示例#1
0
// 按Start按钮开始游戏
void GameScene::gameStart( CCObject *pSender )
{
    if (gameState==GameOver)
    {
        // 重置游戏
        hose->removeAllChildren();
        hose->hoseList->removeAllObjects();
        hose->onEnter();
        CCDirector::sharedDirector()->resume();
        CCLabelBMFont* scoreSprite =(CCLabelBMFont*)this->getChildByTag(TAG_SCORE);
        scoreSprite->setString("0");
        this->birdReadyAction();
    }
    gameState=Ready;
    // 播放音效
    CocosDenshion::SimpleAudioEngine::sharedEngine()->playEffect("sound/lh_swooshing.ogg");
    this->getChildByTag(TAG_START_BTN)->setVisible(false);
    this->getChildByTag(Tage_End_BTN)->setVisible(false);
    this->getChildByTag(TAG_OVER)->setVisible(false);
    // 移除分数记录
    this->removeChildByTag(TAG_CURRENSCORE);
    this->removeChildByTag(TAG_HIGESTSCORE);
    this->getChildByTag(TAG_RECORD)->setVisible(false);
    this->getChildByTag(TAG_LOGO)->setVisible(false);
    this->getChildByTag(TAG_READY)->setVisible(true);
    this->getChildByTag(TAG_SCORE)->setVisible(true);
    this->getChildByTag(TAG_BIRD)->setVisible(true);
    this->getChildByTag(TAG_CLICK)->setVisible(true);    
}
void GridLayer::UpdateGridScale()
{
   char buffer[32];
   sprintf(buffer,"Scale\n%4.2f",Viewport::Instance().GetScale());
   CCLabelBMFont* label = (CCLabelBMFont*)getChildByTag(TAG_LABEL_SCALE);
   label->setString(buffer);
}
示例#3
0
//定时执行分数自动增减
void CFScoreBoard::doAutoScore(ccTime dt){
    if(scorePerSec == 0 && ((int)dt%60)!=0){
        return;
    }
    this->score+=scorePerSec;
    int num = cun(score);
    for(int i = 0; i < num;i++){
        int slot = pow(10.0,i);
        int digital = (score/slot)%10;
        char* buffer = new char[5];
        sprintf(buffer, "%d", digital);
        CCLabelBMFont* pLabel =(CCLabelBMFont*) this->getChildByTag(i);
        if(!pLabel){
            pLabel =  CCLabelBMFont::labelWithString(buffer,"fonts/fonts.fnt");
            CCSize labelsize = pLabel->getContentSize();
            pLabel->setPosition(ccp(width-i*20,height/2));
            pLabel->setTag(i);
            this->addChild(pLabel);
        }else{
            pLabel->setString(buffer);
        }
        this->doChangeAnimation(scorePerSec);
        delete[] buffer;
    }
}
示例#4
0
//计时的逻辑
void TimeLayer::time_counting_down(float t)
{
	CCLabelBMFont* timerFont = (CCLabelBMFont*) getChildByTag(15);

	char str[20] = {0};
	counter++;
	sprintf(str,"Time:%d",counter);
	timerFont->setString(str);
}
示例#5
0
void TimeLayer::tmWaste_Func(float fTime)
{
	++m_nCounter;
	char szStr[56] = {0};
	sprintf(szStr, "Time : %ds", m_nCounter);

	CCLabelBMFont* pFnt = (CCLabelBMFont*)getChildByTag(TIME_BM_FONT_TAG);
	pFnt->setString(szStr);
}
示例#6
0
void PlanLayer::changeScore(){

    score+=2;
    char string[5] = {0};
    
    if (score<99999) {
     
        sprintf(string, "%d", score);
        CCLabelBMFont *pScore = (CCLabelBMFont*) getChildByTag(30);
        pScore->setString(string);
    }
}
示例#7
0
void DailyBox::update(float delta)
{
    FMDataManager * manager = FMDataManager::sharedManager();
    int time = manager->getDailyLevelRewardTime();
    if (time > 0) {
        setVisible(true);
        CCLabelBMFont * label = (CCLabelBMFont *)m_ccbNode->getChildByTag(1);
        int remainTime = manager->getRemainTime(time);
        label->setString(CCString::createWithFormat("%02d:%02d",remainTime/60,remainTime%60)->getCString());
    }else{
        setVisible(false);
    }
}
示例#8
0
BMFontInit::BMFontInit()
{
    CCSize s = CCDirector::sharedDirector()->getWinSize();

    CCLabelBMFont* bmFont = new CCLabelBMFont();
    bmFont->init();
    bmFont->autorelease();
    //CCLabelBMFont* bmFont = [CCLabelBMFont create:@"Foo" fntFile:@"arial-unicode-26.fnt"];
    bmFont->setFntFile("fonts/helvetica-32.fnt");
    bmFont->setString("It is working!");
    this->addChild(bmFont);
    bmFont->setPosition(ccp(s.width/2,s.height/4*2));
}
示例#9
0
Issue1343::Issue1343()
{
    CCSize s = CCDirector::sharedDirector()->getWinSize();

    CCLabelBMFont* bmFont = new CCLabelBMFont();
    bmFont->init();
    bmFont->setFntFile("fonts/font-issue1343.fnt");
    bmFont->setString("ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890abcdefghijklmnopqrstuvwxyz.,'");
    this->addChild(bmFont);
    bmFont->release();
    bmFont->setScale(0.3f);

    bmFont->setPosition(ccp(s.width/2,s.height/4*2));
}
示例#10
0
void GamePan::updateTimer(float delta)
{
	_curTime-=1;
	if(_curTime<0)
	{
		unschedule(schedule_selector(GamePan::updateTimer));
		_isPlayer = !_isPlayer;
		changeSide();
	}
	CCNode* pBaseNode = m_pCcbNode->getChildByTag(kTagGamePanBg);
	CCLabelBMFont* timerTxt = dynamic_cast<CCLabelBMFont*>(pBaseNode->getChildByTag(kTagGamePanBgTimer));
	int timeStr = (int)_curTime;
	timerTxt->setString(Utils::itos(timeStr).c_str());
}
示例#11
0
void FMUIWorldMap::updateGoldIapBousUI()
{
#ifndef BRANCH_CN
    return;
#endif

    FMDataManager* manager = FMDataManager::sharedManager();
    m_iapGoldBonusAni->releaseControl("Label", kProperty_StringValue);
    CCLabelBMFont* label = (CCLabelBMFont*)m_iapGoldBonusAni->getNodeByName("Label");
    double endTime = manager->getDiscountTimeByKey(kGoldIapBouns,false);
    int remain = manager->getRemainTime(endTime);
    CCString* timeStr = manager->getTimeString(remain);
    label->setString(timeStr->getCString());
    
}
示例#12
0
void FMUIWorldMap::updateUnlimitLifeDiscountUI()
{
#ifndef BRANCH_CN
    return;
#endif

    FMDataManager* manager = FMDataManager::sharedManager();
    CCLabelBMFont* label = NULL;
    m_unlimitLifeAnim->releaseControl("Label", kProperty_StringValue);
    label = (CCLabelBMFont*)m_unlimitLifeAnim->getNodeByName("Label");

    CCString* timeStr = manager->getUnlimitLifeDiscountRestTimeStr();
    label->setVisible( !(strcmp(timeStr->getCString(), "")==0) );
    label->setString(timeStr->getCString());
}
示例#13
0
void GameScene::createHighScoreLabel()
{
    CCSize bgSize = background->getContentSize();
    int highScore = CCUserDefault::sharedUserDefault()->getIntegerForKey(kHighScore, 0);
    const char* highScoreStr = ccsf("%d", highScore);
    CCLabelBMFont* highScoreLabel = (CCLabelBMFont*)background->getChildByTag(kTagHighScoreLabel);
    if(!highScoreLabel)
    {
        highScoreLabel = CCLabelBMFont::create(highScoreStr, kFontWhite);
        highScoreLabel->setPosition(ccp(bgSize.width * 0.78, bgSize.height * 0.87));
        background->addChild(highScoreLabel, kZOrderLabel, kTagHighScoreLabel);
    }
    else
    {
        highScoreLabel->setString(highScoreStr);
    }
}
示例#14
0
void FMUIWorldMap::updateStarRewardLabel()
{
    FMDataManager* manager = FMDataManager::sharedManager();
    int idx = manager->getNextStarRewardIndex();
    int maxIdx = sizeof(s_starReward) / (sizeof(int)*3) -1;
    idx = MIN(idx, maxIdx);
    int curStar = manager->getAllStarsFromSave();
    int nextStar = s_starReward[idx][0];
    //curStar = MIN(curStar, nextStar);
    
    char buf[16] = {0};
    sprintf(buf, "%d/%d",curStar,nextStar);
    
    m_starRewardAni->releaseControl("Label", kProperty_StringValue);
    CCLabelBMFont* label = (CCLabelBMFont*)m_starRewardAni->getNodeByName("Label");
    label->setString(buf);
}
示例#15
0
void CommonButton::setBottomString(const char *  bottomStr){
	if (m_label){
		CCLabelBMFont *  bmFont = dynamic_cast<CCLabelBMFont * >(m_pBottomlabel);
		if (bmFont){
			bmFont->setString(bottomStr);
		} else {
			CCLabelTTF *  ttf = dynamic_cast<CCLabelTTF * >(m_pBottomlabel);
			if (ttf) {
				ttf->setString(bottomStr);
			}
		}
		if (0 == strcmp(bottomStr, "")){
			m_pBottomlabel->setVisible(false);
		} else {
			m_pBottomlabel->setVisible(true);
		}
	}
}
示例#16
0
void GamePan::doOpen()
{
	GUIBase::doOpen();
	isCheckWin=false;
	_isPlayer = true;
	addNpc(DBManager::sharedDBManager()->getActor(1));
	addPlayer(DBManager::sharedDBManager()->getActor(2));
	initWordList();
	refreshWorldPad();
	showHideConfirmPad(false);
	_curTime = TIME_OUT;

	CCNode* pBaseNode = m_pCcbNode->getChildByTag(kTagGamePanBg);
	CCLabelBMFont* timerTxt = dynamic_cast<CCLabelBMFont*>(pBaseNode->getChildByTag(kTagGamePanBgTimer));
	int timeStr = (int)_curTime;
	timerTxt->setString(Utils::itos(timeStr).c_str());

	changeSide();
}
示例#17
0
// 碰撞检测
void GameScene::checkCollision()
{
    CCSprite *bird =(CCSprite*)this->getChildByTag(TAG_BIRD);
    CCRect birdRect =bird->boundingBox();
    if (bird->getPositionY()<ground1->boundingBox().size.height)
    {
        gameState=GameOver;
        score=0;
        this->birdFallAction();
        CocosDenshion::SimpleAudioEngine::sharedEngine()->playEffect("sound/lh_hit.ogg");
        return;
    }
    for(int i=0;i<hose->hoseList->count();i++)
    {
        CCSprite *hoseSprite =(CCSprite*)hose->hoseList->objectAtIndex(i);
        CCRect hoseRect =hoseSprite->boundingBox();
        if (birdRect.intersectsRect(hoseRect))
        {
            gameState=GameOver;
            score=0;
            this->birdFallAction();
            CocosDenshion::SimpleAudioEngine::sharedEngine()->playEffect("sound/lh_hit.ogg");
            break;
        }
        // 更新分数
        int pPosX =hoseSprite->getPositionX()+hoseSprite->getContentSize().width*hoseSprite->getScaleX();
        int birdX =bird->getPositionX()-bird->getContentSize().width*bird->getScaleX();
        if (pPosX==birdX)
        {
            score++;
            CocosDenshion::SimpleAudioEngine::sharedEngine()->playEffect("sound/lh_point.ogg");
            CCLabelBMFont* scoreSprite =(CCLabelBMFont*)this->getChildByTag(TAG_SCORE);
            CCString *strScore =CCString::createWithFormat("%d",score/2);
            scoreSprite->setString(strScore->m_sString.c_str());
        }
    }
    updatehightestRecord();
}
示例#18
0
void World::showLevel()
{
    /*添加显示板*/
    CCSprite* sprite = CCSprite::create("displayLevel.png");
    addChild(sprite);
    CCLabelBMFont* label = CCLabelBMFont::create("Level", "testChinese.fnt");
    sprite->addChild(label);
    
    CCString* string;
    if (CCUserDefault::sharedUserDefault()->getBoolForKey("ifEndlessMode")) {
        string = CCString::createWithFormat("Level %d", Interface::sharedInterface()->level);
    }
    else {
        string = CCString::createWithFormat("Level %d", Interface::sharedInterface()->level1);
    }
    
    label->setString(string->getCString());
    label->setPosition(ccp(sprite->boundingBox().size.width * 0.5, sprite->boundingBox().size.height * 0.5));
    
    sprite->setPosition(ccp(size.width * 0.5, size.height - sprite->boundingBox().size.height * 0.3));
    sprite->setScale(0.5);
    sprite->setTag(tag_sprite);
}
示例#19
0
AtlasBitmapColor::AtlasBitmapColor()
{
	CCSize s = CCDirector::sharedDirector()->getWinSize();
	
	CCLabelBMFont* label = NULL;
	label = CCLabelBMFont::labelWithString("Blue", "fonts/bitmapFontTest5.fnt");
	label->setColor( ccBLUE );
	addChild(label);
	label->setPosition( ccp(s.width/2, s.height/4) );
	label->setAnchorPoint( ccp(0.5f, 0.5f) );

	label = CCLabelBMFont::labelWithString("Red", "fonts/bitmapFontTest5.fnt");
	addChild(label);
	label->setPosition( ccp(s.width/2, 2*s.height/4) );
	label->setAnchorPoint( ccp(0.5f, 0.5f) );
	label->setColor( ccRED );

	label = CCLabelBMFont::labelWithString("G", "fonts/bitmapFontTest5.fnt");
	addChild(label);
	label->setPosition( ccp(s.width/2, 3*s.height/4) );
	label->setAnchorPoint( ccp(0.5f, 0.5f) );
	label->setColor( ccGREEN );
	label->setString("Green");
}
示例#20
0
void WordPuzzleLayer::didCorrectCharacterSelected(CCArray* wordIdxArray, int index)
{
	//맥스 콤보 업데이트
	combo++;
	if (report.maxCombo < combo) 
	{
		report.maxCombo = combo;
	}
	
	SimpleAudioEngine::sharedEngine()->playEffect("sound/main_card_popup.mp3");
	char buf[20];
	
	CCSprite* sprMultiplier;
	
	if (combo < 5) 
	{
		sprMultiplier = NULL;
		multiplier = 1;
	}
	else if (combo < 10)
	{
		// x2
#if (defined PD_IPHONE) || (defined ANDROID_PHONE)
		sprMultiplier = CCSprite::spriteWithFile(__CONFIG_IMAGE_PATH_GAME__("effect/game_double_01.png"));
#else
		sprMultiplier = CCSprite::spriteWithFile("game/effect/game_double_01.png");
#endif
		multiplier = 2;
	}
	else if (combo < 20)
	{
		// x4
#if (defined PD_IPHONE) || (defined ANDROID_PHONE)
		sprMultiplier = CCSprite::spriteWithFile(__CONFIG_IMAGE_PATH_GAME__("effect/game_double_02.png"));
#else
		sprMultiplier = CCSprite::spriteWithFile("game/effect/game_double_02.png");
#endif
		
		multiplier = 4;
	}
	else if (combo < 30)
	{
		// x8
#if (defined PD_IPHONE) || (defined ANDROID_PHONE)
		sprMultiplier = CCSprite::spriteWithFile(__CONFIG_IMAGE_PATH_GAME__("effect/game_double_03.png"));
#else
		sprMultiplier = CCSprite::spriteWithFile("game/effect/game_double_03.png");
#endif
		multiplier = 8;
	}
	else if (combo < 50)
	{
		// x16
#if (defined PD_IPHONE) || (defined ANDROID_PHONE)
		sprMultiplier = CCSprite::spriteWithFile(__CONFIG_IMAGE_PATH_GAME__("effect/game_double_04.png"));	
#else
		sprMultiplier = CCSprite::spriteWithFile("game/effect/game_double_04.png");	 
#endif
		
		multiplier = 16;
	}
	else 
	{
#if (defined PD_IPHONE) || (defined ANDROID_PHONE)
		sprMultiplier = CCSprite::spriteWithFile(__CONFIG_IMAGE_PATH_GAME__("effect/game_double_05.png"));	 
#else
		sprMultiplier = CCSprite::spriteWithFile("game/effect/game_double_05.png");	 
#endif
		
		multiplier = 32;
	}


#if (defined PD_IPHONE) || (defined ANDROID_PHONE)
	CCSprite* label = CCSprite::spriteWithFile(__CONFIG_IMAGE_PATH_GAME__("effect/game_up.png"));
#else
	CCSprite* label = CCSprite::spriteWithFile("game/effect/game_up.png");
#endif
	
	label->setPosition(pointLabelPosition);
	this->addChild(label, 9999);
	
	if (sprMultiplier) 
	{
		sprMultiplier->setAnchorPoint(ccp(0,0.5));
#if (defined PD_IPHONE) || (defined ANDROID_PHONE)
		sprMultiplier->setPosition(ccp(label->getContentSize().width - 5,35));
#else
		sprMultiplier->setPosition(ccp(175,35));
#endif
		label->addChild(sprMultiplier);
	}


	
	label->setScale(0.2);
	
	CCEaseExponentialOut * fadeout = CCEaseExponentialOut::actionWithAction( CCActionTween::actionWithDuration(1.5,"opacity",255,0) );
	CCCallFuncN* callfunc = CCCallFuncN::actionWithTarget(this, callfuncN_selector(WordPuzzleLayer::onPointLabelFadeOut));
	
	label->runAction(CCMoveBy::actionWithDuration(0.8, ccp(0,100)));
	label->runAction(CCEaseBounceInOut::actionWithAction(CCScaleTo::actionWithDuration(0.3,labelScaleTo)));
	label->runAction(CCSequence::actions(CCDelayTime::actionWithDuration(0.7),fadeout,callfunc, NULL));

	
	if (combo > 2)
	{
		sprintf(buf, "%dCombo",combo);
		CCLabelBMFont* lblCombo = (CCLabelBMFont*)getChildByTag(TAG_COMBO);
		
		CCEaseExponentialOut * fadeout = CCEaseExponentialOut::actionWithAction( CCActionTween::actionWithDuration(1.5,"opacity",255,0) );
		CCCallFuncN* callfunc = CCCallFuncN::actionWithTarget(this, callfuncN_selector(WordPuzzleLayer::onPointLabelFadeOut));
		
		if (lblCombo)
		{
			lblCombo->setString(buf);
			
			lblCombo->stopAllActions();
			lblCombo->setOpacity(255);
			lblCombo->setPosition(comboLabelPosition);

			lblCombo->setScale(0.2);			
			lblCombo->runAction(CCEaseBounceInOut::actionWithAction(CCScaleTo::actionWithDuration(0.3,labelScaleTo)));
			lblCombo->runAction(CCSequence::actions(CCDelayTime::actionWithDuration(1.5),fadeout,callfunc, NULL));
		}
		else
		{
			lblCombo = CCLabelBMFont::labelWithString(buf, "font/combo.fnt");
			lblCombo->setPosition(comboLabelPosition);
			
			this->addChild(lblCombo, 9999, TAG_COMBO);
			
			lblCombo->setScale(0.2);			
			lblCombo->runAction(CCEaseBounceInOut::actionWithAction(CCScaleTo::actionWithDuration(0.3,labelScaleTo)));
			lblCombo->runAction(CCSequence::actions(CCDelayTime::actionWithDuration(1.5),fadeout,callfunc, NULL));
		}
	}

		
	
}
void Prop2GoldDialog::finish()
{
    m_id = m_serverIface->getLoginAccountInfo()->m_id;
    std::stringstream ss;
    if(1){
        //init gold has info
        m_goldHad = m_serverIface->getPropNumByUid(m_id,PropDef::Props_Gold);
        std::string goldImg;
        PropDef::getVirtualPropsName(PropDef::Props_Gold,goldImg);
        goldImg += ".png";
        CCSprite *goldSprite = CCSprite::createWithSpriteFrameName(goldImg.data());
        m_goldImgDele = new FSizeCCNodeDelegate(goldSprite);
        this->addChild(m_goldImgDele);
        m_goldImgDele->setLeft("parent",uilib::Left);
        m_goldImgDele->setTop("parent",uilib::Top);
        m_goldImgDele->setLeftMargin(m_edgeSize);
        m_goldImgDele->setTopMargin(m_edgeSize);
        m_goldImgDele->setLeftMargin(m_edgeSize);
        m_goldImgDele->setTopMargin(m_edgeSize);

        ss.str("");ss << "x" << m_goldHad;
        m_goldSprite = CCLabelBMFont::create(ss.str().data(),"fonts/font30.fnt");
        FSizeCCNodeDelegate *numDele = new FSizeCCNodeDelegate(m_goldSprite);
        this->addChild(numDele);
        numDele->setLeft(m_goldImgDele->getName(),uilib::Right);
        numDele->setLeftMargin(2);
        numDele->setVertical(m_goldImgDele->getName(),0.5);
    }
    if(1){
        //init confirmbutton
        LangDef *lang = ResourceMgr::getInstance()->getLangDef();
        m_confirmButton = new BasButton();
        m_confirmButton->setButtonInfo(lang->getStringById(StringEnum::SellOut),"default","buttonbg",CCSizeMake(0,0),"",getSystemFont(),24,ccWHITE);
        m_confirmButton->setClickCB(this,callfuncND_selector(Prop2GoldDialog::onSubmitButtonClicked));
        this->addChild(m_confirmButton);
        m_confirmButton->setHorizontal("parent",0.5);
        m_confirmButton->setBottom("parent",uilib::Bottom);
        m_confirmButton->setBottomMargin(m_edgeSize);
    }
    if(1){
        //init scroll widget
        m_scrollWidget = new VerScrollWidget;
        m_scrollWidget->setVerticalScrollPolicy(uilib::ScrollShow_Need);
        m_scrollWidget->setHorizontalScrollPolicy(uilib::ScrollShow_Never);

        this->addChild(m_scrollWidget);
        m_scrollWidget->setLeft("parent",uilib::Left);
        m_scrollWidget->setRight("parent",uilib::Right);
        m_scrollWidget->setTop(m_goldImgDele->getName(),uilib::Bottom);
        m_scrollWidget->setBottom(m_confirmButton->getName(),uilib::Top);
        m_scrollWidget->setBottomMargin(8);
        m_scrollWidget->setLeftMargin(m_edgeSize);
        m_scrollWidget->setRightMargin(m_edgeSize);
        int ruleCount = m_propRules->size();
        float width = m_anchorWidth - m_edgeSize * 4;
        std::stringstream ss;
        std::string imgName;
        for(int i = 0;i < ruleCount;i++){
            const UiMsgEv::PropExchangeRule &rule = m_propRules->at(i);
            if(rule.m_propType == PropDef::Props_Coin){
                m_propExOn.push_back(0);
                m_propExLabel.push_back(0);
                m_propsNum.push_back(0);
                m_propLabel.push_back(0);
                continue;
            }
            BorderWidget *border = new BorderWidget;
            border->setTheme("default","propbg");
            border->setWidth(width);
            border->setHeight(100);
            FSizeWidgetDelegate *dele = new FSizeWidgetDelegate(border,CCSizeMake(width,100));
            m_scrollWidget->addFixedSizeWidget(dele);

            imgName = rule.m_propName + ".png";
            CCSprite *propSprite = CCSprite::createWithSpriteFrameName(imgName.data());
            int num = m_serverIface->getPropNumByUid(m_id,rule.m_propType);
            m_propsNum.push_back(num);
            ss.str("");ss << "x" << num;
            CCLabelBMFont *numSprite = CCLabelBMFont::create(ss.str().data(),"fonts/uifont24.fnt");
            m_propLabel.push_back(numSprite);

            FSizeCCNodeDelegate *propDele = new FSizeCCNodeDelegate(propSprite);
            border->addChild(propDele);
            propDele->setLeft("parent",uilib::Left);
            propDele->setVertical("parent",0.5);
            propDele->setRightMargin(2);
            FSizeCCNodeDelegate *numDele = new FSizeCCNodeDelegate(numSprite);
            border->addChild(numDele);
            numDele->setLeft(propDele->getName(),uilib::Right);
            numDele->setVertical("parent",0.5);

            BasButton *incButton = new BasButton;
            incButton->setButtonIndex(i);
            incButton->setButtonInfo("","default","uiincrease",CCSizeMake(0,0));
            incButton->setClickCB(this,callfuncND_selector(Prop2GoldDialog::onIncButtonClicked));
            border->addChild(incButton);
            incButton->setRight("parent",uilib::Right);
            incButton->setRightMargin(2);
            incButton->setVertical("parent",0.5);
            incButton->setTouchInCB(this,callfuncND_selector(Prop2GoldDialog::onIncTouchBegin));
            incButton->setTouchOutCB(this,callfuncND_selector(Prop2GoldDialog::onIncTouchEnd));

            ss.str("");ss << "x" << m_goldHad;
            CCLabelBMFont *propNumLabel = CCLabelBMFont::create(ss.str().data(),"fonts/uifont24.fnt");
            FSizeCCNodeDelegate *propNumDele = new FSizeCCNodeDelegate(propNumLabel);
            propNumLabel->setString("x0");
            border->addChild(propNumDele);
            propNumDele->setRight(incButton->getName(),uilib::Left);
            propNumDele->setVertical("parent",0.5);
            m_propExOn.push_back(0);
            m_propExLabel.push_back(propNumLabel);

            BasButton *decButton = new BasButton;
            decButton->setButtonIndex(i);
            decButton->setButtonInfo("","default","uidecrease",CCSizeMake(0,0));
            decButton->setClickCB(this,callfuncND_selector(Prop2GoldDialog::onDecButtonClicked));
            border->addChild(decButton);
            decButton->setRight(propNumDele->getName(),uilib::Left);
            decButton->setVertical("parent",0.5);
            decButton->setTouchInCB(this,callfuncND_selector(Prop2GoldDialog::onDecTouchBegin));
            decButton->setTouchOutCB(this,callfuncND_selector(Prop2GoldDialog::onDecTouchEnd));
        }
        m_scrollWidget->setSpacing(20);
    }
    if(1){
        std::string anim,first;
        anim = "uiloadinga";
        first = anim;
        ResourceMgr::getInstance()->getFrameSpriteFirstFrame(first);
        m_busyAnim = new BasAnimSprite(anim,first);
        FSizeCCNodeDelegate *busyNode = new FSizeCCNodeDelegate(m_busyAnim);
        this->addChild(busyNode);
        busyNode->setCenterIn("parent");
        m_busyAnim->setVisible(false);
    }
}
示例#22
0
文件: HelpLayer.cpp 项目: xuqin/tgp
void HelpLayer::initUI()
{
	CCSize size = ToolsFun::sharedTools()->getSceneSize();

	//背景
	CCSprite * bkg = CCSprite::create("ui/shared/bkg.png");
	this->addChild(bkg, -4);
	bkg->setPosition(size / 2);

	//头部
	CCSprite *spBkgTop = CCSprite::create("ui/shared/top.png");
	this->addChild(spBkgTop, 0);
	spBkgTop->setPosition(ccp(size.width / 2, size.height - spBkgTop->getContentSize().height / 2));

	//金币放置最上方商城
	CCSprite *coinIcon = CCSprite::create("ui/shared/coin.png");
	this->addChild(coinIcon, 2, 1429);
	coinIcon->setPosition(ccp(280*gScaleX, size.height - 30*gScaleY));
	m_coinLabel = CCLabelBMFont::create("10000000", GOLD_FONT);
	this->addChild(m_coinLabel, 4);
	m_coinLabel->setAnchorPoint(ccp(0, 0.5f));
	m_coinLabel->setPosition(ccp(300*gScaleX, size.height - 25*gScaleY));
	m_coinLabel->setScale(0.6F);

	setCoin();

	CCMenu *menu = CCMenu::create();
	this->addChild(menu, 10);
	menu->setTouchPriority(-130);
	menu->setPosition(CCPointZero);
	CCSprite *spNml = CCSprite::create("ui/shared/back.png");
	CCSprite *spSel = CCSprite::create("ui/shared/back.png");
	spSel->setColor(ccc3(100, 100, 100));
	CCMenuItemSprite *spItem = CCMenuItemSprite::create(spNml, spSel, this, menu_selector(HelpLayer::back));
	menu->addChild(spItem);
	spItem->setPosition(ccp(37*gScaleX, size.height - 37*gScaleY));
	//show shop
	spNml = CCSprite::create("ui/shared/coinplus.png");
	spSel = CCSprite::create("ui/shared/coinplus.png");
	spSel->setColor(ccc3(100, 100, 100));
	spItem = CCMenuItemSprite::create(spNml, spSel, this, menu_selector(HelpLayer::showShopLayer));
	menu->addChild(spItem);
	spItem->setPosition(ccp(430*gScaleX, size.height - 30*gScaleY));

	//初始化宠物界面
	m_menu = CCMenu::create();
	m_uiNode->addChild(m_menu, 2);
	m_uiNode->setPosition(CCPointZero);
	m_menu->setPosition(CCPointZero);
	SK::StringKey nameKey[5] = {K.ITEM_NAME0, K.ITEM_NAME1, K.ITEM_NAME2, K.ITEM_NAME3, K.ITEM_NAME4};
	SK::StringKey desKey[5] = {K.ITEM_DES0, K.ITEM_DES1, K.ITEM_DES2, K.ITEM_DES3, K.ITEM_DES4};

	const char *fileName[5] = {"item/item2_0.png","item/item0_0.png","item/item1_0.png",
		"item/item3_0.png","item4_3.png"};

	for(int i = 0; i != 5; ++i)
	{
		CCSprite *petSprite = NULL;

		if(i ==4)
		{
			petSprite = CCSprite::createWithSpriteFrameName(fileName[i]);
		}
		else
		{
			petSprite  = CCSprite::create(fileName[i]);
		}
		m_uiNode->addChild(petSprite, 1);
		petSprite->setPosition(ccp(120*gScaleX, 130*gScaleY)+ccp(0,180*i));

		CCSprite* petDes = CCSprite::create("ui/petUI/pet_describe.png");
		m_uiNode->addChild(petDes, 1);
		petDes->setPosition(ccp(330*gScaleX, 140*gScaleY)+ccp(0,180*i));

		m_desFont[i] = CCLabelBMFont::create(gGetLanguageDesc(desKey[i]).c_str(), "font/item_des.fnt");
		m_uiNode->addChild(m_desFont[i], 10);
		m_desFont[i]->setPosition(ccp(240*gScaleX, 130*gScaleY)+ccp(0,180*i));
		m_desFont[i]->setAnchorPoint(CCPointZero);

		m_nameFont[i] = CCLabelBMFont::create(gGetLanguageDesc(nameKey[i]).c_str(), "font/item_des.fnt");
		m_uiNode->addChild(m_nameFont[i], 10);
		m_nameFont[i]->setPosition(ccp(240*gScaleX, 160*gScaleY)+ccp(0,180*i));
		m_nameFont[i]->setAnchorPoint(CCPointZero);
	
		CCLabelBMFont *nameLabel = m_nameFont[i];
		nameLabel->setScale(0.6f);
		nameLabel->setString(gGetLanguageDesc(nameKey[i]).c_str());

		CCLabelBMFont *desLabel = m_desFont[i];
		desLabel->setScale(0.6f);
		desLabel->setString(gGetLanguageDesc(desKey[i]).c_str()); 
	}
}
示例#23
0
void GameLayer::update(float dt)
{
    if(gameSuspended)
        return;
    
    // MainLayer shows the background with clouds that does just scrolls but does not interact
    MainLayer::update(dt);
    
    CCSpriteBatchNode* batchNode = dynamic_cast<CCSpriteBatchNode*>(getChildByTag(kSpriteManager));
    CCSprite* bird = dynamic_cast<CCSprite*>(batchNode->getChildByTag(kBird));
    
    bird_position.x += bird_velocity.x * dt;
    // birdLookingRight/Left is used to flip the bird in the right direction i.e. direction of the velocity
    // so the bird does not travel backwards
    if(bird_velocity.x < -30.0f && birdLookingRight)
    {
        birdLookingRight = false;
        
        // what is the point of setting scaleX?
        bird->setScaleX(-1.0f);
    }
    else if(bird_velocity.x > 30.0f && !birdLookingRight)
    {
        birdLookingRight = true;
        bird->setScaleX(1.0f);
    }
    
    CCSize bird_size = bird->getContentSize();
    float max_x = SCREEN_WIDTH + bird_size.width * 0.5f;
    float min_x = -bird_size.width * 0.5f;
    
    if(bird_position.x > max_x)
        bird_position.x = min_x;
    
    if(bird_position.x < min_x)
        bird_position.x = max_x;
    
    bird_velocity.y += bird_acceleration.y * dt;
    bird_position.y += bird_velocity.y * dt;
    
  
    // TODO: (fix this hack) - just set it so that every 20 frames, we decrease the percentage by 1
    // when the percentage goes below zero, the healthbar is finished and finish the game
    // We should show some animation that the health is over.
    fuelInTank--;
    if (fuelInTank%20 == 0)
    {
        pHealthBar->setPercentage(pHealthBar->getPercentage()-1.0);
        if (pHealthBar->getPercentage() <= 0)
        {
            _showHighScores();
        }
    }
    
    
    CCSprite* bonus = dynamic_cast<CCSprite*>(batchNode->getChildByTag(kBonusStartTag + currentBonusType));
    
    // check if the bonus node is visible
    if(bonus->isVisible())
    {
        // check if the bird and the bonus are colliding, if so, give the bird the bonus
        CCPoint bonus_position = bonus->getPosition();
        float range = 20.0f;
        if(bird_position.x > bonus_position.x - range &&
           bird_position.x < bonus_position.x + range &&
           bird_position.y > bonus_position.y - range &&
           bird_position.y < bonus_position.y + range)
        {
            // TODO: Our bonuses should be more rocket fuel or additional lives
            switch(currentBonusType)
            {
                case kBonus5:
                    score += 5000;
                    break;
                case kBonus10:
                    score += 10000;
                    break;
                case kBonus50:
                    score += 50000;
                    break;
                case kBonus100:
                    score += 100000;
                    break;
            }
            
            CCString* scoreStr = CCString::createWithFormat("%d", score);
            CCLabelBMFont* scoreLabel = dynamic_cast<CCLabelBMFont*>(getChildByTag(kScoreLabel));
            scoreLabel->setString(scoreStr->getCString());
            
            CCScaleTo* action1 = CCScaleTo::create(0.2f, 1.5f, 0.8f);
            CCScaleTo* action2 = CCScaleTo::create(0.2f, 1.0f, 1.0f);
            
            // What are CCScaleTo and CCSequence.. what do these actions do?
            // Likely, this just makes the bird move up very fast without it having to collide with anything
            CCSequence* action3 = CCSequence::create(action1, action2, action1, action2, action1, action2, NULL);
            scoreLabel->runAction(action3);

            // what does resetBonus do?
            _resetBonus();
            
            _superJump();
            
        }
    }
    
    int cloudTag;
    int platformTag;
    
    // bird collisions with platforms are detected only when the bird is falling down
    if(bird_velocity.y < 0)
    {
        for(platformTag = kPlatformsStartTag; platformTag < kPlatformsStartTag + K_NUM_PLATFORMS; platformTag++)
        {
            CCSprite* platform = dynamic_cast<CCSprite*>(batchNode->getChildByTag(platformTag));
            CCSize platform_size = platform->getContentSize();
            CCPoint platform_position = platform->getPosition();
            
            max_x = platform_position.x - platform_size.width * 0.5f - 10;
            min_x = platform_position.x + platform_size.width * 0.5f + 10;
            float min_y = platform_position.y + (platform_size.height + bird_size.height) * 0.5f - K_PLATFORM_TOP_PADDING;
            
            // check if the bird and the platform is colliding, if so, make the bird jump
            if(bird_position.x > max_x && bird_position.x < min_x &&
               bird_position.y > platform_position.y && bird_position.y < min_y)
                _jump();
        }
        
        // The game is endless in the original version.. when the bird falls down and is longer on the screen, call the game done and
        // show the high score screen
        if(bird_position.y < - bird_size.height)
            _showHighScores();
        
    }
    else if(bird_position.y > SCREEN_HEIGHT * 0.5f)
    {
        float delta = bird_position.y - SCREEN_HEIGHT * 0.5f;
        bird_position.y = SCREEN_HEIGHT * 0.5f;
        currentPlatformY -= delta;
        
        for(cloudTag = kCloudsStartTag; cloudTag < kCloudsStartTag + K_NUM_CLOUDS; cloudTag++)
        {
            CCSprite* cloud = dynamic_cast<CCSprite*>(batchNode->getChildByTag(cloudTag));
            CCPoint position = cloud->getPosition();
            position.y -= delta * cloud->getScaleY() * 0.8f;
            
            // assuming that the clouds in the background, when they have scrolled off the screen
            // reset them so that they will scroll in from the bottom
            if(position.y < -cloud->getContentSize().height * 0.5f)
            {
                currentCloudTag = cloudTag;
                resetCloud();
            }
            else
            {
                cloud->setPosition(position);
            }
        }
        

        for(platformTag = kPlatformsStartTag; platformTag < kPlatformsStartTag + K_NUM_PLATFORMS; platformTag++)
        {
            CCSprite* platform = dynamic_cast<CCSprite*>(batchNode->getChildByTag(platformTag));
            CCPoint position = platform->getPosition();
            position = ccp(position.x, position.y - delta);
            
            // If the platform just became invisible, reset it to just above the screen
            if(position.y < -platform->getContentSize().height * 0.5f)
            {
                currentPlatformTag = platformTag;
                _resetPlatform();
            }
            else
            {
                // If the platform is still visible, decrease its Y coordinates so it looks like the scene is scrolling
                platform->setPosition(position);
            }
        }

        
        CCSprite* exit = dynamic_cast<CCSprite*>(getChildByTag(kExit));
        if(exit->isVisible())
        {
            CCPoint position = exit->getPosition();
            // check if the bird and the exit are colliding, if so, finish the game
            float range = 20.0f;
            if(bird_position.x > position.x - range &&
               bird_position.x < position.x + range &&
               bird_position.y > position.y - range &&
               bird_position.y < position.y + range)
            {
                // TODO: (would be nice to show an animation when exiting)
                _showHighScores();
            }
            
            position.y -= delta;
            if(position.y < -exit->getContentSize().height*0.5)
            {
              // the exit just passed out of the screen... you should show a "Game Over... you lose" kind of thing here
               // TODO: show an animation or something like... you lose!!
                _showHighScores();
            }
            
            exit->setPosition(position);
            
        }
        
        // if the bonus was visible and is going to become invisible, reset it.
        if(bonus->isVisible())
        {
            CCPoint position = bonus->getPosition();
            position.y -= delta;
            if(position.y < -bonus->getContentSize().height * 0.5f)
            {
                _resetBonus();
            }
            else
            {
                bonus->setPosition(position);
            }
        }
        
        score += (int) delta;
        CCString* scoreStr = CCString::createWithFormat("%d", score);
        CCLabelBMFont* scoreLabel = dynamic_cast<CCLabelBMFont*>(getChildByTag(kScoreLabel));
        scoreLabel->setString(scoreStr->getCString());
    }
    
    // draw the bird at its new position
    bird->setPosition(bird_position);
}
void GameScene::step(float dt)
{
//	CCLog("Game::step");

	// Return if game suspended
	if(gameSuspended) return;

	// Get the bird sprite
	CCSprite *bird = (CCSprite*)getChildByTag(kBird);
	
	// Update the player x position based on velocity and delta time
	bird_pos.x += bird_vel.x * dt;
	
	// Flip the player based on it's x velocity and current looking direction
	if(bird_vel.x < -30.0f && birdLookingRight) 
	{
		birdLookingRight = false;
		bird->setScaleX(-1.0f);
	}
	else if (bird_vel.x > 30.0f && !birdLookingRight) 
	{
		birdLookingRight = true;
		bird->setScaleX(1.0f);
	}

	// Calculate the max and min x values for the bird
	// based on the screen and bird widths
	CCSize bird_size = bird->getContentSize();
	float max_x = (float)CCDirector::sharedDirector()->getWinSize().width - bird_size.width/2;
	float min_x = bird_size.width/2;
	
	// Limit the bird position based on max and min values allowed
	if(bird_pos.x>max_x) bird_pos.x = max_x;
	if(bird_pos.x<min_x) bird_pos.x = min_x;

	// Update the bird velocity based on acceleration and time
	bird_vel.y += bird_acc.y * dt;

	// Update the bird y positin based on velocity and time
	bird_pos.y += bird_vel.y * dt;
	
	////////////////////////////////////////////////////////////////////////////
	// Handle the bonus scoring
	CCSprite *bonus = (CCSprite*)getChildByTag(kBonusStartTag+currentBonusType);

	// If bonus is visible then see if the bird is within range to get the bonus
	if(bonus->isVisible() )
	{
		CCPoint bonus_pos = bonus->getPosition();
		float range = 20.0f;

		// If the player is within range of the bonus value then award the prize
		if(bird_pos.x > bonus_pos.x - range &&
		   bird_pos.x < bonus_pos.x + range &&
		   bird_pos.y > bonus_pos.y - range &&
		   bird_pos.y < bonus_pos.y + range ) 
		{
			// Update score based on bonus
			switch(currentBonusType) 
			{
				case kBonus5:   score += 5000;   break;
				case kBonus10:  score += 10000;  break;
				case kBonus50:  score += 50000;  break;
				case kBonus100: score += 100000; break;
			}

			// Build the score string to display
			char scoreStr[10] = {0};
			sprintf(scoreStr, "%d", score);
			CCLabelBMFont* scoreLabel = (CCLabelBMFont*) getChildByTag(kScoreLabel);
			scoreLabel->setString(scoreStr);

			// Highlight the score with some actions to celebrate the bonus win
			CCActionInterval* a1 = CCScaleTo::create(0.2f, 1.5f, 0.8f);
			CCActionInterval* a2 = CCScaleTo::create(0.2f, 1.0f, 1.0f);
			scoreLabel->runAction(CCSequence::create(a1, a2, a1, a2, a1, a2, NULL));

			// Reset the bonus to another platform
			resetBonus();
		}
	}

	// If the bird has stopped moving then make it jump from the platform it is on
	int t;
	if(bird_vel.y < 0) 
	{
		t = kPlatformsStartTag;

		// Search through all the platforms and compare the birds position with the platfor position
		for(t; t < kPlatformsStartTag + kNumPlatforms; t++) 
		{
			CCSprite *platform = (CCSprite*)getChildByTag(t);

			CCSize platform_size = platform->getContentSize();
			CCPoint platform_pos = platform->getPosition();
			
			max_x = platform_pos.x - platform_size.width/2 - 10;
			min_x = platform_pos.x + platform_size.width/2 + 10;

			float min_y = platform_pos.y + (platform_size.height+bird_size.height)/2 - kPlatformTopPadding;
			
			if(bird_pos.x > max_x &&
			   bird_pos.x < min_x &&
			   bird_pos.y > platform_pos.y &&
			   bird_pos.y < min_y) 
			{
				jump();
				break;	// Can only jump from one platform at a time to break out of the loop
			}
		}
	
		// If the bird has fallen below the screen then game over
		if(bird_pos.y < - bird_size.height/2) 
		{
			// [self showHighscores];   <== NEED TO IMPLEMENT THE HIGHTSCORE
			resetBird();	// Highscore not implmented yet so just keep on going.
		}
	} 
	else if ( bird_pos.y > ((float)CCDirector::sharedDirector()->getWinSize().height / 2)) 
	{
		// If bird position is greater than the middle of the screen then move the platforms
		// the difference between the bird y position and middle point of the screen
		float delta = bird_pos.y - ((float)CCDirector::sharedDirector()->getWinSize().height / 2);

		// Set the bird y position to the middle of the screen
		bird_pos.y = (float)CCDirector::sharedDirector()->getWinSize().height / 2;

		// Move the current platform y by the delta amount
		currentPlatformY -= delta;

		// Move the clouds vertically and reset if necessary
		t = kCloudsStartTag;
		for (t; t < kCloudsStartTag + kNumClouds; t++) 
		{
			CCSprite *cloud = (CCSprite*) getChildByTag(t);

			CCPoint pos = cloud->getPosition();

			// Calculate new position for cloud
			pos.y -= delta * cloud->getScaleY() * 0.8f;

			// If the cloud is off the screen then need to reset this cloud else set its new position
			if (pos.y < -cloud->getContentSize().height/2) 
			{
				currentCloudTag = t;
				resetCloud();
			} 
			else 
			{	// Update the new y position for the cloud.
				cloud->setPosition(pos);
			}
		}

		// Move the platforms vertically and reset if necessary
		t = kPlatformsStartTag;
		for (t; t < kPlatformsStartTag + kNumPlatforms; t++) 
		{
			CCSprite *platform = (CCSprite*)getChildByTag(t);
			
			CCPoint pos = platform->getPosition();

			// Calculate new position for platform
			pos = ccp(pos.x, pos.y - delta);

			// If the platform is off the screen then reset the platform else set its new position
			if(pos.y < - platform->getContentSize().height/2) 
			{
				currentPlatformTag = t;
				resetPlatform();
			} 
			else 
			{
				platform->setPosition(pos);
			}
		}

		// If the bonus is visible then adjust it's y position
		if(bonus->isVisible()) 
		{
			CCPoint pos = bonus->getPosition();

			// Calculate new position of bonus
			pos.y -= delta;
			
			// If the bonus is off the screen then reset the bonus else set its new position
			if(pos.y < -bonus->getContentSize().height/2 ) 
			{
				resetBonus();
			} 
			else 
			{
				bonus->setPosition(pos);
			}
		}
		
		// Update score based on how much the bird has moved
		score += (int)delta;

		// Display the new score value
		char scoreStr[10] = {0};
		sprintf(scoreStr, "%d", score);
		CCLabelBMFont* scoreLabel = (CCLabelBMFont*) getChildByTag(kScoreLabel);
		scoreLabel->setString(scoreStr);
	}

	// Set the birds position
	bird->setPosition(bird_pos);
}
示例#25
0
void CNFRockerLayer::update( float delta )
{
	do 
	{
		//得到主角
		CNFProtagonist * pPro = dynamic_cast<CNFProtagonist *>(m_p3DLayer->getChildByTag(enTagProtagonist));
		if (pPro!=NULL)
		{
			//得到摇杆
			CCSprite * pRockerBg = dynamic_cast<CCSprite *>(getChildByTag(enTagRockerBg));
			CC_BREAK_IF(pRockerBg==NULL);
			CCSprite * pRocker = dynamic_cast<CCSprite *>(getChildByTag(enTagRocker));
			CC_BREAK_IF(pRocker==NULL);

			//若正在触摸
			if (m_bIsTouching==true)
			{
				pRocker->setOpacity(255.f);
				pRockerBg->setOpacity(255.f);

				//触摸点与摇杆背景的距离
				float fRockerDisX = m_ptTouching.x - pRockerBg->getPositionX();
				float fRockerDisY = m_ptTouching.y - pRockerBg->getPositionY();
				float fLen = sqrt(pow(fRockerDisX,2)+pow(fRockerDisY,2));

				//触摸点与摇杆背景的角度
				float fRate = (float)CC_RADIANS_TO_DEGREES( atanf(fRockerDisX/fRockerDisY) );
				if(fRockerDisY<0)			fRate += 180.f;
				else if(fRockerDisX<0)		fRate += 360.f;

				//触摸点的实际位置
				CCPoint ptRockerMoveTo;
				if (fLen >= m_fRockerMaxDis)		fLen = m_fRockerMaxDis;
				ptRockerMoveTo.x = sin(fRate/180*3.1415)*fLen + pRockerBg->getPositionX();		
				ptRockerMoveTo.y = cos(fRate/180*3.1415)*fLen + pRockerBg->getPositionY();

				//触摸点与摇杆的距离
				float fDisX = ptRockerMoveTo.x - pRocker->getPositionX();
				float fDisY = ptRockerMoveTo.y - pRocker->getPositionY();
				float fLength = sqrt(pow(fDisX,2)+pow(fDisY,2));

				//出发每次移动的条件:距离至少大于速度。	防止颤动
				if (fLength > m_fRockerSpeed)
				{   
					//触摸点与摇杆的角度
					float fRateRocker = (float)CC_RADIANS_TO_DEGREES( atanf(fDisX/fDisY) );
					if(fDisY<0)				fRateRocker += 180.f;
					else if(fDisX<0)		fRateRocker += 360.f;

					ptRockerMoveTo.x = sin(fRateRocker/180*3.1415)*m_fRockerSpeed + pRocker->getPositionX();		
					ptRockerMoveTo.y = cos(fRateRocker/180*3.1415)*m_fRockerSpeed + pRocker->getPositionY();

					pRocker->setPosition(ptRockerMoveTo);
				}
				else	//距离小于速度,则直接命中
				{
					pRocker->setPosition(ptRockerMoveTo);
				}

				//主角移动
				pPro->OnCtrlMoveByRotation(fRate);

			}
			//若触摸结束
			else 
			{
				pRocker->setOpacity(100.f);
				pRockerBg->setOpacity(100.f);

				pPro->OnCtrlStop();

				//移动距离
				float fDisX = pRockerBg->getPositionX() - pRocker->getPositionX();
				float fDisY = pRockerBg->getPositionY() - pRocker->getPositionY();
				float fLen = sqrt(pow(fDisX,2)+pow(fDisY,2));

				//若距离大于速度,则移动
				if (fLen > m_fRockerSpeed)
				{  
					float at = (float)CC_RADIANS_TO_DEGREES( atanf(fDisX/fDisY) );
					if(fDisY<0)			at += 180.f;
					else if(fDisX<0)	at += 360.f;

					CCPoint ptRockerMoveTo;
					ptRockerMoveTo.x = sin(at/180*3.1415)*m_fRockerSpeed + pRocker->getPositionX();		
					ptRockerMoveTo.y = cos(at/180*3.1415)*m_fRockerSpeed + pRocker->getPositionY();
					pRocker->setPosition(ptRockerMoveTo);
				}
				else //若距离小雨速度,则直接命中
				{
					pRocker->setPosition(pRockerBg->getPosition());
				}			
			}

			//若为副本,则执行按钮逻辑
			if (m_nStageID >= _NF_TOWN_OR_BATTLE_ID_ && m_nStageID <_NF_TOWN_FB_ID_)
			{
				//得到菜单
				CCMenu * pMenu = dynamic_cast<CCMenu *>(getChildByTag(enTagMenu));
				CC_BREAK_IF(pMenu==NULL);

				//遍历按钮,同步CD
				for (int i=enTagBtnSkill1;i<=enTagBtnSkill5;i++)
				{
					//技能CD
					CCProgressTimer* pProgress = dynamic_cast<CCProgressTimer *>(getChildByTag(i+100));
					CC_BREAK_IF(pProgress==NULL);

					//得到按钮
					CCMenuItemSprite * pBtn = dynamic_cast<CCMenuItemSprite *>(pMenu->getChildByTag(i));
					CC_BREAK_IF(pBtn==NULL);

					switch (i)
					{
					case enTagBtnSkill1:
						{
							//同步技能CD
							pProgress->setPercentage( 100*(float)pPro->GetSkillInfo_1().nSkill_CD_Time_Temp/(float)pPro->GetSkillInfo_1().nSkill_CD_Time );

							//判断按钮是否可按				
							if (pPro->GetSkillInfo_1().nSkill_CD_Time_Temp == 0 && m_bIsPublicCD==false)	pBtn->setEnabled(true);				
							else	pBtn->setEnabled(false);
						}break;
					case enTagBtnSkill2:
						{
							pProgress->setPercentage( 100*(float)pPro->GetSkillInfo_2().nSkill_CD_Time_Temp/(float)pPro->GetSkillInfo_2().nSkill_CD_Time );	
							if (pPro->GetSkillInfo_2().nSkill_CD_Time_Temp == 0 && m_bIsPublicCD==false)	pBtn->setEnabled(true);
							else	pBtn->setEnabled(false);
						}break;
					case enTagBtnSkill3:
						{
							pProgress->setPercentage( 100*(float)pPro->GetSkillInfo_3().nSkill_CD_Time_Temp/(float)pPro->GetSkillInfo_3().nSkill_CD_Time );			
							if (pPro->GetSkillInfo_3().nSkill_CD_Time_Temp == 0 && m_bIsPublicCD==false)	pBtn->setEnabled(true);
							else	pBtn->setEnabled(false);
						}break;
					case enTagBtnSkill4:
						{
							pProgress->setPercentage( 100*(float)pPro->GetSkillInfo_4().nSkill_CD_Time_Temp/(float)pPro->GetSkillInfo_4().nSkill_CD_Time );			
							if (pPro->GetSkillInfo_4().nSkill_CD_Time_Temp == 0 && m_bIsPublicCD==false)	pBtn->setEnabled(true);
							else	pBtn->setEnabled(false);
						}break;
					case enTagBtnSkill5:
						{
							pProgress->setPercentage( 100*(float)pPro->GetSkillInfo_5().nSkill_CD_Time_Temp/(float)pPro->GetSkillInfo_5().nSkill_CD_Time );			
							if (pPro->GetSkillInfo_5().nSkill_CD_Time_Temp == 0 && m_bIsPublicCD==false)	
								pBtn->setEnabled(true);
							else	
								pBtn->setEnabled(false);
						}break;
					}		
				}

				CCProgressTimer* pProgressCom = dynamic_cast<CCProgressTimer *>(getChildByTag(enTagCommonAttackCD));
				if(pProgressCom!=NULL){
					pProgressCom->setPercentage( 100*pPro->GetCommonAttackCDBFB());
				}

				CCLabelBMFont* pComonFont = dynamic_cast<CCLabelBMFont *>(getChildByTag(enTagCommonAttackFont));
				if(pComonFont!=NULL){
					if(pPro->GetCommonAttackStatus()!=0){
						pComonFont->setString(CCString::createWithFormat("%d",pPro->GetCommonAttackStatus())->m_sString.c_str());
					}
				}


				//判断是否有技能刚释放
				bool bIsSkillStart = false;
				if (pPro->GetSkillInfo_1().nSkill_CD_Time_Temp==pPro->GetSkillInfo_1().nSkill_CD_Time-1)	bIsSkillStart = true;
				if (pPro->GetSkillInfo_2().nSkill_CD_Time_Temp==pPro->GetSkillInfo_2().nSkill_CD_Time-1)	bIsSkillStart = true;
				if (pPro->GetSkillInfo_3().nSkill_CD_Time_Temp==pPro->GetSkillInfo_3().nSkill_CD_Time-1)	bIsSkillStart = true;
				if (pPro->GetSkillInfo_4().nSkill_CD_Time_Temp==pPro->GetSkillInfo_4().nSkill_CD_Time-1)	bIsSkillStart = true;
				if (pPro->GetSkillInfo_5().nSkill_CD_Time_Temp==pPro->GetSkillInfo_5().nSkill_CD_Time-1)	bIsSkillStart = true;

				//若有技能刚释放
				if (bIsSkillStart==true)
				{
					m_bIsPublicCD = true;
					this->runAction(CCSequence::create(CCDelayTime::create(1.f),CCCallFunc::create(this,callfunc_selector(CNFRockerLayer::OnSkillPublicCallBack)),NULL));

					for (int i=enTagBtnSkill1;i<=enTagBtnSkill5;i++)
					{	
						//判断是否显示公共CD
						bool bIsSkillPublicCD = false;

						if (i==enTagBtnSkill1 && pPro->GetSkillInfo_1().nSkill_CD_Time_Temp==0)			bIsSkillPublicCD = true;
						else if (i==enTagBtnSkill2 && pPro->GetSkillInfo_2().nSkill_CD_Time_Temp==0)	bIsSkillPublicCD = true;					
						else if (i==enTagBtnSkill3 && pPro->GetSkillInfo_3().nSkill_CD_Time_Temp==0)	bIsSkillPublicCD = true;
						else if (i==enTagBtnSkill4 && pPro->GetSkillInfo_4().nSkill_CD_Time_Temp==0)	bIsSkillPublicCD = true;
						else if (i==enTagBtnSkill5 && pPro->GetSkillInfo_5().nSkill_CD_Time_Temp==0)	bIsSkillPublicCD = true;

						//若显示公共CD
						if (bIsSkillPublicCD==true)
						{
							//显示公共CD
							CCProgressTimer* pProgress = dynamic_cast<CCProgressTimer *>(getChildByTag(i+200));
							CC_BREAK_IF(pProgress==NULL);
							pProgress->setVisible(true);
							pProgress->setPercentage(99.f);	
							pProgress->runAction(CCSequence::create(CCProgressTo::create(_NF_PUBLIC_SKILL_CD_,0),NULL));	
						}
					}
				}
			}
		}

		return ;
	} while (false);
	CCLog("Fun CNFRockerLayer::update Error!");
}