Пример #1
0
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;
    
}
Пример #2
0
Enemy* Enemy::create()
{
	Enemy* pRet = new Enemy();
	if (pRet != nullptr) {
		pRet->autorelease();
		return pRet;
	}
	else
		return nullptr;
}
Пример #3
0
Enemy * Enemy::create()
{
    Enemy * enemy = new Enemy();
    if (enemy) {
        enemy->autorelease();
        return enemy;
    }
    delete enemy;
    return nullptr;
}
Пример #4
0
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;
}
Пример #5
0
Enemy* Enemy::create()
{
	Enemy* enemy = new Enemy();
	if (!enemy->init())
	{
		CC_SAFE_DELETE(enemy);
		return nullptr;
	}
	enemy->autorelease();
	
	return enemy;
}
Пример #6
0
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;
    
}
Пример #7
0
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;
}
Пример #8
0
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;
}
Пример #9
0
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;
    
}
Пример #10
0
/**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;
    }
}
Пример #11
0
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;
	}
}
Пример #12
0
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;
	}
}
Пример #13
0
Enemy* Enemy::create ( KDuint uType )
{
	Enemy*  pRet = new Enemy ( );

	if ( pRet && pRet->init ( uType ) )
	{
		pRet->autorelease ( );
	}
	else
	{
		CC_SAFE_DELETE ( pRet );
	}

	return pRet;
}
Пример #14
0
Enemy* Enemy::create(){

	Enemy *pRet = new Enemy;
	if (pRet && pRet->init())
	{
		pRet->autorelease();
		
		return pRet;
	}
	else
	{
		CC_SAFE_DELETE(pRet);
		return NULL;
	}
}
Пример #15
0
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;
}
Пример #16
0
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;
}
Пример #17
0
Enemy * Enemy::create()
{
	Enemy * pRect = new Enemy();
	pRect->autorelease();
	return pRect;
}