Example #1
0
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();
    }
}
Example #2
0
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();
}
Example #3
0
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;
}
Example #4
0
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;
        }
    }
}
Example #5
0
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;
}