// Constructor for the enemy. The layer is initialized in Model's constructor. Enemy::Enemy(int x, int y) : Model(x,y) { // Create a default NodeLoaderLibrary. NodeLoaderLibrary* nodeLoaderLibrary; nodeLoaderLibrary = NodeLoaderLibrary::newDefaultNodeLoaderLibrary(); // Create a new CCBReader with a default NodeLoaderLibrary // This can take a lot of parameters to use code connections and more CCBReader* ccbReader = new CCBReader(nodeLoaderLibrary); // Load the main node from the CocosBuilder file modelNodes = ccbReader->readNodeGraphFromFile("Orc.ccbi"); // Get the animationmanager so we can animate the thing afterwards animationManager = ccbReader->getAnimationManager(); modelNodes->setPosition( Point(x, y)); //modelNodes->setScale(0.5f); Node* rShoulder = modelNodes->getChildByTag(1)->getChildByTag(4)->getChildByTag(1); rShoulder->setZOrder(0); Node* lHip = modelNodes->getChildByTag(1)->getChildByTag(1); lHip->setZOrder(0); Node* rHip = modelNodes->getChildByTag(1)->getChildByTag(2); rHip->setZOrder(0); Node* rUpperArm = rShoulder->getChildByTag(2); rUpperArm->setZOrder(-1); Node* chest = modelNodes->getChildByTag(1)->getChildByTag(4)->getChildByTag(2); chest->setZOrder(0); Node* hips = modelNodes->getChildByTag(1)->getChildByTag(3); hips->setZOrder(0); modelNodes->getChildByTag(1)->getChildByTag(4)->setZOrder(0); Node* lShoulder = modelNodes->getChildByTag(1)->getChildByTag(4)->getChildByTag(4); lShoulder->setZOrder(3); Node* rElbow = rShoulder->getChildByTag(1); rElbow->setZOrder(1); Node* rLowerArm = rShoulder->getChildByTag(1)->getChildByTag(1); rLowerArm->setZOrder(2); Node* rHand = rShoulder->getChildByTag(1)->getChildByTag(2); rHand->getChildByTag(1)->setVisible(true); rHand->setZOrder(2); Node* neck = modelNodes->getChildByTag(1)->getChildByTag(4)->getChildByTag(3); neck->setZOrder(2); this->addChild(modelNodes); // Add the loaded node to the scene (this) healthStatus->setPosition(Point(x-500, y+100)); this->addChild(healthStatus); initAttacks(); // As nobody called ccbReader->autoRelease(), returning now would cause // a memory leak. We can call autoRelease or delete it ourselves. delete ccbReader; }
void initTable() { initAttacks(false); initAttacks(true); initKingAttacks(); initGoldAttacks(); initSilverAttacks(); initPawnAttacks(); initKnightAttacks(); initLanceAttacks(); initSquareRelation(); initAttackToEdge(); initBetweenBB(); initCheckTable(); initSquareDistance(); Book::init(); initSearchTable(); }
void initTable() { initAttacks(false); initAttacks(true); initKingAttacks(); initGoldAttacks(); initSilverAttacks(); initPawnAttacks(); initKnightAttacks(); initLanceAttacks(); initSquareRelation(); initAttackToEdge(); initBetweenBB(); initCheckTable(); auto eval = std::unique_ptr<Evaluater>(new Evaluater); eval->init(); Book::init(); initSearchTable(); }
void Board::initStartPosition() { initMasks(); initAttacks(); wKing = 1 << 3; wQueens = 1 << 4; wRooks = 1 | (1 << 7); wBishops = (1 << 2) | (1 << 5); wKnights = (1 << 1) | (1 << 6); wPawns = 0x000000000000FF00; wPieces = wKing | wQueens | wRooks | wBishops | wKnights | wPawns; bKing = 1ULL << 59; bQueens = 1ULL << 60; bRooks = (1ULL << 63) | (1ULL << 56); bBishops = (1ULL << 61) | (1ULL << 58); bKnights = (1ULL << 62) | (1ULL << 57); bPawns = 0x00FF000000000000; bPieces = bKing | bQueens | bRooks | bBishops | bKnights | bPawns; allPieces = wPieces | bPieces; }
Board0x88::Board0x88(void) { initBoard(); initAttacks(); //initMoves(); }