前情回顾
在之前的学习中,我们已经了解到,下棋主界面是由CCMainMenu类实现的,在它的init函数中,初始化了
主界面需要的各种数据,包括:创建控件,初始化32个棋子,初始化执行变量等等,在这个博文中,我们
主要来学习,32个棋子是如何被初始化并显示在界面上的。这个显示和initCoordinate以及
了解32个棋子显示在界面的目的,是为了让大家更好理解32个棋子的数据结构,这些数据结构在当棋子走动
时,需要改动,所以必须要理解。
initCoordinate
void CCMainMenu::initCoordinate()
{
/*std::string str = "../coordinate.txt";
std::ofstream f_output;
f_output.open(str.c_str(), std::ios::app);*/
float xSpan = 48.0f*0.667f;
float ySpan = 32.0f*0.6f;
float xStart = 1;
float yStart = xSpan;
for (int i = 0, x = 9; i < 10; ++i, --x)
{
for (int j = 0, y = 1; j < 9; ++j, ++y)
{
g_chess_coord[i][j] = ccp(xStart + xSpan*y, yStart*x + ySpan); // 计算象棋坐标点的坐标,把象棋坐标转化成view坐标
/*f_output<< "[" << i << "][" << j <<"]: (" << xStart + xSpan*y << ", " << yStart*x + ySpan << ")" << " ";
if(j == 4 || j == 8)
{
f_output<<std::endl;
}*/
}
/*f_output<<std::endl;*/
}
/*f_output.close();*/
}
这个函数功能是将象棋的坐标转化成屏幕坐标,并保存在g_chess_coord中。有了这些坐标,为后面的摆棋工作打下基础。
initListImage
initListImage函数,初始化了32个棋子的位置,代码的逻辑很简单,就是调用32次getListSprite,获得32个棋子精灵并保存在m_pChess中
然后调用initChessPosition去设置32个棋子的位置,代码在MainMenu.cpp中
void CCMainMenu::initListImage()
{
// red
m_pChess[1][0] = this->getListSprite(CHESS_RK);
this->addChild(m_pChess[1][0], 0); m_pChess[1][1] = this->getListSprite(CHESS_RA);
this->addChild(m_pChess[1][1], 0); m_pChess[1][2] = this->getListSprite(CHESS_RA);
this->addChild(m_pChess[1][2], 0); m_pChess[1][3] = this->getListSprite(CHESS_RB);
this->addChild(m_pChess[1][3], 0); m_pChess[1][4] = this->getListSprite(CHESS_RB);
this->addChild(m_pChess[1][4], 0); m_pChess[1][5] = this->getListSprite(CHESS_RN);
this->addChild(m_pChess[1][5], 0); m_pChess[1][6] = this->getListSprite(CHESS_RN);
this->addChild(m_pChess[1][6], 0); m_pChess[1][7] = this->getListSprite(CHESS_RR);
this->addChild(m_pChess[1][7], 0); m_pChess[1][8] = this->getListSprite(CHESS_RR);
this->addChild(m_pChess[1][8], 0); m_pChess[1][9] = this->getListSprite(CHESS_RC);
this->addChild(m_pChess[1][9], 0); m_pChess[1][10] = this->getListSprite(CHESS_RC);
this->addChild(m_pChess[1][10], 0); m_pChess[1][11] = this->getListSprite(CHESS_RP);
this->addChild(m_pChess[1][11], 0); m_pChess[1][12] = this->getListSprite(CHESS_RP);
this->addChild(m_pChess[1][12], 0); m_pChess[1][13] = this->getListSprite(CHESS_RP);
this->addChild(m_pChess[1][13], 0); m_pChess[1][14] = this->getListSprite(CHESS_RP);
this->addChild(m_pChess[1][14], 0); m_pChess[1][15] = this->getListSprite(CHESS_RP);
this->addChild(m_pChess[1][15], 0); //black
m_pChess[0][0] = this->getListSprite(CHESS_BK);
this->addChild(m_pChess[0][0], 0); m_pChess[0][1] = this->getListSprite(CHESS_BA);
this->addChild(m_pChess[0][1], 0); m_pChess[0][2] = this->getListSprite(CHESS_BA);
this->addChild(m_pChess[0][2], 0); m_pChess[0][3] = this->getListSprite(CHESS_BB);
this->addChild(m_pChess[0][3], 0); m_pChess[0][4] = this->getListSprite(CHESS_BB);
this->addChild(m_pChess[0][4], 0); m_pChess[0][5] = this->getListSprite(CHESS_BN);
this->addChild(m_pChess[0][5], 0); m_pChess[0][6] = this->getListSprite(CHESS_BN);
this->addChild(m_pChess[0][6], 0); m_pChess[0][7] = this->getListSprite(CHESS_BR);
this->addChild(m_pChess[0][7], 0); m_pChess[0][8] = this->getListSprite(CHESS_BR);
this->addChild(m_pChess[0][8], 0); m_pChess[0][9] = this->getListSprite(CHESS_BC);
this->addChild(m_pChess[0][9], 0); m_pChess[0][10] = this->getListSprite(CHESS_BC);
this->addChild(m_pChess[0][10], 0); m_pChess[0][11] = this->getListSprite(CHESS_BP);
this->addChild(m_pChess[0][11], 0); m_pChess[0][12] = this->getListSprite(CHESS_BP);
this->addChild(m_pChess[0][12], 0); m_pChess[0][13] = this->getListSprite(CHESS_BP);
this->addChild(m_pChess[0][13], 0); m_pChess[0][14] = this->getListSprite(CHESS_BP);
this->addChild(m_pChess[0][14], 0); m_pChess[0][15] = this->getListSprite(CHESS_BP);
this->addChild(m_pChess[0][15], 0); this->initChessPosition();
}
getListSprite
这个函数负责创建棋子精灵,根据不同的棋子类型,使用不同的图片创建精灵,在你们自己的环境中,尤其注意图片路径
图片路劲不对,那什么都不显示,所以如果有错,先考虑是不是图片路径不对了。
CCSprite* CCMainMenu::getListSprite(CHESS_TYPE nType)
{
CCSprite* pSprite;
switch(nType)
{
case CHESS_RK:
pSprite = CCSprite::create(RES_PATH"rk.png");
break;
case CHESS_RA:
pSprite = CCSprite::create(RES_PATH"ra.png");
break;
case CHESS_RB:
pSprite = CCSprite::create(RES_PATH"rb.png");
break;
case CHESS_RN:
pSprite = CCSprite::create(RES_PATH"rn.png");
break;
case CHESS_RR:
pSprite = CCSprite::create(RES_PATH"rr.png");
break;
case CHESS_RC:
pSprite = CCSprite::create(RES_PATH"rc.png");
break;
case CHESS_RP:
pSprite = CCSprite::create(RES_PATH"rp.png");
break;
case CHESS_BK:
pSprite = CCSprite::create(RES_PATH"bk.png");
break;
case CHESS_BA:
pSprite = CCSprite::create(RES_PATH"ba.png");
break;
case CHESS_BB:
pSprite = CCSprite::create(RES_PATH"bb.png");
break;
case CHESS_BN:
pSprite = CCSprite::create(RES_PATH"bn.png");
break;
case CHESS_BR:
pSprite = CCSprite::create(RES_PATH"br.png");
break;
case CHESS_BC:
pSprite = CCSprite::create(RES_PATH"bc.png");
break;
case CHESS_BP:
pSprite = CCSprite::create(RES_PATH"bp.png");
break;
} pSprite->setScaleX(0.5f);
pSprite->setScaleY(0.5f);
return pSprite;
}
initChessPosition
initListImage最后调用的是initChessPosition,为32个棋子指定位置。这里位置信息用到了g_chess_coord,这个坐标信息是之前函数
void CCMainMenu::initChessPosition()
{
m_pChess[1][0]->setPosition(g_chess_coord[9][4]);
m_pChess[1][1]->setPosition(g_chess_coord[9][3]);
m_pChess[1][2]->setPosition(g_chess_coord[9][5]);
m_pChess[1][3]->setPosition(g_chess_coord[9][2]);
m_pChess[1][4]->setPosition(g_chess_coord[9][6]);
m_pChess[1][5]->setPosition(g_chess_coord[9][1]);
m_pChess[1][6]->setPosition(g_chess_coord[9][7]);
m_pChess[1][7]->setPosition(g_chess_coord[9][0]);
m_pChess[1][8]->setPosition(g_chess_coord[9][8]);
m_pChess[1][9]->setPosition(g_chess_coord[7][1]);
m_pChess[1][10]->setPosition(g_chess_coord[7][7]);
m_pChess[1][11]->setPosition(g_chess_coord[6][0]);
m_pChess[1][12]->setPosition(g_chess_coord[6][2]);
m_pChess[1][13]->setPosition(g_chess_coord[6][4]);
m_pChess[1][14]->setPosition(g_chess_coord[6][6]);
m_pChess[1][15]->setPosition(g_chess_coord[6][8]);
//black
m_pChess[0][0]->setPosition(g_chess_coord[0][4]);
m_pChess[0][1]->setPosition(g_chess_coord[0][3]);
m_pChess[0][2]->setPosition(g_chess_coord[0][5]);
m_pChess[0][3]->setPosition(g_chess_coord[0][2]);
m_pChess[0][4]->setPosition(g_chess_coord[0][6]);
m_pChess[0][5]->setPosition(g_chess_coord[0][1]);
m_pChess[0][6]->setPosition(g_chess_coord[0][7]);
m_pChess[0][7]->setPosition(g_chess_coord[0][0]);
m_pChess[0][8]->setPosition(g_chess_coord[0][8]);
m_pChess[0][9]->setPosition(g_chess_coord[2][1]);
m_pChess[0][10]->setPosition(g_chess_coord[2][7]);
m_pChess[0][11]->setPosition(g_chess_coord[3][0]);
m_pChess[0][12]->setPosition(g_chess_coord[3][2]);
m_pChess[0][13]->setPosition(g_chess_coord[3][4]);
m_pChess[0][14]->setPosition(g_chess_coord[3][6]);
m_pChess[0][15]->setPosition(g_chess_coord[3][8]);
}
好,当程序完全执行完这些代码后,就完成了32个棋子的初始化。
下一遍博文我们讲讲述这个象棋是怎么走起来