EnemyDisableTower* EnemyDisableTower::createEnemyDisableTower(Vector<Node*> points, int hp)
{
	auto dis = new EnemyDisableTower();
	if (dis && dis->init())
	{
		dis->setPointsVector(points);
		dis->runFollowPoint();  //这里就开始执行行走了
		dis->autorelease();
		dis->setMaxHp(hp);
		dis->setCurrHp(hp);
		return dis;
	}
	else
	{
		delete dis;
		dis = nullptr;
		return nullptr;
	}
}
EnemyTest* EnemyTest::createEnemyTest(Vector<Node*> points, int hp)
{
	auto test = new EnemyTest();
	if (test && test->init())
	{
		test->setPointsVector(points);
		test->runFollowPoint();  //这里就开始执行行走了
		test->autorelease();
		test->setMaxHp(hp);
		test->setCurrHp(hp);
		return test;
	}
	else
	{
		delete test;
		test = nullptr;
		return nullptr;
	}

}
Example #3
0
Raider* Raider::createMonster(std::vector<Point> points)
{
    auto monster = new Raider();
    if (monster && monster->init())
    {
        monster->setPointsVector(points);
		monster->setMaxHp(160);
		monster->setCurrHp(160);
		monster->setMoney(30);
		monster->setRunSpeed(40);
		monster->setArmor(10);
		monster->setForce(8);
		monster->setAttackBySoldier(true);
        monster->runNextPoint();       
        monster->autorelease();
        return monster;
    }
    CC_SAFE_DELETE(monster);
    return NULL;
}
Example #4
0
Quetzal* Quetzal::createMonster(std::vector<Point> points)
{
    auto monster = new Quetzal();
    if (monster && monster->init())
    {

        monster->setPointsVector(points);
		monster->setMaxHp(500);
		monster->setCurrHp(500);
		monster->setMoney(20);
		monster->setForce(45);
		monster->setArmor(10);
		monster->setAttackBySoldier(false);
		monster->setRunSpeed(60);
        monster->runNextPoint();       
        monster->autorelease();
        return monster;
    }
    CC_SAFE_DELETE(monster);
    return NULL;
}
Example #5
0
Gorilla* Gorilla::createMonster(std::vector<Point> points)
{
    auto monster = new Gorilla();
    if (monster && monster->init())
    {

        monster->setPointsVector(points);
		monster->setMaxHp(2500);
		monster->setCurrHp(2500);
		monster->setMoney(500);
		monster->setForce(60);
		monster->setArmor(0);
		monster->setAttackBySoldier(true);
		monster->setRunSpeed(30);
        monster->runNextPoint();       
        monster->autorelease();
        return monster;
    }
    CC_SAFE_DELETE(monster);
    return NULL;
}
Example #6
0
Wolf* Wolf::createMonster(std::vector<Point> points)
{
    auto monster = new Wolf();
    if (monster && monster->init())
    {

        monster->setPointsVector(points);
		monster->setMaxHp(35);
		monster->setCurrHp(35);
		monster->setRunSpeed(100);
        monster->runNextPoint();      
		monster->setMoney(20);
		monster->setArmor(0);
		monster->setForce(2);
		monster->setAttackBySoldier(true);
        monster->autorelease();
        return monster;
    }
	CC_SAFE_DELETE(monster);
    return NULL;
}
Example #7
0
Boss_Efreeti* Boss_Efreeti::createMonster(std::vector<Point> points,std::vector<std::vector<std::vector<Point>>> sonpath)
{
    auto monster = new Boss_Efreeti();
    if (monster && monster->init())
    {
        monster->setPointsVector(points);
		monster->setMaxHp(5550);
		monster->setCurrHp(5550);
		monster->setMoney(1500);
		monster->sonPath = sonpath;
		monster->setForce(50);
		monster->setArmor(10);
		monster->setAttackByTower(true);
		monster->setAttackBySoldier(true);
		monster->setRunSpeed(20);
        monster->runNextPoint();       
        monster->autorelease();
        return monster;
    }
    CC_SAFE_DELETE(monster);
    return NULL;
}
Example #8
0
Tremor* Tremor::createMonster(std::vector<Point> points)
{
    auto monster = new Tremor();
    if (monster && monster->init())
    {

        monster->setPointsVector(points);
		monster->setMaxHp(35);
		monster->setCurrHp(35);
		monster->setMoney(10);
		monster->setForce(4);
		monster->setArmor(0);
		monster->setForce(8);
		monster->setAttackByTower(false);
		monster->setAttackBySoldier(true);
		monster->setRunSpeed(50);
        monster->runNextPoint();       
        monster->autorelease();
        return monster;
    }
    CC_SAFE_DELETE(monster);
    return NULL;
}