Esempio n. 1
0
//----------------------------------------------------------------------------------------
void BaseLevelBuilder::createSeer()
{
	// TODO : tile physics
	if(m_level->m_levelDataReference->mapFilePointer == NULL)
		return;

	unsigned int playerType = UserData::GetUserType();
	ASSERT(m_level->m_levelDataReference->mapFilePointer != NULL, "map file is empty");	

	SpriteSeer* seer = LevelObjectCreator::sCreateSeer(UserData::Get()->getUserId(),UserData::Get()->getUserName(),
		playerType ,
		true
		);

	seer->SetID(UserData::Get()->getUserId());
	seer->setTag(MAP_TAG_SEER);
	m_level->m_pObjectsLayer->addChild(seer, LevelLayer::sCalcZorder(seer->getPosition()));

	GameManager::Get()->setHero(seer);
	GameManager::Get()->setHeroTypeId(seer->GetTypeId());

	SkillDispMgr::Get()->Load("Data/skill.bin", "Data/animationMap.bin");
	SkillDispMgr::Get()->LoadFairy("Data/fairyskill.bin", "Data/fairyanimation.bin");


	// TODO : 实际上,影子可以放到LevelLayer里,不一定要放到ObjectLayer里。
	CATLObjectLayer* pObjLayer = dynamic_cast<CATLObjectLayer*>(m_level->m_pObjectsLayer);
	if(pObjLayer)
	{
		pObjLayer->AddRoleShadow(seer);
	}
}
Esempio n. 2
0
//----------------------------------------------------------------------------------------
//			others function means other players'
//----------------------------------------------------------------------------------------
void BaseLevelBuilder::addOtherPlayer(unsigned int uid, const char* userName,unsigned int type, cocos2d::CCPoint pt, unsigned int orient, unsigned int battleSide)
{
	std::map<uint32_t, OthersPlayerInfo>::iterator itor = m_level->m_othersPlayerInfo.find(uid);
	if (itor == m_level->m_othersPlayerInfo.end())
	{
		//
		OthersPlayerInfo playerInfo;
		playerInfo.seer = NULL;
		playerInfo.pet = NULL;
#if _DEBUG
		playerInfo.name = userName;
#endif
		//add seer
		ASSERT(m_level->m_levelDataReference->mapFilePointer != NULL, "map file is empty");
		SpriteSeer* seer = LevelObjectCreator::sCreateSeer(uid,userName,
			type, 
			false);

		if(NULL == seer)
		{
			return;
		}

		

		seer->SetID(uid);
		seer->setTag(MAP_TAG_OTHER_SEER);
		seer->setPosition(pt);
		seer->SetBattleSide(battleSide);

		if (m_level->m_pObjectsLayer)
		{
			m_level->m_pObjectsLayer->addChild(seer, LevelLayer::sCalcZorder(seer->getPosition()));

			bool isMainLand = MainLandManager::Get()->isMainLand(m_level->m_id);
			int	animID;
			if (isMainLand)
			{
				animID = kTypeIdle_FaceDown_Stand_MAIN;
			}
			else
			{
				animID = kTypeIdle_FaceDown_Stand_OTH;
			}
			
			/*switch(orient)
			{
			case DIRECTION_UP:
			animID = kTypeIdle_FaceUp_Stand_MAIN;
			break;
			case DIRECTION_LEFT:
			break;
			case DIRECTION_BOTTOM:
			break;
			case DIRECTION_RIGHT:
			break;
			default:
			break;
			}*/
			seer->SetAnim(animID,1,true);
		}

		playerInfo.seer = seer;

		//add pet
		//if (petType != 0)
		//{
		//	SpriteElf* elf = LevelObjectCreator::sCreateSpriteElf(petType, 0, true,
		//		MAP_TAG_OTHER_FOLLOW_SPRITE ,
		//		true);

		//	elf->setTag(MAP_TAG_OTHER_FOLLOW_SPRITE);
		//	elf->followSeerPosition(pt, true);
		//	m_level->addChild(elf, LevelLayer::sCalcZorder(elf->getPosition()));

		//	playerInfo.pet = elf;
		//}

		//
		m_level->m_othersPlayerInfo.insert(std::pair<uint32_t, OthersPlayerInfo>(uid, playerInfo));

		CATLObjectLayer* pObjLayer = dynamic_cast<CATLObjectLayer*>(m_level->m_pObjectsLayer);
		if(pObjLayer)
		{
			pObjLayer->AddRoleShadow(seer);
		}

	}
	else
	{
		CCLog("error, the player has add before");
	}
}