Exemple #1
0
void BattleScene::doClick( PointArray* array )
{
	if (array != NULL && array->count() > 0)
	{
		//TODO:判断是否下兵点
		addArmy(array->getControlPointAtIndex(0));
	}
}
Exemple #2
0
bool GameScene::init()
{
    if(!LayerCtrl::init())
        return false;
    
    initMap();
    
    m_pLayerSoldier = SoldierLayer::create();
    m_pLayerEffect = EffectLayer::create();
    
    addChild(m_pLayerSoldier);
    addChild(m_pLayerEffect);
    
//    m_pLayer = LayerCtrl::create();
//    m_pLayer->setTouchesEnable(true);
//    m_pRoot->addChild(m_pLayer);
//    
//    Sprite* pSprite = Sprite::create("res/worldmap.jpg");
//    pSprite->setAnchorPoint(Vec2(0, 0));
//    pSprite->setPosition(Vec2(0, 0));
//    pSprite->setScale(2);
//    m_pLayer->addChild(pSprite);
//    
//    //pLayer->setLayerSize(pSprite->getContentSize().width, pSprite->getContentSize().height);
//    
//    Rect rect;
//    rect.origin.set(0, 0);
//    rect.size.setSize(pSprite->getContentSize().width * 2, pSprite->getContentSize().height * 2);
//    m_pLayer->SetLayerRect(rect);

	//PersonMgr::getSingleton().init(this);

	for(int i = 0; i < 10; ++i)
	{
//		Person* pPerson = PersonMgr::getSingleton().newPerson(0, 10000001 + i);
//
//		if(pPerson != NULL)
//			pPerson->setPosition(100 + i * 100, 100 + i * 100);
        
        addArmy(10010001 + i, 10, 1000 + rand() % 1000, 1000 + rand() % 1000);
	}
    
    //Person* pPerson = PersonMgr::getSingleton().newPerson(0);
    //pPerson->init(0, *this);
    //pPerson->setPosition(1000, 1000);
    
    schedule(schedule_selector(GameScene::onIdle));
    
    return true;
}