Enemy * Enemy::createEnemy(GameStage stage) { int i; Enemy * enemy = new Enemy(stage); if (enemy) { enemy->_weakIndex = 0; for (i = 0; i < ENEMY1_NUM; i++) { enemy->initWithEnemyType(stage, kEnemy01); enemy->setVisible(false); enemy->_weak.pushBack(enemy); } enemy->_mediumIndex = 0; for (i = 0; i < ENEMY2_NUM; i++) { enemy->initWithEnemyType(stage, kEnemy02); enemy->setVisible(false); enemy->_medium.pushBack(enemy); } enemy->_strongIndex = 0; for (i = 0; i < ENEMY3_NUM; i++) { enemy->initWithEnemyType(stage, kEnemy03); enemy->setVisible(false); enemy->_strong.pushBack(enemy); } enemy->autorelease(); return enemy; } delete enemy; enemy = nullptr; return nullptr; }
Enemy* Enemy::create() { Enemy* pRet = new Enemy(); if (pRet != nullptr) { pRet->autorelease(); return pRet; } else return nullptr; }
Enemy * Enemy::create() { Enemy * enemy = new Enemy(); if (enemy) { enemy->autorelease(); return enemy; } delete enemy; return nullptr; }
Enemy * Enemy::create_sprite(const Vec2 init_pos) { Enemy *ret = new Enemy; if (ret && ret->init_sprite(init_pos)) { ret->autorelease(); return ret; } CC_SAFE_DELETE(ret); return nullptr; }
Enemy* Enemy::create() { Enemy* enemy = new Enemy(); if (!enemy->init()) { CC_SAFE_DELETE(enemy); return nullptr; } enemy->autorelease(); return enemy; }
Enemy * Enemy::create(Layer * layer, int type, Point position, kEnemy * enemyType) { Enemy * sprite = new Enemy(layer, type, position, enemyType); if (sprite) { sprite->autorelease(); return sprite; } delete sprite; return nullptr; }
Enemy* Enemy::createEnemy(char* name,int type) { Enemy *pRet = new Enemy(); if (pRet && pRet->initWithFile(name)) { pRet->init(name,type); pRet->autorelease(); return pRet; } CC_SAFE_DELETE(pRet); return NULL; }
Enemy *Enemy::create( int stage, int enemyType){ Enemy *e = new Enemy(); if(e && e->init(stage, enemyType)){ e->autorelease(); return e; } CC_SAFE_DELETE(e); return nullptr; }
Enemy * Enemy::createEnemy(GameStage stage, kEnemy enemyType) { int i; Enemy * enemy = new Enemy(stage, enemyType); if (enemy && enemy->initWithEnemyType(stage, enemyType)) { enemy->autorelease(); return enemy; } delete enemy; enemy = nullptr; return nullptr; }
/**自己的create函数,因为要带参数,那个子弹类也可以这么写*/ Enemy* Enemy::create(EnemyType type) { Enemy *pRet = new Enemy(); if (pRet && pRet->enemyInit(type)) { pRet->autorelease(); return pRet; } else { delete pRet; pRet = NULL; return NULL; } }
Enemy* Enemy::create(Layer* gameLayer) { Enemy* pRet = new Enemy(); if (pRet&&pRet->initwithGame(gameLayer)) { pRet->autorelease(); return pRet; } else { delete pRet; pRet = nullptr; return nullptr; } }
Enemy* Enemy::nodeWithTheGame(HelloWorld* game) { Enemy *pRet = new Enemy(); if (pRet && pRet->initWithTheGame(game)) { pRet->autorelease(); return pRet; } else { delete pRet; pRet = NULL; return NULL; } }
Enemy* Enemy::create ( KDuint uType ) { Enemy* pRet = new Enemy ( ); if ( pRet && pRet->init ( uType ) ) { pRet->autorelease ( ); } else { CC_SAFE_DELETE ( pRet ); } return pRet; }
Enemy* Enemy::create(){ Enemy *pRet = new Enemy; if (pRet && pRet->init()) { pRet->autorelease(); return pRet; } else { CC_SAFE_DELETE(pRet); return NULL; } }
Enemy* Enemy::create(CCPoint position, const char* fileName) { //エネミー生成 Enemy* enemy = new Enemy(); if (enemy) { enemy->initEnemy(position, fileName); enemy->autorelease(); GAME::getInstance()->addChild(enemy, kTag_Enemy, kOrder_Enemy); return enemy; } //autoreleaseを使用しているため、deleteの代わりに使用、メモリを開放 //何度も生成しないようにガードをかける CC_SAFE_DELETE(enemy); return NULL; }
Enemy* Enemy::create(const std::string & filename) { Enemy* pSprite = new Enemy(); if (pSprite->initWithFile(filename)) { pSprite->autorelease(); pSprite->initOptions(); return pSprite; } CC_SAFE_DELETE(pSprite); return NULL; }
Enemy * Enemy::create() { Enemy * pRect = new Enemy(); pRect->autorelease(); return pRect; }