Пример #1
0
void SpriteMonsterArcher::initEffect(unsigned int effectId)
{
	if(effectInited)
	{
		return;
	}

	effectNodes.clear();
	LevelLayer * layer = LevelManager::sShareInstance()->getCurrentLevelLayer();
	if (!layer)
	{
		ASSERT(0, "LevelLayer is NULL");
		return;
	}

	for (int i = 0; i < EFFECT_COUNT; i++)
	{
		CCNode * effectNode = CCNode::create();
		EffectSprite * skillAnim = ParticleManager::Get()->createEffectSprite(effectId,"");
		skillAnim->SetAnim(kType_Play, 1, true);
		effectNode->addChild(skillAnim);
		effectNode->setVisible(false);

		//添加到动态管理层
		
		effectNodes.push_back(effectNode);
		layer->getObjectLayer()->addChild(effectNodes[i], LevelLayer::sCalcZorder(m_oldPos));
	}
	effectInited = true;
}
void DamageValueEffect::HandleCritBurst(CCPoint pt, unsigned int effectType)
{
	unsigned int effectId = effectType;
	if(effectId == 0)
	{
		effectId = rand() % 3 + 152;
	}
	EffectSprite* effect = ParticleManager::Get()->createEffectSprite(effectId,"",false);
	if(effect)
	{
		effect->setPosition(pt);
		float scale = UIManager::sharedManager()->getScaleFactor();
		effect->getRoot()->setScale(scale);
		effect->SetAnim(kType_Play,1,false);

		if(m_pDamageLabels->find(effect) == m_pDamageLabels->end())
		{
			m_pDamageLabels->insert(make_pair(effect,1.0f));
			//this->addChild(critNode);
			if(GameManager::Get()->GetSceneLayer() != NULL && GameManager::Get()->GetSceneLayer()->getLevelLayer() != NULL
				&& GameManager::Get()->GetSceneLayer()->getLevelLayer()->getObjectLayer())
			{
				GameManager::Get()->GetSceneLayer()->getLevelLayer()->getObjectLayer()->addChild(effect,MAP_Z_OBJ_TOP);
			}
		}
	}
}
Пример #3
0
//----------------------------------------------------------------------------------------
//			others function means other players'
//----------------------------------------------------------------------------------------
void BaseLevelBuilder::addMonster(MonsterInitInfo info)
{
	std::map<uint32_t, SpriteMonster*>::iterator itor = m_level->m_MonsterInfo.find(info.uid);
	if (itor == m_level->m_MonsterInfo.end())
	{
		//add monster
		ASSERT(m_level->m_levelDataReference->mapFilePointer != NULL, "map file is empty");
		SpriteMonster* monster = LevelObjectCreator::sCreateSpriteMonster(info);

		monster->SetID(info.uid);
		monster->setTag(MAP_TAG_MONSTER);
		monster->setPosition(info.pos);

		//printf("addMonster %f, %f\n", info.pos.x, info.pos.y);

		//添加阴影
		/*ASprite* pAsprite = AspriteManager::getInstance()->getAsprite("spriteBin/shadow.bin");
		if(pAsprite != NULL)
		{
			CCPoint cp;
			CCSprite* pCSprite = pAsprite->getSpriteFromFrame(0, 0, cp);
			if(pCSprite != NULL)
			{
				pCSprite->setPosition(ccp(0, 0));
				pCSprite->setTag(SHADOW_TAG);
				monster->addChildToRoot(pCSprite);
			}
		}*/

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

		//为精英怪添加特效
		if(info.isElite)
		{
			EffectSprite * eliteEffect = ParticleManager::Get()->createEffectSprite(206,"");
			eliteEffect->SetAnim(kType_Play, 1, true);
			eliteEffect->setTag(ELITE_TAG);
			monster->addChildToRoot(eliteEffect);
		}

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

		m_level->m_MonsterInfo.insert(std::pair<uint32_t, SpriteMonster*>(info.uid, monster));
	}
	else
	{
		CCLog("error, the player has add before");
	}
}
Пример #4
0
void BaseLevelBuilder::createMonsterBornPoints()
{
	vector<CCPoint> points = InstanceManager::Get()->getMonsterBornPoints();
	for (size_t i = 0; i < points.size(); i++)
	{
		EffectSprite* monsterBornPoint = ParticleManager::Get()->createEffectSprite(205,"");
		monsterBornPoint->SetAnim(kType_Play,1,true);

		CCNode * bornNode = CCNode::create();
		bornNode->addChild(monsterBornPoint);
		bornNode->setPosition(points[i]);

		m_level->addChild(bornNode, MAP_Z_TILE_BACKGROUND);		
	}	
	InstanceManager::Get()->clearMonsterBornPoints();
}