float CDeck::InitEmptyCells(float delayPerLetter) { float currentDelay = 0.0f; for (int i=0; i<m_Letters.size(); i++) { if (m_Letters[i] == NULL) { CStack * stack = CGameScene::Instance()->GetCurrentRoom()->GetStack(); if(stack->IsEmpty()) { return currentDelay; } CLetter * letter = stack->GetLetterFromStack(); addChild(letter,CLetter::STAY_LAYER); float scale = 0.45; Point pos = Point(CELL_OFFSET_X+(CELL_SIZE_X/2),CELL_OFFSET_Y+(CELL_SIZE_Y/2)); letter->setPosition(pos.x + i*CELL_SIZE_X,pos.y); letter->SetDeckCell(i); letter->SetLastPosType(CLetter::LPT_DECK); m_Letters[i] = letter; currentDelay += delayPerLetter; letter->ShowAction(currentDelay); } } return currentDelay; }
void CDeck::InitEmptyCells() { for (int i=0; i<m_Letters.size(); i++) { if (m_Letters[i] == NULL) { CStack * stack = CGameScene::Instance()->GetCurrentRoom()->GetStack(); if(stack->IsEmpty()) { return; } CLetter * letter = stack->GetLetterFromStack(); //CGameScene::Instance()->addChild(letter); addChild(letter,CLetter::STAY_LAYER); float scale = 0.45; Point pos = Point(CELL_OFFSET_X+(CELL_SIZE_X/2),CELL_OFFSET_Y+(CELL_SIZE_Y/2)); letter->setPosition(pos.x + i*CELL_SIZE_X,pos.y); //letter->setOpacity(0); //letter->setScale(0.2f); letter->SetDeckCell(i); letter->SetLastPosType(CLetter::LPT_DECK); m_Letters[i] = letter; //letter->ShowAction(); /* auto scaleAction = CCScaleTo::create(0.5f,scale,scale); auto showAction = CCFadeIn::create(0.3f); auto spawn = Spawn::create(scaleAction,NULL); letter->runAction(spawn);*/ } } ShowLetters(); }