Example #1
0
void GameEntity::hit( GameEntity * entity )
{
	m_pathFinder.clearPath();

	LuaValue val;
	float atk = 0.0f;
	float hp = 1.0f;

	if (entity->getProperty("atk", val))
	{
		atk = val.floatValue();	
	}
	if (this->getProperty("hp", val))
	{
		hp = val.floatValue();
	}

	if (atk > hp)
	{
		this->setProperty("hp", LuaValue::floatValue(0.0f));
	}
	else
	{
		this->setProperty("hp", LuaValue::floatValue(hp-atk));
	}

	this->updateHPBar();
}
Example #2
0
void LuaStack::pushLuaValue(const LuaValue& value)
{
    const LuaValueType type = value.getType();
    if (type == LuaValueTypeInt)
    {
        return pushInt(value.intValue());
    }
    else if (type == LuaValueTypeFloat)
    {
        return pushFloat(value.floatValue());
    }
    else if (type == LuaValueTypeBoolean)
    {
        return pushBoolean(value.booleanValue());
    }
    else if (type == LuaValueTypeString)
    {
        return pushString(value.stringValue().c_str());
    }
    else if (type == LuaValueTypeDict)
    {
        pushLuaValueDict(value.dictValue());
    }
    else if (type == LuaValueTypeArray)
    {
        pushLuaValueArray(value.arrayValue());
    }
    else if (type == LuaValueTypeObject)
    {
        pushObject(value.ccobjectValue(), value.getObjectTypename().c_str());
    }
}
Example #3
0
void GameEntity::updateHPBar()
{
	float hp = 1.0f;
	float maxhp = 1.0f;

	LuaValue val;
	if (this->getProperty("hp", val))
	{
		hp = val.floatValue();			
	}
	if (this->getProperty("maxhp", val))
	{
		maxhp = val.floatValue();
	}

	m_hpBar->drawSegment(Vec2(-20, 30), Vec2(20, 30), 5.0f, Color4F(1.0f, 1.0f, 1.0f, 1.0f));
	m_hpBar->drawSegment(Vec2(-20, 30), Vec2(20, 30), 4.0f, Color4F(0.0f, 0.0f, 0.0f, 1.0f));
	m_hpBar->drawSegment(Vec2(-20, 30), Vec2(-20+40*(hp/maxhp), 30), 4.0f, Color4F(1.0f, 0.0f, 0.0f, 1.0f));
}