void SpriteSystem::heroAttack(BaseSprite *hero) { if (hero->getSpriteState() == SPRITESTATE_DEAD) return; hero->startAction(SPRITESTATE_ATTACK); //判断弹道 if (hero->getSpConf().type != SPRITETYPE_FRONT)//不是前排人物 { int magicId = hero->getSpConf().magicGroup.magic1; Magic* magic = Magic::create(m_magConf[magicId]); magic->startMagic(hero, hero->getTargetSp(), 0.8); this->addChild(magic,2); } else { //随机攻击力 int randAttack = hero->getSpConf().attackMin + rand()%(hero->getSpConf().attackMax - hero->getSpConf().attackMin); //更新生命值 hero->getTargetSp()->setCurLife(hero->getTargetSp()->getCurLife() - randAttack); //显示敌人生命值 showLifeTop(hero->getTargetSp()); } if(hero->getTargetSp()->getCurLife() <= 0) { hero->getTargetSp()->startAction(SPRITESTATE_DEAD);//没有移除 //改变攻击对象 setAttackTarget(); } }
void SpriteSystem::enemyAttack(float dt) { for(uint i = 0; i < m_vEnemys.size(); i++) { BaseSprite* enemy = m_vEnemys.at(i); if(enemy->getSpriteState() != SPRITESTATE_DEAD)//如果没有死亡 { m_fAttackElapseTime[i] += dt;//更新时间 if (m_fAttackElapseTime[i] >= enemy->getSpConf().attackSpeed)//怪物达到攻击时间 { m_fAttackElapseTime[i] = 0;//计时归零 enemy->startAction(SPRITESTATE_ATTACK);//攻击动作 //判断弹道 if (enemy->getSpConf().type != SPRITETYPE_FRONT)//不是前排人物 { int magicId = enemy->getSpConf().magicGroup.magic1; // Magic* magic = m_vMagics.at(magicId);//这样多个英雄释放同一种技能时会重复addChild。 Magic* magic = Magic::create(m_magConf[magicId]); magic->startMagic(enemy, enemy->getTargetSp(), 0.8); magic->setFlippedX(true);//怪物攻击特效翻转 this->addChild(magic,2); } else { //随机攻击力 int randAttack = enemy->getSpConf().attackMin + rand()%(enemy->getSpConf().attackMax - enemy->getSpConf().attackMin); //更新生命值 enemy->getTargetSp()->setCurLife(enemy->getTargetSp()->getCurLife() - randAttack); } if(enemy->getTargetSp()->getCurLife() <= 0) { enemy->getTargetSp()->startAction(SPRITESTATE_DEAD);//没有移除 long index = m_vHeros.getIndex(enemy->getTargetSp()); m_itItem[index]->setEnabled(false);//禁用技能按钮 //改变攻击对象 setAttackTarget(); } if (enemy->getCurPower() < enemy->getSpConf().power) { enemy->setCurPower(enemy->getCurPower() + 1);//怒气+1 } else { // enemy->setIsMagic(true);//允许释放魔法 //直接释放技能(大招) enemy->startAction(SPRITESTATE_MAGIC); } } } } }
void MoGong::coverCardAnalyse() { Role::coverCardAnalyse(); SafeList<Card*> selectedCoverCards = this->coverArea->getSelectedCards(); try{ switch(state) { case MO_GUAN_CHONG_JI: if(selectedCoverCards[0]->getElement()=="fire") decisionArea->enable(0); break; case MO_GUAN_CHONG_JI_HIT: decisionArea->enable(0); break; case LEI_GUANG_SAN_SHE: if(selectedCoverCards.size()==1) { decisionArea->enable(0); playerArea->disableAll(); playerArea->setQuota(0); } else { decisionArea->disable(0); playerArea->enableEnemy(); playerArea->setQuota(1); } break; case DUO_CHONG_SHE_JI: setAttackTarget(); playerArea->disablePlayerItem(lastTarget); break; } }catch(int error){ logic->onError(error); } }
bool CON_EnemyCanAttack::onEvaluate(const BTInputParam& input) const { const BlackBoard& inputData = input.getRealData<BlackBoard>(); auto self = inputData.self; auto area = self->getAttackArea(); area.x += self->getPositionX(); area.y += self->getPositionY(); // 寻找可攻击目标; GameObject *foundObject = nullptr; OBJECTS->callObjects([&](int id, GameObject *object, GameObjectView *view) -> bool { if (object && !object->shouldClean() && object->group() != self->group()) // 对象不销毁,非同组; { if (area.containsPoint(object->getPosition())) { foundObject = object; return false; // 寻找第一个可攻击目标; } } return true; }); if (foundObject) { self->setAttackTarget(foundObject); return true; } else { return false; } return false; }
void Role::cardAnalyse() { int i; QList<Card*> selectedCards=handArea->getSelectedCards(); Player* myself=dataInterface->getMyself(); QString cardName; switch (state) { //normal action case 1: //追加攻击或法术行动 case 11: case 12: if(selectedCards[0]->getType()=="magic" ) { cardName=selectedCards[0]->getName(); if(cardName==QStringLiteral("中毒")) playerArea->enableAll(); if(cardName==QStringLiteral("虚弱")) { playerArea->reset(); for(i=0;i<dataInterface->getPlayerMax();i++) if(!dataInterface->getPlayerList().at(i)->checkBasicStatus(1)) playerArea->enablePlayerItem(i); } if(cardName==QStringLiteral("圣盾")) { playerArea->reset(); for(i=0;i<dataInterface->getPlayerMax();i++) if(!dataInterface->getPlayerList().at(i)->checkBasicStatus(2)) playerArea->enablePlayerItem(i); } if(cardName==QStringLiteral("魔弹")) { playerArea->reset(); playerArea->enablePlayerItem(nextCounterClockwise); } } else case 10: setAttackTarget(); break; //attacked reply case 2: if(selectedCards[0]->getType()=="attack" ) { playerArea->reset(); playerArea->enableEnemy(); playerArea->disablePlayerItem(sourceID); } if(selectedCards[0]->getElement()=="light") { playerArea->reset(); decisionArea->enable(0); } break; //drop cards case 3: //天使祝福给牌 case 751: //魔爆冲击弃牌,充盈 case 851: case 2951: decisionArea->enable(0); break; //魔弹reply case 8: cardName=selectedCards[0]->getName(); if(cardName==QStringLiteral("魔弹")) { playerArea->reset(); playerArea->enablePlayerItem(moDanNextID); } else if(cardName==QStringLiteral("圣光")) { playerArea->reset(); decisionArea->enable(0); } break; } }
void SpriteSystem::initBSandMagic() { //初始化人物 struct _stHeroConf { float spScale[3];//缩放 Point spPosStart[3];//起始位置 Point spPosEnd[3];//结束位置 bool spFlip[3];//是否翻转,英雄翻转,敌人不翻转,面对面 _stHeroConf() { spScale[0] = 1.5f; spScale[1] = 1.5f; spScale[2] = 1.5f; spFlip[0] = true; spFlip[1] = true; spFlip[2] = true; spPosStart[0] = PointS_1; spPosStart[1] = PointS_2; spPosStart[2] = PointS_3; spPosEnd[0] = PointE_1; spPosEnd[1] = PointE_2; spPosEnd[2] = PointE_3; } }_stHeroConf; struct _stEnemyConf { float spScale[3];//缩放 Point spPosStart[3];//起始位置 Point spPosEnd[3];//结束位置 bool spFlip[3];//是否翻转,英雄翻转,敌人不翻转,面对面 _stEnemyConf() { spScale[0] = 1.5f; spScale[1] = 1.5f; spScale[2] = 1.5f; spFlip[0] = false; spFlip[1] = false; spFlip[2] = false; spPosStart[0] = PointS_4; spPosStart[1] = PointS_5; spPosStart[2] = PointS_6; spPosEnd[0] = PointE_4; spPosEnd[1] = PointE_5; spPosEnd[2] = PointE_6; } }_stEnemyConf; //初始化英雄和敌人 for (unsigned int i = 0; i < 3; i++) { BaseSprite* hero = BaseSprite::create(m_bsConf[i]); hero->setScale(_stHeroConf.spScale[i]); hero->setPosition(_stHeroConf.spPosStart[i]); hero->setFlippedX(_stHeroConf.spFlip[i]); hero->startAction(SPRITESTATE_IDLE); hero->move(MoveType_To, _stHeroConf.spPosEnd[i], 4.5f);//执行完有回调 addChild(hero,1); //加入向量 m_vHeros.pushBack(hero); BaseSprite* enemy = BaseSprite::create(m_bsConf[i+3]); enemy->setScale(_stEnemyConf.spScale[i]); enemy->setPosition(_stEnemyConf.spPosStart[i]); enemy->setFlippedX(_stEnemyConf.spFlip[i]); enemy->startAction(SPRITESTATE_IDLE); enemy->move(MoveType_To, _stEnemyConf.spPosEnd[i], 4.5f);//执行完有回调 addChild(enemy,1); //加入向量 m_vEnemys.pushBack(enemy); Node* node = Node::create(); Sprite* lifebg = Sprite::create(s_ptBg);//背景 m_ptLifeTop[i] = ProgressTimer::create(Sprite::create(s_ptLife2));//进度条 m_ptLifeTop[i]->setType(ProgressTimer::Type::BAR);//条形 m_ptLifeTop[i]->setMidpoint(Point::ANCHOR_MIDDLE_LEFT);//(0,0.5)锚点为增长原点 m_ptLifeTop[i]->setBarChangeRate(Point::ANCHOR_MIDDLE_RIGHT);//向(1,0.5)增长 m_ptLifeTop[i]->setPercentage(100); node->setPosition(enemy->getContentSize().width/2,enemy->getContentSize().height*0.8); enemy->addChild(node); node->addChild(lifebg, 0); node->addChild(m_ptLifeTop[i], 1); node->setScale(0.8); //添加敌人生命值 } setAttackTarget();//设置攻击目标 // //初始化技能、远程攻击 --》不能这样,因为多个英雄释放同一种技能时,会重复addChild // for(int i = 0; i < 5; i++) // { // Magic* magic = Magic::create(m_magConf[i]); // m_vMagics.pushBack(magic);//这里会retain一下 // } scheduleUpdate(); }