void BattleScene::doClick( PointArray* array ) { if (array != NULL && array->count() > 0) { //TODO:判断是否下兵点 addArmy(array->getControlPointAtIndex(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; }