elseif tag == 17 then -- 选牌:6 selectPocker("6",17) elseif tag == 18 then -- 选牌:5 selectPocker("5",18) elseif tag == 19 then -- 选牌:4 selectPocker("4",19) elseif tag == 20 then -- 选牌:3 selectPocker("3",20) elseif tag == 21 then -- 选牌:2 selectPocker("2",21) elseif tag == 22 then -- 选牌:A selectPocker("A",22) elseif tag == 23 then -- 选牌:K selectPocker("K",23) elseif tag == 24 then -- 选牌:Q selectPocker("Q",24) elseif tag == 25 then -- 选牌:J selectPocker("J",25) elseif tag == 26 then -- 选牌:10 selectPocker("10",26) elseif tag == 27 then -- 选牌:9 selectPocker("9",27) elseif tag == 28 then -- 区域:黑桃 selectDetailCard(28) elseif tag == 29 then -- 区域:红心 selectDetailCard(29) elseif tag == 30 then -- 区域:草花 selectDetailCard(30) elseif tag == 31 then -- 区域:方片 selectDetailCard(31) elseif tag == 32 then -- 区域:撤销 cancelSelect() elseif tag == 33 then -- 翻牌1 selectPublicCard(33) elseif tag == 34 then -- 翻牌2 selectPublicCard(34) elseif tag == 35 then -- 翻牌3 selectPublicCard(35) elseif tag == 36 then -- 转牌 selectPublicCard(36) elseif tag == 37 then -- 河牌 selectPublicCard(37) end end local fileName = "app.data.WinRateData" require("app.Utils.NodeInflater"):easyRootInflater():inflate(fileName,self.layer) local menuItems = self.layer:getChildByTag(44):getChildByTag(1111):getChildren() for i=1,menuItems:count() do menuItems:objectAtIndex(i-1):registerScriptTapHandler(addMenuItemClick) end end function CalWinRateScene:createData() -- 公共牌 self.publicCards = {"-1","-1","-1"} -- 对手牌 self.playerCards = {} for i=1,10 do self.playerCards[i] = {"-1","-1"} end -- 玩家的个数 self.playerNum = 2 -- 选择的牌 2-A self.selectPoker = "A" -- 选择的花色 h,d,s,c self.selectColor = "-1" -- 选牌,焦点所在的位置 公共牌1-5,牌手的牌6-10, 10-14 self.focusPoint = 6 -- 数据 self.winRate = {} for i=1,10 do self.winRate[i] = "" end -- cell的高度 self.cellHeight = 218 end -- 将牌型的string转化成int function CalWinRateScene:stringToInt(text) end function CalWinRateScene:addTable() local winSize = CCDirector:sharedDirector():getWinSize() local tableView = CCTableView:create(CCSizeMake(display.width,display.height-696-STATUSBARH)) tableView:setDirection(kCCScrollViewDirectionVertical) tableView:setVerticalFillOrder(kCCTableViewFillTopDown) tableView:setPosition(CCPointMake(0,360)) tableView:setBounceable(true) tableView:setTag(1000) self.layer:addChild(tableView) tableView:setZOrder(1) tableView:registerScriptHandler(handler(self,self.scrollViewDidScroll),CCTableView.kTableViewScroll) tableView:registerScriptHandler(handler(self,self.scrollViewDidZoom),CCTableView.kTableViewZoom) tableView:registerScriptHandler(handler(self,self.tableCellTouched),CCTableView.kTableCellTouched) tableView:registerScriptHandler(handler(self,self.cellSizeforTable),CCTableView.kTableCellSizeforIndex) tableView:registerScriptHandler(handler(self,self.tableCellAtIndex),CCTableView.kTableCellSizeAtIndex) tableView:registerScriptHandler(handler(self,self.numberOfCellsInTableView),CCTableView.kNumberOfCellsInTableView) tableView:registerScriptHandler(handler(self,self.tableCellHighlight),CCTableView.kTableCellHighLight) tableView:registerScriptHandler(handler(self,self.tableCellUnhighlight),CCTableView.kTableCellUnhighLight) tableView:reloadData() end -- tableview的代理 function CalWinRateScene:scrollViewDidScroll(view) end function CalWinRateScene:scrollViewDidZoom(view) end function CalWinRateScene:tableCellTouched(table,cell) local idx = cell:getIdx() local num = idx + 1 end function CalWinRateScene:cellSizeforTable(table,idx) return self.cellHeight,640 end -- 将公共牌和玩家的焦点清空 function CalWinRateScene:clearFocus() end function CalWinRateScene:tableCellAtIndex(table,idx) local num = idx + 1 local cell = table:dequeueCell() if nil == cell then cell = CCTableViewCell:new() else cell:removeAllChildrenWithCleanup(true) end -- index的取值1:左1 2:左2 3:右1 4:右2 local function createCard(posx,posy,index) end local function createBg(posx,poxy) end local function creatWhiteBg(posx,posy) end local function creatLable(posx,index) end local function addRight() createBg(330,0) createCard(350,198,3) createCard(470,4) creatWhiteBg(380,9) creatLable(460,29,2) end local function addLeft() createBg(50,0) createCard(70,1) createCard(190,2) creatWhiteBg(100,9) creatLable(180,1) end if num < math.ceil(self.playerNum*1.0/2) then addLeft() addRight() elseif num == math.ceil(self.playerNum*1.0/2) then if self.playerNum/2 == math.ceil(self.playerNum*1.0/2) then addLeft() addRight() else addLeft() end end return cell end function CalWinRateScene:numberOfCellsInTableView(table) return math.ceil(self.playerNum/2) end function CalWinRateScene:tableCellHighlight(table,cell) end function CalWinRateScene:tableCellUnhighlight(table,cell) end return CalWinRateScene
最终的效果图如下:
csdn不能传视频,所以只传一张静态图。具体效果可以下载app:德州培训大师体验。(ps:美术大哥发了一个压缩图片的网址:点击打开链接,mark 一下)
原文地址:https://www.jb51.cc/cocos2dx/345022.html
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