示例#1
0
void SGPiecesCell::viewDidLoad()
{
	ResourceManager::sharedInstance()->bindTexture("sgstorysectionlayer/sgstorysectionlayer.plist", RES_TYPE_LAYER_UI, m_tag);
	ResourceManager::sharedInstance()->bindTexture("sgpvpmainlayer/sgpvpmainlayer.plist", RES_TYPE_LAYER_UI, m_tag);
	ResourceManager::sharedInstance()->bindTexture("sgpieceslayer/sgpieceslayer.plist", RES_TYPE_LAYER_UI, m_tag);
	ResourceManager::sharedInstance()->bindTexture("sgcardslayer/sgcardslayer.plist", RES_TYPE_LAYER_UI, m_tag);
	ResourceManager::sharedInstance()->bindTexture("sgstrenglayer/sgstrenglayer.plist", RES_TYPE_LAYER_UI, m_tag, LIM_PNG_AS_PNG);

	
	char officerName[256] = "\0";
	int shift = 0;// 名称黑色背景右向偏移
	
	int iconId = -1;
	if (info->getItemType() == 0)//武将
	{
		SGOfficerDataModel *temp = SGStaticDataManager::shareStatic()->getOfficerById(info->getCallCardId());
		iconId = temp->getIconId();
	}
	else if (info->getItemType() == 1)//装备
	{
		SGEquipmentDataModel *temp =SGStaticDataManager::shareStatic()->getEquipById(info->getCallCardId());
		iconId = temp->getIconId();
	}
	
	SGMainManager::shareMain()->addHeadIconPlistByNum(iconId,sg_piecesLayer);
	sprintf(officerName, "head%d.png", iconId);
	
	shift = 10;
	
	//设置cell上的头像
	CCSprite *piecesHead = CCSprite::createWithSpriteFrameName(officerName);
    piecesHead->setTag(HEAD_TAG);
	piecesHead->setPosition(ccp(-bgSize.width/2+ZoomInX(20), 2));
	this->addChild(piecesHead);
	
	//品质框
    SGPiecesDataModel *pieces = SGStaticDataManager::shareStatic()->getPiecesDictById(info->getItemId());
    int starlvl = pieces->getStarLevel();
    if (starlvl > 1) //策划表的蓝色为4,但是客户端的图形里标识为3,需要减1。
    {
        starlvl -= 1;
    }
    
	char pinzhi[256] = "\0";
	
	if (info->getItemType() == 0)
	{
		sprintf(pinzhi, "officerPinzhi_%d_0.png",starlvl);
	}
	else if (info->getItemType() == 1)
	{
		sprintf(pinzhi, "equipPinzhi_%d_0.png", starlvl);
	}
	
	CCSprite *pz = CCSprite::createWithSpriteFrameName(pinzhi);
    pz->setTag(PINZHI_TAG);
	this->addChild(pz);
	pz->setPosition(piecesHead->getPosition());
	
	
	//头像蒙版
	CCSprite *headMask = CCSprite::createWithSpriteFrameName("pieces_mask.png");
	this->addChild(headMask);
	headMask->setPosition(piecesHead->getPosition());
	
	int piecesCommonNum = 0;
	CCArray *piecesArray = SGPlayerInfo::sharePlayerInfo()->getPiecesCommonCards();
	if (piecesArray->data && piecesArray->data->arr && piecesArray->count())
	{
		piecesCommonNum = ((SGPiecesCard *)piecesArray->objectAtIndex(0))->getPiecesCurNum();//能使用的通用碎片
	}
	
    CCSprite * bg = CCSprite::createWithSpriteFrameName("item_bigbg.png");
    this->addChild(bg,-5);
	//名称黑色背景
	CCSprite *namebg = CCSprite::createWithSpriteFrameName("name_bg.png");
	namebg->setPosition(ccp(piecesHead->getPositionX() + piecesHead->getContentSize().width * 1.35 + shift,  20));
    this->addChild(namebg, 0);
	
	//设置碎片名称
	piecesName = SGCCLabelTTF::create(info->getPiecesName()->getCString(), FONT_BOXINFO, 25);
	piecesName->setAnchorPoint(ccp(0,0.5));
	piecesName->setPosition(ccp(headMask->getPositionX() + headMask->getContentSize().width / 2 + 10, namebg->getPositionY()));
	this->addChild(piecesName, 1);
	
	totalAndCurProgress = SGCCLabelTTF::create(CCString::createWithFormat(str_PiecesCell_str4, info->getPiecesCurNum())->getCString(), FONT_BOXINFO, 23);
    totalAndCurProgress->setAnchorPoint(ccp(0, 0.5));
//	totalAndCurProgress->setPosition(ccp(15 + prog->getPosition().x + prog->getContentSize().width, prog->getPosition().y));
    totalAndCurProgress->setPosition(ccp( piecesName->getPosition().x , piecesName->getPositionY() - 25 ));
	this->addChild(totalAndCurProgress);
//	if (info->getPiecesCurNum() >= info->getSummonNeed())//拥有的碎片数能召唤
//	{
//		totalAndCurProgress->setInsideColor(COLOR_GREEN);
//	}
//	else
//	{
//		totalAndCurProgress->setInsideColor(ccWHITE);
//	}
}
示例#2
0
bool GAFAsset::initWithImageData(const std::string& jsonPath)
{
	if (!s3eFileCheckExists(jsonPath.c_str()))
	{
		GAFLOGERROR("CAN NOT create GAFAsset : %s does not exists", jsonPath.c_str());
		return false;
	}
	GAFData aConfigData;
	//std::string fp = CCFileUtils::sharedFileUtils()->fullPathForFilename(jsonPath.c_str());
	std::string fp = jsonPath;
	s3eFile * file = s3eFileOpen (fp.c_str(), "rb");
	if (!file)
	{
		GAFLOGERROR("CAN NOT create GAFAsset : can not open %s.", fp.c_str());
		return false;
	}
	
	aConfigData.setSize(s3eFileGetSize(file));
	aConfigData.setBytes(new unsigned char[aConfigData.size()]);
	s3eFileRead(aConfigData.bytes(), aConfigData.size(), 1, file);
	s3eFileClose(file);
	aConfigData.setDeleteData(true);

	if (!aConfigData.bytes())
	{
		GAFLOGERROR("Can not get data from json file : %s", jsonPath.c_str());
		return NULL;
	}

	if (!aConfigData.bytes())
	{
		GAFLOGWARN("can not init GAFAsset - invalid anImageData");
		return false;
	}
	
	CCDictionary* configDictionary = CCJSONConverter::sharedConverter()->dictionaryFrom( (const char *)aConfigData.bytes());
	
	CCString *versionNode               = (CCString*)configDictionary->objectForKey(kVersionKey);
	
	if (!isAssetVersionPlayable(versionNode->getCString()))
	{
		return false;
	}
	CCArray *animationConfigFrames      = (CCArray *)configDictionary->objectForKey(kAnimationConfigFramesKey);
	CCArray *interactionObjectNodes     = (CCArray *)configDictionary->objectForKey(kInteractionObjectsKey);
	CCArray *standObjectsNodes          = (CCArray *)configDictionary->objectForKey(kStandObjectsKey);
	CCArray *textureAtlasNode           = (CCArray *)configDictionary->objectForKey(kTextureAtlasKey);
	CCArray *animationSequences         = (CCArray *)configDictionary->objectForKey(kAnimationSequencesKey);
	
	CCDictionary *objectNodes           = (CCDictionary *)configDictionary->objectForKey(kAnimationObjectsKey);
	CCDictionary *masksNodes            = (CCDictionary *)configDictionary->objectForKey(kAnimationMasksKey);
	CCDictionary *namedPartsNodes       = (CCDictionary *)configDictionary->objectForKey(kAnimationNamedPartsKey);

	
	if (!animationConfigFrames || !textureAtlasNode|| !objectNodes)
	{
		GAFLOGERROR("Error while creating GAFAsset. Required subnodes in dictionary are missing.");
		return false;
	}
	
	CC_SAFE_RELEASE(_textureAtlas);
	
	if (!textureAtlasNode->count())
	{
		return false;
	}

	CCDictionary * atlasDictionary = (CCDictionary *)textureAtlasNode->objectAtIndex(0);
	float atlasScale = atlasScaleFromAtlasConfig(atlasDictionary);
	for (int i = 1; i < textureAtlasNode->count(); ++i)
	{
		CCDictionary * a = (CCDictionary *)textureAtlasNode->objectAtIndex(i);
		float as = atlasScaleFromAtlasConfig(a);
		if ( fabs(atlasScale - _currentDeviceScale) > fabs(as - _currentDeviceScale))
		{
			atlasDictionary = a;
			atlasScale = as;
		}
	}
	
	_usedAtlasContentScaleFactor = atlasScale;
	CCArray * atlasesInfo = (CCArray *)atlasDictionary->objectForKey(kAtlasInfoKey);
	if (!atlasesInfo)
	{
		GAFLOGERROR("Error while creating GAFAsset.atlasesInfo subnode is missing in atlasDictionary.");
		return false;
	}
	
	_textureAtlas = GAFTextureAtlas::create(fp.c_str(), atlasDictionary);
	if (!_textureAtlas)
	{
		GAFLOGERROR("Failed to initialize GAFAsset. GAFTextureAtlas could not be created.");
		return false;
	}
	CC_SAFE_RETAIN(_textureAtlas);
	
	if (_objects != objectNodes)
	{
		CC_SAFE_RELEASE(_objects);
		_objects = objectNodes;
		CC_SAFE_RETAIN(_objects);
	}
	
	if (_masks != masksNodes)
	{
		CC_SAFE_RELEASE(_masks);
		_masks	  = masksNodes;
		CC_SAFE_RETAIN(_masks);
	}
	
	if (_namedParts != namedPartsNodes)
	{
		CC_SAFE_RELEASE(_namedParts);
		_namedParts	  = namedPartsNodes;
		CC_SAFE_RETAIN(_namedParts);
	}
	
	if (interactionObjectNodes)
	{
		CC_SAFE_RELEASE(_interactionObjects);
		_interactionObjects = CCArray::create();
		CC_SAFE_RETAIN(_interactionObjects);
		
		for (unsigned int i = 0; i < interactionObjectNodes->count(); ++i)
		{
			CCDictionary * dict = (CCDictionary*)interactionObjectNodes->objectAtIndex(i);
			
			GAFInteractionObject * interObject = GAFInteractionObject::create(dict);
			if (interObject)
			{
				_interactionObjects->addObject(interObject);
			}
		}
	}
	
	if (standObjectsNodes)
	{
		CC_SAFE_RELEASE(_standObjects);
		_standObjects = CCArray::create();
		CC_SAFE_RETAIN(_standObjects);
		
		for (unsigned int i = 0; i < standObjectsNodes->count(); ++i)
		{
			CCDictionary * dict = (CCDictionary*)standObjectsNodes->objectAtIndex(i);
			
			GAFActionObject * interObject = GAFActionObject::create(dict);
			if (interObject)
			{
				_standObjects->addObject(interObject);
			}
		}
	}
	
	loadFramesFromConfigDictionary(configDictionary);
	
	if (animationSequences)
	{
		loadAnimationSequences(animationSequences);
	}
	configDictionary->removeAllObjects();
	return true;
}
示例#3
0
void PhysicsWorld::step(float deltaTime)
{
    //TODO:
    /*
     how to clear out friction? currently, no friction
     */
    Player* player = GlobalEngine::sharedGlobalEngine()->getPlayer();
    CCArray* planets = GlobalEngine::sharedGlobalEngine()->getLevelMapLayer()->getPlanets();
    
    //add gravity
    b2Vec2 force;
    force.SetZero();
    
    b2Body* playerBody = player->getB2Body();
    
    if (player->isGrounded() && player->getCurrentGround()->getType() == GameObjectTypePlanet)
    {
        //only apply gravity of current planet
        force = getGravity(player, (Planet*)player->getCurrentGround());
    }
    else
    {
        for (int i = 0; i < planets->count(); i++)
        {
            force += getGravity(player, (Planet*)planets->objectAtIndex(i));
        }
    }
    
    //rotate to gravity
    float angle = atan2(force.y, force.x) + b2_pi / 2.0f;
    playerBody->SetTransform(playerBody->GetPosition(), angle);
    
    playerBody->ApplyForceToCenter(force);
    
    //apply movement by force
    /*b2Vec2 localForce;
     switch (_player->getMoveState()) {
     case PlayerMoveStateLeft:
     localForce.Set(-PLAYER_MOVE_FORCE, 0);
     break;
     
     case PlayerMoveStateRight:
     localForce.Set(PLAYER_MOVE_FORCE, 0);
     break;
     
     default:
     localForce.SetZero();
     break;
     }
     
     b2Rot rotation(angle);
     b2Vec2 globalForce = b2Mul(rotation, localForce);
     playerBody->ApplyForceToCenter(globalForce);
     
     //b2Vec2 impulse = globalSpeed - playerBody->GetLinearVelocity();
     //impulse *= playerBody->GetMass();
     //playerBody->ApplyLinearImpulse(impulse, playerBody->GetWorldCenter());
     */
    
    
    //apply movement by impulse
    if (player->isGrounded() && player->getJumpState() != PlayerJumpStateLeaving)
    {
        b2Vec2 localSpeed;
        switch (player->getMoveState()) {
            case PlayerMoveStateLeft:
                localSpeed.Set(-PLAYER_MOVE_SPEED, 0);
                break;
                
            case PlayerMoveStateRight:
                localSpeed.Set(PLAYER_MOVE_SPEED, 0);
                break;
                
            default:
                localSpeed.SetZero();
                break;
        }
        
        b2Rot rotation(angle);
        b2Vec2 globalSpeed = b2Mul(rotation, localSpeed);
        b2Vec2 impulse = globalSpeed - playerBody->GetLinearVelocity();
        impulse *= playerBody->GetMass();
        
        playerBody->ApplyLinearImpulse(impulse, playerBody->GetWorldCenter());
    }
    
    //apply jumping
    if (player->getJumpState() == PlayerJumpStatePending)
    {
        player->setJumpState(PlayerJumpStateLeaving);
        
        if (player->isGrounded())
        {
            b2Vec2 localJumpSpeed;
            localJumpSpeed.Set(PLAYER_JUMP_SPEED, 0);
            b2Rot jumpRotation(angle + b2_pi / 2.0f);
            b2Vec2 globalJumpSpeed = b2Mul(jumpRotation, localJumpSpeed);
            b2Vec2 jumpImpulse = globalJumpSpeed;
            jumpImpulse *= playerBody->GetMass();
            
            playerBody->ApplyLinearImpulse(jumpImpulse, playerBody->GetWorldCenter());
        }
    }
    
    //check damping
    if (player->isGrounded())
    {
        playerBody->SetLinearDamping(0);
    }
    else
    {
        playerBody->SetLinearDamping(PLAYER_DAMPING);
    }
    
    _world->Step(deltaTime, VELOCITY_ITERATIONS, POSITION_ITERATIONS);
}
示例#4
0
//滑动时更新cell
void SGPiecesCell::updatePiecesCard(SGPiecesCard *card)
{
    ResourceManager::sharedInstance()->bindTexture("sgpieceslayer/sgpieceslayer.plist", RES_TYPE_LAYER_UI, sg_piecesLayer);
    
    char officerName[256] = "\0";
	int shift = 0;// 名称黑色背景右向偏移
	
	int iconId = -1;
	if (card->getItemType() == 0)//武将
	{
		SGOfficerDataModel *temp = SGStaticDataManager::shareStatic()->getOfficerById(card->getCallCardId());
		iconId = temp->getIconId();
	}
	else if (card->getItemType() == 1)//装备
	{
		SGEquipmentDataModel *temp =SGStaticDataManager::shareStatic()->getEquipById(card->getCallCardId());
		iconId = temp->getIconId();
	}
	
	SGMainManager::shareMain()->addHeadIconPlistByNum(iconId,sg_piecesLayer);
	sprintf(officerName, "head%d.png", iconId);
	
	shift = 10;
	
	//滑动过后重置cell上的头像
	CCSprite *piecesHeadTemp = CCSprite::createWithSpriteFrameName(officerName);
    static_cast<CCSprite *>(this->getChildByTag(HEAD_TAG))->setDisplayFrame(piecesHeadTemp->displayFrame());
    
	
	//滑动过后的品质框
	char pinzhi[256] = "\0";
	
	if (card->getItemType() == 0)
	{
		SGOfficerDataModel *temp = SGStaticDataManager::shareStatic()->getOfficerById(card->getCallCardId());
		int starlvl = temp->getOfficerCurrStarLevel();
		if (starlvl>1)
        {
			starlvl-=1;
		}
		sprintf(pinzhi, "officerPinzhi_%d_0.png",starlvl);
	}
	else if (card->getItemType() == 1)
	{
		SGEquipmentDataModel *equipModel = SGStaticDataManager::shareStatic()->getEquipById(info->getCallCardId());
		sprintf(pinzhi, "equipPinzhi_%d_0.png", equipModel->getEquipStarPinzhi());
	}
	
    //更新的时候重围品质框
	CCSprite *pzTemp = CCSprite::createWithSpriteFrameName(pinzhi);
    static_cast<CCSprite *>(this->getChildByTag(PINZHI_TAG))->setDisplayFrame(pzTemp->displayFrame());
	
    //头像蒙版不需要更新
	
    
	int addCommonPieces = 0;//加到当前碎片数上,值由isUseCommon来决定是0,还是可使用的通用碎片数
	int piecesCommonNum = 0;
	CCArray *piecesArray = SGPlayerInfo::sharePlayerInfo()->getPiecesCommonCards();
	if (piecesArray->data && piecesArray->data->arr && piecesArray->count())
	{
		piecesCommonNum = ((SGPiecesCard *)piecesArray->objectAtIndex(0))->getPiecesCurNum();//能使用的通用碎片
	}
	
	//重置碎片名称
    piecesName->setString(card->getPiecesName()->getCString());
    
    
	//更新显示进度
    totalAndCurProgress->setString(CCString::createWithFormat(str_PiecesCell_str4, card->getPiecesCurNum())->getCString());
    
//	if (card->getPiecesCurNum() >= card->getSummonNeed())//拥有的碎片数能召唤
//	{
//		totalAndCurProgress->setInsideColor(COLOR_GREEN);
//	}
//	else
//	{
//		totalAndCurProgress->setInsideColor(ccWHITE);
//	}
}
示例#5
0
void CFrontground::GetMapInfo()
{
	if ( m_pCrashRectArray )
		m_pCrashRectArray->release();
	m_pCrashRectArray	= m_pTileMap->objectGroupNamed("pengzhuang")->getObjects();
	m_pCrashRectArray->retain();
	if ( m_pCrashTriaArray )
		m_pCrashTriaArray->release();
	m_pCrashTriaArray	= m_pTileMap->objectGroupNamed("zuobiao3")->getObjects();
	m_pCrashTriaArray->retain();
	if ( m_unLevel < 49 )
		m_pTileMap->reorderChild((CCSpriteBatchNode*)m_pTileMap->getChildren()->objectAtIndex(3),5);
	else if ( m_unLevel < 55 )
	{
		m_pTileMap->reorderChild((CCSpriteBatchNode*)m_pTileMap->getChildren()->objectAtIndex(1),0);
		m_pTileMap->reorderChild((CCSpriteBatchNode*)m_pTileMap->getChildren()->objectAtIndex(2),1);
		m_pTileMap->reorderChild((CCSpriteBatchNode*)m_pTileMap->getChildren()->objectAtIndex(3),1);
		m_pTileMap->reorderChild((CCSpriteBatchNode*)m_pTileMap->getChildren()->objectAtIndex(4),2);
		m_pTileMap->reorderChild((CCSpriteBatchNode*)m_pTileMap->getChildren()->objectAtIndex(5),2);
		m_pTileMap->reorderChild((CCSpriteBatchNode*)m_pTileMap->getChildren()->objectAtIndex(6),5);
		m_pTileMap->reorderChild((CCSpriteBatchNode*)m_pTileMap->getChildren()->objectAtIndex(7),5);
	}

	if ( m_pObjectArray )
	{
		delete[] m_pObjectArray;
		m_pObjectArray = NULL;
	}
	CCArray* pObjectArray = m_pTileMap->objectGroupNamed("zuobiao1")->getObjects();
	m_unObjectArrayNum = pObjectArray->count();
	if ( m_unObjectArrayNum )
	{
		m_pObjectArray = new MapObject[m_unObjectArrayNum];
		for ( int i = 0; i < m_unObjectArrayNum; i++ )
		{
			CCDictionary* pObject = (CCDictionary*)pObjectArray->objectAtIndex(i);
			int kind = pObject->valueForKey("id")->uintValue();
			m_pObjectArray[i].unKind	= kind;
			m_pObjectArray[i].x			= pObject->valueForKey("x")->floatValue();
			m_pObjectArray[i].y			= pObject->valueForKey("y")->floatValue();

			switch ( kind )
			{
			case 0:
				m_pObjectArray[i].iToward = pObject->valueForKey("type")->uintValue();
				m_pObjectArray[i].argi1 = pObject->valueForKey("index")->intValue();
				m_pObjectArray[i].argi2 = pObject->valueForKey("add")->intValue();
				m_pObjectArray[i].argi3 = pObject->valueForKey("num")->intValue();
				m_pObjectArray[i].w		= 170;
				m_pObjectArray[i].h		= 800;
				m_pObjectArray[i].argb	= false;
				m_pObjectArray[i].argb1	= false; 
				m_pObjectArray[i].bCheck= false;
				break;
			case 1:
				m_pObjectArray[i].sPath = g_sBoxPath[pObject->valueForKey("type")->uintValue()];
				m_pObjectArray[i].arg1	= 0;
				if ( m_unLevel < 0 )
					m_pObjectArray[i].argi3 = pObject->valueForKey("item")->intValue();
				break;
			case 2:
				m_pObjectArray[i].sPath = g_sStairPath[pObject->valueForKey("type")->uintValue()-1];
				m_pObjectArray[i].argi1 = pObject->valueForKey("type")->uintValue() - 1;
				m_pObjectArray[i].arg1	= m_pObjectArray[i].x;
				m_pObjectArray[i].arg2	= pObject->valueForKey("max")->floatValue();
				m_pObjectArray[i].arg3	= 2.0;
				m_pObjectArray[i].bCheck= true;
				break;
			case 3:
				m_pObjectArray[i].sPath = g_sStairPath[pObject->valueForKey("type")->uintValue()-1];
				m_pObjectArray[i].argi1 = pObject->valueForKey("type")->uintValue() - 1;
				m_pObjectArray[i].arg1	= m_pObjectArray[i].y;
				m_pObjectArray[i].arg2	= pObject->valueForKey("max")->floatValue();
				m_pObjectArray[i].arg3	= 2.0;
				m_pObjectArray[i].bCheck= true;
				break;
			case 4:
				m_pObjectArray[i].sPath = "Tile/a3.png";
				m_pObjectArray[i].argi1 = 0;
				m_pObjectArray[i].argb	= false;
				m_pObjectArray[i].bCheck= true;
				break;
			case 5:
				m_pObjectArray[i].sPath = "Tile/a4.png";
				m_pObjectArray[i].argi1 = 0;
				break;
			case 6:
				m_pObjectArray[i].sPath = g_sStairPath[pObject->valueForKey("type")->uintValue()-1];
				m_pObjectArray[i].argi1 = pObject->valueForKey("type")->uintValue() - 1;
				m_pObjectArray[i].arg1	= m_pObjectArray[i].x;
				m_pObjectArray[i].arg2	= pObject->valueForKey("to")->floatValue();
				m_pObjectArray[i].arg3	= 2.0;
				m_pObjectArray[i].bCheck= true;
				if ( m_pObjectArray[i].arg2 == 0.0 )
					m_pObjectArray[i].iToward = 1;
				else
					m_pObjectArray[i].iToward = -1;
				break;
			case 7:
				m_pObjectArray[i].argi1	= pObject->valueForKey("type")->intValue();
				m_pObjectArray[i].argi2	= 0;
				m_pObjectArray[i].arg1	= pObject->valueForKey("max")->floatValue();
				m_pObjectArray[i].arg2	= m_pObjectArray[i].y;
				break;
			case 8:
				m_pObjectArray[i].argi2	= 0;
				m_pObjectArray[i].argb	= false;
				break;
			case 9:
				m_pObjectArray[i].argi1 = pObject->valueForKey("type")->intValue();
				m_pObjectArray[i].argi2 = 0;
				m_pObjectArray[i].arg1  = 200;
				m_pObjectArray[i].argb  = true;
				m_pObjectArray[i].w		= 100;
				m_pObjectArray[i].h		= 40;
				m_pObjectArray[i].bCheck= true;
				break;
			case 10:
				m_pObjectArray[i].argi1 = pObject->valueForKey("type")->intValue();
				m_pObjectArray[i].argi2 = 249;
				m_pObjectArray[i].argb  = true;
				m_pObjectArray[i].w		= 500;
				m_pObjectArray[i].h		= 800;
				m_pObjectArray[i].bCheck= true;
				break;
			case 11:
				m_pObjectArray[i].argi1	= pObject->valueForKey("type")->intValue();
				m_pObjectArray[i].argi2	= pObject->valueForKey("max")->intValue();
				m_pObjectArray[i].argb  = false;
				m_pObjectArray[i].bCheck= true;
				switch ( m_pObjectArray[i].argi1 )
				{
				case 0:
					m_pObjectArray[i].w		= 130;
					m_pObjectArray[i].h		= 111;
					break;
				case 1:
					m_pObjectArray[i].w		= 344;
					m_pObjectArray[i].h		= 170;
					break;
				}
				break;
			case 12:
				m_pObjectArray[i].argi3 = 0;
				break;
			case 13:
				m_pObjectArray[i].arg1	= 0.0f;
				m_pObjectArray[i].argi1 = 0;
				m_pObjectArray[i].w		= 117;
				m_pObjectArray[i].h		= 63;
				m_pObjectArray[i].bCheck= true;
				break;
			case 14:
				m_pObjectArray[i].argb	= true;
				m_pObjectArray[i].w		= 49;
				m_pObjectArray[i].h		= 80;
				break;
			case 15:
				m_pObjectArray[i].argb	= true;
				m_pObjectArray[i].argi1	= pObject->valueForKey("index")->intValue();
				m_pObjectArray[i].w		= 20;
				m_pObjectArray[i].h		= 20;
				break;
			case 16:
				m_pObjectArray[i].argb	= true;
				m_pObjectArray[i].w		= 100;
				m_pObjectArray[i].h		= 200;
				m_pObjectArray[i].bCheck= true;
				break;
			case 17:
				m_pObjectArray[i].w		= 10;
				m_pObjectArray[i].h		= 10;
				break;
			case 18:
				m_pObjectArray[i].w		= 56;
				m_pObjectArray[i].h		= 42;
				break;
			case 19:
				m_pObjectArray[i].w		= pObject->valueForKey("width")->intValue();
				m_pObjectArray[i].h		= pObject->valueForKey("height")->intValue();
				break;
			}
			if ( m_pObjectArray[i].sPath != "" )
			{
				CCSprite* pSprite = new CCSprite;
				pSprite->initWithFile(m_pObjectArray[i].sPath.c_str());
				CCSize size = pSprite->getContentSize();
				m_pObjectArray[i].w = size.width;
				m_pObjectArray[i].h = size.height - 24;
				delete pSprite;
			}
		}
	}
	if ( m_pMonsterArray )
	{
		m_pMonsterArray->release();
		VECTORCLEAN(m_vecObjectArray, MonsterObject);
		m_vecObjectArray.clear();
	}
	m_pMonsterArray = m_pTileMap->objectGroupNamed("zuobiao2")->getObjects();
	m_pMonsterArray->retain();
	if ( m_pMonsterArray->count() )
	{
		if ( CGameControler::GetGameControler()->m_iLevelType != 2 )
		{
			for ( unsigned int i = 0; i < m_pMonsterArray->count(); i++ )
			{
				CCDictionary* pObject = (CCDictionary*)m_pMonsterArray->objectAtIndex(i);
				int id = pObject->valueForKey("id")->uintValue()%100 - 1
					+ (pObject->valueForKey("id")->uintValue()/100-1)*25;
#ifdef GameTypeC
				if ( id == 4 || id == 6 )
					continue;
				if ( id != 5 && id != 8 )
					id = id%2;
#endif
				MonsterObject* pMonsterInfo = new MonsterObject;
				pMonsterInfo->kind	= id;
				pMonsterInfo->x		= pObject->valueForKey("x")->floatValue();
				pMonsterInfo->y		= pObject->valueForKey("y")->floatValue();
				pMonsterInfo->time	= pObject->valueForKey("time")->uintValue()*50;
				pMonsterInfo->num	= pObject->valueForKey("num")->intValue();
				pMonsterInfo->index = pObject->valueForKey("z")->intValue();
				if ( pMonsterInfo->kind == 4 )
				{
					pMonsterInfo->dist = pObject->valueForKey("dist")->floatValue();
				}
				if ( pMonsterInfo->num )
				{
					pMonsterInfo->range = pObject->valueForKey("range")->intValue();
					pMonsterInfo->timemax = pObject->valueForKey("timemax")->intValue();
					pMonsterInfo->timemin = pObject->valueForKey("timmin")->intValue();
				}
				else
					pMonsterInfo->range = 0;
				m_vecObjectArray.push_back(pMonsterInfo);
			}
		}
	}
}
示例#6
0
void SGGeneralsLayer::initMsg()
{
    SGCardItem::addCardItemRes(sg_generalsLayer);//添加item资源
//    tableViewColumns = 5;
    
    tableViewHeight = 120;


    _allData = CCArray::create();
     _allData->retain();
    CCArray *array =CCArray::create();
    array->retain();
    array =SGPlayerInfo::sharePlayerInfo()->getOfficerCards();
    ;
    for (int i=0;i<6;i++) {
        stars[i]=0;
    }
    for(int i=0;i<array->count();i++)//统计素材每个星级的数量
    {
        SGBaseMilitaryCard *baseMilitaryCard = (SGBaseMilitaryCard *)array->objectAtIndex(i);
//        CCString *str_ = CCString::create(baseMilitaryCard->getClassName());
//        if (str_->isEqual(CCString::create("SGOfficerCard")))
//        {
        SGOfficerCard *card = (SGOfficerCard *)baseMilitaryCard;
        int po1 = SGTeamgroup::shareTeamgroupInfo()->getPositionId(1,card);
        int po2 = SGTeamgroup::shareTeamgroupInfo()->getPositionId(2,card);
        int po3 = SGTeamgroup::shareTeamgroupInfo()->getPositionId(3,card);
        if ( po1 == 0 && po2 ==0 && po3 == 0 && card->getIsProt() == 0)
        {
            int s = card->getCurrStar()-1;
            stars[s]+=1;
        }

//        }
    }

   
    for(int i=0;i<array->count();i++)
    {
        if (enterType==4) {//首页-强化-主将计
            SGSkillDataModel *lordSkill = SGStaticDataManager::shareStatic()->getLordSkillById(((SGOfficerCard *)array->objectAtIndex(i))->getLordId());
            if(lordSkill && lordSkill->getNextId() && ((SGOfficerCard *)array->objectAtIndex(i))->getLordMaxLevel()>lordSkill->getLevel())
            _allData->addObject(array->objectAtIndex(i));
            
        }
        else if (enterType==5)//首页-强化-武将计
        {
            SGSkillDataModel *officerSkill = SGStaticDataManager::shareStatic()->getGeneralSkillById(((SGOfficerCard *)array->objectAtIndex(i))->getOfficerSkil());
            if (officerSkill && officerSkill->getNextId() && ((SGOfficerCard *)array->objectAtIndex(i))->getSkillMaxLevel()>officerSkill->getSkillMaxLevel()) {
                 _allData->addObject(array->objectAtIndex(i));
            }
        }
        else if (enterType ==2)//首页-强化按键-强化武将
        {
            if (((SGOfficerCard *)array->objectAtIndex(i))->getCurrLevel() < ((SGOfficerCard *)array->objectAtIndex(i))->getMaxLevel())
            {
                _allData->addObject(array->objectAtIndex(i));
            }

        }
        else if(enterType == 3)//首页-转生-武将
        {
            SGOfficerCard *card = (SGOfficerCard *)array->objectAtIndex(i);
            int usednum = 0;
            
            if (card->getMaxStar())
            {
                if (card->getCurrStar()>=1)
                {
                    
                    CCArray* array =SGPlayerInfo::sharePlayerInfo()->getOfficerCards();
                    for(int i=0;i<array->count();i++)
                    {
                        SGBaseMilitaryCard *baseMilitaryCard = (SGBaseMilitaryCard *)array->objectAtIndex(i);
                        SGOfficerCard *card1 = (SGOfficerCard *)baseMilitaryCard;
                        int po1 = SGTeamgroup::shareTeamgroupInfo()->getPositionId(1,card1);
                        int po2 = SGTeamgroup::shareTeamgroupInfo()->getPositionId(2,card1);
                        int po3 = SGTeamgroup::shareTeamgroupInfo()->getPositionId(3,card1);
                        if ( po1 == 0 && po2 ==0 && po3 == 0 && card1->getIsProt() == 0 && card1->getSsid()!=card->getSsid() && card1->getProtoId() ==((SGOfficerCard*)card)->getProtoId() && card->getCurrStar() == card1->getCurrStar())
                        {
                            usednum++;
                        }
                    }
                    
                    
                }
                else
                {
                    int star = card->getCurrStar()-1;
                    bool po = !(SGTeamgroup::shareTeamgroupInfo()->isOnEmbattle((SGOfficerCard*)card));
                    usednum = stars[star]-(int)po;
                    
                }

                card->setAdvanceStuffNum(usednum);
                _allData->addObject(card);
            }
                                   
        
        }
        else
        {
            
            SGOfficerCard *card = (SGOfficerCard *)array->objectAtIndex(i);
            int usednum = 0;
           
            if (card->getMaxStar())
            {
                if (card->getCurrStar()>=1)
                {
                    
                    CCArray* array =SGPlayerInfo::sharePlayerInfo()->getOfficerCards();
                    for(int i=0;i<array->count();i++)
                    {
                        SGBaseMilitaryCard *baseMilitaryCard = (SGBaseMilitaryCard *)array->objectAtIndex(i);
                        SGOfficerCard *card1 = (SGOfficerCard *)baseMilitaryCard;
                        int po1 = SGTeamgroup::shareTeamgroupInfo()->getPositionId(1,card1);
                        int po2 = SGTeamgroup::shareTeamgroupInfo()->getPositionId(2,card1);
                        int po3 = SGTeamgroup::shareTeamgroupInfo()->getPositionId(3,card1);
                        if ( po1 == 0 && po2 ==0 && po3 == 0 && card1->getIsProt() == 0 && card1->getSsid()!=card->getSsid() && card1->getProtoId() ==((SGOfficerCard*)card)->getProtoId() && card->getCurrStar() == card1->getCurrStar())
                        {
                            usednum+=1;
                            if(usednum>3)
                                break;
                        }
                        //        }
                    }
                    
                    
                }
                else
                {
                    int star = card->getCurrStar()-1;
                    bool po = !(SGTeamgroup::shareTeamgroupInfo()->isOnEmbattle((SGOfficerCard*)card));
                    usednum = stars[star]-(int)po;
                    
                }
                
                card->setAdvanceStuffNum(usednum);
            }
           
            
            //SGSkillDataModel *lordSkill = SGStaticDataManager::shareStatic()->getLordSkillById(((SGOfficerCard *)array->objectAtIndex(i))->getLordId());
//            if ((lordSkill && lordSkill->getNextId() &&)|| lordSkill ==NULL)
			//如果不是小于等于,新手引导完,对应的武将就不见了,因为10级不小于10级,这个人就被加入武将列表了
            
			//if (((SGOfficerCard *)array->objectAtIndex(i))->getCurrLevel() <= ((SGOfficerCard *)array->objectAtIndex(i))->getMaxLevel())
            //{
                _allData->addObject(array->objectAtIndex(i));
            //}
            //else if(lordSkill && lordSkill->getNextId() && lordSkill->getLevel() < ((SGOfficerCard *)array->objectAtIndex(i))->getLordMaxLevel())
            //{
             // _allData->addObject(array->objectAtIndex(i));
            //}
            
            
            
        }
    }
    //_allData->retain();

    CCArray *offices = SGPlayerInfo::sharePlayerInfo()->getPropCards();
    //4.从强化主将计进入5.强化被动技进入
    if (enterType ==2 ||enterType ==3 ||enterType==4 ||enterType==5) {
            }
            else
            {
                CCObject *obj_ = NULL;
                CCARRAY_FOREACH(offices, obj_)
                {
                    SGPropsCard *card = (SGPropsCard *)obj_;
                    if (card && card->getType() == 1)
                    {
                        _allData->addObject(card);
                    }
                } 

            }
示例#7
0
void RPGBattleMenu::onMenu(cocos2d::CCObject *pObject)
{
    CCMenuItem *menuItem = (CCMenuItem*)pObject;
    SimpleAudioEngine::sharedEngine()->playEffect("audio_effect_btn.wav");

    switch (menuItem->getTag())
    {
        case kRPGBattleMenuTagSkill:
        {
            CCLog("技能");
            
            this->hideMenu();
            
            this->m_selectedMenuTag = kRPGBattleMenuTagSkill;
            
            CCMenuItemSprite *menuCancel = CCMenuItemSprite::create(CCSprite::createWithSpriteFrameName("commons_btn_back_04.png"), CCSprite::createWithSpriteFrameName("commons_btn_back_04.png"), this, menu_selector(RPGBattleMenu::onMenu));
            menuCancel->setPosition(ccp(43, 596));
            menuCancel->setTag(kRPGBattleMenuTagCancel);
            menuCancel->setScale(0.75);
            this->addChild(menuCancel);
            
            CCTMXTiledMap *selectLayer = CCTMXTiledMap::create(CCString::createWithFormat("battle_select_%s.tmx", CCUserDefault::sharedUserDefault()->getStringForKey(GAME_STYLE).c_str())->getCString());
            selectLayer->setPosition(ccp((CCDirector::sharedDirector()->getWinSize().width - selectLayer->getContentSize().width) / 2, (CCDirector::sharedDirector()->getWinSize().height - selectLayer->getContentSize().height) / 2));
            selectLayer->setTag(kRPGBattleSceneLayerTagSkillSelectDialog);
            
            ((RPGBattleSceneLayer*)this->m_parentNode)->addChild(selectLayer);            
            ((RPGBattleSceneLayer*)this->m_parentNode)->enabledTouched(true);
            
            //显示title和分隔线
            addLab(selectLayer, 199, (CCString*)this->m_stringList->objectForKey("skill_title"), 25, ccp(310, 285));
            CCLabelTTF *titleLab = (CCLabelTTF*)selectLayer->getChildByTag(199);
            titleLab->setFontFillColor(ccc3(144, 144, 144));
            
            CCSprite *separate = CCSprite::createWithSpriteFrameName("separate.png");
            separate->setPosition(ccp(selectLayer->getContentSize().width / 2, 260));
            separate->setScaleX(0.65);
            separate->setTag(198);
            selectLayer->addChild(separate);
            
            //加载技能数据
            CCTableView *tableView = (CCTableView*)selectLayer->getChildByTag(197);
            if(!tableView)
            {
                tableView = CCTableView::create(this, ccp(selectLayer->getContentSize().width, selectLayer->getContentSize().height - 80));
                tableView->setDirection(kCCScrollViewDirectionVertical);
                tableView->setPosition(CCSizeZero);
                tableView->setDelegate(this);
                tableView->setVerticalFillOrder(kCCTableViewFillTopDown);
                tableView->setTag(197);
                selectLayer->addChild(tableView);
                
            }
            
            this->m_tableItems->removeAllObjects();

            string wq = "";
            JsonBox::Value json;
            json.loadFromString(this->m_playerData->m_skill.c_str());
            JsonBox::Array jsonArr = json.getArray();
            for (int i = 0; i < jsonArr.size(); i++)
            {
                char* str = (char*)malloc(10 * sizeof(char));
                OzgCCUtility::itoa(jsonArr[i].getInt(), str);
                wq.append(str);
                
                if(i + 1 < jsonArr.size())
                    wq.append(", ");
                
                free(str);
            }
            if((int)wq.length() > 0)
            {
                CppSQLite3Query query = this->m_db->execQuery(CCString::createWithFormat(SKILL_QUERY, wq.c_str())->getCString());
                while(!query.eof())
                {
                    RPGSkillBtnData *skill = RPGSkillBtnData::create();
                    skill->m_dataId = query.getIntField("id");
                    skill->m_name = query.getStringField("name_cns");
                    skill->m_MP = query.getIntField("mp");
                    skill->m_skillAttack = query.getIntField("skill_attack");
                    skill->m_type = query.getIntField("type");
                    skill->m_attr = query.getIntField("attr");
                    skill->m_enabled = true;
                    
                    //不能使用技能的情况
                    if(this->m_playerData->m_MP <= 0 || this->m_playerData->m_HP <= 0)
                        skill->m_enabled = false;
                    else if(this->m_playerData->m_MP < skill->m_MP)
                        skill->m_enabled = false;
                    
                    this->m_tableItems->addObject(skill);
                    
                    query.nextRow();
                }
                query.finalize();
            }
            
            tableView->reloadData();
            //加载技能数据 end
            
            ((RPGBattleSceneLayer*)this->m_parentNode)->enabledTouched(false);
        }
            break;
        case kRPGBattleMenuTagItems:
        {
            CCLog("道具");
            
            this->hideMenu();
            
            this->m_selectedMenuTag = kRPGBattleMenuTagItems;
            
            CCMenuItemSprite *menuCancel = CCMenuItemSprite::create(CCSprite::createWithSpriteFrameName("commons_btn_back_04.png"), CCSprite::createWithSpriteFrameName("commons_btn_back_04.png"), this, menu_selector(RPGBattleMenu::onMenu));
            menuCancel->setPosition(ccp(43, 596));
            menuCancel->setTag(kRPGBattleMenuTagCancel);
            menuCancel->setScale(0.75);
            this->addChild(menuCancel);
            
            CCTMXTiledMap *selectLayer = CCTMXTiledMap::create(CCString::createWithFormat("battle_select_%s.tmx", CCUserDefault::sharedUserDefault()->getStringForKey(GAME_STYLE).c_str())->getCString());
            selectLayer->setPosition(ccp((CCDirector::sharedDirector()->getWinSize().width - selectLayer->getContentSize().width) / 2, (CCDirector::sharedDirector()->getWinSize().height - selectLayer->getContentSize().height) / 2));
            selectLayer->setTag(kRPGBattleSceneLayerTagItemsSelectDialog);
            
            ((RPGBattleSceneLayer*)this->m_parentNode)->addChild(selectLayer);
            ((RPGBattleSceneLayer*)this->m_parentNode)->enabledTouched(true);
            
            //显示title和分隔线
            addLab(selectLayer, 199, (CCString*)this->m_stringList->objectForKey("items_title"), 25, ccp(310, 285));
            CCLabelTTF *titleLab = (CCLabelTTF*)selectLayer->getChildByTag(199);
            titleLab->setFontFillColor(ccc3(144, 144, 144));
            
            CCSprite *separate = CCSprite::createWithSpriteFrameName("separate.png");
            separate->setPosition(ccp(selectLayer->getContentSize().width / 2, 260));
            separate->setScaleX(0.65);
            separate->setTag(198);
            selectLayer->addChild(separate);
            
            //加载道具数据
            CCTableView *tableView = (CCTableView*)selectLayer->getChildByTag(197);
            if(!tableView)
            {
                tableView = CCTableView::create(this, ccp(selectLayer->getContentSize().width, selectLayer->getContentSize().height - 80));
                tableView->setDirection(kCCScrollViewDirectionVertical);
                tableView->setPosition(CCSizeZero);
                tableView->setDelegate(this);
                tableView->setVerticalFillOrder(kCCTableViewFillTopDown);
                tableView->setTag(197);
                selectLayer->addChild(tableView);
            }
            
            this->m_tableItems->removeAllObjects();
            
            CCArray *existingItems = ((RPGBattleSceneLayer*)this->m_parentNode)->m_existingItems;
            
            for (int i = 0; i < existingItems->count(); i++)
                this->m_tableItems->addObject(existingItems->objectAtIndex(i));
            
            tableView->reloadData();
            //加载道具数据 end
            
            ((RPGBattleSceneLayer*)this->m_parentNode)->enabledTouched(false);
        }
            break;
        case kRPGBattleMenuTagEscape:
        {
//            CCLog("逃跑");
            
            float success = CCRANDOM_0_1();
            if(success >= 0.0 && success <= 0.5)
            {
//                CCLog("逃跑成功");
                
                this->setEnabled(false);
                this->removeFromParentAndCleanup(true);
                
                ((RPGBattleSceneLayer*)this->m_parentNode)->goToMap();
            }
            else
            {
                ((RPGBattleSceneLayer*)this->m_parentNode)->showMsg((CCString*)this->m_stringList->objectForKey("escape_fail"));
                
                //重置进度条
                this->m_playerData->m_progress = 0.0;
                CCProgressTimer *battleProgress = (CCProgressTimer*)this->m_parentNode->getChildByTag(kRPGBattleSceneLayerTagPlayerProgress + this->m_playerData->m_dataId);
                battleProgress->setPercentage(this->m_playerData->m_progress);
                
                ((RPGBattleSceneLayer*)this->m_parentNode)->scheduleUpdate();
                
                CCTMXTiledMap *bgLayer = (CCTMXTiledMap*)this->m_parentNode->getChildByTag(kRPGBattleMenuTagBg);
                bgLayer->removeFromParentAndCleanup(true);
                this->removeFromParentAndCleanup(true);
            }
            
        }
            break;
        case kRPGBattleMenuTagCancel:
        {
//            CCLog("取消");
            this->showMenu();
            
            CCMenuItem *menuCancel = (CCMenuItem*)this->getChildByTag(kRPGBattleMenuTagCancel);
            menuCancel->removeFromParentAndCleanup(true);
            
            switch (this->m_selectedMenuTag)
            {
                case kRPGBattleMenuTagAttack:
                    CCLog("取消攻击");
                    ((RPGBattleSceneLayer*)this->m_parentNode)->enabledTouched(false);
                    ((RPGBattleSceneLayer*)this->m_parentNode)->cancelAllSelected();
                    
                    break;
                case kRPGBattleMenuTagSkill:
                    CCLog("取消技能列表");
                    
                    if(((RPGBattleSceneLayer*)this->m_parentNode)->getChildByTag(kRPGBattleSceneLayerTagSkillSelectDialog))
                        ((RPGBattleSceneLayer*)this->m_parentNode)->removeChildByTag(kRPGBattleSceneLayerTagSkillSelectDialog, true);
                    
                    ((RPGBattleSceneLayer*)this->m_parentNode)->enabledTouched(false);
                    ((RPGBattleSceneLayer*)this->m_parentNode)->cancelAllSelected();
                    
                    break;
                case kRPGBattleMenuTagItems:
                    CCLog("取消道具列表");
                    
                    if(((RPGBattleSceneLayer*)this->m_parentNode)->getChildByTag(kRPGBattleSceneLayerTagItemsSelectDialog))
                        ((RPGBattleSceneLayer*)this->m_parentNode)->removeChildByTag(kRPGBattleSceneLayerTagItemsSelectDialog, true);
                    
                    ((RPGBattleSceneLayer*)this->m_parentNode)->enabledTouched(false);
                    ((RPGBattleSceneLayer*)this->m_parentNode)->cancelAllSelected();
                    
                    break;
//                default:
//                    break;
            }
            
        }
            break;
        case kRPGBattleMenuTagCancel2:
        {
            //这个选择了一个技能或道具后,到了选择目标对象的一步,使用到的取消按钮
            
            CCMenuItemSprite *menuCancel = (CCMenuItemSprite*)this->getChildByTag(kRPGBattleMenuTagCancel);
            menuCancel->setVisible(true);
            
            CCMenuItemSprite *menuCancel2 = (CCMenuItemSprite*)this->getChildByTag(kRPGBattleMenuTagCancel2);
            menuCancel2->removeFromParentAndCleanup(true);
            
            if(this->m_parentNode->getChildByTag(kRPGBattleSceneLayerTagItemsSelectDialog))
                this->m_parentNode->getChildByTag(kRPGBattleSceneLayerTagItemsSelectDialog)->setVisible(true);
            
            if(this->m_parentNode->getChildByTag(kRPGBattleSceneLayerTagSkillSelectDialog))
                this->m_parentNode->getChildByTag(kRPGBattleSceneLayerTagSkillSelectDialog)->setVisible(true);
            
            ((RPGBattleSceneLayer*)this->m_parentNode)->enabledTouched(false);
            ((RPGBattleSceneLayer*)this->m_parentNode)->cancelAllSelected();
        }
            break;
        default:
        {
            CCLog("攻击");
            this->hideMenu();
            
            this->m_selectedMenuTag = kRPGBattleMenuTagAttack;
            
            CCMenuItemSprite *menuCancel = CCMenuItemSprite::create(CCSprite::createWithSpriteFrameName("commons_btn_back_04.png"), CCSprite::createWithSpriteFrameName("commons_btn_back_04.png"), this, menu_selector(RPGBattleMenu::onMenu));
            menuCancel->setPosition(ccp(43, 596));
            menuCancel->setTag(kRPGBattleMenuTagCancel);
            menuCancel->setScale(0.75);
            this->addChild(menuCancel);
            
            ((RPGBattleSceneLayer*)this->m_parentNode)->enabledTouched(true);
            
        }
            break;
    }
    
}
示例#8
0
MapNode* MapUtils::searchPath(int startRowIndex, int startColIndex, int endRowIndex, int endColIndex, Map* map)
{
	CCArray* openList = new CCArray;
	CCArray* closeList = new CCArray;
	MapNode* endNode = map->getMapNode(endRowIndex, endColIndex);
	MapNode* searchNode = map->getMapNode(startRowIndex, startColIndex);
	searchNode->g = 0;
	searchNode->h = MapUtils::calculateH(searchNode, endNode);
	searchNode->f = searchNode->g + searchNode->h;
	int g, f, h;
	const int NORMAL = 10;
	const int ANGLE = 14;
	while (searchNode->nodeData->matrixIndex->rowIndex != endRowIndex || searchNode->nodeData->matrixIndex->colIndex != endColIndex)
	{
		/***遍历点的四周****/
		int colIndex, rowIndex, col, row, i, j;
		row = std::min(searchNode->nodeData->matrixIndex->rowIndex + 2, map->nodeData->matrix->row);
		col = std::min(searchNode->nodeData->matrixIndex->colIndex + 2, map->nodeData->matrix->col);
		rowIndex = std::max(searchNode->nodeData->matrixIndex->rowIndex - 1, 0);
		colIndex = std::max(searchNode->nodeData->matrixIndex->colIndex - 1, 0);
		for (i = rowIndex; i < row; i ++)
		{

			for (j = colIndex; j < col; j ++)
			{
				MapNode* checkNode = map->getMapNode(i, j);
				/**是否和检测的节点相等**/
				bool b1 = MapUtils::checkNode(searchNode, checkNode);
				/**是否容许通过**/
				bool b2 = MapUtils::checkAllow(checkNode);
				/**斜角是否容许通过**/
				bool b3 = MapUtils::checkAllow(map->getMapNode(searchNode->nodeData->matrixIndex->rowIndex, checkNode->nodeData->matrixIndex->colIndex));
				/**斜角是否容许通过**/
				bool b4 = MapUtils::checkAllow(map->getMapNode(searchNode->nodeData->matrixIndex->colIndex, checkNode->nodeData->matrixIndex->rowIndex));
				if (b1 == true || b2 == false || b3 == false || b4 == false)
				{
					continue;
				}
				if (searchNode->nodeData->matrixIndex->rowIndex != checkNode->nodeData->matrixIndex->rowIndex
					&& searchNode->nodeData->matrixIndex->colIndex != checkNode->nodeData->matrixIndex->colIndex)
				{
					g = searchNode->g + ANGLE;
				}
				else
				{
					g = searchNode->g + NORMAL;
				}
				h = MapUtils::calculateH(checkNode, endNode);
				f = g + h;
				if (checkNode->isOpen == true || checkNode->isClose == true)
				{
					if (checkNode->f > f)
					{
						checkNode->f = f;
						checkNode->h = h;
						checkNode->g = g;
						checkNode->father = searchNode;
					}
				}
				else
				{
					checkNode->f = f;
					checkNode->h = h;
					checkNode->g = g;
					checkNode->father = searchNode;

					checkNode->isOpen = true;
					openList->addObject(checkNode);
				}
			}
		}
		searchNode->isClose = true;
		closeList->addObject(searchNode);
		if (openList->count() <= 0)
		{
			return NULL;
		}
		searchNode = MapUtils::getMinF(openList);/**获取f值最小的节点,并且从openList中删除**/
		searchNode->isOpen = false;
	}
	clearCloseList(closeList);
	clearOpenList(openList);
	delete openList;
	delete closeList;
	return searchNode;
}
示例#9
0
int CCLuaEngine::executeNodeTouchesEvent(CCNode* pNode, int eventType, CCSet *pTouches, int phase)
{
    m_stack->clean();
    CCLuaValueDict event;
    switch (eventType)
    {
    case CCTOUCHBEGAN:
        event["name"] = CCLuaValue::stringValue("began");
        break;

    case CCTOUCHMOVED:
        event["name"] = CCLuaValue::stringValue("moved");
        break;

    case CCTOUCHENDED:
        event["name"] = CCLuaValue::stringValue("ended");
        break;

    case CCTOUCHCANCELLED:
        event["name"] = CCLuaValue::stringValue("cancelled");
        break;

    case CCTOUCHADDED:
        event["name"] = CCLuaValue::stringValue("added");
        break;

    case CCTOUCHREMOVED:
        event["name"] = CCLuaValue::stringValue("removed");
        break;

    default:
        return 0;
    }

    event["mode"] = CCLuaValue::intValue(kCCTouchesAllAtOnce);
    switch (phase)
    {
    case NODE_TOUCH_CAPTURING_PHASE:
        event["phase"] = CCLuaValue::stringValue("capturing");
        break;

    case NODE_TOUCH_TARGETING_PHASE:
        event["phase"] = CCLuaValue::stringValue("targeting");
        break;

    default:
        event["phase"] = CCLuaValue::stringValue("unknown");
    }

    CCLuaValueDict points;
    CCDirector* pDirector = CCDirector::sharedDirector();
    char touchId[16];
    for (CCSetIterator touchIt = pTouches->begin(); touchIt != pTouches->end(); ++touchIt)
    {
        CCLuaValueDict point;
        CCTouch* pTouch = (CCTouch*)*touchIt;
        sprintf(touchId, "%d", pTouch->getID());
        point["id"] = CCLuaValue::stringValue(touchId);

        const CCPoint pt = pDirector->convertToGL(pTouch->getLocationInView());
        point["x"] = CCLuaValue::floatValue(pt.x);
        point["y"] = CCLuaValue::floatValue(pt.y);
        const CCPoint prev = pDirector->convertToGL(pTouch->getPreviousLocationInView());
        point["prevX"] = CCLuaValue::floatValue(prev.x);
        point["prevY"] = CCLuaValue::floatValue(prev.y);

        points[touchId] = CCLuaValue::dictValue(point);
    }
    event["points"] = CCLuaValue::dictValue(points);
    m_stack->pushCCLuaValueDict(event);

    int eventInt = (phase == NODE_TOUCH_CAPTURING_PHASE) ? NODE_TOUCH_CAPTURE_EVENT : NODE_TOUCH_EVENT;
    CCArray *listeners = pNode->getAllScriptEventListeners();
    CCScriptHandlePair *p;
    for (int i = listeners->count() - 1; i >= 0; --i)
    {
        p = dynamic_cast<CCScriptHandlePair*>(listeners->objectAtIndex(i));
        if (p->event != eventInt || p->removed) continue;
        m_stack->copyValue(1);
        m_stack->executeFunctionByHandler(p->listener, 1);
        m_stack->settop(1);
    }

    m_stack->clean();

    return 1;
}
示例#10
0
void FirstLevel::update(float dt) {
/*parallax */
	CCPoint backgroundScrollVert = ccp(-1000,0) ;
	_background->setPosition(ccpAdd(_background->getPosition(),ccpMult(backgroundScrollVert,dt)));

	CCArray *spaceDusts = CCArray::createWithCapacity(2);
	spaceDusts->addObject(_spacedust1) ;
	spaceDusts->addObject(_spacedust2) ;
	for (int i = 0; i < spaceDusts->count(); i++ ) {
		CCSprite * spaceDust = (CCSprite *)(spaceDusts->objectAtIndex(i)) ;
		float xPosition = _background->convertToWorldSpace(spaceDust->getPosition()).x;
		float size = spaceDust->getContentSize().width ;
		if (xPosition < -size)
			_background->incrementOffset(ccp(spaceDust->getContentSize().width*2,0),spaceDust);
	}
/*end parallax */
/*accelerometer*/
	float maxY = winSize.height - _ship->getContentSize().height/2;
	float minY = _ship->getContentSize().height/2;
	float diff = _shipPositionY * dt;
	float newY = _ship->getPosition().y + diff;

	newY = MIN(MAX(newY, minY), maxY);
	_ship->setPosition(ccp(_ship->getPosition().x, newY));
/*end accelerometer*/

/*first we move sprites and then bodies*/
/*sprites animation*/
	float curTime = getTimeTick();

	if (curTime > _nextAsteroidSpawn){                   // if time to show new asteroid?
		float randY  = randomBetween(0, winSize.height); // new asteroid position
		float randms = randomBetween(0.2, 1.0)*1000;     // how often show new asteroid

		_nextAsteroidSpawn = randms + curTime;		     // when show next asteroid
		float duration = randomBetween(1.0, 7.0);		 // android's "speed"

		Asteroid* asteroid = _asteroids->at(_nextAsteroid++);
		if(_nextAsteroid >= _asteroids->size())
			_nextAsteroid = 0;
		/*take asteroid from cage and set next params;
		 *when asteroid end moving - hide */
			asteroid->stopAllActions();
			asteroid->setPosition(ccp(winSize.width + asteroid->getContentSize().width/2, randY));
			asteroid->setLives(3);
			asteroid->setVisible(true);
			asteroid->runAction(CCSequence::create(CCMoveBy::create(duration,ccp( -winSize.width - asteroid->getContentSize().width, 0)),
								 	 	           CCCallFuncN::create(this, callfuncN_selector(FirstLevel::setInvisible)),NULL));
	}
/*end sprites animation*/

/*bodies animation*/
	_world->Step(dt, 10, 10);
	for(b2Body *b = _world->GetBodyList(); b; b = b->GetNext()){
		if (b->GetUserData() != NULL){
			CCSprite* sprite = (CCSprite*) b->GetUserData();
			if (sprite->isVisible()) {
				b2Vec2 position = b2Vec2(sprite->getPosition().x/PTM_RATIO,
									sprite->getPosition().y/PTM_RATIO);
				float angle = -1 * CC_DEGREES_TO_RADIANS(sprite->getRotation());
				b->SetTransform(position, angle);
			}
		}
	}
/*end bodies animation*/

/*body's collisions*/
	std::deque<CurrentContact>::iterator i;
	for(i = _collisionListener->contacts.begin(); i != _collisionListener->contacts.end(); ++i){
		CurrentContact contact = *i;
		b2Body *a = contact.a->GetBody();
		b2Body *b = contact.b->GetBody();

		if (a->GetUserData() != NULL && b->GetUserData() != NULL){
			CCSprite *sA = (CCSprite*)a->GetUserData();
			CCSprite *sB = (CCSprite*)b->GetUserData();

			Asteroid *ast;
			CCSprite *bullet;
			if (sA->isVisible() && sB->isVisible()) {
/*asteroid and bullet (laser)*/
				//if (sA->getTag() != 0 || sB->getTag() != 0)
				if ((sA->getTag() == 1 && sB->getTag() == 2) ||
					(sA->getTag() == 2 && sB->getTag() == 1)) {
					b2Body *temp; // bullet body
					if (sA->getTag() == 1) {
						ast    = (Asteroid*) a->GetUserData();
						bullet = (CCSprite*) b->GetUserData();
						temp   = b;
					} else {
						ast    = (Asteroid*) b->GetUserData();
						bullet = (CCSprite*) a->GetUserData();
						temp   = a;
					}
					if (ast->getLives() > 1){  // hide only bullet
						ast->subLife();
						temp->SetTransform(b2Vec2(-100.0, -100.0), 0.0f); // bullet body
					} else { // hide asteroid and bullet
						a->SetTransform(b2Vec2(-100.0, -100.0), 0.0f);
						b->SetTransform(b2Vec2(-100.0, -100.0), 0.0f);
						ast->stopAllActions();
						ast->setVisible(false);

						_ship->addScore(score);
						updateScore(_ship);
					}
					bullet->stopAllActions();
					bullet->setVisible(false);
					continue;
				}
/*asteroid and ship*/
				if ((sA->getTag() == 0 && sB->getTag() == 1) ||
					(sA->getTag() == 1 && sB->getTag() == 0)) {
					if (_ship->getLives() > 0){
						_ship->subLife();
						updateLives(_ship);
						_ship->runAction(CCBlink::create(1.0, 3));
						if (sA->getTag() == 1){
							sA->setVisible(false);
							sA->stopAllActions();
							a->SetTransform(b2Vec2(-100.0, -100.0), 0.0f);
						} else {
							sB->setVisible(false);
							sB->stopAllActions();
							b->SetTransform(b2Vec2(-100.0, -100.0), 0.0f);
						}

					} else {
						CCLog("GAME OVER");
						// TODO: show dialog
					}
					continue;
				}
			}
		}
	}
/*end body's collisions*/
}
示例#11
0
int CCLuaEngine::executeNodeTouchEvent(CCNode* pNode, int eventType, CCTouch *pTouch, int phase)
{
    m_stack->clean();
    CCLuaValueDict event;
    switch (eventType)
    {
    case CCTOUCHBEGAN:
        event["name"] = CCLuaValue::stringValue("began");
        break;

    case CCTOUCHMOVED:
        event["name"] = CCLuaValue::stringValue("moved");
        break;

    case CCTOUCHENDED:
        event["name"] = CCLuaValue::stringValue("ended");
        break;

    case CCTOUCHCANCELLED:
        event["name"] = CCLuaValue::stringValue("cancelled");
        break;

    default:
        CCAssert(false, "INVALID touch event");
        return 0;
    }

    event["mode"] = CCLuaValue::intValue(kCCTouchesOneByOne);
    switch (phase)
    {
    case NODE_TOUCH_CAPTURING_PHASE:
        event["phase"] = CCLuaValue::stringValue("capturing");
        break;

    case NODE_TOUCH_TARGETING_PHASE:
        event["phase"] = CCLuaValue::stringValue("targeting");
        break;

    default:
        event["phase"] = CCLuaValue::stringValue("unknown");
    }

    const CCPoint pt = CCDirector::sharedDirector()->convertToGL(pTouch->getLocationInView());
    event["x"] = CCLuaValue::floatValue(pt.x);
    event["y"] = CCLuaValue::floatValue(pt.y);
    const CCPoint prev = CCDirector::sharedDirector()->convertToGL(pTouch->getPreviousLocationInView());
    event["prevX"] = CCLuaValue::floatValue(prev.x);
    event["prevY"] = CCLuaValue::floatValue(prev.y);

    m_stack->pushCCLuaValueDict(event);

    int eventInt = (phase == NODE_TOUCH_CAPTURING_PHASE) ? NODE_TOUCH_CAPTURE_EVENT : NODE_TOUCH_EVENT;
    CCArray *listeners = pNode->getAllScriptEventListeners();
    CCScriptHandlePair *p;
    int ret = 1;
    for (int i = listeners->count() - 1; i >= 0; --i)
    {
        p = dynamic_cast<CCScriptHandlePair*>(listeners->objectAtIndex(i));
        if (p->event != eventInt || p->removed) continue;

        if (eventType == CCTOUCHBEGAN)
        {
            // enable listener when touch began
            p->enabled = true;
        }

        if (p->enabled)
        {
            m_stack->copyValue(1);
            int listenerRet = m_stack->executeFunctionByHandler(p->listener, 1);
            if (listenerRet == 0)
            {
                if (phase == NODE_TOUCH_CAPTURING_PHASE && (eventType == CCTOUCHBEGAN || eventType == CCTOUCHMOVED))
                {
                    ret = 0;
                }
                else if (phase == NODE_TOUCH_TARGETING_PHASE && eventType == CCTOUCHBEGAN)
                {
                    // if listener return false when touch began, disable this listener
                    p->enabled = false;
                    ret = 0;
                }
            }
            m_stack->settop(1);
        }
    }

    //CCLOG("executeNodeTouchEvent %p, ret = %d, event = %d, phase = %d", pNode, ret, eventType, phase);
    m_stack->clean();

    return ret;
}
示例#12
0
void SGLootWiKiLayer::showCream(CCObject * sender)
{
    SGSocketRequest *req = (SGSocketRequest *)sender;
    main::BossPlotListResponse *response = (main::BossPlotListResponse *)req->m_msg;
    CCArray * array = SGPlayerInfo::sharePlayerInfo()->getStoryData();
    if (response)
    {
        int index = array->count() - (m_plotId - 20000);
        if (index >= 0 && index < array->count())
        {
            SGStoryBean *story = (SGStoryBean *)array->objectAtIndex( index ); //精英关卡的排序是反向的!最初的关卡索引反而大!
            int size = response->bossplotmodel_size();
            if (size > 0)
            {
                for (int ii = 0; ii < size; ii++)
                {
                    main::BossPlotModel model = response->bossplotmodel(ii);
                    CCLOG("scene ID=================%d", model.plotid());
                    SGStorySceneBean *scene = story->getSceneBeanById(model.plotid());
                    if (scene == NULL)
                    {
                        continue;
                    }
                    else
                    {
                        scene->setVisible(true);
                        //scene->setRank(model.ra);
                        scene->setPower(model.power());
                        scene->setGold(model.gold());
                        scene->setExp(model.exp());
                        scene->setZhandou(model.zhandou());
                        scene->setRank(model.rank());
                        scene->setCreamCanJoin(model.canjoin());
                        
                        //数据存储在playerinfo中
                        SGPlayerInfo::sharePlayerInfo()->setCreamData(model.plotid(), model.canjoincount(), model.canjoin());
                        
                        
                        scene->setCreamDayTimes(model.canjoincount());
                        scene->setCreamBuyTimes(model.canbuycount());
                        scene->setBuyPrice(model.price());
                        scene->setBuyCompTimes(model.buycount());// 已经购买次数
                        scene->setDropInfo(model.exp(), model.gold());
                        
                        //精英闯关 剩余次数存储在playerinfo中
                        //SGPlayerInfo::sharePlayerInfo()->setLeftCreamTimes(model.canjoincount());
                        
                        int itemNum = model.itemids_size();
                        scene->itemIds.clear();
                        for (int jj =0;jj<itemNum; jj++) {
                            scene->itemIds.push_back(model.itemids(jj));
                        }
                        
                    }
                    SGPlayerInfo::sharePlayerInfo()->setMaxBossPlotId(model.plotid());
                }
            }
            //假如可能出现问题,也能跳关,只是关卡会显示不正确。
            SGMainManager::shareMain()->showStorySectionLayer(story);
        }
        
        //不判断该关卡是否能打,交给精英节列表的逻辑。
//        if(!SGPlayerInfo::sharePlayerInfo()->getCreamIsCanJoin(SGMainManager::static_plotId))
//        {
//            int leftJoinCount = SGStaticDataManager::shareStatic()->getCreamByPlotId(SGMainManager::static_plotId)->getCreamDayTimes() - SGPlayerInfo::sharePlayerInfo()->getCreamJoinedCount(SGMainManager::static_plotId) ;
//            SGMainManager::shareMain()->showMessage(str_lootWiKi_10);
//            SGMainManager::sourceToStory = false;
//        }
//        else
        {
            SGMainManager::shareMain()->m_trackIsPve = false;
            m_lootWikiMainLayer->boxClose();
        }
    }
    SGMainManager::sourceToStory = false;
}
	void setRequestDialogParamsJni(jobject obj, CCDictionary *params){
		JniMethodInfo t;
		if(params == NULL){
			return;
		}
		if(JniHelper::getMethodInfo(t, "java/util/TreeMap", "<init>", "()V")){
			jobject map = t.env->NewObject(t.classID, t.methodID);
			if(map == NULL){
				CCLog("Cannot create new TreeMap objeect in %S", __func__);
				return;
			}
			JniMethodInfo m;
			if(GreeJniHelper::getInstanceMethodInfo(m, map, "put", "(Ljava/lang/Object;Ljava/lang/Object;)Ljava/lang/Object;")){
				CCDictElement* pElement = NULL;
				CCDICT_FOREACH(params, pElement){
					const std::string str = pElement->getStrKey();
					const char *pStr = str.c_str();
					jstring jStr;
					if(!pStr){
						jStr = t.env->NewStringUTF("");
					}else{
						jStr = t.env->NewStringUTF(pStr);
					}
					if(!strncmp(GD_REQUEST_DIALOG_PARAM_KEY_TITLE, pStr, sizeof(GD_REQUEST_DIALOG_PARAM_KEY_TITLE)) || 
						!strncmp(GD_REQUEST_DIALOG_PARAM_KEY_BODY, pStr, sizeof(GD_REQUEST_DIALOG_PARAM_KEY_BODY)) ||
						!strncmp(GD_REQUEST_DIALOG_PARAM_KEY_LISTTYPE, pStr, sizeof(GD_REQUEST_DIALOG_PARAM_KEY_LISTTYPE)) ||
						!strncmp(GD_REQUEST_DIALOG_PARAM_KEY_EXPIRETIME, pStr, sizeof(GD_REQUEST_DIALOG_PARAM_KEY_EXPIRETIME))){
						// title, body, list_type, expire_time
						CCString *val = ((CCString *)(pElement->getObject()));
						if(val == NULL){
							return;
						}
						const char *pVal  = val->getCString();
						jstring jVal;
						if(!pVal){
							jVal = t.env->NewStringUTF("");
						}else{
							jVal = t.env->NewStringUTF(pVal);
						}
						m.env->CallObjectMethod(map, m.methodID, jStr, jVal);
						m.env->DeleteLocalRef(jVal);
					}else if(!strncmp(GD_REQUEST_DIALOG_PARAM_KEY_TOUSERID, pStr, sizeof(GD_REQUEST_DIALOG_PARAM_KEY_TOUSERID))){
						//touserid
						CCArray *array = ((CCArray *)(pElement->getObject()));
						if(array == NULL){
							return;
						}
						jclass jcl = JniHelper::getClassID("java/lang/String");
						if(jcl == NULL){
							return;
						}
						jobjectArray jarry = t.env->NewObjectArray(array->count(), jcl, NULL);
						CCObject *it;
						int i = 0;
						CCARRAY_FOREACH(array, it){
							CCString *val = dynamic_cast<CCString *>(it);
							const char *pVal = val->getCString();
							jstring jVal;
							if(!pVal){
								jVal = t.env->NewStringUTF("");
							}else{
								jVal = t.env->NewStringUTF(pVal);
							}
							t.env->SetObjectArrayElement(jarry, i, jVal);
							t.env->DeleteLocalRef(jVal);
							i++;
						}
						m.env->CallObjectMethod(map, m.methodID, jStr, jarry);
						t.env->DeleteLocalRef(jarry);
					}else if(!strncmp(GD_REQUEST_DIALOG_PARAM_KEY_ATTRS, pStr, sizeof(GD_REQUEST_DIALOG_PARAM_KEY_ATTRS))){
示例#14
0
 /// Callback function used by libcurl for collect header data
 static size_t writeHeaderData(void* ptr, size_t size, size_t nmemb, void* userdata) {
     CURLHandler* handler = (CURLHandler*)userdata;
     size_t sizes = size * nmemb;
     
     // lock
     pthread_mutex_lock(&handler->m_mutex);
     
     // parse pair
     string header((const char*)ptr, sizes);
     CCArray* pair = new CCArray();
     if(!header.empty()) {
         // remove head and tailing brace, bracket, parentheses
         size_t start = 0;
         size_t end = header.length() - 1;
         char c = header[start];
         while(c == '{' || c == '[' || c == '(') {
             start++;
             c = header[start];
         }
         c = header[end];
         while(c == '}' || c == ']' || c == ')') {
             end--;
             c = header[end];
         }
         
         // iterate string
         size_t compStart = start;
         for(size_t i = start; i <= end; i++) {
             c = header[i];
             if(c == ':') {
                 CCString* s = new CCString(header.substr(compStart, i - compStart));
                 pair->addObject(s);
                 s->release();
                 compStart = i + 1;
             } else if(c == ' ' || c == '\t' || c == '\r' || c == '\n') {
                 if(compStart == i) {
                     compStart++;
                 }
             }
         }
         
         // last comp
         // or, if last char is separator, append an empty string
         if(compStart <= end) {
             CCString* s = new CCString(header.substr(compStart, end - compStart + 1));
             pair->addObject(s);
             s->release();
         } else if(header[end] == ':') {
             CCString* s = new CCString("");
             pair->addObject(s);
             s->release();
         }
     }
     
     // if pair count is two, means ok
     if(pair->count() == 2) {
         handler->m_ctx->response->addHeader(((CCString*)pair->objectAtIndex(0))->getCString(),
                                             ((CCString*)pair->objectAtIndex(1))->getCString());
     }
     
     // release array
     pair->release();
     
     // unlock
     pthread_mutex_unlock(&handler->m_mutex);
     
     // return a value which is different with sizes will abort it
     if(handler->m_ctx->request->isCancel())
         return sizes + 1;
     else
         return sizes;
 }
示例#15
0
void BuildScroll::createMenuItems()
{
    // set common variables
    CCSize screenSize = CCDirector::sharedDirector()->getWinSize();
    
    // create the build group background
    string buildBackground = "scrollermiddle_b.png";
    buildMenu = CCSprite::createWithSpriteFrameName(buildBackground.c_str());
    CCSize spriteSize = buildMenu->getContentSize();
    buildMenu->setAnchorPoint(ccp(0, 0));
    buildMenu->setScale(screenSize.width / spriteSize.width * 0.98f);
    buildMenu->setPosition(ccp(screenSize.width * (1.01f - leftPos), 25));
    this->addChild(buildMenu, 1);
    
    scrollerBar = CCSprite::createWithSpriteFrameName("scroller_side.png");
    scrollerBar->setAnchorPoint(ccp(0, 0));
    scrollerBar->setScale(screenSize.width / spriteSize.width * 0.98f);
    scrollerBar->setPosition(ccp(screenSize.width * (1.0f - leftPos), 0));
    this->addChild(scrollerBar, 2);
    
    // scroll section for other villagers
    scrollArea = new ScrollArea();
    scrollArea->createScrollArea(CCSizeMake(buildMenu->boundingBox().size.width * 0.96f, buildMenu->boundingBox().size.height * 0.92f), CCSizeMake(BuildingHandler::getThis()->allBuildings->count() , buildMenu->boundingBox().size.height * 0.92f));
    scrollArea->enableScrollHorizontal(0, "bar.png", "bar.png");
    scrollArea->setAnchorPoint(ccp(0, 0));
    
    // create all building references for all building categories.
    CCArray* allBuildings = BuildingHandler::getThis()->allBuildings;
    // list down all the buildings
    
    numberOfBuildingCards = 0;
    BuildingCard* bc = BuildingCard::create(NULL, scrollArea, numberOfBuildingCards, 1);
    numberOfBuildingCards++;
    buildingCards->addObject(bc);
    
    bc = BuildingCard::create(NULL, scrollArea, numberOfBuildingCards, 2);
    numberOfBuildingCards++;
    buildingCards->addObject(bc);
    
    bc = BuildingCard::create(NULL, scrollArea, numberOfBuildingCards, 3);
    numberOfBuildingCards++;
    buildingCards->addObject(bc);
    
    for(int i = 0; i < allBuildings->count(); i++)
    {
        Building* tempBuilding = (Building*) allBuildings->objectAtIndex(i);
        if(tempBuilding->buildingType == HOUSING)
        {
            if (!nameExists(tempBuilding->buildingName))
            {
                bc = BuildingCard::create(tempBuilding, scrollArea, numberOfBuildingCards, 0);
                numberOfBuildingCards++;
                buildingCards->addObject(bc);
            }
        }
    }
    
    for(int i = 0; i < allBuildings->count(); i++)
    {
        Building* tempBuilding = (Building*) allBuildings->objectAtIndex(i);
        if(tempBuilding->buildingType == AMENITY)
        {
            // if (!nameExists(tempBuilding->buildingName))
            // {
            
            
            bc = BuildingCard::create(tempBuilding, scrollArea, numberOfBuildingCards, 0);
            numberOfBuildingCards++;
            buildingCards->addObject(bc);
            // }
        }
    }
    
    for(int i = 0; i < allBuildings->count(); i++)
    {
        Building* tempBuilding = (Building*) allBuildings->objectAtIndex(i);
        if(tempBuilding->buildingType == GRANARY)
        {
            bc = BuildingCard::create(tempBuilding, scrollArea, numberOfBuildingCards, 0);
            numberOfBuildingCards++;
            buildingCards->addObject(bc);
        }
    }
    
    for(int i = 0; i < allBuildings->count(); i++)
    {
        Building* tempBuilding = (Building*) allBuildings->objectAtIndex(i);
        if(tempBuilding->buildingType == MARKET)
        {
            bc = BuildingCard::create(tempBuilding, scrollArea, numberOfBuildingCards, 0);
            numberOfBuildingCards++;
            buildingCards->addObject(bc);
        }
    }
    
    for(int i = 0; i < allBuildings->count(); i++)
    {
        Building* tempBuilding = (Building*) allBuildings->objectAtIndex(i);
        if(tempBuilding->buildingType == MILITARY)
        {
            bc = BuildingCard::create(tempBuilding, scrollArea, numberOfBuildingCards, 0);
            numberOfBuildingCards++;
            buildingCards->addObject(bc);
        }
    }
    
    if(UserProfile::getThis()->gameLevel != 0)
    {
        for (int i = 0; i < allBuildings->count(); i++)
        {
            Building* tempBuilding = (Building*) allBuildings->objectAtIndex(i);
            if(tempBuilding->buildingType == SOCIAL)
            {
                bc = BuildingCard::create(tempBuilding, scrollArea, numberOfBuildingCards, 0);
                numberOfBuildingCards++;
                buildingCards->addObject(bc);
            }
        }
    }
    
    scrollArea->setScrollContentSize(CCSizeMake(10.0f + screenSize.width * 0.19f * numberOfBuildingCards, buildMenu->boundingBox().size.height * 0.92f));
    scrollArea->setPosition(ccp(screenSize.width * 0.06f + screenSize.width * (maxPos - leftPos), buildMenu->boundingBox().size.height * 0.14f));
    scrollArea->updateScrollBars();
    this->addChild(scrollArea, 1);
    
    scroll_in = true;
    this->schedule(schedule_selector( BuildScroll::scrollIn ), 1/120.0f);
}
示例#16
0
bool CMGameMap::Init(CMReceiver* pReceiver,enumMarioLevel &eMarioLevel)
{
	do 
	{
		//初始化成员变量
		m_fDropSpeedPlus = 0;
		m_fJumpSpeed = 0;
		m_bIsLeftKeyDown = false;
		m_bIsRightKeyDown = false;
		m_bIsJumpKeyDown = false;
		m_bIsFireKeyDown = false;
		m_bIsHeroDead = false;
		m_pReceiver = pReceiver;
		m_bNeedResetStage = false;

		//初始化游戏对象数组
		m_pArrayItems = CCArray::create();
		m_pArrayItems->retain();
		m_pArrayMonsters = CCArray::create();
		m_pArrayMonsters->retain();
		m_pArrayBlocks = CCArray::create();
		m_pArrayBlocks->retain();
		m_pArrayFireBall = CCArray::create();
		m_pArrayFireBall->retain();

		//初始化Mario
		CMMario* pMario = CMMario::CreateHero(this,eMarioLevel);
		CC_BREAK_IF(pMario==NULL);
		pMario->setPosition(TileMapPosToTileMapLayerPos(ccp(2,11)));
		addChild(pMario,enZOrderFront,enTagMario);
		//pMario->SetStatus(enMarioStatusBig);

		//隐藏原落坑判断层
		CCTMXLayer* pTrapLayer = layerNamed("trap");
		CC_BREAK_IF(pTrapLayer==NULL);
		pTrapLayer->setVisible(false);

		//初始化显示金币
		CCTMXLayer* pCoinLayer = layerNamed("coin");
		CC_BREAK_IF(pCoinLayer==NULL);
		pCoinLayer->setVisible(false);
		//获得地图的瓦片数量
		int nMapHorizontalTileNum = pCoinLayer->boundingBox().size.width/getTileSize().width;
		int nMapVerticalTileNum = pCoinLayer->boundingBox().size.height/getTileSize().height;
		//遍历每片瓦片,寻找金币,建立并加入金币集合
		for (int i = 0;i<nMapHorizontalTileNum;i++)
		{
			for (int j = 0;j<nMapVerticalTileNum;j++)
			{
				if (TileMapPosToTileType(ccp(i,j))==enTileTypeCoin)
				{
					//将瓦片地图坐标转换为瓦片地图层坐标
					CCPoint CoinTileMapLayerPos = TileMapPosToTileMapLayerPos(ccp(i,j));
					CMItemCoin* pCoin = CMItemCoin::CreateItemIcon(CoinTileMapLayerPos,getTileSize(),pMario,this);
					if (pCoin==NULL)
					{
						CCLog("Coin init Error!");
					}
					pCoin->setPosition(CoinTileMapLayerPos);
					pCoin->setAnchorPoint(ccp(0,0));
					m_pArrayItems->addObject(pCoin);
					addChild(pCoin);
				}
			}
		}

		//初始化怪物显示
		CCTMXObjectGroup* pObjectLayer = objectGroupNamed("objects");
		CC_BREAK_IF(pObjectLayer==NULL);
		CCArray *ObjectArray = pObjectLayer->getObjects();
		CCDictionary *pDic = NULL;
		for (unsigned int i = 0; i < ObjectArray->count(); i++)
		{
			pDic = (CCDictionary *)ObjectArray->objectAtIndex(i);
			int PosX = ((CCString*)pDic->objectForKey("x"))->intValue();
			int PosY = ((CCString*)pDic->objectForKey("y"))->intValue();
			PosY -= this->getTileSize().height;
			CCPoint TileXY = ccp(PosX, PosY);

			CCString *strName = (CCString*)pDic->objectForKey("name");
			CCString *strType = (CCString*)pDic->objectForKey("type");

			// 进行怪物的初始化,先根据名字来判断是不是enemy,再细分enemy类型		
			if (strName->m_sString == "enemy")
			{
				if (strType->m_sString == "mushroom")
				{
					CMMonsterMushrooms *pMonster = CMMonsterMushrooms::CreateMonsterMushrooms(TileXY,pMario,this,this);
					if (pMonster==NULL)
					{
						CCLog("pMonster==NULL!");
					}
					pMonster->setPosition(ccp(TileXY.x,TileXY.y));
					pMonster->setAnchorPoint(ccp(0,0));
					m_pArrayMonsters->addObject(pMonster);
					addChild(pMonster,enZOrderFront);
				}
				if (strType->m_sString == "tortoise")
				{
					CMMonsterTortoise *pMonster = CMMonsterTortoise::CreateMonsterTortoise(TileXY,pMario,this,this);
					if (pMonster==NULL)
					{
						CCLog("pMonster==NULL!");
					}
					pMonster->setPosition(ccp(TileXY.x,TileXY.y));
					pMonster->setAnchorPoint(ccp(0,0));
					m_pArrayMonsters->addObject(pMonster);
					addChild(pMonster,enZOrderFront);
				}
				if (strType->m_sString == "flower")
				{
					CMMonsterFlower *pMonster = CMMonsterFlower::CreateMonsterFlower(TileXY,pMario,this,this);
					if (pMonster==NULL)
					{
						CCLog("pMonster==NULL!");
					}
					pMonster->setPosition(ccp(TileXY.x,TileXY.y));
					pMonster->setAnchorPoint(ccp(0,0));
					m_pArrayMonsters->addObject(pMonster);
					addChild(pMonster,enZOrderFront);
				}
			}
		}

		//初始化砖块显示
		CCTMXLayer* pBlockLayer = layerNamed("block");
		CC_BREAK_IF(pBlockLayer==NULL);
		pBlockLayer->setVisible(false);
		//获得地图的瓦片数量
		// 		int nMapHorizontalTileNum = pCoinLayer->boundingBox().size.width/getTileSize().width;
		// 		int nMapVerticalTileNum = pCoinLayer->boundingBox().size.height/getTileSize().height;
		//遍历每片瓦片,寻找瓦片,建立并加入瓦片集合
		for (int i = 0;i<nMapHorizontalTileNum;i++)
		{
			for (int j = 0;j<nMapVerticalTileNum;j++)
			{
				if (TileMapPosToTileType(ccp(i,j))==enTileTypeBlock)
				{
					//解析得到当前砖块的属性
					int GID = pBlockLayer->tileGIDAt(ccp(i,j));
					CCDictionary *pDic = propertiesForGID(GID);
					CC_BREAK_IF(pDic==NULL);
					CCString *strBlockType = (CCString*)pDic->objectForKey("blockType");
					if (strBlockType==NULL)
					{
						continue;
					}
					int nBlockType = strBlockType->intValue();

					//将瓦片地图坐标转换为瓦片地图层坐标
					CCPoint BlockTileMapLayerPos = TileMapPosToTileMapLayerPos(ccp(i,j));
					CMItemBlock* pBlock = CMItemBlock::CreateItemBlock(BlockTileMapLayerPos,getTileSize(),pMario,this,(enumBlockType)nBlockType);
					if (pBlock==NULL)
					{
						CCLog("Block init Error!");
					}
					pBlock->setPosition(BlockTileMapLayerPos);
					pBlock->setAnchorPoint(ccp(0,0));
					m_pArrayBlocks->addObject(pBlock);
					addChild(pBlock);
				}
			}
		}

		return true;
	} while (false);
	CCLog("Fun CMGameMap::Init Error!");
	return false;
}
示例#17
0
void MailInfo::parse(cocos2d::CCDictionary *dic){
    isThanks=false;
    saveDict=NULL;
    isShare=false;
    contents = "";
    detecterName = "";
    ckfContents = "";
    pic = "";
    allianceLang = "";
    msReport = 0;
    picVer = 0;
    ckf = 0;
    serverType = 0;
    mbLevel = 0;
    isWorldBossKillRewardMail = false;
    if(dic->objectForKey("pic")){
        pic = dic->valueForKey("pic")->getCString();
    }
    
    if (dic->objectForKey("picVer"))
    {
        picVer = dic->valueForKey("picVer")->intValue();
    }
    type = dic->valueForKey("type")->intValue();
    //define tabType
    if(type==MAIL_BATTLE_REPORT||type==MAIL_DETECT||type==MAIL_DETECT_REPORT||type==MAIL_ENCAMP||type==MAIL_WORLD_BOSS){
        tabType = 4;
    }else if(type==ALL_SERVICE){
        tabType = 3;
    }else if(type== MAIL_FRESHER||type==MAIL_SYSNOTICE||type==MAIL_SYSUPDATE){
        tabType = 2;
        
    }else if(type <=MAIL_USER||type==MAIL_Alliance_ALL||type==CHAT_ROOM){
        tabType = 0;
    }else if(type == MAIL_MOD_SEND || type == MAIL_MOD_PERSONAL){
        if(GlobalData::shared()->playerInfo.gmFlag == 2 || GlobalData::shared()->playerInfo.gmFlag == 5){
            tabType = 5;
        }else{
            tabType = 0;
        }
    }else{
        tabType = 1;
    }
    if(dic->objectForKey("uid"))
        uid = dic->valueForKey("uid")->getCString();
    else
        uid="";
    createTime =  dic->valueForKey("createTime")->doubleValue() / 1000;
    CCLOGFUNCF("createTime: %ld",createTime);
    if(dic->objectForKey("mbLevel"))
    {
        mbLevel=dic->valueForKey("mbLevel")->intValue();
    }
    rewardId = dic->valueForKey("rewardId")->getCString();
    int status1 = dic->valueForKey("status")->intValue();
    if(status1>0){
        if(status1==2){
            isThanks=true;
        }
        status = READ;
    }else{
        status = UNREAD;
    }
    fromName = dic->valueForKey("oldName")->getCString();
    nowName = dic->valueForKey("fromName")->getCString();
    modLanguage = dic->valueForKey("modLanguage")->getCString();
    if(fromName.empty() && !nowName.empty()){
        fromName = nowName;
    }
    if(dic->objectForKey("fromUid")){
        fromUid = dic->valueForKey("fromUid")->getCString();
    }
    else if(dic->objectForKey("fromUser"))
    {
        fromUid = dic->valueForKey("fromUser")->getCString();
    }
    else{
        fromUid = "";
    }
    if(dic->objectForKey("share")){
        isShare = dic->valueForKey("share")->boolValue();
    }
    if (dic->objectForKey("donate")) {
        goToDonate = dic->valueForKey("donate")->intValue();
    }
    reply = dic->valueForKey("reply")->intValue();
    alliance = dic->valueForKey("alliance")->getCString();
    version = dic->valueForKey("version")->getCString();
    rewardStatus = dic->valueForKey("rewardStatus")->intValue();
    battleType = dic->valueForKey("battleType")->intValue();
    title = dic->valueForKey("title")->getCString();
    itemIdFlag = dic->valueForKey("itemIdFlag")->intValue();
    unreadDialogNum = dic->valueForKey("unread")->intValue();
    dialogNum = dic->valueForKey("totalNum")->intValue();
    userKill = dic->valueForKey("userKill")->intValue();
    allKill = dic->valueForKey("allKill")->intValue();
    msReport = dic->valueForKey("msReport")->intValue();
    failTimes = dic->valueForKey("failTimes")->intValue();
    winPercent = dic->valueForKey("winPercent")->intValue();
    killRound = dic->valueForKey("killRound")->intValue();
    userScore = dic->valueForKey("userScore")->intValue();
    monsterLevel = dic->valueForKey("monsterLevel")->intValue();
    like = dic->valueForKey("like")->intValue();
    if(dic->objectForKey("serverType")){
        serverType = dic->valueForKey("serverType")->intValue();
    }
    if(dic->objectForKey("contents")){
        showContent = dic->valueForKey("contents")->getCString();
    }
    if(type <= MAIL_USER || type == MAIL_MOD_SEND || type == MAIL_MOD_PERSONAL || type == CHAT_ROOM){
        
    }else if(type == MAIL_RESOURCE_HELP){
        fromName = _lang("114121");
    }else if(type == MAIL_RESOURCE){
        fromName = _lang("105516");
        if(title == ""){
            title = "1,1";
        }
        vector<std::string> vector;
        CCCommonUtils::splitString(title, ",", vector);
        int level = 0;
        int type = 0;
        if(vector.size()>=2){
            level = atoi(vector[0].c_str());
            type = atoi(vector[1].c_str());
        }
        title = string("Lv.") + CC_ITOA(level) + " " + CCCommonUtils::getResourceProductByType(type);
        showContent = _lang_1("105517", title.c_str());
    }else if(type == MAIL_DETECT){
        if(itemIdFlag == 1){
            std::string contentId = dic->valueForKey("contents")->getCString();
            if(!contentId.empty() && contentId.length()>6){
                contentId = contentId.substr(6);
                if(contentId=="105554"){
                    fromName = _lang("105523");
                    title = showContent;
                }
            }
        }else{
            std::string contentId = dic->valueForKey("contents")->getCString();
    //        if(contentId=="105554"){
    //            fromName = _lang("105523");
    //            title = _lang("105554");
    //        }else{
    //            fromName = _lang("105522");
           // }
            fromName = _lang("105522");
            if(title.compare("1") == 0){
                title = _lang("105523");
            }else{
                title = _lang("105567");
            }
        }
    }
    else if(type == MAIL_DETECT_REPORT){
        std::string contentId = dic->valueForKey("contents")->getCString();
        if(contentId.compare("114005") == 0){
            pointType = MAIL_DETECT_REPORT_PROTECT;
            fromName = _lang("105522");
            title = _lang("114102");
            showContent = _lang("114005");
        }else{
            fromName = _lang("105522");
            //title = _lang("105523");
            showContent = "";
            switch (pointType) {
                case Throne:{ //王座
                    showContent = _lang("105708");
                    break;
                }
                case Trebuchet:{//投石机
                    showContent = _lang("105709");
                    break;
                }
                default:{
                    showContent = _lang("105527");
                    break;
                }
            }
        }
    }else if(type == MAIL_ENCAMP){
        fromName = _lang("105536");
        switch (pointType) {
            case Throne:{
                title = _lang("105710");
                break;
            }
            case Trebuchet:{
                title = _lang("105711");
                break;
            }
            default:{
                if(this->isTreasureMap){
                    fromName = _lang("111504");
                    title = _lang("111504");
                }else{
                    title = _lang("105537");
                }
                break;
            }
        }
    }else if(type == MAIL_WOUNDED){
        fromName = _lang("105305");
        title = _lang("105550");
    }else if(type == MAIL_BATTLE_REPORT){
        if(dic->objectForKey("contents")){
            auto tempDic = _dict(dic->objectForKey("contents"));
            if(tempDic!=NULL){
                int pos = tempDic->valueForKey("warPoint")->intValue();
                CCPoint pt = WorldController::getPointByIndex(pos);
                if (serverType>=SERVER_BATTLE_FIELD) {
                    pt = WorldController::getPointByMapTypeAndIndex(pos,(MapType)serverType);
                }
                //fromName = _lang_2("105518",CC_ITOA(pt.x),CC_ITOA(pt.y));
                std::string npcId = "";
                if( tempDic->objectForKey("npcId"))
                    npcId= tempDic->valueForKey("npcId")->getCString();
                std::string defName ="";
                if(npcId!=""){
                    defName = CCCommonUtils::getNameById(tempDic->valueForKey("npcId")->getCString());
                }else{
                    if (tempDic->objectForKey("defName")) {
                        defName = tempDic->valueForKey("defName")->getCString();
                    }
                }
                std::string attName = tempDic->valueForKey("atkName")->getCString();
                
                if(GlobalData::shared()->playerInfo.name==attName){
                    title = _lang_2("105547",_lang("102187").c_str(),defName.c_str());
                }else{
                    title = _lang_2("105547",attName.c_str(),_lang("108678").c_str());
                }
                
                int win = tempDic->valueForKey("win")->intValue();
                std::string result = "";
                if(win==0){
                    result = _lang("105117");
                }else if(win==1){
                    result = _lang("105118");
                }else{
                    result = _lang("105549");
                }
                showContent = _lang_1("105548", result.c_str());
                fromName = result;
            }
        }
    }else if(type == MAIL_DIGONG || type == WORLD_NEW_EXPLORE){
        title = _lang("108675");
    }else if(type == MAIL_ATTACKMONSTER){
        fromName = _lang("103715");
    }else if(type==MAIL_Alliance_ALL || type == MAIL_GIFT){
    
    }else if(type == MAIL_DONATE){
        fromName = _lang("105305");
        std::string contentId = dic->valueForKey("contents")->getCString();
        vector<string> mVStr;
        CCCommonUtils::splitString(contentId, "|", mVStr);
        if(mVStr.size()>4){
            std::string userName = mVStr.at(1);
            if (!mVStr.at(2).empty()) {
                userName = "******" + mVStr.at(2) +")" + userName;
            }
            title = _lang_1("101007",userName.c_str());
            contents = _lang_3(mVStr.at(0), userName.c_str(), mVStr.at(3).c_str(), mVStr.at(4).c_str());
            showContent = contents;
        }
        itemIdFlag = 0;
    }else{
        fromName = _lang("105305");
    }
    
    prepareToDelete = false;
    save = dic->valueForKey("save")->intValue();
    isRead = false;
    if(itemIdFlag == 1){
        //杀死世界boss领奖邮件
        if (title=="137460") {
            type=MAIL_WORLD_BOSS;
            isWorldBossKillRewardMail = true;
        }
        title = _lang(title);
        
        string fromdl = dic->valueForKey("fromName")->getCString();
        if(fromdl != ""){
            string fromNL = _lang(fromdl);
            if(fromNL!=""){
                fromName = fromNL;
            }
        }
        if(showContent != ""){
            showContent = _lang(showContent);
        }
    }
    if(type == MAIL_FRESHER){
        fromName = _lang("3000001");
    }
//    std::string contentId = dic->valueForKey("contents")->getCString();
//    if(contentId=="114005"){
//        fromName = _lang("114102");
//        title = _lang("114005");
//    }else if(contentId!=""&&contentId.length()>6){
//        contentId = contentId.substr(6);
//        if(contentId=="105554"){
//            fromName = _lang("105523");
//            title = showContent;
//        }
//    }
    if(tabType==0 || type == MAIL_MOD_PERSONAL || type == MAIL_MOD_SEND || type==CHAT_ROOM){
        if(dialogs==NULL)
        {
            dialogs=CCArray::create();
            dialogs->retain();
        }
        contents = showContent;
        title = contents;
        if(dic->objectForKey("chats")){
            CCArray *arr = dynamic_cast<CCArray*>(dic->objectForKey("chats"));
            CCObject* obj;
            int count = arr->count();
            int i = 0;
            CCARRAY_FOREACH(arr, obj){
                CCDictionary* dictDialog = dynamic_cast<CCDictionary*>(obj);
                MailDialogInfo* dialogInfo = MailDialogInfo::create();
                dialogInfo->parse(dictDialog);
                this->dialogs->addObject(dialogInfo);
                if(i==count-1){
                    title = dialogInfo->contents;
                }
                i++;
            }
        }
示例#18
0
void appendObject(CCObject* obj, xml_node& node)
{
    if(isKindOfClass(obj, CCDictionary))
    {
        //CCLOG("Dictionary recognized");
        CCDictionary* dict = (CCDictionary*)obj;
        xml_node children = node.append_child("dict");
        CCArray* keys = dict->allKeys();
        if(keys != NULL)
        {
            for(int i = 0; i < keys->count(); i++)
            {
                CCString* key = (CCString*)keys->objectAtIndex(i);
                children.append_child("key").append_child(node_pcdata).set_value(key->getCString());
                appendObject(dict->objectForKey(key->getCString()), children);
            }
        }
    }
    else if(isKindOfClass(obj, CCArray))
    {
        //CCLOG("Array recognized");
        CCArray* array = (CCArray*)obj;
        xml_node children = node.append_child("array");
        for(int i = 0; i < array->count(); i++)
        {
            CCObject* child = (CCObject*)array->objectAtIndex(i);
            appendObject(child, children);
        }
    }
    else if (isKindOfClass(obj, CCString))
    {
        //CCLOG("String recognized");
        node.append_child("string").append_child(node_pcdata).set_value(((CCString*)obj)->getCString());
    }
    else if (isKindOfClass(obj, CCInteger))
    {
        //CCLOG("Integer recognized");
        int value = TOINT(obj);
        CCString* stringVal = ScreateF("%d", value);
        node.append_child("integer").append_child(node_pcdata).set_value(stringVal->getCString());
    }
    else if (isKindOfClass(obj, CCFloat))
    {
        //CCLOG("Float recognized");
        float value = TOFLOAT(obj);
        CCString* stringVal = ScreateF("%g", value);
        node.append_child("real").append_child(node_pcdata).set_value(stringVal->getCString());
    }
    else if (isKindOfClass(obj, CCBool))
    {
        //CCLOG("Bool recognized");
        bool value = TOBOOL(obj);
        node.append_child(value ? "true" : "false");
    }
#if VERBOSE_SAVE_PLIST
    else
    {
        CCLOG("Warning: unrecognized type %s when saving plist, check if the object is in plist format", typeid(*obj).name());
    }
#endif
}
示例#19
0
void GB2ShapeCache::addShapesWithFile(const std::string &plist) {

    CCDictionary *dict = CCDictionary::dictionaryWithContentsOfFileThreadSafe(plist.c_str());
    CCAssert(dict != NULL, "Shape-file not found"); // not triggered - cocos2dx delivers empty dict if non was found
    CCAssert(dict->count() != 0, "plist file empty or not existing");

    CCDictionary *metadataDict = (CCDictionary *)dict->objectForKey("metadata");
    int format = static_cast<CCString *>(metadataDict->objectForKey("format"))->intValue();
    ptmRatio = static_cast<CCString *>(metadataDict->objectForKey("ptm_ratio"))->floatValue();
    CCAssert(format == 1, "Format not supported");

    CCDictionary *bodyDict = (CCDictionary *)dict->objectForKey("bodies");

    b2Vec2 vertices[b2_maxPolygonVertices];

    CCDictElement* pElement = NULL;
    CCDICT_FOREACH(bodyDict, pElement)
    {
        BodyDef *bodyDef = new BodyDef();

        CCString *bodyName = ccs(pElement->getStrKey());

        CCDictionary *bodyData = (CCDictionary *)pElement->getObject();
        bodyDef->anchorPoint = CCPointFromString(static_cast<CCString *>(bodyData->objectForKey("anchorpoint"))->getCString());

        CCArray *fixtureList = (CCArray *)bodyData->objectForKey("fixtures");
        FixtureDef **nextFixtureDef = &(bodyDef->fixtures);

        CCObject *fixture = NULL;
        CCARRAY_FOREACH(fixtureList, fixture)
        {

            b2FixtureDef basicData;
            CCDictionary *fixtureData = (CCDictionary *)fixture;
            int callbackData = 0;

            basicData.filter.categoryBits = static_cast<CCString *>(fixtureData->objectForKey("filter_categoryBits"))->intValue();
            basicData.filter.maskBits = static_cast<CCString *>(fixtureData->objectForKey("filter_maskBits"))->intValue();
            basicData.filter.groupIndex = static_cast<CCString *>(fixtureData->objectForKey("filter_groupIndex"))->intValue();
            basicData.friction = static_cast<CCString *>(fixtureData->objectForKey("friction"))->floatValue();
            basicData.density = static_cast<CCString *>(fixtureData->objectForKey("density"))->floatValue();
            basicData.restitution = static_cast<CCString *>(fixtureData->objectForKey("restitution"))->floatValue();
            basicData.isSensor = (bool)static_cast<CCString *>(fixtureData->objectForKey("isSensor"))->intValue();
            if(fixtureData->objectForKey("id")) {
                basicData.userData = static_cast<CCString *>(fixtureData->objectForKey("id"));
                callbackData = static_cast<CCString *>(fixtureData->objectForKey("id"))->intValue();
            }

            std::string fixtureType = static_cast<CCString *>(fixtureData->objectForKey("fixture_type"))->getCString();
            //CCString *fixtureType = static_cast<CCString *>(fixtureData->objectForKey("fixture_type"))->getCString();

            if (fixtureType == "POLYGON") {
                //CCDictionary *polygons = (CCDictionary *)fixtureData->objectForKey("polygons");
                CCArray *polygons = (CCArray *)fixtureData->objectForKey("polygons");
                //CCDictElement *polygon = NULL;
                CCObject *polygon = NULL;
                //CCDICT_FOREACH(polygons, polygon)
                CCARRAY_FOREACH(polygons, polygon)
                {
                    FixtureDef *fix = new FixtureDef();
                    fix->fixture = basicData; // copy basic data
                    fix->callbackData = callbackData;

                    b2PolygonShape *polyshape = new b2PolygonShape();
                    int vindex = 0;

                    //CCDictionary *polygonData = (CCDictionary *)polygon->getObject();
                    CCArray *polygonData = (CCArray *)polygon;

                    assert(polygonData->count() <= b2_maxPolygonVertices);

                    //CCDictElement *offset = NULL;
                    CCObject *offset = NULL;
                    //CCDICT_FOREACH(polygonData, offset)
                    CCARRAY_FOREACH(polygonData, offset)
                    {

                        CCString *pStr = (CCString *)offset;
                        CCPoint p = CCPointFromString(pStr->getCString());

                        vertices[vindex].x = (p.x / ptmRatio) ;
                        vertices[vindex].y = (p.y / ptmRatio) ;
                        vindex++;

                    }
示例#20
0
void HelloWorld::update(float dt) {
	CCSize winSize = CCDirector::sharedDirector()->getWinSize();

	CCPoint backgroundScrollVert = ccp(-1000, 0);
	_backgroundNode->setPosition(ccpAdd(_backgroundNode->getPosition(), ccpMult(backgroundScrollVert, dt)));

	CCArray *spaceDusts = CCArray::createWithCapacity(2);
	spaceDusts->addObject(_spacedust1);
	spaceDusts->addObject(_spacedust2);
	for ( int ii = 0; ii <spaceDusts->count(); ii++ ) {
	    CCSprite * spaceDust = (CCSprite *)(spaceDusts->objectAtIndex(ii));
	    float xPosition = _backgroundNode->convertToWorldSpace(spaceDust->getPosition()).x;
	    float size = spaceDust->getContentSize().width;
	    if ( xPosition < -size/2 ) {
	        _backgroundNode->incrementOffset(ccp(spaceDust->getContentSize().width*2,0),spaceDust);
	    }
	}

	CCArray *backGrounds = CCArray::createWithCapacity(4);
	backGrounds->addObject(_galaxy);
	backGrounds->addObject(_planetsunrise);
	backGrounds->addObject(_spacialanomaly);
	backGrounds->addObject(_spacialanomaly2);
	for ( int ii = 0; ii <backGrounds->count(); ii++ ) {
	    CCSprite * background = (CCSprite *)(backGrounds->objectAtIndex(ii));
	    float xPosition = _backgroundNode->convertToWorldSpace(background->getPosition()).x;
	    float size = background->getContentSize().width;
	    if ( xPosition < -size ) {
	        _backgroundNode->incrementOffset(ccp(2000,0),background);
	    }
	}

	/**
	 * Accelerometer
	 */
	float maxY = winSize.height - _ship->getContentSize().height/2;
	float minY = _ship->getContentSize().height/2;

	float diff = (_shipPointsPerSecY * dt);
	float newY = _ship->getPosition().y + diff;
	newY = MIN(MAX(newY, minY), maxY);
	_ship->setPosition(ccp(_ship->getPosition().x, newY));



	/**
	 * Asteroids
	 */
	float curTimeMillis = getTimeTick();
	if (curTimeMillis > _nextAsteroidSpawn) {

	    float randMillisecs = randomValueBetween(0.20, 1.0) * 1000;
	    _nextAsteroidSpawn = randMillisecs + curTimeMillis;

	    float randY = randomValueBetween(0.0, winSize.height);
	    float randDuration = randomValueBetween(2.0, 10.0);

	    CCSprite *asteroid = (CCSprite *)_asteroids->objectAtIndex(_nextAsteroid);
	    _nextAsteroid++;

	    if (_nextAsteroid >= _asteroids->count())
	        _nextAsteroid = 0;

	    asteroid->stopAllActions();
	    asteroid->setPosition( ccp(winSize.width+asteroid->getContentSize().width/2, randY));
	    asteroid->setVisible(true);
	    asteroid->runAction(CCSequence::create(CCMoveBy::create(randDuration,
	    		ccp(-winSize.width-asteroid->getContentSize().width, 0)),
	    		CCCallFuncN::create(this,
	    				callfuncN_selector(HelloWorld::setInvisible)),
	    				NULL // DO NOT FORGET TO TERMINATE WITH NULL (unexpected in C++)
	     ));
	}

	/**
	 * Collision Detection
	 */

	// Asteroids
	CCObject* asteroid;
	CCObject* shipLaser;

	CCARRAY_FOREACH(_asteroids, asteroid) {
		if ( !((CCSprite *) asteroid)->isVisible() )
	        continue;

	    CCARRAY_FOREACH(_shipLasers, shipLaser) {
	        if ( !((CCSprite *) shipLaser)->isVisible() )
	            continue;

	        // Laser hits asteroid
	        if (((CCSprite *) shipLaser)->boundingBox().intersectsRect(((CCSprite *)asteroid)->boundingBox()) ) {
	            ((CCSprite *)shipLaser)->setVisible(false);
	            ((CCSprite *)asteroid)->setVisible(false);

	            _score++;

	            continue;
	        }
	    }

	    // Asteroid collides with ship
	    if (_ship->boundingBox().intersectsRect(((CCSprite *)asteroid)->boundingBox()) ) {

	    	SimpleAudioEngine::sharedEngine()->playEffect("explosion_large.wav");
	    	((CCSprite *)asteroid)->setVisible(false);
	        _ship->runAction( CCBlink::create(1.0, 9));
	        _lives--;
	    }
	}

	/**
	 * Win/Lose Detection
	 */
	if (_lives <= 0) {
	    _ship->stopAllActions();
	    _ship->setVisible(false);
	    this->setTouchEnabled(false);
	    this->endScene(KENDREASONLOSE);
	}
	else if (curTimeMillis >= _gameOverTime) {
	    this->endScene(KENDREASONWIN);
	}

}
示例#21
0
void GB2ShapeCache::addShapesWithFile(const std::string &plist) {
    
	//const char *fullName = CCFileUtils::sharedFileUtils()->fullPathForFilename(plist.c_str()).c_str();
    
    CCDictionary *dict = CCDictionary::createWithContentsOfFile(plist.c_str());
    // not triggered - cocos2dx delivers empty dict if non was found

	CCAssert(dict != NULL, "Shape-file not found");
    
    CCAssert(dict->count() != 0, "plist file empty or not existing");
	
	CCDictionary *metadataDict = (CCDictionary *)dict->objectForKey("metadata");
    
    int format = static_cast<CCString *>(metadataDict->objectForKey("format"))->intValue();
    ptmRatio = static_cast<CCString *>(metadataDict->objectForKey("ptm_ratio"))->floatValue();
    CCLOG("ptmRatio = %f",ptmRatio);
	CCAssert(format == 1, "Format not supported");

    
	CCDictionary *bodyDict = (CCDictionary *)dict->objectForKey("bodies");

    b2Vec2 vertices[b2_maxPolygonVertices];
    
    CCDictElement *dictElem;
    std::string bodyName;
	CCDictionary *bodyData;
    //iterate body list
    CCDICT_FOREACH(bodyDict,dictElem )
    {
        bodyData = (CCDictionary*)dictElem->getObject();
        bodyName = dictElem->getStrKey();
        
        
        BodyDef *bodyDef = new BodyDef();
        bodyDef->anchorPoint = CCPointFromString(static_cast<CCString *>(bodyData->objectForKey("anchorpoint"))->getCString());
        CCArray *fixtureList = (CCArray*)(bodyData->objectForKey("fixtures"));
        FixtureDef **nextFixtureDef = &(bodyDef->fixtures);
        
        //iterate fixture list
        CCObject *arrayElem;
        CCARRAY_FOREACH(fixtureList, arrayElem)
        {
            b2FixtureDef basicData;
            CCDictionary* fixtureData = (CCDictionary*)arrayElem;
            
            basicData.filter.categoryBits = static_cast<CCString *>(fixtureData->objectForKey("filter_categoryBits"))->intValue();
            
            basicData.filter.maskBits = static_cast<CCString *>(fixtureData->objectForKey("filter_maskBits"))->intValue();
            basicData.filter.groupIndex = static_cast<CCString *>(fixtureData->objectForKey("filter_groupIndex"))->intValue();
            basicData.friction = static_cast<CCString *>(fixtureData->objectForKey("friction"))->floatValue();
            
            basicData.density = static_cast<CCString *>(fixtureData->objectForKey("density"))->floatValue();
            
            basicData.restitution = static_cast<CCString *>(fixtureData->objectForKey("restitution"))->floatValue();
            
            basicData.isSensor = (bool)static_cast<CCString *>(fixtureData->objectForKey("isSensor"))->intValue();
           
            CCString *cb = static_cast<CCString *>(fixtureData->objectForKey("userdataCbValue"));
            
            int callbackData = 0;

			if (cb)
				callbackData = cb->intValue();

			std::string fixtureType = static_cast<CCString *>(fixtureData->objectForKey("fixture_type"))->m_sString;

			if (fixtureType == "POLYGON") {
				CCArray *polygonsArray = (CCArray *)(fixtureData->objectForKey("polygons"));
				
                CCObject *dicArrayElem;
                CCARRAY_FOREACH(polygonsArray, dicArrayElem)
                {
                    FixtureDef *fix = new FixtureDef();
                    fix->fixture = basicData; // copy basic data
                    fix->callbackData = callbackData;
                    
                    b2PolygonShape *polyshape = new b2PolygonShape();
                    int vindex = 0;
                    
                    CCArray *polygonArray = (CCArray*)dicArrayElem;
                    
                    assert(polygonArray->count() <= b2_maxPolygonVertices);
                    
                    CCObject *piter;
                    CCARRAY_FOREACH(polygonArray, piter)
                    {
                        CCString *verStr = (CCString*)piter;
                        CCPoint offset = CCPointFromString(verStr->getCString());
                        vertices[vindex].x = (offset.x / ptmRatio) ;
                        vertices[vindex].y = (offset.y / ptmRatio) ;
                        vindex++;
                    }