Example #1
0
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;
}
Example #2
0
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();
}