void LevelManager::repeatAction(CCNode* psender)
{
	CCDelayTime* delay = CCDelayTime::create(1);
	CCMoveBy* mv = CCMoveBy::create(1,ccp(100+100*CCRANDOM_0_1(),0));
	CCFiniteTimeAction* seq = CCSequence::create(delay,mv,delay->copy(), mv->reverse(), NULL);
	psender->runAction(CCRepeatForever::create((CCActionInterval*)seq));
}
//
// DelayTime
//
CCDelayTime* CCDelayTime::actionWithDuration(ccTime d)
{
	CCDelayTime* pAction = new CCDelayTime();

	pAction->initWithDuration(d);
	pAction->autorelease();

	return pAction;
}
//
// DelayTime
//
CCDelayTime* CCDelayTime::create(float d)
{
	CCDelayTime* pAction = new CCDelayTime();

	pAction->initWithDuration(d);
	pAction->autorelease();

	return pAction;
}
void TestController::ccTouchesBegan(CCSet *pTouches, CCEvent *pEvent)
{
    stopAllActions();
    CCDelayTime* delaytime = CCDelayTime::actionWithDuration(0.2);
    delaytime->setTag(99);
    this->runAction(delaytime);
    CCSetIterator it = pTouches->begin();
    CCTouch* touch = (CCTouch*)(*it);
    m_tBeginPos = touch->locationInView(touch->view());
}
bool Boss::init(){
	if ( !CCSprite::init() )
    {
        return false;
    }
	this->initWithFile(s_boss_one);
	m_bomb = new Enemy();
	m_bomb->autorelease();
	m_bomb->initWithFile(s_boss_one_bomb);
	addChild(m_bomb,1);
	CCSize size = this->getContentSize();
	m_bomb->setAnchorPoint(ccp(0.5,0.8));
	m_bomb->setPosition(ccp(size.width/2,size.height/2));


	CCDelayTime *delay =  CCDelayTime::create(1);
    CCMoveBy *mv = CCMoveBy::create(6, ccp(300, 0));
    CCFiniteTimeAction *seq = CCSequence::create(delay, mv, delay->copy(), mv->reverse(), NULL);
    this->runAction(CCRepeatForever::create((CCActionInterval*)seq));

	this->schedule(schedule_selector(Boss::calRoat),1);

	childrenInit();
}