void PlayLayer::explodeSushi(SushiSprite *sushi)
{
	//log("explodeSushi ture");
    float time = 0.3;
    
    // 1. action for sushi
    sushi->runAction(Sequence::create(
                                      ScaleTo::create(time, 0.0),
                                      CallFunc::create(CC_CALLBACK_0(Sprite::removeFromParent, sushi)),
                                      NULL));
	
    // 2. action for circle
    auto circleSprite = Sprite::create("circle.png");
	addChild(circleSprite, 10);
	circleSprite->setPosition(sushi->getPosition());
	circleSprite->setScale(0);// start size
    circleSprite->runAction(Sequence::create(ScaleTo::create(time, 1.0),
                                             CallFunc::create(CC_CALLBACK_0(Sprite::removeFromParent, circleSprite)),
                                             NULL));

    // 3. particle effect
	auto particleStars = ParticleSystemQuad::create("stars.plist");
    particleStars->setAutoRemoveOnFinish(true);
	particleStars->setBlendAdditive(false);
	particleStars->setPosition(sushi->getPosition());
	particleStars->setScale(0.3);
    addChild(particleStars, 20);

	//消除加分
	setScore();
}
bool SmallDevil::ToDamage(int dmg){
    hp -= dmg;
    
    auto blood = ParticleSystemQuad::create("bloodParticle.plist");
    blood->setPosition(this->GetHitPoint());
    blood->setPositionType(ParticleSystem::PositionType::RELATIVE);
    blood->setAutoRemoveOnFinish(true);
    CreatureLayer::GetInstance()->addChild(blood, 6);
    
    if(hp <= 0){
        auto effect = Sprite::createWithSpriteFrameName("sdExplosion00.png");
        effect->setPosition(this->getPosition());
        effect->setAnchorPoint(Point::ANCHOR_MIDDLE);
        effect->setScale(info.option/5.0f);
        CreatureLayer::GetInstance()->addChild(effect, 6);
        
        auto act1 = Animation::create();
        act1->setDelayPerUnit(0.03f);
        for(int i=0; i<4; i++){
            auto frame = SpriteFrameCache::getInstance()->getSpriteFrameByName(StringUtils::format("sdExplosion%02d.png", i));
            act1->addSpriteFrame(frame);
        }
        auto act2 = Animate::create(act1);
        auto act3 = Sequence::create(act2, RemoveSelf::create(), NULL);
        effect->runAction(act3);
        
        return false;
    }
    
    return true;
}
Beispiel #3
0
void GameLayer::explodeMonster(Monster *monster)
{
	float time = 0.3;
	// 1. action for Monter
	monster->runAction(Sequence::create(
		ScaleTo::create(time, 0.0),
		CallFuncN::create(CC_CALLBACK_1(GameLayer::actionEndCallback, this)),
		NULL));

	// 2. action for circle
	auto circleSprite = Sprite::create("circle.png");
	addChild(circleSprite, 10);
	circleSprite->setPosition(monster->getPosition());
	circleSprite->setScale(0);// start size
	circleSprite->runAction(Sequence::create(ScaleTo::create(time, 1.0),
		CallFunc::create(CC_CALLBACK_0(Sprite::removeFromParent, circleSprite)),
		NULL));

	// 3. particle effect
	auto particleStars = ParticleSystemQuad::create("stars.plist");
	particleStars->setAutoRemoveOnFinish(true);
	particleStars->setBlendAdditive(false);
	particleStars->setPosition(monster->getPosition());
	particleStars->setScale(0.3);
	addChild(particleStars, 20);
}
void ParticleManager::addEmitter(const std::string& filename, const Point& position, int order) {
  auto emitter = getEmitter(filename);
  emitter->setPosition(position);
  emitter->setAutoRemoveOnFinish(true);

  getParent()->addChild(emitter, order);
}
Beispiel #5
0
void GameScene::checkMatch(Pix* pix)
{
	if (_blockManager->isMatching(pix))
	{
		ZUtils::playEffect(SOUND_MATCH);
		updateScore();
		pix->runAction(Sequence::create(ScaleTo::create(0.5f, 1.5f), CallFuncN::create([this](Node* node){
			auto p = (Pix*)node;
			p->setVisible(false);
			p->setPosition(10000, 10000);
			p->setScale(1.0f);
		}), NULL ));
	}
	else
	{
		ZUtils::playEffect(SOUND_FAIL);
		auto p = ParticleSystemQuad::create("explode.plist");
		p->setPosition(pix->getPosition() + Vec2(0, 64));
		p->setAutoRemoveOnFinish(true);
		this->addChild(p, kControl);
		pix->setPosition(10000, 10000);
		pix->setVisible(false);
		onLoose();
	}
}
Beispiel #6
0
void PlayStage::countAnimeBoom(Point position)
{
	auto mask = ClippingNode::create();
	mask->setStencil(LayerColor::create(Color4B(0, 0, 0, 255), _screenSize.width, 240.0f));
	mask->setAlphaThreshold(255);
	mask->setInverted(false);

    auto count_boom_anime = ParticleSystemQuad::create("count_boom_ver2.plist");
	count_boom_anime->setAutoRemoveOnFinish(true);
	count_boom_anime->setPosition(position);
	count_boom_anime->setLifeVar(0.2f);
    
    auto chainLabel = Label::createWithBMFont("ui_font.fnt", std::to_string(chains) + " Chains!!");
    chainLabel->setScale(0);
    chainLabel->runAction(Sequence::create(EaseBackIn::create(ScaleTo::create(0.4f, 2.0f)),
                                           EaseBackOut::create(ScaleTo::create(0.18f, 1.0f)),
                                           DelayTime::create(0.4f),
                                           FadeOut::create(0.3f),
										   CallFunc::create(CC_CALLBACK_0(Label::removeFromParentAndCleanup, chainLabel, true)),
										   NULL));
    chainLabel->setPosition(position);
    
    //anime_sprite->addChild(count_anime);
    
	mask->addChild(count_boom_anime);
	mask->addChild(chainLabel);
	ballSheetMask->addChild(mask, 500);
}
Beispiel #7
0
void PlayLayer::explodeSushi(SushiSprite *sushi)
{
    
    // Thời gian hiệu ứng 0,3 giây
    float time = 0.3;
    
    // Thực hiện 2 hành động tuần tự, Co Sushi về kích thước, 0, 0, sau đó tự remove khỏi Contener cha
    sushi->runAction(Sequence::create(ScaleTo::create(time, 0.0),
                                      CallFuncN::create(CC_CALLBACK_1(PlayLayer::actionEndCallback, this)),NULL));
    // Action của Sprite tròn, mô phỏng vụ nổ
    
    auto circleSprite = Sprite::create("circle.png"); // Tạo mới sprite tròn
    addChild(circleSprite, 10);
    circleSprite->setPosition(sushi->getPosition()); // Vị trí = vị trí Sushi
    circleSprite->setScale(0); // Kích thước đầu =0
    // Thực hiện hành động tuần tự sau, Tăng kích thước lên tỷ lệ 1.0 trong thời gian 0,3 giây, sau đó xóa khỏi Layer
    circleSprite->runAction(Sequence::create(ScaleTo::create(time, 1.0),
                                             CallFunc::create(CC_CALLBACK_0(Sprite::removeFromParent, circleSprite)),
                                             NULL));
    
    // 3. Tạo hiệu ứng particleStars, CHÚ Ý
    
    auto particleStars = ParticleSystemQuad::create("stars.plist"); // Tạo mới
    particleStars->setAutoRemoveOnFinish(true); // Tự động remove khi xong việc
    particleStars->setBlendAdditive(false); // Thiết lập sự pha trộn thêm vào = false
    
    particleStars->setPosition(sushi->getPosition()); // Đặt vị trí tại Sushi nổ
    particleStars->setScale(0.3);  //  Thiết lập tỉ lệ 0.3
    addChild(particleStars, 20); // Thêm vào Layer Play
}
Beispiel #8
0
void IntroScene::playIntro()
{
	AudioEngine::getInstance()->play();
	auto emitter = ParticleSnow::createWithTotalParticles(1000);
	emitter->setGravity(Point(0, -20));
	emitter->setAutoRemoveOnFinish(true);
	addChild(emitter, 10);
}
Beispiel #9
0
void PlayStage::boomAnime(Point position)
{
    auto particleStars = ParticleSystemQuad::create("star_boom_ver18.plist");
    particleStars->setAutoRemoveOnFinish(true);
    particleStars->setBlendAdditive(true);
    particleStars->setScale(0.5f+chains*.1f);
    particleStars->setLife(0.2f + chains*0.02f);
    particleStars->setSpeed(400.0f + chains*20.0f);
    particleStars->setPosition(position);
    ballSheet->addChild(particleStars, 300);
}
Beispiel #10
0
bool MonsterDieEffect::init(Vec2 appearpoint,Vec2 disappearpoint,std::string effectfile1,std::string effectfile2) {
    if (!Sprite::init())
    {
        return false;
    }
    auto particle0 = ParticleSystemQuad::create(effectfile1);
    particle0->setGravity(disappearpoint-appearpoint);
    this->setPosition(appearpoint);
    particle0->setAutoRemoveOnFinish(true);
    this->addChild(particle0);
    auto particle1 = ParticleSystemQuad::create(effectfile2);
    particle1->setGravity(disappearpoint-appearpoint);
    this->setPosition(appearpoint);
    particle1->setAutoRemoveOnFinish(true);
    this->addChild(particle1);


    //做完特效移除自己
    this->scheduleOnce(schedule_selector(MonsterDieEffect::autoRemoveSelf),2);
    return true;
}
Beispiel #11
0
void Animal::fight(AbstractBattleEntity* entity)
{
    if (canAttack() == false) {
        return;
    }

    _state = AnimalState::Battle;
    _target = entity;
    _target->retain();

    Vec2 originPoint = getPosition();
    Vec2 targetPoint = ZMath::divideInternally(getPosition(), entity->getPosition(), 1, 2);
    auto size = _image->getContentSize() * getScale();
    Vec2 effectPoint = ZMath::divideInternally(getPosition(), entity->getPosition(), 1, 1) + Vec2(0, size.height / 2);

    _timeline->play("default", false);
    _stopMoveAction();
    _moveAction = runAction(RepeatForever::create(Sequence::create(
                                MoveTo::create(0.1f, targetPoint),
    CallFunc::create([this, effectPoint]() {
        // sound effect
        if (isEnemy() || isOpponent()) {
            SoundManager::getInstance()->playFight2Sound();
        } else {
            SoundManager::getInstance()->playFightSound();
        }

        // particle effect
        auto effect = ParticleSystemQuad::create("effect/hit3.plist");
        effect->setScale(getScale());
        effect->setPosition(effectPoint);
        effect->setZOrder(100000);
        effect->setAutoRemoveOnFinish(true);
        auto parent = getParent();
        if (parent) {
            parent->addChild(effect);
        }
    }),
    MoveTo::create(0.3f, originPoint),
    DelayTime::create(0.5f),
    NULL
                            )));
    _moveAction->retain();

    if (startFightCallback) {
        startFightCallback(this, _target);
    }
}
Beispiel #12
0
void PlayStage::countAnime(Point position)
{
    
    //auto anime_sprite = Sprite::create();
	auto mask = ClippingNode::create();
	mask->setStencil(LayerColor::create(Color4B(0, 0, 0, 255), _screenSize.width, 240.0f));
	mask->setAlphaThreshold(255);
	mask->setInverted(false);
    
    auto count_anime = ParticleSystemQuad::create("Count_anime.plist");
    count_anime->setAutoRemoveOnFinish(true);
    count_anime->setPosition(position);
    
    //anime_sprite->addChild(count_anime);
    
	mask->addChild(count_anime);
	ballSheetMask->addChild(mask, 500);
}
Beispiel #13
0
/*
 * 定期処理。
 */
void ParticleAnime::process()
{
    waitFrame--;
    
    if( waitFrame > 0 ) return;
    
    if( !isStart )
    {
        setAutoRemoveOnFinish( true );
        
        layerID->addChild( this, zOrder );
        
        isStart = true;
    }
    
    //CCLog( "particle path=%s", path.c_str() );
    
}
void EvilQueenBlade::Arrive(bool isBullet){
    auto particle = ParticleSystemQuad::create("shatterParticle.plist");
    particle->setPosition(this->getPosition());
    particle->setAutoRemoveOnFinish(true);
    particle->setPositionType(ParticleSystem::PositionType::RELATIVE);
    CreatureLayer::GetInstance()->addChild(particle, 6);
    
    this->runAction(TintTo::create(0.5f, 0, 0, 0));
    
    if(aim)
        CreatureLayer::GetInstance()->removeChild(aim);
    
    if(isBullet)
        CreatureLayer::GetInstance()->EraseBullet(this);
    else
        CreatureLayer::GetInstance()->EraseMissile(this);
    
    this->unscheduleUpdate();
}
bool MainScene::init(){
    if(!Layer::init()){
        return false;
    }
    
    auto winSize = Director::getInstance()->getWinSize();
    
    //TJA読み込み
    Tja tja = Tja();
    tja.loadTja();
    _noteTimes = tja.getNoteTimes();
    
    auto background = Sprite::create("background.png");
    background->setPosition(Vec2(winSize.width / 2.0, winSize.height / 2.0));
    this->addChild(background);
    
    auto scoreLabel = Label::createWithSystemFont(StringUtils::toString(_score),
                                                  "Marker Felt",
                                                  FONT_SIZE);
    scoreLabel->enableShadow(Color4B::BLACK, Size(0.5, 0.5), 3);
    scoreLabel->enableOutline(Color4B::BLACK, 1.5);
    scoreLabel->setPosition(Vec2(winSize.width / 2 * 1.5, winSize.height - 40));
    this->setScoreLabel(scoreLabel);
    this->addChild(scoreLabel);
    
    auto scoreLabelHeader = Label::createWithSystemFont("SCORE", "Marker Felt", FONT_SIZE);
    scoreLabelHeader->setPosition(Vec2(winSize.width / 2 * 1.5, winSize.height - 20));
    this->addChild(scoreLabelHeader);
    
    int second = static_cast<int>(_second);
    auto secondLabel = Label::createWithSystemFont(StringUtils::toString(second),
                                                   "Marker Felt",
                                                   FONT_SIZE);
    secondLabel->setPosition(Vec2(winSize.width / 2, winSize.height - 40));
    this->setSecondLabel(secondLabel);
    this->addChild(secondLabel);
    
    auto secondLabelHeader = Label::createWithSystemFont("TIME", "Marker Felt", FONT_SIZE);
    secondLabelHeader->setPosition(Vec2(winSize.width / 2, winSize.height - 20));
    this->addChild(secondLabelHeader);
    
    //当たり判定
    auto hitDetection = DrawNode::create();
    hitDetection->drawDot(INIT_PLAYER_POSITION, 10.0f, Color4F(1.0f, 6.0f, 5.0f, 1.0f));
    this->addChild(hitDetection);
    
    auto listener = EventListenerTouchOneByOne::create();
    listener->onTouchBegan = [this](Touch *touch, Event *event){
        this->setTouchLocation(touch->getLocation());
        return true;
    };
    
    listener->onTouchMoved = [this](Touch *touch, Event *event){
        SwipeDirection swipeDirection = this->getSwipeDirection(touch);
        if(swipeDirection != SwipeDirection::NONE){
            
            
            
//            if(swipeDirection == SwipeDirection::RIGHT){
//                if(_isSwipeTimeRight <= 0){
//                    this->initSwipeTime();
//                    this->setIsSwipeTimeRight(SWIPE_WAIT_TIME);
//                    //音
//                    CocosDenshion::SimpleAudioEngine::getInstance()->playEffect("dong.mp3");
//                    //エフェクト
//                    auto explosion = ParticleFire::create();
//                    explosion->setPosition(INIT_PLAYER_POSITION);
//                    explosion->setDuration(0.0001);
            //                    this->addChild(explosion);
//            explosion->setAutoRemoveOnFinish(true); // 表示が終わったら自分を親から削除!
//                }
//            }
//            else if(swipeDirection == SwipeDirection::LEFT){
//                if(_isSwipeTimeLeft <= 0){
//                    this->initSwipeTime();
//                    this->setIsSwipeTimeLeft(SWIPE_WAIT_TIME);
//                    //音
//                    CocosDenshion::SimpleAudioEngine::getInstance()->playEffect("dong.mp3");
//                    //エフェクト
//                    auto explosion = ParticleFire::create();
//                    explosion->setPosition(INIT_PLAYER_POSITION);
            //                    explosion->setDuration(0.0001);
//            explosion->setAutoRemoveOnFinish(true); // 表示が終わったら自分を親から削除!
//                    this->addChild(explosion);
//                }
//            }
            if(swipeDirection == SwipeDirection::UP){
                if(_isSwipeTimeUp <= 0){
                    this->initSwipeTime();
                    this->setIsSwipeTimeUp(SWIPE_WAIT_TIME);
                    //音
                    CocosDenshion::SimpleAudioEngine::getInstance()->playEffect("dong.mp3");
                    //エフェクト
                    auto explosion = ParticleFire::create();
                    explosion->setPosition(INIT_PLAYER_POSITION);
                    explosion->setDuration(0.0001);
                    explosion->setAutoRemoveOnFinish(true); // 表示が終わったら自分を親から削除!
                    this->addChild(explosion);
                }
            }
            else if(swipeDirection == SwipeDirection::DOWN){
                if(_isSwipeTimeDown <= 0){
                    this->initSwipeTime();
                    this->setIsSwipeTimeDown(SWIPE_WAIT_TIME);
                    //音
                    CocosDenshion::SimpleAudioEngine::getInstance()->playEffect("dong.mp3");
                    //エフェクト
                    auto explosion = ParticleFire::create();
                    explosion->setPosition(INIT_PLAYER_POSITION);
                    explosion->setDuration(0.0001);
                    explosion->setAutoRemoveOnFinish(true); // 表示が終わったら自分を親から削除!
                    this->addChild(explosion);
                }
            }
            this->setTouchLocation(touch->getLocation());
        }
    };
    Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(listener, this);
    
    //this->scheduleUpdate();
    schedule(schedule_selector(MainScene::test), SFRAME_RATE);

    return true;
}
void FloatingEffectManager::toast_cure(const cocos2d::Vec2& srcPos, const cocos2d::Vec2& desPos, DDElementType elementType, int level)
{

    const float speed = 300;
    float len = (desPos-srcPos).length();
    if (len == 0) {
        return;
    }
    auto _emitter = ParticleSystemQuad::createWithTotalParticles(500);
    _emitter->setAutoRemoveOnFinish(true);
    _layer->addChild(_emitter, 10);

    _emitter->setTexture(Director::getInstance()->getTextureCache()->addImage("images/test_lizi.png"));
    _emitter->setDuration(len/speed);

    // gravity
    _emitter->setGravity(Vec2::ZERO);

    // angle
    _emitter->setAngle(vector2angel(desPos-srcPos));
    _emitter->setAngleVar(0.5f* std::atan(DDConfig::battleCubeWidth()/len) * 180.f/3.1415926f);

    // speed of particles
    _emitter->setSpeed(speed);
    _emitter->setSpeedVar(0);

    // radial
    _emitter->setRadialAccel(-(speed/(2*len/speed)));
    _emitter->setRadialAccelVar(0);

    // tagential
    _emitter->setTangentialAccel(00);
    _emitter->setTangentialAccelVar(0);

    // emitter position
    //    _emitter->setPosition( Vec2(160,240) );
    _emitter->setPosVar({0,0});

    // life of particles
    _emitter->setLife(2*len/speed);
    _emitter->setLifeVar(0);

    // spin of particles
    _emitter->setStartSpin(720);
    _emitter->setStartSizeVar(360);
    _emitter->setEndSpin(0);
    _emitter->setEndSpinVar(360);

    // color of particles
    Color4F startColor(0.f, 0.5f, 0.f, 0.8f);
    _emitter->setStartColor(startColor);

    Color4F startColorVar(0.f, 0.1f, 0.f, 0.1f);
    _emitter->setStartColorVar(startColorVar);

    Color4F endColor(0.1f, 0.5f, 0.1f, 0.8f);
    _emitter->setEndColor(endColor);

    Color4F endColorVar(0.1f, 0.1f, 0.1f, 0.1f);
    _emitter->setEndColorVar(endColorVar);

    // size, in pixels
    _emitter->setStartSize(3.0f);
    _emitter->setStartSizeVar(1.0f);
    _emitter->setEndSize(ParticleSystem::START_SIZE_EQUAL_TO_END_SIZE);

    // emits per second
    _emitter->setEmissionRate(_emitter->getTotalParticles()/_emitter->getLife());

    // additive
    _emitter->setBlendAdditive(true);

    _emitter->setPosition(srcPos);
}
void FloatingEffectManager::toast_help_tail(const cocos2d::Vec2& srcPos, const cocos2d::Vec2& desPos, const cocos2d::Color4F& color)
{
    const float time = 0.2;
    float len = (desPos-srcPos).length();
    if (len == 0) {
        return;
    }

    const float speed = len/time;
    auto _emitter = ParticleSystemQuad::createWithTotalParticles(500);
    _emitter->setAutoRemoveOnFinish(true);
    _layer->addChild(_emitter, 10);

    _emitter->setTexture(Director::getInstance()->getTextureCache()->addImage("images/test_lizi.png"));
    _emitter->setDuration(time*5);

    // gravity
    _emitter->setGravity(Vec2::ZERO);

    // angle
    _emitter->setAngle(vector2angel(srcPos-desPos));
    _emitter->setAngleVar(3);

    // speed of particles
    _emitter->setSpeed(speed/5);
    _emitter->setSpeedVar(0);

    // radial
    _emitter->setRadialAccel(0);
    _emitter->setRadialAccelVar(0);

    // tagential
    _emitter->setTangentialAccel(0);
    _emitter->setTangentialAccelVar(0);

    // emitter position
    //    _emitter->setPosition( Vec2(160,240) );
    _emitter->setPosVar({0,0});

    // life of particles
    _emitter->setLife(0.2);
    _emitter->setLifeVar(0);

    // spin of particles
    _emitter->setStartSpin(720);
    _emitter->setStartSizeVar(360);
    _emitter->setEndSpin(0);
    _emitter->setEndSpinVar(360);

    // color of particles
    _emitter->setStartColor(color);

    Color4F startColorVar(0.f, 0.1f, 0.f, 0.1f);
    _emitter->setStartColorVar(startColorVar);

    _emitter->setEndColor(color);

    Color4F endColorVar(0.1f, 0.1f, 0.1f, 0.1f);
    _emitter->setEndColorVar(endColorVar);

    // size, in pixels
    _emitter->setStartSize(2.0f);
    _emitter->setStartSizeVar(1.0f);
    _emitter->setEndSize(ParticleSystem::START_SIZE_EQUAL_TO_END_SIZE);

    // emits per second
    _emitter->setEmissionRate(_emitter->getTotalParticles()/_emitter->getLife());

    // additive
    _emitter->setBlendAdditive(true);
    
    _emitter->setPosition(srcPos);
    _emitter->runAction(MoveTo::create(0.1, desPos));
}
Beispiel #18
0
//检测碰撞,删除怪物
void GameLayer:: checkCollision(float f){

//    log("检测碰撞");
  
    Vector<Monster*>::iterator it;//哥布林
    Vector<Bullet*>::iterator it1;//子弹
    for (it1=bulletArray.begin(); it1!=bulletArray.end();it1++)
        
    {       auto hh = *it1;     //子弹
        
     for (it=gebulinArray.begin(); it!=gebulinArray.end();it++ )
        {
    
         auto gg = *it;          //哥布林
            if (iscollision(hh,gg))
            {
                log("子弹和怪物碰撞");
                
               //创建粒子

                auto par = ParticleSun::create();
                par->setDuration(0.5);
                par->setSpeed(100);
                par->setAutoRemoveOnFinish(true);//自动移除
                par->setPosition(gg->getPosition());
                addChild(par,1);

                gg->removeFromParent();     //列表中删除
                gg=nullptr;
                score+=1;
                gebulinArray.erase(it); //数组中删除
                
                log("怪物数==%zd",gebulinArray.size());
                
                if (gebulinArray.size() ==0) {  //怪物数0 显示胜利页面
                    
                    //胜利页面
                    auto winLayer = WinLayer::createLayer();
                    winLayer->setPosition(Vec2::ZERO);
                    winLayer->setWinDelegate(this);
                    addChild(winLayer);
                    
                    //触摸吞噬
                    auto lis = EventListenerTouchOneByOne::create();
                    lis->setSwallowTouches(true);
                    lis->onTouchBegan=([](Touch*, Event*){
                        return true;
                    });
                    _eventDispatcher->addEventListenerWithSceneGraphPriority(lis, winLayer);
                }
                
                
                
              
              break;
            }
          
        }
      
    }
    
    //这种方法删除也是可以的
//    for (int i = 0; i<gebulinArray.size(); i++) {
//        for (int j =0; j<bulletArray.size(); j++) {
//
//            
//            if (iscollision(gebulinArray.at(i),bulletArray.at(j)))
//            {
//                gebulinArray.at(i)->removeFromParent() ;
//                gebulinArray.erase(i);
//                log("size = %zd",gebulinArray.size());
//            }
//        }
//        
//    }
 


}