Beispiel #1
0
void HelpScene::tabMenuHandler(CCObject* pSender){
	CCMenuItemSprite* sprMenu = (CCMenuItemSprite*)pSender;
	int zOrder = sprMenu->getZOrder();
	helpLayers->switchTo(zOrder);
	helpBtn->setEnabled(true);
	monsterBtn->setEnabled(true);
	towerBtn->setEnabled(true);
	sprMenu->setEnabled(false);
}
Beispiel #2
0
void LayerGoods::updateMe()
{
	UserInfo *user_info = Topwo::getInstance()->getTopwoData()->getUserInfo();

	CCMenu* menu = static_cast<CCMenu*>(this->getChildByTag(0));
	//体魄
	int goods_level = 0;
	CCMenuItemSprite* item = NULL;
	CCSprite* sprite = NULL;
	CCLabelAtlas* la = NULL;
	for (int i = 1; i <= 5; i++)
	{
		if (i == 1)
		{
			goods_level = getGoodsLevel(user_info->getCurrentGoodsLevelTiPo());
		}
		else if (i == 2)
		{
			goods_level = getGoodsLevel(user_info->getCurrentGoodsLevelMeiLi());
		}
		else if (i == 3)
		{
			goods_level = getGoodsLevel(user_info->getCurrentGoodsLevelZhiLi());
		}
		else if (i == 4)
		{
			goods_level = getGoodsLevel(user_info->getCurrentGoodsLevelEQ());
		}
		else if (i == 5)
		{
			goods_level = getGoodsLevel(user_info->getCurrentGoodsLevelGanXing());
		}
		item = static_cast<CCMenuItemSprite*>(menu->getChildByTag(i));
		if (goods_level >= 9)
		{
			item->setEnabled(false);
			item->setColor(ccc3(128, 128, 128));
		}
		sprite = static_cast<CCSprite*>(this->getChildByTag(i));
		la = static_cast<CCLabelAtlas*>(sprite->getChildByTag(0));
		la->setString(CCString::createWithFormat("%d", goods_level)->getCString());
		la = static_cast<CCLabelAtlas*>(sprite->getChildByTag(1));
		la->setString(CCString::createWithFormat("%d", getGoodsBonus(goods_level))->getCString());
		la = static_cast<CCLabelAtlas*>(sprite->getChildByTag(2));
		la->setString(CCString::createWithFormat("%d", getGoodsPrice(goods_level))->getCString());
	}

	SceneMain* scene_main = static_cast<SceneMain*>(CCDirector::sharedDirector()->getRunningScene()->getChildByTag(0));
	scene_main->updateMe();
}
Beispiel #3
0
void PrepareLayer::heroUp(CCObject *pSender)
{

	int upCount = CCUserDefault::sharedUserDefault()->getIntegerForKey("heropUp",0);
	CCUserDefault::sharedUserDefault()->setIntegerForKey("heropUp",upCount+1);

	if(upCount %3==0)
	{

		showFullUpgrade();
	}
	else
	{
		int curLevel  = GameConfigData::initialGameData().getCurHeroLevel();

		HeroUpgradeData upHeroData = DataInitial::initialDataSource().getHeroUpgrateData(m_curShowHeroId,curLevel);
		int nexPriece = upHeroData.mlevelPrice;
		if (nexPriece <= GameConfigData::initialGameData().getCoinValue())
		{
			int coinValue = GameConfigData::initialGameData().getCoinValue() - nexPriece;
			GameConfigData::initialGameData().setCoinValue(coinValue);
			curLevel++;
			GameConfigData::initialGameData().setCurHeroLevel(curLevel);
			playUpEffect(curLevel);
			if (curLevel >= HERO_MAXLEVEL)
			{
				CCMenuItemSprite *upItem = (CCMenuItemSprite*)pSender;
				upItem->setEnabled(false);
				upItem->setVisible(false);
				if (this->getChildByTag(1430))
				{
					this->getChildByTag(1430)->setVisible(false);
				}
			}
		}
		else
		{
			/*
			JniCall::sharedJniCall()->setBuyFailedCallBack(this,callFunStr_selector(PrepareLayer::purchaseFailed));
			JniCall::sharedJniCall()->setBuyCompleteCallBack(this,callFunStr_selector(PrepareLayer::purchaseSuccess));
			JniCall::sharedJniCall()->purchaseByIndex(8);*/

			showFullUpgrade(1);
		}
	}
}
Beispiel #4
0
void LevelMap::adjustMap(bool isResetLevel)
{
	int num = floor(offsetY/442);
	currentMap = -num;
	int offnum = num%3;
	float tmpoff = offsetY - num*442;
	mapLayer->setPosition(ccp(0, (offnum-1)*442 + tmpoff));

	if(isResetLevel)
	{
		int offlevel = 1000 + currentMap*3 -3;
		for (int i = 0; i < 9 ; i++)
		{
			MapItem* tmpLevelItemData = NULL;
			tmpLevelItemData = CData::getCData()->getConfigOfMapLevel(offlevel + i);

			CCMenuItemSprite* tmp = (CCMenuItemSprite*)levelSpDic->objectForKey(i);
			tmp->removeChildByTag(9999);

			if (tmpLevelItemData!= NULL && tmpLevelItemData->bid < currentLevelId)
			{
				CCSize tmpsz = tmp->getContentSize();
				CCSprite* ssp = CCSprite::create();

				int num = data["citylist"][tmpLevelItemData->bid - 1000].asInt();
				for (int k = 0; k<num; k++)
				{
					CCSprite * star = CCSprite::create("zjm_star.png");
					star->setPosition(ccp(k*30, 0));
					ssp->addChild(star);
				}
				ssp->setPosition(ccp(tmpsz.width/2-15*num+15, 0));
				ssp->setTag(9999);
				tmp->addChild(ssp, 0);
			}

			if(tmpLevelItemData != NULL)
			{
				if(tmpLevelItemData->bid > currentLevelId)
				{
					tmp->setEnabled(false);
				}
				else
				{
					tmp->setEnabled(true);
				}
				tmp->setUserObject(tmpLevelItemData);
			}

			//for (int j = 1001; j<=1005; j++)
			//{
			CCLabelTTF* tmpName = (CCLabelTTF*)(tmp->getChildByTag(1002));
			if(tmpLevelItemData)
			{
				tmpName->setString(tmpLevelItemData->nickname.c_str());
			}
			//}
		}
	}

	levelsMenu->setPosition(ccp(0, -442 + tmpoff));
}
Beispiel #5
0
void CNFRockerLayer::update( float delta )
{
	do 
	{
		//得到主角
		CNFProtagonist * pPro = dynamic_cast<CNFProtagonist *>(m_p3DLayer->getChildByTag(enTagProtagonist));
		if (pPro!=NULL)
		{
			//得到摇杆
			CCSprite * pRockerBg = dynamic_cast<CCSprite *>(getChildByTag(enTagRockerBg));
			CC_BREAK_IF(pRockerBg==NULL);
			CCSprite * pRocker = dynamic_cast<CCSprite *>(getChildByTag(enTagRocker));
			CC_BREAK_IF(pRocker==NULL);

			//若正在触摸
			if (m_bIsTouching==true)
			{
				pRocker->setOpacity(255.f);
				pRockerBg->setOpacity(255.f);

				//触摸点与摇杆背景的距离
				float fRockerDisX = m_ptTouching.x - pRockerBg->getPositionX();
				float fRockerDisY = m_ptTouching.y - pRockerBg->getPositionY();
				float fLen = sqrt(pow(fRockerDisX,2)+pow(fRockerDisY,2));

				//触摸点与摇杆背景的角度
				float fRate = (float)CC_RADIANS_TO_DEGREES( atanf(fRockerDisX/fRockerDisY) );
				if(fRockerDisY<0)			fRate += 180.f;
				else if(fRockerDisX<0)		fRate += 360.f;

				//触摸点的实际位置
				CCPoint ptRockerMoveTo;
				if (fLen >= m_fRockerMaxDis)		fLen = m_fRockerMaxDis;
				ptRockerMoveTo.x = sin(fRate/180*3.1415)*fLen + pRockerBg->getPositionX();		
				ptRockerMoveTo.y = cos(fRate/180*3.1415)*fLen + pRockerBg->getPositionY();

				//触摸点与摇杆的距离
				float fDisX = ptRockerMoveTo.x - pRocker->getPositionX();
				float fDisY = ptRockerMoveTo.y - pRocker->getPositionY();
				float fLength = sqrt(pow(fDisX,2)+pow(fDisY,2));

				//出发每次移动的条件:距离至少大于速度。	防止颤动
				if (fLength > m_fRockerSpeed)
				{   
					//触摸点与摇杆的角度
					float fRateRocker = (float)CC_RADIANS_TO_DEGREES( atanf(fDisX/fDisY) );
					if(fDisY<0)				fRateRocker += 180.f;
					else if(fDisX<0)		fRateRocker += 360.f;

					ptRockerMoveTo.x = sin(fRateRocker/180*3.1415)*m_fRockerSpeed + pRocker->getPositionX();		
					ptRockerMoveTo.y = cos(fRateRocker/180*3.1415)*m_fRockerSpeed + pRocker->getPositionY();

					pRocker->setPosition(ptRockerMoveTo);
				}
				else	//距离小于速度,则直接命中
				{
					pRocker->setPosition(ptRockerMoveTo);
				}

				//主角移动
				pPro->OnCtrlMoveByRotation(fRate);

			}
			//若触摸结束
			else 
			{
				pRocker->setOpacity(100.f);
				pRockerBg->setOpacity(100.f);

				pPro->OnCtrlStop();

				//移动距离
				float fDisX = pRockerBg->getPositionX() - pRocker->getPositionX();
				float fDisY = pRockerBg->getPositionY() - pRocker->getPositionY();
				float fLen = sqrt(pow(fDisX,2)+pow(fDisY,2));

				//若距离大于速度,则移动
				if (fLen > m_fRockerSpeed)
				{  
					float at = (float)CC_RADIANS_TO_DEGREES( atanf(fDisX/fDisY) );
					if(fDisY<0)			at += 180.f;
					else if(fDisX<0)	at += 360.f;

					CCPoint ptRockerMoveTo;
					ptRockerMoveTo.x = sin(at/180*3.1415)*m_fRockerSpeed + pRocker->getPositionX();		
					ptRockerMoveTo.y = cos(at/180*3.1415)*m_fRockerSpeed + pRocker->getPositionY();
					pRocker->setPosition(ptRockerMoveTo);
				}
				else //若距离小雨速度,则直接命中
				{
					pRocker->setPosition(pRockerBg->getPosition());
				}			
			}

			//若为副本,则执行按钮逻辑
			if (m_nStageID >= _NF_TOWN_OR_BATTLE_ID_ && m_nStageID <_NF_TOWN_FB_ID_)
			{
				//得到菜单
				CCMenu * pMenu = dynamic_cast<CCMenu *>(getChildByTag(enTagMenu));
				CC_BREAK_IF(pMenu==NULL);

				//遍历按钮,同步CD
				for (int i=enTagBtnSkill1;i<=enTagBtnSkill5;i++)
				{
					//技能CD
					CCProgressTimer* pProgress = dynamic_cast<CCProgressTimer *>(getChildByTag(i+100));
					CC_BREAK_IF(pProgress==NULL);

					//得到按钮
					CCMenuItemSprite * pBtn = dynamic_cast<CCMenuItemSprite *>(pMenu->getChildByTag(i));
					CC_BREAK_IF(pBtn==NULL);

					switch (i)
					{
					case enTagBtnSkill1:
						{
							//同步技能CD
							pProgress->setPercentage( 100*(float)pPro->GetSkillInfo_1().nSkill_CD_Time_Temp/(float)pPro->GetSkillInfo_1().nSkill_CD_Time );

							//判断按钮是否可按				
							if (pPro->GetSkillInfo_1().nSkill_CD_Time_Temp == 0 && m_bIsPublicCD==false)	pBtn->setEnabled(true);				
							else	pBtn->setEnabled(false);
						}break;
					case enTagBtnSkill2:
						{
							pProgress->setPercentage( 100*(float)pPro->GetSkillInfo_2().nSkill_CD_Time_Temp/(float)pPro->GetSkillInfo_2().nSkill_CD_Time );	
							if (pPro->GetSkillInfo_2().nSkill_CD_Time_Temp == 0 && m_bIsPublicCD==false)	pBtn->setEnabled(true);
							else	pBtn->setEnabled(false);
						}break;
					case enTagBtnSkill3:
						{
							pProgress->setPercentage( 100*(float)pPro->GetSkillInfo_3().nSkill_CD_Time_Temp/(float)pPro->GetSkillInfo_3().nSkill_CD_Time );			
							if (pPro->GetSkillInfo_3().nSkill_CD_Time_Temp == 0 && m_bIsPublicCD==false)	pBtn->setEnabled(true);
							else	pBtn->setEnabled(false);
						}break;
					case enTagBtnSkill4:
						{
							pProgress->setPercentage( 100*(float)pPro->GetSkillInfo_4().nSkill_CD_Time_Temp/(float)pPro->GetSkillInfo_4().nSkill_CD_Time );			
							if (pPro->GetSkillInfo_4().nSkill_CD_Time_Temp == 0 && m_bIsPublicCD==false)	pBtn->setEnabled(true);
							else	pBtn->setEnabled(false);
						}break;
					case enTagBtnSkill5:
						{
							pProgress->setPercentage( 100*(float)pPro->GetSkillInfo_5().nSkill_CD_Time_Temp/(float)pPro->GetSkillInfo_5().nSkill_CD_Time );			
							if (pPro->GetSkillInfo_5().nSkill_CD_Time_Temp == 0 && m_bIsPublicCD==false)	
								pBtn->setEnabled(true);
							else	
								pBtn->setEnabled(false);
						}break;
					}		
				}

				CCProgressTimer* pProgressCom = dynamic_cast<CCProgressTimer *>(getChildByTag(enTagCommonAttackCD));
				if(pProgressCom!=NULL){
					pProgressCom->setPercentage( 100*pPro->GetCommonAttackCDBFB());
				}

				CCLabelBMFont* pComonFont = dynamic_cast<CCLabelBMFont *>(getChildByTag(enTagCommonAttackFont));
				if(pComonFont!=NULL){
					if(pPro->GetCommonAttackStatus()!=0){
						pComonFont->setString(CCString::createWithFormat("%d",pPro->GetCommonAttackStatus())->m_sString.c_str());
					}
				}


				//判断是否有技能刚释放
				bool bIsSkillStart = false;
				if (pPro->GetSkillInfo_1().nSkill_CD_Time_Temp==pPro->GetSkillInfo_1().nSkill_CD_Time-1)	bIsSkillStart = true;
				if (pPro->GetSkillInfo_2().nSkill_CD_Time_Temp==pPro->GetSkillInfo_2().nSkill_CD_Time-1)	bIsSkillStart = true;
				if (pPro->GetSkillInfo_3().nSkill_CD_Time_Temp==pPro->GetSkillInfo_3().nSkill_CD_Time-1)	bIsSkillStart = true;
				if (pPro->GetSkillInfo_4().nSkill_CD_Time_Temp==pPro->GetSkillInfo_4().nSkill_CD_Time-1)	bIsSkillStart = true;
				if (pPro->GetSkillInfo_5().nSkill_CD_Time_Temp==pPro->GetSkillInfo_5().nSkill_CD_Time-1)	bIsSkillStart = true;

				//若有技能刚释放
				if (bIsSkillStart==true)
				{
					m_bIsPublicCD = true;
					this->runAction(CCSequence::create(CCDelayTime::create(1.f),CCCallFunc::create(this,callfunc_selector(CNFRockerLayer::OnSkillPublicCallBack)),NULL));

					for (int i=enTagBtnSkill1;i<=enTagBtnSkill5;i++)
					{	
						//判断是否显示公共CD
						bool bIsSkillPublicCD = false;

						if (i==enTagBtnSkill1 && pPro->GetSkillInfo_1().nSkill_CD_Time_Temp==0)			bIsSkillPublicCD = true;
						else if (i==enTagBtnSkill2 && pPro->GetSkillInfo_2().nSkill_CD_Time_Temp==0)	bIsSkillPublicCD = true;					
						else if (i==enTagBtnSkill3 && pPro->GetSkillInfo_3().nSkill_CD_Time_Temp==0)	bIsSkillPublicCD = true;
						else if (i==enTagBtnSkill4 && pPro->GetSkillInfo_4().nSkill_CD_Time_Temp==0)	bIsSkillPublicCD = true;
						else if (i==enTagBtnSkill5 && pPro->GetSkillInfo_5().nSkill_CD_Time_Temp==0)	bIsSkillPublicCD = true;

						//若显示公共CD
						if (bIsSkillPublicCD==true)
						{
							//显示公共CD
							CCProgressTimer* pProgress = dynamic_cast<CCProgressTimer *>(getChildByTag(i+200));
							CC_BREAK_IF(pProgress==NULL);
							pProgress->setVisible(true);
							pProgress->setPercentage(99.f);	
							pProgress->runAction(CCSequence::create(CCProgressTo::create(_NF_PUBLIC_SKILL_CD_,0),NULL));	
						}
					}
				}
			}
		}

		return ;
	} while (false);
	CCLog("Fun CNFRockerLayer::update Error!");
}
Beispiel #6
0
bool PrepareLayer::init()
{
	CCSize size = ToolsFun::sharedTools()->getSceneSize();
	//背景
	CCSprite *spBkg = CCSprite::create("ui/shared/bkg.png");
	this->addChild(spBkg,-1);
	spBkg->setPosition(size/2);

	//放置人物设定背景
	CCSprite *spBkgHero = CCSprite::create("ui/prepareUI/mainbkg.png");
	this->addChild(spBkgHero,-1);
	spBkgHero->setPosition(ccp(size.width/2,size.height - spBkgHero->getContentSize().height/2 - 50*gScaleY));

	//购物
	CCSprite *spBkgTop = CCSprite::create("ui/shared/top.png");
	this->addChild(spBkgTop,0,108);
	spBkgTop->setPosition(ccp(size.width/2,size.height - spBkgTop->getContentSize().height/2));

	//人物游戏记录背景
	CCSprite *spRecoreBkg = CCSprite::create("ui/prepareUI/recordbkg.png");
	this->addChild(spRecoreBkg,-1);
	spRecoreBkg->setPosition(ccp(315*gScaleX,600*gScaleY));
	//spRecoreBkg->setScale(PRE_SCALE);

	//宠物,道具背景
	for (int i=0;i!=1;++i)
	{
		CCSprite *sp = CCSprite::create("ui/shared/placeboard.png");
		this->addChild(sp,-1);
		sp->setPosition(ccp(size.width/4 + i * size.width/2,165*gScaleY));
		sp->setScale(1.10f);
	}

	int level = GameConfigData::initialGameData().getCurLevel();
	int killTotal = 0;

	killTotal = atoi( GameConfigData::initialGameData().getKillTotal().c_str());

	char buf[64];
	sprintf(buf,"%d",killTotal);

	int levelMaxStr = GameConfigData::initialGameData().getMaxUnLockLevel();
	string strs[4] = 
	{
		GameConfigData::initialGameData().getHScores(),
		GameConfigData::initialGameData().getHLenght(),
		string(buf),
		ToolsFun::sharedTools()->intToString(levelMaxStr)
	};

	for (int i=0;i!=4;++i)
	{
		CCLabelBMFont *hScores = CCLabelBMFont::create(strs[i].c_str() ,"font/white_30.fnt");
		spRecoreBkg->addChild(hScores);
		hScores->setPosition(ccp(150*gScaleX,(165-8-38*i))*gScaleY);
		hScores->setAnchorPoint(ccp(0,0.5f));
	}

	m_menu = CCMenu::create();
	this->addChild(m_menu,1);
	m_menu->setPosition(CCPointZero);

	//所有按钮的放置
	const char* fName[9] = 
	{
		"ui/shared/back.png",//返回
		"ui/shared/coinplus.png",//添加金币
		"ui/prepareUI/head.png",//主角头像
		"ui/prepareUI/upgrade.png",//升级按钮
		"ui/shared/shop_item.png",//宠物1
		"ui/shared/shop_item.png",//宠物2
		"ui/shared/shop_item.png",//道具1
		//	"ui/shared/shop_item.png",//道具2
		"ui/shared/confirm.png"//确定开始游戏
	};

	const CCPoint posArray[9] = 
	{
		ccp(37*gScaleX,size.height-37*gScaleY),ccp(430*gScaleX,size.height-30*gScaleY),ccp(290*gScaleX,435*gScaleY),ccp(360*gScaleX,335*gScaleY),
		ccp(54*gScaleX,145*gScaleY),ccp(144*gScaleX,145*gScaleY),ccp(355*gScaleX,145*gScaleY),ccp(235*gScaleX,40*gScaleY),ccp(235*gScaleX,40*gScaleY)
	};

	for (int i=0;i!=8;++i)
	{
		CCSprite *spNml = CCSprite::create(fName[i]);
		CCSprite *spSel = CCSprite::create(fName[i]);
		spSel->setColor(ccc3(80,80,80));
		CCMenuItemSprite *itemSp = CCMenuItemSprite::create(spNml,spSel,
			this,menu_selector(PrepareLayer::menuTouch));
		if(i==2)
		{
			m_menu->addChild(itemSp,1,100+i);
			itemSp->setPosition(posArray[i]);
			itemSp->setScale(0.8f);
		}
		else if(i ==3)
		{
			m_menu->addChild(itemSp,1,100+i);
			itemSp->setPosition(posArray[i]);
			itemSp->setScale(PRE_SCALE);

			CCLabelBMFont *upGrade = CCLabelBMFont::create(gGetLanguageDesc(K.UPGRADE_DES).c_str(),"font/upgrade_des.fnt");
			itemSp->addChild(upGrade);
			upGrade->setPosition(ccp(80*gScaleX,-25*gScaleY));
		}
		else
		{
			m_menu->addChild(itemSp,1,100+i);
			itemSp->setPosition(posArray[i]);
		}
	}

	int curLevel  = GameConfigData::initialGameData().getCurHeroLevel();
	if (curLevel >= HERO_MAXLEVEL)
	{
		CCMenuItemSprite *upItem = (CCMenuItemSprite*)m_menu->getChildByTag(103);
		upItem->setEnabled(false);
		upItem->setVisible(false);
		if (this->getChildByTag(1430))
		{
			this->getChildByTag(1430)->setVisible(false);
		}
	}

	//金币放置最上方商城

	CCSprite *coinIcon = CCSprite::create("ui/shared/coin.png");
	this->addChild(coinIcon,2,1429);
	coinIcon->setPosition(ccp(280 * gScaleX, size.height - 30 * gScaleY));

	m_moneyLabel = CCLabelBMFont::create("10000000","font/level_big.fnt");
	this->addChild(m_moneyLabel,4);
	m_moneyLabel->setAnchorPoint(ccp(0,0.5f));
	m_moneyLabel->setPosition(ccp(300*gScaleX,size.height-25*gScaleY));
	m_moneyLabel->setScale(0.6F);

	setCoin();

	//升级所需金币数
	m_nextLevelPriceLabel = CCLabelBMFont::create("1000000000","font/level_big.fnt");
	this->addChild(m_nextLevelPriceLabel,2);
	m_nextLevelPriceLabel->setPosition(ccp(345*gScaleX,342*gScaleY));
	m_nextLevelPriceLabel->setScale(0.45);

	int curHeroId = GameConfigData::initialGameData().getCurHeroId();
	int heroLevel = GameConfigData::initialGameData().getCurHeroLevel();

	//名字label
	m_heroNameLabel = CCLabelBMFont::create("name","font/hero_name.fnt");
	this->addChild(m_heroNameLabel,10);
	m_heroNameLabel->setPosition(ccp(390*gScaleX,475*gScaleY));
	m_heroNameLabel->setScale(0.8f);

	//主角现在等级
	CCSprite* curHeroLevel=CCSprite::create("ui/prepareUI/level.png");
	this->addChild(curHeroLevel,2);
	curHeroLevel->setPosition(ccp(370*gScaleX,445*gScaleY));
	curHeroLevel->setScale(0.8f);

	//数字改变部分
	m_curHeroLevel = CCLabelBMFont::create("10000000",GOLD_FONT);
	this->addChild(m_curHeroLevel,2);
	m_curHeroLevel->setPosition(ccp(420*gScaleX,445*gScaleY));
	string levelStr = ToolsFun::sharedTools()->intToString(heroLevel);
	m_curHeroLevel->setString((levelStr).c_str());
	m_curHeroLevel->setScale(0.8f);

	//点击头像改变
	CCSprite* changeName=CCSprite::create("ui/prepareUI/changename.png");
	this->addChild(changeName,2);
	changeName->setPosition(ccp(390*gScaleX,400*gScaleY));
	changeName->setScale(0.8f);

	CCSprite *itemBkg = CCSprite::create("ui/shared/itemBkg.png");
	this->addChild(itemBkg);
	itemBkg->setPosition(ccp(360,145));
	initPet(0);
	initPet(1);
	initHeroSp(GameConfigData::initialGameData().getCurHeroId());
	initItem(0);
	//initItem(1);

	playUpEffect(heroLevel,false);

	registerNDK();

	return true;
}