// PvP Recovery BattleScene* BattleScene::create(int seed, int round, const Player& first, const Player& second, const rapidjson::Value& battleState, float skillTimeout, float moveTimeout, float skillTimeLeft, float moveTimeLeft, const rapidjson::Value& events) { BattleScene* scene = new BattleScene(); if(scene && scene->initPvP(seed, round, first, second, battleState, skillTimeout, moveTimeout, skillTimeLeft, moveTimeLeft, events)) { scene->autorelease(); return scene; } CC_SAFE_DELETE(scene); return NULL; }
void BattleHUD::ButtonToggleDebugCallback(CCObject* pSender) { BattleScene* parent = static_cast<BattleScene*>(this->getParent()); parent->TogglePhysicsDebugViewer(); //BattleEndLayer* layer = BattleEndLayer::create(); //this->addChild(layer); }
BattleScene *BattleScene::create(const std::string &stage){ BattleScene *pRet = new (std::nothrow) BattleScene(stage); if (pRet && pRet->init()){ pRet->autorelease(); return pRet; } delete pRet; pRet = nullptr; return nullptr; }
// PvP BattleScene* BattleScene::create(const Player& p1, const Player& p2, const PvPConfig& config) { BattleScene* scene = new BattleScene(); if(scene && scene->initPvP(p1, p2, config)) { scene->autorelease(); return scene; } CC_SAFE_DELETE(scene); return NULL; }
// PvE BattleScene* BattleScene::create(HeroList& team, LevelInfo& level) { BattleScene* scene = new BattleScene(); if(scene && scene->initWithLevel(team, level)) { scene->autorelease(); return scene; } CC_SAFE_DELETE(scene); return NULL; }
BattleScene* BattleScene::create(PreloadBattleScene* preloaderScene, std::vector<int> parameters) { BattleScene* scene = new BattleScene(); if (scene && scene->init(preloaderScene, parameters)) { return (BattleScene*)scene->autorelease(); } CC_SAFE_DELETE(scene); return scene; }
BattleScene* BattleScene::create(int level) { BattleScene* battleScene = new BattleScene(); if (battleScene && battleScene->init(level)) { battleScene->autorelease(); } else { CC_SAFE_DELETE(battleScene); } return battleScene; }
void BattleHUD::ButtonPauseCallback(CCObject* pSender) { BattleScene* parent = static_cast<BattleScene*>(this->getParent()); if (!parent->GamePaused()) { CCLOG("[%s][%d] - The game changes to Paused state", __FUNCTION__, __LINE__); parent->PauseGame(); //GameSettingLayer* layer = GameSettingLayer::create(); //this->addChild(layer); } //else //{ // CCLOG("[%s][%d] - The game resumes to Normal state", __FUNCTION__, __LINE__); // parent->ResumeGame(); //} }
void testBattle() { BattleScene scene; HeroCard *c1 = new HeroCard(demo.mDataMgr->mHeroCards[0]); HeroCard *c2 = new HeroCard(demo.mDataMgr->mHeroCards[1]); HeroCard *c3 = new HeroCard(demo.mDataMgr->mHeroCards[2]); vector<HeroCard *> vector1; vector<HeroCard *> vector2; vector1.push_back(c1); vector1.push_back(c2); vector2.push_back(c3); scene.createBattleSide(2,1,L"A",L"B",vector1,vector2); scene.autoAttack(); }
void SkirmishHUD::ButtonToggleDebugCallback(CCObject* pSender) { BattleScene* parent = static_cast<BattleScene*>(this->getParent()); parent->TogglePhysicsDebugViewer(); }