コード例 #1
0
ファイル: GameLayer.cpp プロジェクト: pdpdds/cocos2dx-dev
void GameLayer::loadLevel (int level) {
    
    clearLayer();
    
    _currentLevel = level;
    
    resetLevel();
    
    CCDictionary * levelData = (CCDictionary *) _levels->objectAtIndex(_currentLevel);
    
    int count;
    CCDictionary * data;
    
    //create platforms
    CCArray * platforms = (CCArray *) levelData->objectForKey("platforms");
    Platform * platform;
    count = platforms->count();
    
    for (int i = 0; i < count; i++) {
        platform = (Platform *) _platformPool->objectAtIndex(_platformPoolIndex);
        _platformPoolIndex++;
        if (_platformPoolIndex == _platformPool->count()) _platformPoolIndex = 0;
        
        data = (CCDictionary *) platforms->objectAtIndex(i);
        platform->initPlatform (
                                data->valueForKey("width")->intValue() * TILE,
                                data->valueForKey("angle")->floatValue(),
                                ccp(data->valueForKey("x")->floatValue() * TILE,
                                    data->valueForKey("y")->floatValue() * TILE)
                                );
    }
}
コード例 #2
0
//------------------------------------------------------------------------------------------------
// Name:  shutdown
// Desc:  Clears D3D objects used by this sprite manager.
//------------------------------------------------------------------------------------------------
void SpriteManager::shutdown()
{
    // Get rid of the rendering object
    SAFE_RELEASE(mySpriteRenderer);

    // Free all of the sprite layers
    for (int layer = 0; layer < (int)LAYER_COUNT; ++layer)
    {
        // Erase all of the textures in sprites in this layer
        clearLayer((Layer)layer);

        // Get rid of the memory
        myLayers[layer].freeMemory();
    }
}
コード例 #3
0
//------------------------------------------------------------------------------------------------
// Name:  clear
// Desc:  Removes all of the sprites from this manager
//------------------------------------------------------------------------------------------------
void SpriteManager::clear()
{
    // Free all of the sprite layers
    for (int layer = 0; layer < (int)LAYER_COUNT; ++layer)
        clearLayer((Layer)layer);
}