bool GChapterOneLayer::init() { if (!CCLayer::init()) { return false; } IsKillBoss=false; _mapMaxNum=3; _mapCurrentNum=1; _tileMapSizex=(float)1/2; strcpy(mapdata,"Map1_"); initPlayer(); initTileMap(); initEnemy(); return true; }
bool MainCityLayer::initWithID(int ID) { bool bRet = false; do { CC_BREAK_IF(!BaseLayer::init()); SqliteResolver* srl = SqliteResolver::create(TABLE_MAIN_CITY, ID); CC_BREAK_IF(!srl); initTileMap(srl->getInt("MapID")); initEntitiesManager(); RoleResolver resolver; m_hero = resolver.createHero(1); CC_BREAK_IF(!m_hero); addChild(m_hero); m_hero->setPosition3D(m_hero->getPosition3D()); Array* arr = srl->getArray("NPCs"); Object* element; CCARRAY_FOREACH(arr, element) { Point3D pt = Point3DFromString(((String*)element)->getCString()); NPCSprite* npc = NPCSprite::create(pt.z); addChild(npc); npc->setTarget(m_hero); npc->setPosition(Point(pt.x, pt.y)); } arr = srl->getArray("Portals"); CCARRAY_FOREACH(arr, element) { Point3D pt = Point3DFromString(((String*)element)->getCString()); DungeonPortal* portal = DungeonPortal::create(); addChild(portal); portal->setDungeonID(pt.z); portal->setTarget(m_hero); portal->setPosition(Point(pt.x, pt.y)); }