游戏大概的主逻辑写好了,现在开始写商店以及鱼的图鉴,排行榜这些了
\"在这里插入图片描述\"
直接附上代码了
图鉴
tujian.h

#pragma once
#ifndef _tujian_H_
#define _tujian_H_
#include \"cocos2d.h\"
using namespace cocos2d;
class tujian:public  
{
public:
	tujian();
	~tujian();
	static tujian*create();
	virtual bool init() override;
private:

};
#endif // !_tujian_H_

tujian.cpp

#include\"tujian.h\"
#include \"ui\\CocosGUI.h\"
#include\"SceneManager.h\"
using namespace ui;
tujian::tujian()
{
}

tujian::~tujian()
{
}

tujian * tujian::create()
{// 二段构建--第一段分配内存
	tujian* p  = new tujian;
	// 第二段初始化
	if (p  && p ->init())
	{
		// 加入自动释放对象池
		p ->autorelease();
	}
	else
	{
		delete p ;
		p  = nullptr;
	}
	return p ;
}

bool tujian::init()
{

	if (! ::init())
	{
		return false;
	}
	ScrollView* view = ScrollView::create();
	this->addChild(view);
	// 设置显示区域大小
	view->setContentSize(Director::getInstance()->getWinSize());
	// 设置内容大小
	view->setInnerContainerSize(Size(800, 700));
	// 
	Sprite* spMap = Sprite::create(\"FishIllustratedHandbook.png\");
	Button* btn = Button::create(\"btn_back.png\", \"btn_back.png\");
	btn->setPosition(Vec2(900, 650));
	//触摸事件响应
	btn->addTouchEventListener([&](Ref* ref, Widget::TouchEventType type)
	{
		//切换场景(点击进入菜单界面)
		Director::getInstance()->replaceScene(SceneManager::create(MENU_SCENE));

	});
	Node* node = Node::create();
	node->addChild(spMap);
	node->addChild(btn);
	// 添加内容
	view->addChild(node);
	spMap->setPosition(view->getInnerContainerSize() / 2);
	// 设置拖动方向
	view->setDirection(ScrollView::Direction::BOTH);
	
	// 设置回弹效果
	view->setBounceEnabled(true);

	return true;
}

排行榜
paihang.h

#pragma once
#ifndef _PaiHang_H_
#define _PaiHang_H_
#include\"cocos2d.h\";
using namespace cocos2d;
class PaiHang:public  
{
public:
	PaiHang();
	~PaiHang();
	//初始化函数
	virtual bool init();
	//创建本类对象指针 
	static PaiHang* create();
private:

};
#endif // !_PaiHang_H_

paihang.cpp

#include\"PaiHang.h\"
#include \"ui\\CocosGUI.h\"
#include\"SceneManager.h\"
using namespace ui;
PaiHang::PaiHang()
{
}

PaiHang::~PaiHang()
{
}

bool PaiHang::init()
{
	if (! ::init())
	{
		return false;
	}
	ListView* _listView = ListView::create();
	this->addChild(_listView);
	_listView->setContentSize(Size(250, 280));
	_listView->setPosition(Vec2(0, 120));
	_listView->setInnerContainerSize(Size(250, 380));
	_listView->setBounceEnabled(true);
	for (int i = 0; i < 8; i++)
	{
		char filename[32] = \"\";
		sprintf_s(filename, \"/number/%d.png\", i + 1);
		Layout* node = Layout::create();
		node->setContentSize(Size(200, 80));
		Sprite* paiming = Sprite::create(filename);
		node->addChild(paiming);
		paiming->setPosition(32, 38 * (i + 1));

		Text* name = Text::create(\"OIU\", \"Arial\", 30);
		node->addChild(name);
		name->setPosition(Vec2(90, 38 * (i + 1)));
		name->setColor(Color3B(255, 0, 0));

		char score[10] = \"\";
		sprintf_s(score, \"%d\", (8 - i) * 100);
		Text* Score = Text::create(score, \"Arial\", 30);
		node->addChild(Score);
		Score->setPosition(Vec2(150, 38 * (i + 1)));
		Score->setColor(Color3B(255, 0, 0));

		_listView->addChild(node);
	}
	_listView->setVisible(true);
	Button* btn = Button::create(\"btn_back.png\", \"btn_back.png\");
	btn->setPosition(Vec2(900, 600));
	//触摸事件响应
	btn->addTouchEventListener([&](Ref* ref, Widget::TouchEventType type)
	{
		//切换场景(点击进入菜单界面)
		Director::getInstance()->replaceScene(SceneManager::create(MENU_SCENE));
	});
	this->addChild(btn);
}

PaiHang * PaiHang::create()
{
	//第一段
	PaiHang*   = new(std::nothrow) PaiHang;
	//第二段
	if (  &&  ->init())
	{
		 ->autorelease();
	}
	else
	{
		delete  ;
		  = nullptr;
	}
	return  ;
}

写到这里就结束吧,写着玩玩的,很垃圾,哈哈。

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