void SelectMenu::updateSelectedWeapon() { assert(selectedWInstId_ != 0); Agent *selected = g_Session.agents().squadMember(cur_agent_); if (selected == NULL) { tab_ = TAB_EQUIPS; showItemList(); return; } WeaponInstance *wi = selected->weapon(selectedWInstId_ - 1); // if weapon is researched it can be bought if (g_App.weapons().isAvailable(wi->getWeaponClass())) { selectedWInstId_ = 0; getOption(sellButId_)->setVisible(false); getOption(purchaseButId_)->setVisible(true); if (wi->needsReloading()) { getOption(reloadButId_)->setVisible(false); } getOption(cancelButId_)->setVisible(true); } else { tab_ = TAB_EQUIPS; showItemList(); } }
void SelectMenu::handleShow() { menu_manager_->saveBackground(); // Show the mouse g_System.showCursor(); // Update the time updateClock(); if (g_gameCtrl.agents().squadMember(cur_agent_)) { getStatic(txtAgentId_)->setTextFormated("#SELECT_SUBTITLE", g_gameCtrl.agents().squadMember(cur_agent_)->getName()); } else { getStatic(txtAgentId_)->setText(""); } for (int iAgnt=0; iAgnt<AgentManager::MAX_AGENT; iAgnt++) { Agent *pAgentFromCryo = g_gameCtrl.agents().agent(iAgnt); pTeamLBox_->setSquadLine(g_gameCtrl.agents().getSquadSlotForAgent(pAgentFromCryo), iAgnt); } showItemList(); updateAcceptEnabled(); menu_manager_->resetSinceMouseDown(); }
void SelectMenu::handleLeave() { g_System.hideCursor(); // resetting menu tab_ = TAB_EQUIPS; showItemList(); pSelectedWeap_ = NULL; selectedWInstId_ = 0; pSelectedMod_ = NULL; rnd_ = 0; cur_agent_ = 0; sel_all_ = false; }
void SelectMenu::handleMouseUp(int x, int y, int button, const int modKeys) { if (button == 3) { Agent *selected = g_gameCtrl.agents().squadMember(cur_agent_); if (selected == NULL) weapon_dragged_ = NULL; if (weapon_dragged_) { int target = -1; if (x >= 20 && x <= 140) { if (y >= 84 && y <= 150) { if (x >= 82) { target = 1; } else { target = 0; } } if (y >= 162 && y <= 228) { if (x >= 82) { target = 3; } else { target = 2; } } } Agent *reciever = target != -1 ? g_gameCtrl.agents().squadMember(target) : NULL; if (target != cur_agent_ && reciever && reciever->numWeapons() < 8) { selected->removeWeapon(weapon_dragged_); reciever->addWeapon(weapon_dragged_); pSelectedWeap_ = NULL; selectedWInstId_ = 0; showItemList(); } weapon_dragged_ = NULL; } } }
void SelectMenu::handleAction(const int actionId, void *ctx, const int modKeys) { if (actionId == teamButId_) { tab_ = TAB_TEAM; showItemList(); } else if (actionId == modsButId_) { tab_ = TAB_MODS; showItemList(); } else if (actionId == equipButId_) { tab_ = TAB_EQUIPS; showItemList(); } else if (actionId == pTeamLBox_->getId()) { // get the selected agent from the team listbox std::pair<int, void *> * pPair = static_cast<std::pair<int, void *> *> (ctx); Agent *pNewAgent = static_cast<Agent *> (pPair->second); bool found = false; // check if selected agent is already part of the mission squad for (size_t j = 0; j < AgentManager::kMaxSlot; j++) { if (g_Session.agents().squadMember(j) == pNewAgent) { found = true; break; } } // Agent was not part of the squad if (!found) { // adds him to the squad g_Session.agents().setSquadMember(cur_agent_, pNewAgent); // Update current agent name getStatic(txtAgentId_)->setTextFormated("#SELECT_SUBTITLE", pNewAgent->getName()); pTeamLBox_->setSquadLine(cur_agent_, pPair->first); updateAcceptEnabled(); // redraw agent display addDirtyRect(158, 110, 340, 260); // redraw agent buttons dirtyAgentSelector(); } } else if (actionId == pModsLBox_->getId()) { std::pair<int, void *> * pPair = static_cast<std::pair<int, void *> *> (ctx); pSelectedMod_ = static_cast<Mod *> (pPair->second); showModWeaponPanel(); } else if (actionId == pWeaponsLBox_->getId()) { std::pair<int, void *> * pPair = static_cast<std::pair<int, void *> *> (ctx); pSelectedWeap_ = static_cast<Weapon *> (pPair->second); showModWeaponPanel(); } else if (actionId == cancelButId_) { showItemList(); } else if (actionId == reloadButId_) { Agent *selected = g_Session.agents().squadMember(cur_agent_); WeaponInstance *wi = selected->weapon(selectedWInstId_ - 1); int rldCost = (pSelectedWeap_->ammo() - wi->ammoRemaining()) * pSelectedWeap_->ammoCost(); if (g_Session.getMoney() >= rldCost) { g_Session.setMoney(g_Session.getMoney() - rldCost); wi->setAmmoRemaining(pSelectedWeap_->ammo()); getOption(reloadButId_)->setVisible(false); getStatic(moneyTxtId_)->setTextFormated("%d", g_Session.getMoney()); } } else if (actionId == purchaseButId_) { // Buying weapon if (pSelectedWeap_) { if (sel_all_) { for (int n = 0; n < 4; n++) { Agent *selected = g_Session.agents().squadMember(n); if (selected && selected->numWeapons() < 8 && g_Session.getMoney() >= pSelectedWeap_->cost()) { g_Session.setMoney(g_Session.getMoney() - pSelectedWeap_->cost()); selected->addWeapon(pSelectedWeap_->createInstance()); getStatic(moneyTxtId_)->setTextFormated("%d", g_Session.getMoney()); } } } else { Agent *selected = g_Session.agents().squadMember(cur_agent_); if (selected && selected->numWeapons() < 8 && g_Session.getMoney() >= pSelectedWeap_->cost()) { g_Session.setMoney(g_Session.getMoney() - pSelectedWeap_->cost()); selected->addWeapon(pSelectedWeap_->createInstance()); getStatic(moneyTxtId_)->setTextFormated("%d", g_Session.getMoney()); } } needRendering(); } else if (pSelectedMod_) { if (sel_all_) { for (int n = 0; n < 4; n++) { Agent *selected = g_Session.agents().squadMember(n); if (selected && selected->canHaveMod(pSelectedMod_) && g_Session.getMoney() >= pSelectedMod_->cost()) { selected->addMod(pSelectedMod_); g_Session.setMoney(g_Session.getMoney() - pSelectedMod_->cost()); getStatic(moneyTxtId_)->setTextFormated("%d", g_Session.getMoney()); } } } else { Agent *selected = g_Session.agents().squadMember(cur_agent_); if (selected && selected->canHaveMod(pSelectedMod_) && g_Session.getMoney() >= pSelectedMod_->cost()) { selected->addMod(pSelectedMod_); g_Session.setMoney(g_Session.getMoney() - pSelectedMod_->cost()); getStatic(moneyTxtId_)->setTextFormated("%d", g_Session.getMoney()); } } showItemList(); } } else if (actionId == sellButId_ && selectedWInstId_) { addDirtyRect(360, 305, 135, 70); Agent *selected = g_Session.agents().squadMember(cur_agent_); WeaponInstance *pWi = selected->removeWeapon(selectedWInstId_ - 1); g_Session.setMoney(g_Session.getMoney() + pWi->getWeaponClass()->cost()); getStatic(moneyTxtId_)->setTextFormated("%d", g_Session.getMoney()); delete pWi; showItemList(); } }
bool RogueScene::init() { // 1. super init first if ( !Layer::init() ) { return false; } // 乱数 srand((unsigned int)time(NULL)); // TouchEvent settings auto listener = EventListenerTouchOneByOne::create(); listener->setSwallowTouches(true); listener->onTouchBegan = CC_CALLBACK_2(RogueScene::onTouchBegan, this); listener->onTouchMoved = CC_CALLBACK_2(RogueScene::onTouchMoved, this); listener->onTouchEnded = CC_CALLBACK_2(RogueScene::onTouchEnded, this); // this->getEventDispatcher()->addEventListenerWithSceneGraphPriority(listener, this); this->getEventDispatcher()->addEventListenerWithFixedPriority(listener, 1); auto winSize = Director::getInstance()->getWinSize(); // --------------------- // タイルマップを生成 // --------------------- auto pTiledMap = TMXTiledMap::create("tmx/desert.tmx"); pTiledMap->setPosition(Point::ZERO); this->addChild(pTiledMap, RogueScene::zTiledMapIndex, RogueScene::kTiledMapTag); m_baseMapSize = pTiledMap->getMapSize(); m_baseTileSize = pTiledMap->getTileSize(); m_baseContentSize = pTiledMap->getContentSize(); m_mapManager.init(0, (int)m_baseMapSize.height, 0, (int)m_baseMapSize.width); // 使ってなかった // // フロントレイヤー // auto pFrontLayer = Layer::create(); // pTiledMap->addChild(pFrontLayer, // RogueScene::TiledMapIndex::zTiledMapFrontIndex, // RogueScene::TiledMapTag::kTiledMapFrontTag); // エネミーレイヤー auto pEnemyLayer = Layer::create(); pTiledMap->addChild(pEnemyLayer, RogueScene::TiledMapIndex::zTiledMapEnemyBaseIndex, RogueScene::TiledMapTag::kTiledMapEnemyBaseTag); // ドロップアイテムレイヤー auto pDropItemLayer = Layer::create(); pTiledMap->addChild(pDropItemLayer, RogueScene::TiledMapIndex::zTiledMapDropItemBaseIndex, RogueScene::TiledMapTag::kTiledMapDropItemBaseTag); // 障害物をmapManagerに適応する auto pColisionLayer = pTiledMap->getLayer("colision"); for (int x = 0; x < m_baseMapSize.width; x++) { for (int y = 0; y < m_baseMapSize.height; y++) { if (pColisionLayer->getTileAt(Point(x, y))) { MapIndex mapIndex = {x, y, MoveDirectionType::MOVE_NONE}; auto tileMapIndex = mapIndexToTileIndex(mapIndex); m_mapManager.addObstacle(&tileMapIndex); } } } // --------------------- // グリッド線を生成 // --------------------- auto draw = DrawNode::create(); draw->setPosition(Point::ZERO); // 線の太さと色 float lineSize = 1 * 0.5; Color4F color = Color4F::MAGENTA; // 縦線を引く for (int x = 1; x < m_baseMapSize.width; x++) { float xPoint = x * m_baseTileSize.width; draw->drawSegment(Point(xPoint, 0), Point(xPoint, m_baseContentSize.height), lineSize, color); } // 横線を引く for (int y = 1; y < m_baseMapSize.height; y++) { float yPoint = y * m_baseTileSize.height; draw->drawSegment(Point(0, yPoint), Point(m_baseContentSize.width, yPoint), lineSize, color); } // マップに追加 pTiledMap->addChild(draw, RogueScene::TiledMapIndex::zGridLineIndex, RogueScene::TiledMapTag::kGridLineTag); //------------------------- // ステータスバー? //------------------------- auto statusLayer = LayerColor::create(Color4B::BLACK); statusLayer->setContentSize(Size(winSize.width, m_baseTileSize.height * 0.8)); statusLayer->setPosition(Point(0, winSize.height - statusLayer->getContentSize().height)); // TODO: あとで更新する auto sampleText = LabelTTF::create(" --F Lv-- HP ---/--- 満腹度 ---/--- - G", GAME_FONT(16), 16); sampleText->setPosition(Point(sampleText->getContentSize().width / 2, statusLayer->getContentSize().height / 2)); statusLayer->addChild(sampleText); this->addChild(statusLayer, RogueScene::zStatusBarIndex, RogueScene::kStatusBarTag); // // 下のステータスバー2 // auto pStatusLayer2 = LayerColor::create(Color4B::BLACK); // pStatusLayer2->setContentSize(Size(m_baseTileSize.width, m_baseTileSize.height)); // pStatusLayer2->setPosition(Point(0, 0)); // // // TODO: アイコン表示するかな(ステータスバー2?) // auto pFaceSprite = Sprite::createWithSpriteFrame(SpriteFrame::create("actor_4_f.png", Rect(0, 0, 96, 96))); // float scale = 1.0f / 3.0f; // pFaceSprite->setScale(scale, scale); // // pFaceSprite->setContentSize(pFaceSprite->getContentSize() * scale); // // CCLOG("getContentSize (%f, %f) ", pFaceSprite->getContentSize().width, pFaceSprite->getContentSize().height); // // pFaceSprite->setPosition(Point(pFaceSprite->getContentSize().width / 2, pFaceSprite->getContentSize().height / 2)); // pFaceSprite->setPosition(Point(pFaceSprite->getContentSize().width * pFaceSprite->getScaleX() / 2, pFaceSprite->getContentSize().height * pFaceSprite->getScaleY() / 2)); // pStatusLayer2->addChild(pFaceSprite); // // this->addChild(pStatusLayer2, RogueScene::zStatusBar2Index, RogueScene::kStatusBar2Tag); //------------------------- // ゲームログ表示 //------------------------- // float startWidth = pFaceSprite->getContentSize().width * pFaceSprite->getScaleX(); auto pGameLogLayer = LayerColor::create(Color4B(0, 0, 0, 192)); pGameLogLayer->setContentSize(Size(winSize.width * 0.8, m_baseTileSize.height * 1.5)); pGameLogLayer->setPosition(winSize.width / 2 - pGameLogLayer->getContentSize().width / 2, 0); int baseFontSize = 10; auto pLogTextLabel = LabelTTF::create("", GAME_FONT(baseFontSize), baseFontSize, Size::ZERO, TextHAlignment::LEFT, TextVAlignment::TOP); pLogTextLabel->setPosition(Point(pLogTextLabel->getContentSize().width / 2 + pLogTextLabel->getFontSize() / 4, pGameLogLayer->getContentSize().height - pLogTextLabel->getContentSize().height / 2 - pLogTextLabel->getFontSize() / 4)); pGameLogLayer->addChild(pLogTextLabel); this->addChild(pGameLogLayer, RogueScene::zGameLogIndex, RogueScene::kGameLogTag); // ------------------------ // ミニマップ // ------------------------ // 青で半透明 auto miniMapLayer = LayerColor::create(Color4B(0, 0, 196, 128)); // 1/8サイズ miniMapLayer->setContentSize(Size(m_baseMapSize.width * m_baseTileSize.width / 8, m_baseMapSize.height * m_baseTileSize.height / 8)); // ステータスバーの下くらい miniMapLayer->setPosition(0, miniMapLayer->getPositionY() + winSize.height - miniMapLayer->getContentSize().height - statusLayer->getContentSize().height); this->addChild(miniMapLayer, RogueScene::zMiniMapIndex, RogueScene::kMiniMapTag); // ------------------------ // イベントリ作成 // ------------------------ showItemList(1); hideItemList(); // --------------------- // プレイヤー生成 // --------------------- ActorSprite::ActorDto actorDto; actorDto.name = "ジニー"; actorDto.faceImgId = 0; actorDto.imageResId = 1015; // 基本 actorDto.attackRange = 1; actorDto.movePoint = 5; actorDto.playerId = 4; // 攻守 actorDto.attackPoint = 5; actorDto.defencePoint = 1; // 経験値 actorDto.exp = 0; actorDto.nextExp = 10; // HP actorDto.hitPoint = 15; actorDto.hitPointLimit = 15; actorDto.lv = 1; // 満腹度?精神力? actorDto.magicPoint = 100; actorDto.magicPointLimit = 100; ActorMapItem actorMapItem; actorMapItem.mapDataType = MapDataType::PLAYER; // 画面の中心(固定) actorMapItem.mapIndex = pointToIndex(Point(winSize.width/2, winSize.height/2)); actorMapItem.seqNo = 1; actorMapItem.moveDist = actorDto.movePoint; actorMapItem.attackDist = actorDto.attackRange; actorMapItem.moveDone = false; actorMapItem.attackDone = false; auto actorSprite = ActorSprite::createWithActorDto(actorDto); actorSprite->setPosition(indexToPoint(actorMapItem.mapIndex)); // 画面の中心 actorSprite->setActorMapItem(actorMapItem); actorSprite->runBottomAction(); // プレイヤーは画面中心にくるのでmapLayerに追加しない this->addChild(actorSprite, RogueScene::zActorBaseIndex, (RogueScene::kActorBaseTag + actorMapItem.seqNo)); // マップに追加 m_mapManager.addActor(actorSprite->getActorMapItem()); refreshStatus(); // プレイヤーの位置表示用(同じく1/8サイズ) auto miniMapActorLayer = LayerColor::create(Color4B::YELLOW); // タイルの1/8サイズ miniMapActorLayer->setContentSize(m_baseTileSize / 8); // 現在位置からPositionを取得して1/8にする miniMapActorLayer->setPosition(indexToPointNotTileSize(actorSprite->getActorMapItem()->mapIndex) / 8); // 移動時に更新できるようにplayerIdをtag管理 miniMapActorLayer->setTag(actorSprite->getTag()); // add miniMapLayer->addChild(miniMapActorLayer); // --------------------- // 敵キャラ生成 // --------------------- ActorSprite::ActorDto enemyDto; enemyDto.name = "スライム"; enemyDto.faceImgId = 0; enemyDto.imageResId = 1011; // 基本 enemyDto.attackRange = 1; // TODO: 未使用 enemyDto.movePoint = 10; // 索敵範囲 enemyDto.playerId = 901; // 攻守 enemyDto.attackPoint = 2; enemyDto.defencePoint = 0; // 経験値 enemyDto.exp = 0; enemyDto.nextExp = 10; // HP enemyDto.hitPoint = 10; enemyDto.hitPointLimit = 10; enemyDto.lv = 1; // 満腹度?精神力? enemyDto.magicPoint = 100; enemyDto.magicPointLimit = 100; MapIndex enemyMapIndex1 = {4, 4, MoveDirectionType::MOVE_DOWN}; tileSetEnemyActorMapItem(enemyDto, enemyMapIndex1); ActorSprite::ActorDto enemyDto2 = enemyDto; MapIndex enemyMapIndex2 = {14,12, MoveDirectionType::MOVE_DOWN}; tileSetEnemyActorMapItem(enemyDto2, enemyMapIndex2); ActorSprite::ActorDto enemyDto3 = enemyDto; MapIndex enemyMapIndex3 = {20,4, MoveDirectionType::MOVE_DOWN}; tileSetEnemyActorMapItem(enemyDto3, enemyMapIndex3); //------------------------- // アイテム配置 //------------------------- DropItemSprite::DropItemDto dropItemDto; dropItemDto.itemId = 1; dropItemDto.imageResId = 64; // imageId 10064 dropItemDto.name = "ポーション"; MapIndex mapIndex = {7, 5, MoveDirectionType::MOVE_NONE}; tileSetDropMapItem(dropItemDto, mapIndex); DropItemSprite::DropItemDto dropItemDto2; dropItemDto2.itemId = 2; dropItemDto2.imageResId = 168; // imageId 10168 dropItemDto2.name = "ぶどう"; MapIndex mapIndex2 = {10, 9, MoveDirectionType::MOVE_NONE}; tileSetDropMapItem(dropItemDto2, mapIndex2); // ------------------------------- // メニュー // ------------------------------- auto rect = Rect(0, 0, 300, 30); auto capRect = Rect(0, 0, 300, 30); auto pScale9Sprite1 = extension::Scale9Sprite::create("menu_button.png", rect, capRect); pScale9Sprite1->setContentSize(Size(40, 20)); pScale9Sprite1->setOpacity(192); auto pScale9Sprite2 = extension::Scale9Sprite::create("menu_button.png", rect, capRect); pScale9Sprite2->setContentSize(Size(40, 20)); pScale9Sprite2->setOpacity(128); auto pMenuItem1 = MenuItemSprite::create(pScale9Sprite1, pScale9Sprite2, [this](Object *pSender) { CCLOG("menuItem1が押された!"); showItemList(1); }); pMenuItem1->setColor(Color3B::GREEN); pMenuItem1->setPosition(Point(winSize.width - pMenuItem1->getContentSize().width / 2, pMenuItem1->getContentSize().height / 2)); auto pMenu = Menu::create(pMenuItem1, NULL); pMenu->setPosition(Point::ZERO); this->addChild(pMenu, RogueScene::zMenuIndex, RogueScene::kMenuTag); // --------------------------------- // プレイヤーの先行 changeGameStatus(GameStatus::PLAYER_TURN); return true; }