Cocos2d-x里面如何实现MVC(五)「建议收藏」

Cocos2d-x里面如何实现MVC(五)「建议收藏」本文基于前面两篇文章,如果您还没有看过,建议先阅读下面两篇文章:· cocos2d-x里面如何实现mvc(三)· cocos2d-x里面如何实现

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本文基于前面两篇文章,如果您还没有看过,建议先阅读下面两篇文章:

· cocos2d-x里面如何实现mvc(三)

· cocos2d-x里面如何实现mvc(四)

更新Model

当用户从工具箱中选一个小工具,然后把它放置到game board上面去时,我们需要编码响应这些事件。在上一篇文章中,我们已经实现了GameBoardViewDelegate的touchedAtRow方法。我们还需要给这个协议再添加一个接口方法。如下所示:

class GameBoardViewDelegate

{

public:

virtual void touchAtGrid(GameBoard *gameBoard, int row, int column) = 0;

virtual void touchWithToolBoxItemAtIndex(GameBoard *gameBoard, int index) = 0;

};

我们需要修改touch事件处理器,这样就可以判断我们到底是触摸了工具箱还是game board。

void GameBoardView::ccTouchesBegan(CCSet *pTouches, CCEvent *pEvent)

{

CCTouch *touch = (CCTouch*) pTouches->anyObject();

if(touch == NULL)

return;

// 置换坐标,等效如下

//CCPoint location = touch->locationInView(touch->view());

//location = CCDirector::sharedDirector()->convertToGL(location);

CCPoint point = this->convertTouchToNodeSpace(touch);

// 下面假设游戏区与工具区8:2来划分宽度

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

CCRect *gameBoardRectangle = new CCRect(0, 0, size.width*0.8, size.height);

CCRect *toolBoxRectangle = new CCRect(size.width*0.8, 0, size.width*0.2, size.height);

if(CCRect::CCRectContainsPoint(*gameBoardRectangle, point)){

// calculate row and column touched by the user and call a delegate method

int row = 0;

int column = 0;

// …

this->gameBoardViewDelegate->touchAtGrid(gameBoard, row, column);

} else if (CCRect::CCRectContainsPoint(*toolBoxRectangle, point)){

int index = 0;

// calculate toolbox item index based on a touch coordinate

this->gameBoardViewDelegate->touchWithToolBoxItemAtIndex(gameBoard, index);

}

}

在controller类里面处理touch事件是非常简单的,我们只需要持有一个model的引用,然后基于touch事件来调用model的方法就行了。我们的接口看起来和下面差不多,只是省略掉了一些实现细节:

class GameBoard : public CCObject

{

public:

// …

GamePiece* getGamePieceFromToolBoxItemAtIndex(int index);

public:

// …

int selectedToolBoxItemIndex;

};

然后,我们在GameBoardController里面完全实现GameBoardViewDelegate的两个方法。

void GameBoardController::touchAtGrid(GameBoard *gameBoard, int row, int column)

{

// if the toolbox item is selected move item from toolbox to game board

if(gameBoard->selectedToolBoxItemIndex != -1){

GamePiece *gamePiece = gameBoard->getGamePieceFromToolBoxItemAtIndex(gameBoard->selectedToolBoxItemIndex);

gameBoard->putGamePiece(gamePiece, row, column);

}

}

void GameBoardController::touchWithToolBoxItemAtIndex(GameBoard *gameBoard, int index) {

// keep the toolbox selection state in the Model

gameBoard->selectedToolboxItemIndex = index;

}

到目前为止,我们实现了,用户可以点击工具箱中的小工具,然后把它们放置到game board中的一个小方块上面,同时model类在中间起了桥梁作用。

通知view关于model的改变

为了在view里面反映出model的状态更改,我们可以在model有变化的时候给view发送通知消息,然后view就可以根据不同的消息来作出不同的响应了。和我们在实现view通过controller一样,这里我们也定义了一个GameBoardDelegate,用来通知view model的变化。

class GameBoardDelegate

{

public:

virtual void didPutGamePiece(GamePiece *gamePiece, int row, int column) = 0;

};

class GameBoard : public CCObject

{

// …

public:

void setGameBoardDelegate(GameBoardDelegate *aGameBoardDelegate);

private:

GameBoardDelegate *gameBoardDelegate;

};

void GameBoard::putGamePiece(GamePiece *gamePiece, int row, int column)

{

// …

// store game piece

// notify that the game piece was put on a gameboard

this->gameBoardDelegate->didPutGamePiece(gamePiece, row, column);

}

void GameBoard::setGameBoardDelegate(GameBoardDelegate *aGameBoardDelegate)

{

this->gameBoardDelegate = aGameBoardDelegate;

}

在GameBoardView里面实现GameBoardDelegate的时候,当我们需要在game board上面放置一个小工具的时候,我们定义了一个CCSprite。

class GameBoardView :

public CCLayer, public GameBoardDelegate

{

// …

};

void GameBoardView::initWithGameBoard(GameBoard *aGameBoard, GameBoardViewDelegate *aDelegate)

{

// …

this->gameBoard = aGameBoard;

this->gameBoard->retain();

this->gameBoard->setGameBoardDelegate(this);

this->gameBoardViewDelegate = aDelegate;

// …

}

void GameBoardView::didPutGamePiece(GamePiece *gamePiece, int row, int column)

{

// create CCSprite and put it on a game board at corresponding position

CCSprite *gamePieceSprite = CCSprite::spriteWithFile(“CloseNormal.png”);

// …

this->addChild(gamePieceSprite, 1);

}

总结

现在框架中所有的部分都联系起来了,model、view和controller三者组成了著名的MVC模式

· View接收touch事件,然后把事件传递给controller,

· Controller 响应用户的touch事件,然后更新model

· model 更新它自身的状态, 处理游戏逻辑,然后告诉view它改变了哪些东西。

· View则基于Model当前的状态来更新自己的显示

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