EnemyDisableTower* EnemyDisableTower::createEnemyDisableTower(Vector<Node*> points, int hp) { auto dis = new EnemyDisableTower(); if (dis && dis->init()) { dis->setPointsVector(points); dis->runFollowPoint(); //这里就开始执行行走了 dis->autorelease(); dis->setMaxHp(hp); dis->setCurrHp(hp); return dis; } else { delete dis; dis = nullptr; return nullptr; } }
EnemyTest* EnemyTest::createEnemyTest(Vector<Node*> points, int hp) { auto test = new EnemyTest(); if (test && test->init()) { test->setPointsVector(points); test->runFollowPoint(); //这里就开始执行行走了 test->autorelease(); test->setMaxHp(hp); test->setCurrHp(hp); return test; } else { delete test; test = nullptr; return nullptr; } }
Raider* Raider::createMonster(std::vector<Point> points) { auto monster = new Raider(); if (monster && monster->init()) { monster->setPointsVector(points); monster->setMaxHp(160); monster->setCurrHp(160); monster->setMoney(30); monster->setRunSpeed(40); monster->setArmor(10); monster->setForce(8); monster->setAttackBySoldier(true); monster->runNextPoint(); monster->autorelease(); return monster; } CC_SAFE_DELETE(monster); return NULL; }
Quetzal* Quetzal::createMonster(std::vector<Point> points) { auto monster = new Quetzal(); if (monster && monster->init()) { monster->setPointsVector(points); monster->setMaxHp(500); monster->setCurrHp(500); monster->setMoney(20); monster->setForce(45); monster->setArmor(10); monster->setAttackBySoldier(false); monster->setRunSpeed(60); monster->runNextPoint(); monster->autorelease(); return monster; } CC_SAFE_DELETE(monster); return NULL; }
Gorilla* Gorilla::createMonster(std::vector<Point> points) { auto monster = new Gorilla(); if (monster && monster->init()) { monster->setPointsVector(points); monster->setMaxHp(2500); monster->setCurrHp(2500); monster->setMoney(500); monster->setForce(60); monster->setArmor(0); monster->setAttackBySoldier(true); monster->setRunSpeed(30); monster->runNextPoint(); monster->autorelease(); return monster; } CC_SAFE_DELETE(monster); return NULL; }
Wolf* Wolf::createMonster(std::vector<Point> points) { auto monster = new Wolf(); if (monster && monster->init()) { monster->setPointsVector(points); monster->setMaxHp(35); monster->setCurrHp(35); monster->setRunSpeed(100); monster->runNextPoint(); monster->setMoney(20); monster->setArmor(0); monster->setForce(2); monster->setAttackBySoldier(true); monster->autorelease(); return monster; } CC_SAFE_DELETE(monster); return NULL; }
Boss_Efreeti* Boss_Efreeti::createMonster(std::vector<Point> points,std::vector<std::vector<std::vector<Point>>> sonpath) { auto monster = new Boss_Efreeti(); if (monster && monster->init()) { monster->setPointsVector(points); monster->setMaxHp(5550); monster->setCurrHp(5550); monster->setMoney(1500); monster->sonPath = sonpath; monster->setForce(50); monster->setArmor(10); monster->setAttackByTower(true); monster->setAttackBySoldier(true); monster->setRunSpeed(20); monster->runNextPoint(); monster->autorelease(); return monster; } CC_SAFE_DELETE(monster); return NULL; }
Tremor* Tremor::createMonster(std::vector<Point> points) { auto monster = new Tremor(); if (monster && monster->init()) { monster->setPointsVector(points); monster->setMaxHp(35); monster->setCurrHp(35); monster->setMoney(10); monster->setForce(4); monster->setArmor(0); monster->setForce(8); monster->setAttackByTower(false); monster->setAttackBySoldier(true); monster->setRunSpeed(50); monster->runNextPoint(); monster->autorelease(); return monster; } CC_SAFE_DELETE(monster); return NULL; }