【Cocos2d-x Lua笔记六】游戏存储GameState
GameState是Quick中的一个数据存储类,可以进行数据加密,数据校验(当数据被人为改变的时候会被检验出来)。 1.加载 在文件开头加载
local GameState=require(cc.PACKAGE_NAME .. ".cc.utils.GameState")
2.初始化 GameState.init(eventListener_,stateFilename_,secretKey_)
是用于初始化GameState的,在场景的初始化中调用一次就行了。
3.eventListener(value) 此函数就是GameState.init中的第一个参数,value为一个table,此函数在载入或保存时都会被调用,相当于一个监听器。不同的情况下value的值会不一样。 4.加密数据 if param.name==GAME_STATE_ENCRYPTION_OPERATION_SAVE then local str=json.encode(param.values) str=crypto.encryptXXTEA(str,GAME_STATE_ENCRYPTION_XXTEA) returnValue={data=str} elseif param.name==GAME_STATE_ENCRYPTION_OPERATION_LOAD then local str=crypto.decryptXXTEA(param.values.data,GAME_STATE_ENCRYPTION_XXTEA) returnValue=json.decode(str) end json.encode()将表编码为 JSON 字符串 json.decode()将 JSON 字符串解码为表 5.保存,取出数据 GameState.load() 范例: 利用GameState保存声音开关的状态 local GameState=require(cc.PACKAGE_NAME .. ".cc.utils.GameState") require(cc.PACKAGE_NAME..".cc.ui.UIPushButton") --创建游戏主页场景 local HomeScene = class("HomeScene",function() return display.newScene("HomeScene") end) GameData={} HomeScene.CHECKBOX_BUTTON_IMAGES={ off="Images/menu_sound-sheet1.png",on="Images/menu_sound-sheet0.png",} HomeScene.PUSH_BUTTON_IMAGES={ normal="Images/day_start_btn.png",pressed="Images/day_start_btn_pressed.png",disabled ="Images/day_start_btn_pressed.png",} function HomeScene:ctor() self:addElement() self:addMenuElement() end function HomeScene:addElement() self.MainBg=display.newTilesSprite("Background/day_buttom.png",cc.rect(display.left,display.bottom,display.width,display.height)):addTo(self) --align(target,anchorPoint,x,y) self.MainBottomBg=display.newSprite("Background/day_tree_buttom.png"):align(display.BOTTOM_CENTER,display.cx,display.bottom):addTo(self) self.MainTitleBg=display.newSprite("Background/day_title_buttom.png"):align(display.TOP_CENTER,display.top-80):addTo(self) self.MainRabbitBg=display.newSprite("Background/day_rabbit_buttom.png"):align(display.BOTTOM_CENTER,220,display.bottom+20):scale(0.8):addTo(self) end function HomeScene:addMenuElement() self:initGameState() --开始按钮 self.startBtn=cc.ui.UIPushButton.new(HomeScene.PUSH_BUTTON_IMAGES,{scale9=true}) :setButtonLabel("normal",cc.ui.UILabel.new({ UILabelType=1,text="开始",size=62,font="Font/hero.fnt" })) :setButtonLabel("pressed",font="Font/hero.fnt",color=cc.c4b(255,64,100) })) :setButtonLabel("disabled",color=cc.c4b(0,100) })) :onButtonClicked(function(event) end) :align(display.CENTER,display.cy) :addTo(self) --设置音乐开关 local function updateSoundCheckBox(checkbox) local state= "" if checkbox:isButtonSelected() then state="on" else state="off" end GameData.soundState=state GameState.save(GameData) end --声音按钮 self.soundCheckBox=cc.ui.UICheckBoxButton.new(HomeScene.CHECKBOX_BUTTON_IMAGES) :onButtonStateChanged(function(event) updateSoundCheckBox(event.target) end) :align(display.BOTTOM_RIGHT,display.width-40,display.bottom+40) :scale(0.9) :addTo(self) if GameData.soundState =="on" then self.soundCheckBox:setButtonSelected(true) else self.soundCheckBox:setButtonSelected(false) end end function HomeScene:initGameState() GameState.init(function(param) local returnValue=nil if param.errorCode then printError("errorCode",param.errorCode) else if param.name==GAME_STATE_ENCRYPTION_OPERATION_SAVE then local str=json.encode(param.values) str=crypto.encryptXXTEA(str,GAME_STATE_ENCRYPTION_XXTEA) returnValue=json.decode(str) end end return returnValue end,GAME_STATE_ENCRYPTION_FILENAME,GAME_STATE_ENCRYPTION) if io.exists(GameState.getGameStatePath()) then GameData=GameState.load() print("savePath:"..GameState.getGameStatePath()) end local soundState=GameData.soundState if soundState==nil then GameData.soundState="on" GameState.save(GameData) end end function HomeScene:onEnter() end function HomeScene:onExit() end return HomeScene (编辑:李大同) 【声明】本站内容均来自网络,其相关言论仅代表作者个人观点,不代表本站立场。若无意侵犯到您的权利,请及时与联系站长删除相关内容! |