Beispiel #1
0
void PopUpCreator::classTutorial() {
    ostringstream line;
    line << "Classes:\n";
    Wizard w;
    line << "     Wizard:\n";
    vector<Skill*> skills = w.getSkills();
    for (unsigned int i = 0; i < skills.size(); i++) {
        line << "        " << skills[i]->name() << ": " << skills[i]->description() << endl;
    }
    line << endl;
    Paladin p;
    line << "     Paladin:\n";
    skills = p.getSkills();
    for (unsigned int i = 0; i < skills.size(); i++) {
        line << "        " << skills[i]->name() << ": " << skills[i]->description() << endl;
    }
    line << endl;
    Thief t;
    line << "     Thief:\n";
    skills = t.getSkills();
    for (unsigned int i = 0; i < skills.size(); i++) {
        line << "        " << skills[i]->name() << ": " << skills[i]->description() << endl;
    }
    PopUp::make(line.str());
}
Beispiel #2
0
Thief* Thief::create(const Vector<Node*>& points)
{
    Thief* pRet = new Thief();
    if(pRet && pRet->init()) {
        pRet->setPointsVector(points);
        pRet->runFllowPoint();
        pRet->autorelease();
    } else {
        delete pRet;
        pRet = nullptr;
    }

    return pRet;
}
Beispiel #3
0
Thief* Thief::createThief(Vector<Node*> points)
{
    Thief *pRet = new Thief();
    if (pRet && pRet->init())
    {
        pRet->setPointsVector(points);
        pRet->runFllowPoint();
        
        pRet->autorelease();
        return pRet;
    }
    else
    {
        delete pRet;
        pRet = NULL;
        return NULL;
    }
}
Beispiel #4
0
Thief* Thief::createThief( int hp)
{
    Thief *pRet = new Thief();
    if (pRet && pRet->init())
    {

		pRet->setMaxHp(hp);
		pRet->setCurrHp(hp);
        
        pRet->autorelease();
        return pRet;
    }
    else
    {
        delete pRet;
        pRet = NULL;
        return NULL;
    }
}
Beispiel #5
0
Thief* Thief::createThief(/*Vector<Node*> points,*/ int hp)
{
    Thief *pRet = new Thief();
    if (pRet && pRet->init())
    {
		// 设置怪物的路径点集
        //pRet->setPointsVector(points);
		pRet->setMaxHp(hp);
		pRet->setCurrHp(hp);

		// 让怪物沿着路径点移动
        //pRet->runFllowPoint();
        
        pRet->autorelease();
        return pRet;
    }
    else
    {
        delete pRet;
        pRet = NULL;
        return NULL;
    }
}