如何更改锁定图像以解锁cocos2d中的图像

Sri*_*vas 5 iphone objective-c cocos2d-iphone

我正在玩10级游戏.我希望在第一级完成时将第二级锁定图像更改为解锁.

我正在使用20张图像(10张锁定,10张未锁定).

我正在使用cc菜单来显示数字图像.例如(代码): -

 CCMenuItemImage *startButton12 = [CCMenuItemImage itemFromNormalImage:@"ten_new-lock.png"
        selectedImage:@"ten_new-lock.png" target:self
        selector:@selector(ten:)];

    menu1  = [CCMenu menuWithItems: startButton3,startButton4,startButton5,startButton6,startButton7,startButton8,startButton9,startButton10,startButton11,startButton12, nil];
      menu1.position = ccp(240,30);
      [menu1 alignItemsHorizontally];
      [menuLayer1 addChild: menu1];
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我使用下面的代码记住完成的级别.

 int lastLevelCompleted= [[NSUserDefaults standardUserDefaults] integerForKey:@"levelCompleted"];
    if(currentLevel >lastLevelCompleted){
     NSUserDefaults *defaults = [NSUserDefaults standardUserDefaults];
     [defaults setInteger:currentLevel forKey:@"levelCompleted"];
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**现在,如何更改锁定以解锁图像.

(如果我在这里做错了)还有其他解决方法提供的方法.我必须实现那一个.**

lom*_*anf 6

您可以设置disabledImage创建每个时间CCMenuItemImage:

// create items by delclaring also a "disabled" image
CCMenuItemImage *menuItem = [CCMenuItemImage itemFromNormalImage:normalImage 
                                                   selectedImage:selectedImage 
                                                   disabledImage:disabledImage 
                                                          target:self 
                                                        selector:@selector(callbackMethod)];
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然后根据要求切换按钮的状态:

// then just use setIsEnabled to switch the state
[menuItem setIsEnabled:NO];
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Cocos为您交换图像.


Joh*_*ley 2

我在我的一款游戏中也有同样的想法。我用单独的锁定和完成图标解决了这个问题,我将这些图标放置在代表一个级别的每个菜单项的顶部。

只需正常创建菜单项即可。不要尝试用菜单项的图标来表示锁定或完成状态。相反,创建一个较小的锁定完成的图标,您将其实例化为精灵并放置在每个菜单项的顶部。

这是我的菜单层 init 方法的相关部分(我使用精灵图集来存储所有图像):

// I save the state of each level as a character in a NSMutableString: 
self.completedState = 0x0043; // "C" (Completed)
self.openState = 0x004f; // "O"
self.lockedState = 0x004c; // "L"
self.dungeonAvailabilityState = @"COLLLLLLLLLLLLLLLL"; // in reality I get this string from a global object

// calc the position for the dungeon icon at row, column
x = (column*56)+148;
y = 244-(row*56);

// get the dungeon state
stateIndex = (row*columns)+column;
dungeonState = [self.dungeonAvailabilityState characterAtIndex:stateIndex];


// calc the position of the badges using offset from the menu item's icon
lockedX = x - DungeonsScreen_BadgeXoffset;
lockedY = y - DungeonsScreen_BadgeYoffset;
doneX = x - DungeonsScreen_BadgeXoffset;
doneY = y + DungeonsScreen_BadgeYoffset;

if (dungeonState == self.lockedState) {
 // add the lock icon
 [super badgeIconFromFrame:@"icon_lock.png" xPos:lockedX yPos:lockedY spriteTag:t++];
}
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我的帮助方法 badIconFromFrame 如下所示:

- (void) badgeIconFromFrame:(NSString*)spriteName xPos:(float)x yPos:(float)y spriteTag:(int)t {
        CCLOG(@"%@: %@", NSStringFromSelector(_cmd), self);

        CCSprite* badgeSprite = [CCSprite spriteWithSpriteFrameName:spriteName];
        badgeSprite.position = CGPointMake(x, y);
        [self addChild:badgeSprite z:zIndexDecoration tag:t];   
}
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