bool Vandal::init(cocos2d::ValueMap map) { _frameName = map.at("frame").asString(); _position = Vec2(map.at("x").asInt(), (1136 - map.at("y").asInt())) / 2; return true; }
bool CrazyScratch::init( UnitNode* owner, const cocos2d::ValueMap& data, const cocos2d::ValueMap& params ) { if( !SkillNode::init( owner ) ) { return false; } int level = data.at( "level" ).asInt(); _damage = data.at( "damage" ).asValueVector().at( level - 1 ).asFloat(); _duration = data.at( "duration" ).asFloat(); _interval = data.at( "interval" ).asFloat(); _elapse = _interval; _range = data.at( "range" ).asFloat(); _count = data.at( "count" ).asInt(); _origin_pos = _owner->getPosition(); _last_pos = _origin_pos; Point dir = _owner->getUnitDirection(); if( dir.y > 0 ) { _skeleton = ArmatureManager::getInstance()->createArmature( "characters/kyle/kyle_b" ); } else { _skeleton = ArmatureManager::getInstance()->createArmature( "characters/kyle/kyle_f" ); } if( dir.x > 0 ) { _skeleton->getSkeleton()->flipX = 1; } else { _skeleton->getSkeleton()->flipX = 0; } _owner->getBattleLayer()->addToEffectLayer( _skeleton, _last_pos, _owner->getBattleLayer()->zorderForPositionOnObjectLayer( _last_pos ) ); _skeleton->setAnimation( 0, "Cast_1", true ); _skeleton->setBlendFunc( BlendFunc::ADDITIVE ); return true; }
bool ShadowAssault::init( UnitNode* owner, const cocos2d::ValueMap& data, const cocos2d::ValueMap& params ) { if( !SkillNode::init( owner ) ) { return false; } int level = data.at( "level" ).asInt(); _damage = data.at( "damage" ).asValueVector().at( level - 1 ).asFloat(); return true; }
void GameBuyStoreMannager::buyPropsWithTokens(cocos2d::ValueMap data) { if (data.at(STORE_COST_KEY).asInt() <= UserDataManager::getInstance()->getPropsNumbleWithKey(data.at(STORE_COST_TYPE_KEY).asString())) { for (auto var : data.at(ITEM_PROPS_DATA_KEY).asValueMap()) { UserDataManager::getInstance()->addPropsNumbleWithKey(var.first, var.second.asInt()); } UserDataManager::getInstance()->cutPropsNumbleWithKey(data.at(STORE_COST_TYPE_KEY).asString(), data.at(STORE_COST_KEY).asInt()); } }
bool DreadLord::init( UnitNode* owner, const cocos2d::ValueMap& data, const cocos2d::ValueMap& params ) { if( !SkillNode::init( owner ) ) { return false; } int level = data.at( "level" ).asInt(); _extra_atk = data.at( "atk" ).asValueVector().at( level - 1 ).asFloat(); _extra_dod = data.at( "dod" ).asValueVector().at( level - 1 ).asFloat(); _duration = data.at( "duration" ).asFloat(); _elapse = 0; return true; }
void Coin::config( const cocos2d::ValueMap& cfg ) { int coin = cfg.at("coin").asInt(); m_coin = coin; initWithFile( cstr("coin%d.png", coin) ); MapObj::config(cfg); }
void GameBuyStoreMannager::buyProps(cocos2d::ValueMap data) { this->setBuyPropsKeyAndNumble(data); int target = data.at(TARGET_ID_KEY).asInt(); GameJNIHelper::getInstance()->payWithTargetID(target); //this->setCurrentPropsTarget(target); cocos2d::Director::getInstance()->getEventDispatcher()->dispatchCustomEvent(EVENT_BUY_PROPS_PAY_SUCCESS); }
void ShopDialogEntry::setItemInfo(cocos2d::ValueMap itemInfo) { _itemInfo = itemInfo; int intType = _itemInfo.at("type").asInt(); std::string type = intType == 1 ? "Sprayer" : "Brush"; _labelName->setString(_itemInfo.at("name").asString()); _labelType->setString(type); _labelPrice->setString(StringUtils::format("%d", _itemInfo.at("price").asInt())); std::string itemPrefix = intType == 1 ? "equipments/spray-%d.png" : "equipments/brush-%d.png"; _spriteItem->setSpriteFrame(StringUtils::format(itemPrefix.c_str(), itemInfo.at("id").asInt())); }
bool BonesRain::init( UnitNode* owner, const cocos2d::ValueMap& data, const cocos2d::ValueMap& params ) { if( !SkillNode::init( owner ) ) { return false; } int level = data.at( "level" ).asInt(); _damage = data.at( "damage" ).asValueVector().at( level - 1 ).asFloat(); _radius = data.at( "radius" ).asFloat(); _interval = data.at( "interval" ).asFloat(); _elapse = _interval; _count = data.at( "count" ).asInt(); _current_count = 0; _dir = Point( params.at( "dir_x" ).asFloat(), params.at( "dir_y" ).asFloat() ); _init_pos = _owner->getPosition(); return true; }
bool MissileShowers::init( UnitNode* owner, const cocos2d::ValueMap& data, const cocos2d::ValueMap& params ) { if( !SkillNode::init( owner ) ) { return false; } int level = data.at( "level" ).asInt(); _damage = data.at( "damage" ).asValueVector().at( level - 1 ).asFloat(); _range = data.at( "range" ).asFloat(); _radius = data.at( "radius" ).asFloat(); _count = data.at( "count" ).asValueVector().at( level - 1 ).asInt(); _interval = data.at( "interval" ).asFloat(); _current_count = 0; return true; }
void UIStoryLayer::setStoryData( const cocos2d::ValueMap& data ) { _story_name = data.at( "name" ).asString(); _story_data = data.at( "story_data" ).asValueVector(); this->reset(); this->gotoNextLine(); }