Пример #1
0
//////////////////////////////////////////////////////////////////////////
//called when touch layer
//////////////////////////////////////////////////////////////////////////
void LevelLayer::ccTouchesBegan(CCSet *pTouches, CCEvent *pEvent)
{
	CCTouch* touch = (CCTouch*)pTouches->anyObject();
	CCPoint oldPT = touch->getLocationInView();
	oldPT = CCDirector::sharedDirector()->convertToGL(oldPT);	

	m_touchWinPoint = oldPT;

    float deviceScale = CCDirector::sharedDirector()->getContentScaleFactor();
    oldPT = CCPoint(oldPT.x * deviceScale, oldPT.y * deviceScale);
    
	CCPoint newPT = LevelMultiResolution::sTransformWindowPointToMap(oldPT);

	// Note: 打断自动寻路到副本显示感叹号
	TaskManager::getInstance()->InterruptAutoGoToInstanceEvent();
    
	//by benyang: deal with npc first
	if(!NPCManager::sharedManager()->processTouch(newPT))
	{
		//send touch begin event to children
		CCArray* children = this->getChildren();
		if (children)
		{
			int childrenCount = children->count();
			for (int i = 0; i < childrenCount; ++i)
			{
				CCNode* child = (CCNode* )children->objectAtIndex(i);
				ASSERT(child != NULL, "child is NULL");

				BaseListener* listener = LevelLayer::sGetListenerByTag(child->getTag());
				if (listener)
				{
					listener->HandleLayerTouchBeginEvent(child, newPT);
				}				
			}
		}
	}

	//上面的listener未命中,直接调用SpriteSeerListener
	SpriteSeer * seer = GameManager::Get()->getHero();
	if (seer)
	{
		BaseListener* listener = LevelLayer::sGetListenerByTag(seer->getTag());
		if (listener)
		{
			listener->HandleLayerTouchBeginEvent(seer, newPT);
		}		
	}

	//record touch point in map
	m_touchWinPoint = oldPT;		
}
Пример #2
0
//////////////////////////////////////////////////////////////////////////
//update movable objects z order 
//////////////////////////////////////////////////////////////////////////
void LevelLayer::update(float dt)
{
	//m_cameraController.Update(dt);
    CameraController::sharedCameraController()->Update(dt);
    

	for(std::map<unsigned int, WAKL_INFO>::iterator iter = m_walkInfo.begin(); iter != m_walkInfo.end(); iter++)
	{
		if(iter->second.idleTime.time <= iter->second.idleTime.curTime && !iter->second.walk.bUsed)
		{
			iter->second.walk.bUsed = true;
			updateOtherPlayer(iter->second.walk.uid, iter->second.walk.pt, iter->second.walk.animID, iter->second.walk.bFlip);
		}
		else
		{
			iter->second.idleTime.curTime += dt;
			
		}
	}

	while(!LevelManager::sShareInstance()->m_otherPlayerInfo.empty())
	{
		const LevelManager::OTHER_PLAYER_INFO& info = LevelManager::sShareInstance()->m_otherPlayerInfo.top();

		m_levelBuilder->addOtherPlayer(info.uid, info.userName.c_str(), info.type, info.pos, info.orient, info.battleSide);
		LevelManager::sShareInstance()->m_otherPlayerInfo.pop();
	}

	CCArray* children = this->getChildren();
	if (children)
	{
		int childrenCount = children->count();
		for (int i = 0; i < childrenCount; ++i)
		{
			CCNode* child = (CCNode* )children->objectAtIndex(i);
			ASSERT(child != NULL, "child is NULL");

			BaseListener* listener = LevelLayer::sGetListenerByTag(child->getTag());
			if (listener)
			{
				listener->HandleLayerUpdateEvent(child, dt);
			}			
		}
	}

	if(m_pObjectsLayer != NULL)
	{
		children = m_pObjectsLayer->getChildren();
		if (children)
		{
			int childrenCount = children->count();
			for (int i = 0; i < childrenCount; ++i)
			{
				CCNode* child = (CCNode* )children->objectAtIndex(i);
				ASSERT(child != NULL, "child is NULL");

				BaseListener* listener = LevelLayer::sGetListenerByTag(child->getTag());
				if (listener)
				{
					listener->HandleLayerUpdateEvent(child, dt);
				}				
			}
		}
	}

	// update Hero 
	SpriteSeer* hero = GameManager::Get()->getHero();
	if (hero)
	{
		hero->Update(dt);
	}

	//更新其他玩家
	std::map<uint32_t, OthersPlayerInfo>::iterator itor = m_othersPlayerInfo.begin();
	while (itor != m_othersPlayerInfo.end())
	{
		OthersPlayerInfo playerInfo = (*itor).second;

		SpriteSeer * seer = playerInfo.seer;
		if (seer)
		{
			seer->Update(dt);
		}		

		itor++;
	}

	// update ItemUpdatManager
	ItemUpdateManager::Get()->Update(dt);

	// update monster
	SpriteMonsterMgr::Get()->Update(dt);

	// update actor
	EnginePlayerManager::getInstance()->update(dt);

	// Note: Update SpriteElf
	SpriteElfManager::Get()->Update(dt);

	// Note: 剧情Update
	StoryInstanceDirector::Get()->Update(dt);

	//按住屏幕移动持续寻路
	if (pressTime < 0.1f)
	{
		pressTime += dt;
	}
	else if (m_touchWinPoint.x != 0 && m_touchWinPoint.y != 0)
	{
		float deviceScale = CCDirector::sharedDirector()->getContentScaleFactor();
		m_touchWinPoint = CCPoint(m_touchWinPoint.x * deviceScale, m_touchWinPoint.y * deviceScale);
    
		CCPoint newPT = LevelMultiResolution::sTransformWindowPointToMap(m_touchWinPoint);

		SpriteSeer * hero = GameManager::Get()->getHero();
		if (hero)
		{
			BaseListener* listener = LevelLayer::sGetListenerByTag(hero->getTag());
			if (listener)
			{
				listener->HandleLayerTouchBeginEvent(hero, newPT);
			}			
		}
		pressTime = 0.0f;
	}

	SkillDispMgr::Get()->Update(dt);

	PvAIManager::Get()->Update(dt);

}