示例#1
0
void ASGame::energyBarAnimation(){
    
    //1.显示行动力的圆形底座
    CCSprite* energyBall = CCSprite::createWithSpriteFrameName("newEnergyContainer.png");
    energyBall->setPosition(ccp(size.width*17.38/80,size.height*77.85/90+winDif*2*alpha*alpha));
    addChild(energyBall,4);
    
    //2.行动力数量
    string perStr = int2string(moveCount);
    CCLabelTTF* per = CCLabelTTF::create(perStr.c_str(),"Arial Rounded MT bold",32);
    per->setPosition(ccp(size.width*17.38/80,size.height*77.85/90+winDif*2*alpha*alpha));
    addChild(per,5,1*10000000+26);
    
    //3.能量条
    CCSprite* energyBarSprite = CCSprite::createWithSpriteFrameName("newEnergyBar.png");
    CCProgressTimer* energyBar = CCProgressTimer::create(energyBarSprite);
    energyBar->setPosition(ccp(size.width*8.45/80,size.height*79.89/90+winDif*2*alpha*alpha));
    energyBar->setType(kCCProgressTimerTypeRadial);
    energyBar->setPercentage(moveCount*20);
    addChild(energyBar,4,1*10000000+20);
    
    //4.攻击按钮底座
    CCSprite* containerSprite = CCSprite::createWithSpriteFrameName("energyContainer.png");
    CCSprite* containerSprite_s = CCSprite::createWithSpriteFrameName("energyContainer.png");
    CCMenuItemSprite* energyContainer = CCMenuItemSprite::create(containerSprite,containerSprite_s,this,menu_selector(ASGame::enterFightLayer));
    energyContainer->setScale(1.05);
    energyContainer->setPosition(ccp(size.width*179.5/200,size.height*10.25/135));
    CCMenu* energyContainerMenu = CCMenu::create(energyContainer,NULL);
    energyContainerMenu->setPosition(CCPointZero);
    if (moveCount < moveToFight)
            energyContainerMenu->setTouchEnabled(false);
    addChild(energyContainerMenu,2,1*10000000+27);
    
    //5.攻击按钮充值槽
    CCSprite* barSprite = CCSprite::createWithSpriteFrameName("energyBar.png");
    CCProgressTimer* attackButton = CCProgressTimer::create(barSprite);
    attackButton->setScale(1.05);
    attackButton->setPosition(ccp(size.width*179.04/200,size.height*10/135));
    attackButton->setType(kCCProgressTimerTypeBar);
    attackButton->setMidpoint(ccp(0.5, 0));
    attackButton->setBarChangeRate(ccp(0, 1));
    attackButton->setPercentage(100*moveCount/moveToFight);
    addChild(attackButton,3,1*10000000+25);
    
    //4.能量的盖子
    CCSprite* energyBarCover = CCSprite::createWithSpriteFrameName("energyBarCover.png");
    energyBarCover->setPosition(ccp(size.width*179.5/200,size.height*10.25/135));
    energyBarCover->setOpacity(0);
    //addChild(energyBarCover,4,1*10000000+28);
}
示例#2
0
//******************************************************************************
// skillDecCD
//******************************************************************************
void Card::skillDecCD(int cd)
{
    CCSprite* spWhite = CCSprite::spriteWithFile("headw.png");
    if (spWhite) {
        addChild(spWhite, 2, kToBeDeleteTag);
        spWhite->setPositionInPixels(CCPointMake(55 + 106*m_idx, 615));
        spWhite->setIsVisible(false);
        spWhite->runAction(CCSequence::actions(CCDelayTime::actionWithDuration(0.7),
                                               CCShow::action(),
                                               CCFadeIn::actionWithDuration(0.15),
                                               CCFadeOut::actionWithDuration(0.15),
                                               CCCallFunc::actionWithTarget(this, callfunc_selector(Card::delUnusedObj)),
                                               NULL));
        
        CCProgressTimer* tmOrange = CCProgressTimer::progressWithFile("heado.png");
        if (tmOrange) {
            addChild(tmOrange, 2, kToBeDeleteTag);
            tmOrange->setPositionInPixels(CCPointMake(55 + 106*m_idx, 615));
            tmOrange->setType(kCCProgressTimerTypeRadialCCW);
            tmOrange->setPercentage(99);
            tmOrange->runAction(CCProgressTo::actionWithDuration(0.7, 0));
        }
    }
    
    m_iSklCdDwn = cd;
    m_iCurSkillCD = MIN(m_iCurSkillCD.get(), (m_iSkillCDMax - m_iSklCdDwn));
}
示例#3
0
bool LoadingLayer::setUpdateView()
{
    bool isRet = false;
    do{
	CCSprite* loadingbackimg = CCSprite::create("gmbg/loadingbg.png");
	CC_BREAK_IF(!loadingbackimg);
	loadingbackimg->setPosition(ccp(getWinSize().width/2 + getWinOrigin().x, getWinSize().height/5 + getWinOrigin().y));
	this->addChild(loadingbackimg, 1);

	CCSprite* loadimg = CCSprite::create("gmbg/loading.png");
	CC_BREAK_IF(!loadimg);
	CCProgressTimer* pt = CCProgressTimer::create(loadimg);
	pt->setType(cocos2d::CCProgressTimerType(kCCProgressTimerTypeBar));
	pt->setMidpoint(ccp(0,0.5));
	pt->setBarChangeRate(ccp(1,0));
	float tex = getWinSize().width/2 + getWinOrigin().x;
	float tey = getWinSize().height/5 + getWinOrigin().y-5;
	pt->setPosition(ccp(tex, tey));
	pt->setPercentage(0);
	this->addChild(pt, 2, 1);
	CCProgressTo* to = CCProgressTo::create(5, 100);
	pt->runAction(CCRepeatForever::create(to));
	isRet = true;
	
    }while(0);
    return isRet;
}
示例#4
0
bool wootestScene::setUpdateView()
{
	bool isRet=false;
    CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize();
    CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin();
	do
	{
        // 进度条背景
        CCSprite* loadbackimg=CCSprite::create("lodingbg.png");
        CC_BREAK_IF(!loadbackimg);
        loadbackimg->setPosition(ccp(visibleSize.width/2+origin.x,visibleSize.height/5+origin.y));
        this->addChild(loadbackimg,2);
        
        // 进度条
        CCSprite* loadimg=CCSprite::create("longding.png");
        CC_BREAK_IF(!loadimg);
        CCProgressTimer* pt = CCProgressTimer::create(loadimg);
        pt->setType(kCCProgressTimerTypeBar);// 设置成横向
        
        pt->setMidpoint(ccp(0,0));
        // 设置进度条从左到右
        pt->setBarChangeRate(ccp(1,0));
        
        //重新设置锚点
        float tex=visibleSize.width/2+origin.x;
        float tey=visibleSize.height/5+origin.y-5;
        pt->setPosition(ccp(tex,tey));
        pt->setPercentage(0);
        this->addChild(pt,2,1);
        
        isRet=true;
	} while (0);
	return isRet;
}
示例#5
0
bool LoadingLayer::setUpdateView(){
	bool isRet=false;
	do 
	{
	// 设置进度条的背景图片 我们把他放到屏幕下方的1/5处	
    CCSprite* loadbackimg=CCSprite::create("gmbg/lodingbg.png");
	CC_BREAK_IF(!loadbackimg);	
	loadbackimg->setPosition(ccp(getWinSize().width/2+getWinOrigin().x,getWinSize().height/5+getWinOrigin().y));
	this->addChild(loadbackimg,1);
	
	// 添加进度条
	CCSprite* loadimg=CCSprite::create("gmbg/longding.png");
	CC_BREAK_IF(!loadimg);	
	CCProgressTimer* pt = CCProgressTimer::create(loadimg);
	pt->setType(kCCProgressTimerTypeBar);// 设置成横向的
	//可以看作是按矩形显示效果的进度条类型
	pt->setMidpoint(ccp(0,0)); 
	//  用来设定进度条横向前进的方向从左向右或是从右向左
	pt->setBarChangeRate(ccp(1,0));
	//重新设置锚点
	float tex=getWinSize().width/2+getWinOrigin().x;
	float tey=getWinSize().height/5+getWinOrigin().y-5;
	pt->setPosition(ccp(tex,tey));
	pt->setPercentage(0);
	this->addChild(pt,2,1);

	isRet=true;
	} while (0);
	return isRet;
}
示例#6
0
bool HSShowEndurance::init()
{
    for (int i=0; i<HSShowEndurance::S_C_ENDURANCE_COUNT; ++i)
    {
        CCString* pPanel = CCString::createWithFormat("UI_Benfangxinxiban_Naili_%d",i);
        
        HSCCSprite* pSprite = HS_FIND_UI_PANEL_SPRITE(pPanel->getCString(),"Naili_1");
        pSprite->setVisible(false);
        
        CCProgressTimer* pProgress = CCProgressTimer::create(pSprite);
        pProgress->setType(kCCProgressTimerTypeBar);
        pProgress->setPosition(pSprite->getPosition());
        pProgress->setMidpoint(ccp(0.5,0));
        pProgress->setBarChangeRate(ccp(0,1));
        i < HSShowEndurance::S_CURRENT_ENDURANCE_COUNT  ? pProgress->setPercentage(100) : pProgress->setPercentage(0);
        pSprite->getParent()->addChild(pProgress,2000);
        m_enduranceMap.insert(pair<int, CCProgressTimer*>(i + 1,pProgress));
        
        CC_SAFE_RELEASE_NULL(pPanel);
    }
    
    HSCCSprite* pSprite = HS_FIND_UI_PANEL_SPRITE("UI_Benfangxinxiban_Nailijishiqi","Pipeinailidiban");
    
    m_pMaxLabel = CCLabelTTF::create("MAX", HS_FONT_HuaKang, 25, pSprite->getContentSize(), kCCTextAlignmentCenter,kCCVerticalTextAlignmentCenter);
    m_pMaxLabel->setAnchorPoint(HS_ANCHOR_CENTER);
    m_pMaxLabel->setPosition(pSprite->getAnchorPointInPoints());
    m_pMaxLabel->setVisible(false);
    pSprite->addChild(m_pMaxLabel);
    
    this->CreateTimeLabel();
    
    this->schedule(schedule_selector(HSShowEndurance::Updata));
    
	return true;
}
示例#7
0
void ControllPanel::makeSkillCD(CCObject *pSender)
{
	CCLog("makeSkillCD");
	//进入CD状态
	this->setMagicCD(true);
	//设置按钮不可用
	m_pMagicItem->setIsEnabled(false);

	//创建技能cd样式
	CCProgressTimer *cd = CCProgressTimer::progressWithFile("actor_btn_mask.png");
	cd->setType(kCCProgressTimerTypeRadialCCW);
	cd->setPosition(m_pMagicItem->getParent()->getPosition());
	cd->setPercentage(99.99f);
	this->addChild(cd, 1000);
	//技能冷却动画
	CCProgressTo *to = CCProgressTo::actionWithDuration(PlayerMrg::getInstance()->getPlayer()->getPlayerSkillCd(), 0);
	//冷却完成之后的回调,销毁对象,同时使技能按钮可用
	CCCallFuncND *callfunn = CCCallFuncND::actionWithTarget(this, callfuncND_selector(ControllPanel::endSkillCD), (void*)cd);
	 
	cd->runAction(CCSequence::actions(to, callfunn, NULL));

	m_lMagicCDLabel->setIsVisible(true);
	schedule(schedule_selector(ControllPanel::updateCountDown), 1.0f);

}
示例#8
0
void LoadingLayer::loadCallBack(CCObject* ped)
{
    loadingNum++;
    CCProgressTimer* pt = (CCProgressTimer*)this->getChildByTag(1);
    //float now = pt->getPercentage();
    pt->setPercentage(loadingNum/totalNum);
    if(loadingNum < totalNum){
	CCLOG("loading...");
    }else{
	CCLOG("loading over");
    }
}
示例#9
0
void CCTransitionRadialCCW::onEnter()
{
	CCTransitionScene::onEnter();
	// create a transparent color layer
	// in which we are going to add our rendertextures
	CCSize size = CCDirector::sharedDirector()->getWinSize();

	// create the second render texture for outScene
	m_OutRT = CCRenderTexture::renderTextureWithWidthAndHeight((int)size.width, (int)size.height);

	if (NULL == m_OutRT)
		return;
	
	m_OutRT->retain();

	m_OutRT->getSprite()->setAnchorPoint(ccp(0.5f,0.5f));
	m_OutRT->setPosition(ccp(size.width/2, size.height/2));
	m_OutRT->setAnchorPoint(ccp(0.5f,0.5f));

	//	We need the texture in RenderTexture.
	CCProgressTimer *outNode = CCProgressTimer::progressWithTexture(m_OutRT->getSprite()->getTexture());
	// but it's flipped upside down so we flip the sprite
	outNode->getSprite()->setFlipY(true);

	// fix content scale factor for radial texture
	CCRect rect = CCRectZero;
	rect.size = m_OutRT->getSprite()->getTexture()->getContentSize();
	outNode->getSprite()->setTextureRect(rect, false);
	float scale = 1.0f / CC_CONTENT_SCALE_FACTOR();
	rect.size.width *= scale;
	rect.size.height *= scale;
	outNode->setContentSize(rect.size);

	//	Return the radial type that we want to use
	outNode->setType(radialType());
	outNode->setPercentage(100.f);
	outNode->setPosition(ccp(size.width/2, size.height/2));
	outNode->setAnchorPoint(ccp(0.5f,0.5f));

	// create the blend action
	CCAction * layerAction = CCSequence::actions
	(
		CCProgressFromTo::actionWithDuration(m_fDuration, 100.0f, 0.0f),
		CCEventCall::actionWithTarget(NULL, createEventHandler(this, &CCTransitionScene::_finish)),
		NULL
	);
	// run the blend action
	outNode->runAction(layerAction);

	// add the layer (which contains our two rendertextures) to the scene
	this->addChild(outNode, 2, kSceneRadial);
}
示例#10
0
void CCTransitionRadialCCW::onEnter()
{
	CCTransitionScene::onEnter();
	// create a transparent color layer
	// in which we are going to add our rendertextures
	CCSize size = CCDirector::sharedDirector()->getWinSize();

	// create the second render texture for outScene
	CCRenderTexture *outTexture = CCRenderTexture::renderTextureWithWidthAndHeight((int)size.width, (int)size.height);

	if (NULL == outTexture)
	{
		return;
	}
	
	outTexture->getSprite()->setAnchorPoint(ccp(0.5f,0.5f));
	outTexture->setPosition(ccp(size.width/2, size.height/2));
	outTexture->setAnchorPoint(ccp(0.5f,0.5f));

	// render outScene to its texturebuffer
	outTexture->clear(0,0,0,1);
	outTexture->begin();
	m_pOutScene->visit();
	outTexture->end();

	//	Since we've passed the outScene to the texture we don't need it.
	this->hideOutShowIn();

	//	We need the texture in RenderTexture.
	CCProgressTimer *outNode = CCProgressTimer::progressWithTexture(outTexture->getSprite()->getTexture());
	// but it's flipped upside down so we flip the sprite
	outNode->getSprite()->setFlipY(true);
	//	Return the radial type that we want to use
	outNode->setType(radialType());
	outNode->setPercentage(100.f);
	outNode->setPosition(ccp(size.width/2, size.height/2));
	outNode->setAnchorPoint(ccp(0.5f,0.5f));

	// create the blend action
	CCAction * layerAction = CCSequence::actions
	(
		CCProgressFromTo::actionWithDuration(m_fDuration, 100.0f, 0.0f),
		CCCallFunc::actionWithTarget(this, callfunc_selector(CCTransitionScene::finish)),
		NULL
	);
	// run the blend action
	outNode->runAction(layerAction);

	// add the layer (which contains our two rendertextures) to the scene
	this->addChild(outNode, 2, kSceneRadial);
}
示例#11
0
bool BattleLayer::init()
{
	if(!CCLayer::init())
		return false;
	
	m_label = CCLabelTTF::create("第1波", "", 40);
	m_label->setPosition(ccp(320,800));
	m_label->retain();
	addChild(m_label);
	
	m_effectLabel = CCLabelTTF::create("", "", 30);
	m_effectLabel->setPosition(ccp(320,750));
	m_effectLabel->setColor(ccc3(255,0,0));
	addChild(m_effectLabel);
	
	m_guardLabel = CCLabelTTF::create("", "", 30);
	m_guardLabel->setPosition(ccp(320,700));
	m_guardLabel->setColor(ccc3(255,255,0));
	addChild(m_guardLabel);
	
	m_enemySprite = CCSprite::create("icons/0020.png");
	m_enemySprite->retain();
	
	CCSprite* hpbg = CCSprite::create("hpbar_bg.png");
	CCProgressTimer* hpbar = CCProgressTimer::create(CCSprite::create("hpbar_fore.png"));
	hpbg->setPosition(ccp(50,100));
	hpbar->setPosition(ccp(50,100));
	hpbar->setType(kCCProgressTimerTypeBar);
	hpbar->setBarChangeRate(ccp(1,0));
	hpbar->setPercentage(100);
	hpbar->setMidpoint(CCPointZero);
	hpbar->setTag(0);
	m_enemySprite->addChild(hpbg);
	m_enemySprite->addChild(hpbar);
	
	
	addChild(m_enemySprite,SpritezOrder::Enemy);
	
	m_cardbattleLayer = CardBattleLayer::create();
	m_cardbattleLayer->retain();
	
	m_setTrapLayer = SetTrapLayer::create();
	addChild(m_setTrapLayer);
	
	m_pauseSprite = CCSprite::create("pause.png");
	m_pauseSprite->setPosition(ccp(590,910));
	addChild(m_pauseSprite);
	
	return true;
}
示例#12
0
CCProgressTimer* CCTransitionProgressRadialCW::progressTimerNodeWithRenderTexture(CCRenderTexture* texture)
{
    CCSize size = CCDirector::sharedDirector()->getWinSize();
    
    CCProgressTimer* pNode = CCProgressTimer::create(texture->getSprite());
    
    // but it is flipped upside down so we flip the sprite
    pNode->getSprite()->setFlipY(true);
    pNode->setType( kCCProgressTimerTypeRadial );
    
    //    Return the radial type that we want to use
    pNode->setReverseDirection(true);
    pNode->setPercentage(100);
    pNode->setCenterOrigin(ccp(size.width/2, size.height/2));
    
    return pNode;
}
示例#13
0
void ASGame::HeartBar(){
    
    //1.血条
    CCSprite* heartBarSprite = CCSprite::createWithSpriteFrameName("newLifeBar.png");
    CCProgressTimer* heartBar = CCProgressTimer::create(heartBarSprite);
    heartBar->setPosition(ccp(size.width*23.08/80,size.height*85.23/90+winDif*2*alpha*alpha));
    heartBar->setType(kCCProgressTimerTypeBar);
    heartBar->setMidpoint(ccp(0,0.5));
    heartBar->setBarChangeRate(ccp(1, 0));
    heartBar->setPercentage(100);
    addChild(heartBar,4,1*10000000+2222);
    
    //2.生命数字
    string HeartStr = int2string(shengming)  + "/" + int2string(maxShengMing);
    CCLabelTTF* userHeartNumber= CCLabelTTF::create(HeartStr.c_str(), "Arial Rounded MT bold",25);
    userHeartNumber->setPosition(ccp(size.width*26/80,size.height*82/90+winDif*2*alpha*alpha));
    addChild(userHeartNumber,4,1*10000000+2223);
}
示例#14
0
CCProgressTimer* CCTransitionProgressOutIn::progressTimerNodeWithRenderTexture(CCRenderTexture* texture)
{    
    CCSize size = CCDirector::sharedDirector()->getWinSize();
    
    CCProgressTimer* pNode = CCProgressTimer::create(texture->getSprite());
    
    // but it is flipped upside down so we flip the sprite
    pNode->getSprite()->setFlipY(true);
    pNode->setType( kCCProgressTimerTypeBar );
    
    pNode->setMidpoint(ccp(0.5f, 0.5f));
    pNode->setBarChangeRate(ccp(1, 1));
    
    pNode->setPercentage(100);
    pNode->setCenterOrigin(ccp(size.width/2, size.height/2));
    
    return pNode;
}
示例#15
0
void BattleLayer::nextEnemyGroup()
{
	if(m_curEnemy == 2)
	{
		Game::getInstance()->getGameScene()->setActiveLayer(GameScene::Layer_Result_Win);
		return;
	}
	
	m_curTile = m_terrain->getTileByID(0);
	m_enemySprite->setPosition(m_curTile->getPosition());
	CCProgressTimer* bar = (CCProgressTimer*)m_enemySprite->getChildByTag(0);
	bar->setPercentage(100);
	m_curEnemy++;
	std::stringstream ss;
	ss << "第" << m_curEnemy+1 << "波";
	m_label->setString(ss.str().c_str());
	
	m_preventEnemyBuff = 0;

	fight();
}
示例#16
0
void OptionLayer::skillCoolHandler(CCObject* pSender)
{
    OptionLayer *optionLayer = global->optionLayer;
    UIImageView* skillView = (UIImageView*)pSender;
    global->hero->setAllowMove(false);//动画执行期间角色不可移动
    float SumCD = 10.0f;
    //判断指向对象是否相等来初始化cd时间
    if(optionLayer->getSkill_attack_1() == skillView){
        SumCD = optionLayer->skill_SumCD_1;
        global->hero->RunAttackAction_1();		//执行特殊攻击1动画
    }else if(optionLayer->getSkill_attack_2() == skillView){
        SumCD = optionLayer->skill_SumCD_2;
    }else if(optionLayer->getSkill_attack_3() == skillView){
        SumCD = optionLayer->skill_SumCD_3;
    }else if(optionLayer->getSkill_attack() == skillView){
        SumCD = optionLayer->skill_SumCD_0;
        global->hero->RunAttackAction();		//执行普通攻击动画
    }else if(optionLayer->getBlood_bottle() == skillView){
        SumCD = optionLayer->blood_SumCD;
    }else if(optionLayer->getMagic_bottle() == skillView){
        SumCD = optionLayer->magic_SumCD;
    }
    skillView->setTouchEnabled(false);		//CD开始,禁止本技能使用
    //初始化 cd遮罩
    CCTexture2D *spriteTx = CCTextureCache::sharedTextureCache()->addImage("Skill_UI/cooling_cover.png");
    CCSprite * SkillCover = CCSprite::createWithTexture(spriteTx);
    CCProgressTimer *skillTimer  = CCProgressTimer::create(SkillCover);
    skillTimer->setOpacity(125);							//透明度
    skillTimer->setPosition(skillView->getPosition());//将进度遮罩设置在技能图标位置上
    optionLayer->getSkillUI()->addChild(skillTimer);
    
    skillTimer->setType(kCCProgressTimerTypeRadial);//扇形
    skillTimer->setPercentage(100);
    skillTimer->setReverseProgress(true);
    
    CCProgressTo* cdAction=CCProgressTo::create(SumCD, 100);
    CCCallFuncND* func=CCCallFuncND::create(this, callfuncND_selector(OptionLayer::allowToClick),skillView);//附带skillView参数 方便cd结束后处理
    CCFiniteTimeAction* seq=CCSequence::create(cdAction,func,NULL);
    skillTimer->runAction(seq);
}
示例#17
0
void ASBot::energyBarAnimation(){
    
    //1.显示行动力的圆形底座
    CCSprite* energyBall = CCSprite::createWithSpriteFrameName("newEnergyContainer.png");
    energyBall->setScaleX(-1);
    energyBall->setPosition(ccp(size.width*62.62/80,size.height*3.85/90+winDif*2*alpha*alpha));
    addChild(energyBall,4);
    
    //2.行动力数量
    string perStr = int2string(moveCount);
    CCLabelTTF* per = CCLabelTTF::create(perStr.c_str(),"Arial Rounded MT Bold",32);
    per->setPosition(ccp(size.width*62.3/80,size.height*3.87/90+winDif*2*alpha*alpha));
    addChild(per,5,2*10000000+26);
    
    //3.能量条
    CCSprite* energyBarSprite = CCSprite::createWithSpriteFrameName("newEnergyBar.png");
    CCProgressTimer* energyBar = CCProgressTimer::create(energyBarSprite);
    energyBar->setScaleX(-1);
    energyBar->setPosition(ccp(size.width*71.6/80,size.height*5.89/90+winDif*2*alpha*alpha));
    energyBar->setType(kCCProgressTimerTypeRadial);
    energyBar->setPercentage(moveCount*20);
    addChild(energyBar,4,2*10000000+20);
}
示例#18
0
void CCProgressTimerCreator::setAttribute(CCNode* pNode, const char* strName, const char* strValue, bool bCache)
{
    if(bCache)
        mAttrMap[strName] = strValue;

    else
    {
        CCProgressTimer* pProgressTimer = (CCProgressTimer*)pNode;
        if(strcmp(strName, "file") == 0 || strcmp(strName, "plist") == 0 )
            return;

        if(strcmp(strName, "type") == 0)
            pProgressTimer->setType((CCProgressTimerType)ccXmlAttrParse::toInt(strValue));

        if(strcmp(strName, "percent") == 0)
            pProgressTimer->setPercentage(ccXmlAttrParse::toFloat(strValue));

        if(strcmp(strName, "midpos") == 0)
            pProgressTimer->setMidpoint(ccXmlAttrParse::toPoint(strValue));

        if(strcmp(strName, "rate") == 0)
            pProgressTimer->setBarChangeRate(ccXmlAttrParse::toPoint(strValue));

        if(strcmp(strName, "reverse") == 0)
            pProgressTimer->setReverseProgress(ccXmlAttrParse::toBool(strValue));

        if(strcmp(strName, "anchor") == 0)
            pProgressTimer->setAnchorPoint(ccXmlAttrParse::toPoint(strValue));

        if(strcmp(strName, "color") == 0)
            pProgressTimer->setColor(ccXmlAttrParse::toColor3B(strValue));

        else
            CCNodeRGBACreator::setAttribute(pNode, strName, strValue, bCache);
    }
}
示例#19
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#20
0
void BattleLayer::updateEnemyHpBar()
{
	CCProgressTimer* bar = (CCProgressTimer*)m_enemySprite->getChildByTag(0);
	bar->setPercentage(m_enemycards[m_curEnemy]->getHPPercentage() * 100);
}
示例#21
0
bool FrontCoverLayer::init()
{	
	bool bRet = false;
	do {

		CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize();
		CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin();

		CCSprite* pSprite = CCSprite::create("frontCover.png");
		// position the sprite on the center of the screen
		float scaleX = visibleSize.width/pSprite->getTexture()->getPixelsWide();
		float scaleY = visibleSize.height/pSprite->getTexture()->getPixelsHigh();
		float scale = (scaleX > scaleY) ? scaleX : scaleY;
		pSprite->setScaleX(scale);
		pSprite->setScaleY(scale);
		pSprite->setPosition(ccp(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y));
		this->addChild(pSprite, 0);

		//SkeletonAnimRcsManager::getInstance()->LoadOneRoleRcsOnly(201);
		SkeletonAnimRcsManager::getInstance()->LoadOneRoleRcsOnly(202);
		SkeletonAnimRcsManager::getInstance()->LoadOneRoleRcsOnly(203);

		EffectSprite* effect1 = ParticleManager::Get()->createEffectSprite(202,"");
		if(effect1)
		{
			effect1->setPosition(ccp(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y));
			effect1->getRoot()->setScale(scale);
			this->addChild(effect1, 1);
			effect1->SetAnim(kType_Play,1,true);
		}
		
		//effect1 = ParticleManager::Get()->createEffectSprite(201,"");
		//if(effect1)
		//{
		//	effect1->setPosition(ccp(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y));
		//	effect1->getRoot()->setScale(scale);
		//	this->addChild(effect1, 1);
		//	effect1->SetAnim(kType_Play,1,true);
		//}

		effect1 = ParticleManager::Get()->createEffectSprite(203,"");
		if(effect1)
		{
			effect1->setPosition(ccp(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y));
			effect1->getRoot()->setScale(scale);
			this->addChild(effect1, 1);
			effect1->SetAnim(kType_Play,1,true);
		}

		CCSprite* spriteFrame = CCSprite::create("frontCoverFrame.png");	
		spriteFrame->setScaleX(scale);
		spriteFrame->setScaleY(scale);
		spriteFrame->setPosition(ccp(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y));
		this->addChild(spriteFrame, 2);

		schedule(schedule_selector(FrontCoverLayer::update), 1);
        //ASprite *as = AspriteManager::getInstance()->getAsprite(KUI_BIN);
        //CCPoint pt;
        //CCSprite* bar = as->getSpriteFromFrame_Middle(map_ui_FRAME_EQUIPMENT_BAR_EXP, 0, pt);
        //CCSprite* barFrame = as->getSpriteFromFrame_Middle(map_ui_FRAME_EQUIPMENT_FRAME_EXP, 0, pt);
        
        CCSprite* barFrame = CCSprite::create("load0001.png");
        barFrame->setPosition(ccp(visibleSize.width/2, visibleSize.height/6));
        addChild(barFrame);
        
        CCSprite* sp = CCSprite::create("load0002.png");
        CCProgressTimer *progressBar = CCProgressTimer::create(sp);
        barFrame->addChild(progressBar,-1);
        progressBar->setPosition(ccp(6, barFrame->getContentSize().height/2-4));
        
        progressBar->setType(kCCProgressTimerTypeBar);
        progressBar->setAnchorPoint(ccp(0,0));
        progressBar->setMidpoint(ccp(0,0));
        progressBar->setBarChangeRate(ccp(1,0));
        progressBar->setPercentage(0.0f);

        _downloadTTF = CCLabelTTF::create("0%", KJLinXin, 15);
        _downloadTTF->setColor(ccORANGE);
        barFrame->addChild(_downloadTTF);
        _downloadTTF->setPosition(ccp(barFrame->getContentSize().width/2,barFrame->getContentSize().height/2));

        _downloadBar = progressBar;
        //_downloadBar->retain();
        
        _barFrame = barFrame;
        _barFrame->retain();
        
        
        GameResourceManager::sharedManager()->updateResource();
        
		GameAudioManager::sharedManager()->playLoadingBGM();
        
		const char* vision = LuaTinkerManager::Get()->callLuaFunc<char *>("Script/main.lua", "getVisionNum");
		m_visionLabel = CCLabelTTF::create(vision,KJLinXin,20);
		if(m_visionLabel)
		{
			float scale = UIManager::sharedManager()->getScaleFactor();
			m_visionLabel->setColor(ccWHITE);
			m_visionLabel->setScale(scale);
			addChild(m_visionLabel);
			m_visionLabel->setPosition(ccp(visibleSize.width -m_visionLabel->getContentSize().width/2,
				visibleSize.height -m_visionLabel->getContentSize().height/2));
		}

		m_layout = UIManager::sharedManager()->CreateUILayoutFromFile("UIplist/splashUI.plist", this, "SplashLayout");
		UIManager::sharedManager()->RegisterMenuHandler("SplashLayout","FrontCoverLayer::menuLoginGameCallback",
			menu_selector(FrontCoverLayer::menuLoginGameCallback), this);
		UIManager::sharedManager()->RegisterMenuHandler("SplashLayout","FrontCoverLayer::onClickedMoreSever",
			menu_selector(FrontCoverLayer::onClickedMoreSever), this);
		UIManager::sharedManager()->RegisterMenuHandler("SplashLayout","FrontCoverLayer::onCLickedSeverCloseBt",
			menu_selector(FrontCoverLayer::onCLickedSeverCloseBt), this);
		UIManager::sharedManager()->RegisterMenuHandler("SplashLayout","FrontCoverLayer::onClickedLatestSever",
			menu_selector(FrontCoverLayer::onClickedLatestSever), this);
		
		if(m_layout)
		{
			m_severScrollPage = m_layout->FindChildObjectByName<UIScrollPage>("severScrollPage");
			setLastServerLabel();
			m_layout->setVisible(false);
		}
		
		/// response to keyboard
		this->setKeypadEnabled(true);
		
		bRet = true;
	}while (0);
	return bRet;
}
示例#22
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!");
}
示例#23
0
文件: game_bj.cpp 项目: nodephp/fly
//碰撞检测
void game_bj::auto_pz(char id)
{
    CCSprite *sprinte_11 = (CCSprite*)getChildByTag(11);
    CCSprite *sprinte_12 = (CCSprite*)getChildByTag(12);
    CCSprite *sprinte_13 = (CCSprite*)getChildByTag(13);
    CCSprite *sprinte_14 = (CCSprite*)getChildByTag(14);
    CCSprite *sprinte_15 = (CCSprite*)getChildByTag(15);

    CCSprite *sprinte_11_a = (CCSprite*)getChildByTag(21);
    CCSprite *sprinte_12_a = (CCSprite*)getChildByTag(22);
    CCSprite *sprinte_13_a = (CCSprite*)getChildByTag(23);
    CCSprite *sprinte_14_a = (CCSprite*)getChildByTag(24);
    CCSprite *sprinte_15_a = (CCSprite*)getChildByTag(25);

    CCSprite *sprinte_11_b = (CCSprite*)getChildByTag(31);
    CCSprite *sprinte_12_b = (CCSprite*)getChildByTag(32);
    CCSprite *sprinte_13_b = (CCSprite*)getChildByTag(33);
    CCSprite *sprinte_14_b = (CCSprite*)getChildByTag(34);
    CCSprite *sprinte_15_b = (CCSprite*)getChildByTag(35);

    CCSprite *sprinte_11_y_a = (CCSprite*)getChildByTag(41);
    CCSprite *sprinte_12_y_a = (CCSprite*)getChildByTag(42);
    CCSprite *sprinte_13_y_a = (CCSprite*)getChildByTag(43);
    CCSprite *sprinte_14_y_a = (CCSprite*)getChildByTag(44);
    CCSprite *sprinte_15_y_a = (CCSprite*)getChildByTag(45);

    CCSprite *sprinte_11_y_b = (CCSprite*)getChildByTag(51);
    CCSprite *sprinte_12_y_b = (CCSprite*)getChildByTag(52);
    CCSprite *sprinte_13_y_b = (CCSprite*)getChildByTag(53);
    CCSprite *sprinte_14_y_b = (CCSprite*)getChildByTag(54);
    CCSprite *sprinte_15_y_b = (CCSprite*)getChildByTag(55);

    for (int ii = 101; ii<=112; ii++)
    {
        CCSprite *sprinte_xxx = (CCSprite*)getChildByTag(ii);
        if(sprinte_xxx)
        {
//        CCLOG("44");
            bool ret_1 = false;
            bool ret_2 = false;
            bool ret_3 = false;
            bool ret_4 = false;
            bool ret_5 = false;

            if(sprinte_11)
            {
                ret_1 = CCRect::CCRectIntersectsRect(sprinte_xxx->boundingBox(), sprinte_11->boundingBox());
            }

            if(sprinte_12)
            {
                ret_2 = CCRect::CCRectIntersectsRect(sprinte_xxx->boundingBox(), sprinte_12->boundingBox());
            }

            if(sprinte_13)
            {
                ret_3 = CCRect::CCRectIntersectsRect(sprinte_xxx->boundingBox(), sprinte_13->boundingBox());
            }

            if(sprinte_14)
            {
                ret_4 = CCRect::CCRectIntersectsRect(sprinte_xxx->boundingBox(), sprinte_14->boundingBox());
            }

            if(sprinte_15)
            {
                ret_5 = CCRect::CCRectIntersectsRect(sprinte_xxx->boundingBox(), sprinte_15->boundingBox());
            }

            if(ret_1)
            {
                CCPoint point = sprinte_11->getPosition();
//            CCLOG("1");
//            this->removeChild(sprinte_11, true);
//            this->removeChild(sprinte_11_a, true);
//            this->removeChild(sprinte_11_b, true);
//            this->removeChild(sprinte_11_y_a, true);
//            this->removeChild(sprinte_11_y_b, true);
                int new_value_11 = game_bj::e_11-10;
                if(new_value_11 <= 0)
                {
                    this->removeChild(sprinte_11, true);
                    this->removeChild(sprinte_11_a, true);
                    this->removeChild(sprinte_11_b, true);
                    this->removeChild(sprinte_11_y_a, true);
                    this->removeChild(sprinte_11_y_b, true);
                    CCProgressTimer *pt = (CCProgressTimer*)getChildByTag(71);
                    if(pt)
                    {
                        this->removeChild(pt, true);
                    }
                    game_bj::e_11 = 100;

                }
                CCProgressTimer *pt = (CCProgressTimer*)getChildByTag(71);
                if(pt)
                {
                    pt->setPercentage(game_bj::e_11);
                    pt->setPosition( ccp(point.x, point.y-20) );
                    pt->setType(kCCProgressTimerTypeBar);
                    CCFiniteTimeAction *action_1 = CCMoveTo::create((7*(point.y-1))/520,ccp(point.x,1));
                    pt->runAction(action_1);

                    CCProgressTo *to = CCProgressTo::actionWithDuration(0.1, new_value_11);
                    pt->runAction(to);
                    game_bj::e_11 = game_bj::e_11-10;
                } else
                {
                    CCSprite *sprinte_11 = (CCSprite*)getChildByTag(11);
                    if(sprinte_11)
                    {
                        CCProgressTimer *pt = CCProgressTimer::progressWithSprite(CCSprite::create("hatchling_exp_02.png"));
                        pt->setPercentage(game_bj::e_11);
                        pt->setPosition( ccp(point.x, point.y-20) );
                        pt->setType(kCCProgressTimerTypeBar);
                        pt->setScale(0.4);
                        pt->setMidpoint(ccp(0,0));
                        pt->setBarChangeRate(ccp(1,0));
                        this->addChild(pt,0,71);
                        CCFiniteTimeAction *action_1 = CCMoveTo::create((7*(point.y-1))/520,ccp(point.x,1));
                        pt->runAction(action_1);

                        CCProgressTo *to = CCProgressTo::actionWithDuration(0.1, new_value_11);
                        pt->runAction(to);
                        game_bj::e_11 = game_bj::e_11-10;
                    }

                }






                CCSprite *item_gb = new CCSprite();
                item_gb->initWithFile("item_coin.png");
                item_gb->setPosition( ccp(point.x, point.y) );
                item_gb->setScale(game_bj::scale);
                this->addChild(item_gb, 0,61);
                CCJumpTo* mJumpTo = CCJumpTo::actionWithDuration(2.0f, ccp(280, 1), 230.0f, 1);
                CCActionInterval*  seq_aa = (CCActionInterval*)(CCSequence::actions(mJumpTo, NULL));
                item_gb->runAction(seq_aa);
            }

            if(ret_2)
            {
                CCPoint point = sprinte_12->getPosition();
                CCLOG("2");
                this->removeChild(sprinte_12, true);
                this->removeChild(sprinte_12_a, true);
                this->removeChild(sprinte_12_b, true);
                this->removeChild(sprinte_12_y_a, true);
                this->removeChild(sprinte_12_y_b, true);
                CCSprite *item_gb = new CCSprite();
                item_gb->initWithFile("item_coin.png");
                item_gb->setPosition( ccp(point.x, point.y) );
                item_gb->setScale(game_bj::scale);
                this->addChild(item_gb, 0,62);
                CCJumpTo* mJumpTo = CCJumpTo::actionWithDuration(2.0f, ccp(280, 1), 230.0f, 1);
                CCActionInterval*  seq_aa = (CCActionInterval*)(CCSequence::actions(mJumpTo, NULL));
                item_gb->runAction(seq_aa);
            }

            if(ret_3)
            {
                CCPoint point = sprinte_13->getPosition();

                int new_value = game_bj::e_13-10;
                CCLOG("%i",new_value);
                if(new_value <= 0)
                {
                    this->removeChild(sprinte_13, true);
                    this->removeChild(sprinte_13_a, true);
                    this->removeChild(sprinte_13_b, true);
                    this->removeChild(sprinte_13_y_a, true);
                    this->removeChild(sprinte_13_y_b, true);
                    CCProgressTimer *pt = (CCProgressTimer*)getChildByTag(73);
                    if(pt)
                    {
                        this->removeChild(pt, true);
                    }
                    game_bj::e_13 = 100;

                }
                CCProgressTimer *pt = (CCProgressTimer*)getChildByTag(73);
                if(pt)
                {
                    pt->setPercentage(game_bj::e_13);
                    pt->setPosition( ccp(point.x, point.y-20) );
                    pt->setType(kCCProgressTimerTypeBar);
                    CCFiniteTimeAction *action_1 = CCMoveTo::create((7*(point.y-1))/520,ccp(point.x,1));
                    pt->runAction(action_1);

                    CCProgressTo *to = CCProgressTo::actionWithDuration(0.1, new_value);
                    pt->runAction(to);
                    game_bj::e_13 = game_bj::e_13-10;
                } else
                {
                    CCSprite *sprinte_13 = (CCSprite*)getChildByTag(13);
                    if(sprinte_13)
                    {
                        CCProgressTimer *pt = CCProgressTimer::progressWithSprite(CCSprite::create("hatchling_exp_02.png"));
                        pt->setPercentage(game_bj::e_13);
                        pt->setPosition( ccp(point.x, point.y-20) );
                        pt->setType(kCCProgressTimerTypeBar);
                        pt->setScale(0.4);
                        pt->setMidpoint(ccp(0,0));
                        pt->setBarChangeRate(ccp(1,0));
                        this->addChild(pt,0,73);
                        CCFiniteTimeAction *action_1 = CCMoveTo::create((7*(point.y-1))/520,ccp(point.x,1));
                        pt->runAction(action_1);

                        CCProgressTo *to = CCProgressTo::actionWithDuration(0.1, new_value);
                        pt->runAction(to);
                        game_bj::e_13 = game_bj::e_13-10;
                    }

                }







                CCSprite *item_gb = new CCSprite();
                item_gb->initWithFile("item_coin.png");
                item_gb->setPosition( ccp(point.x, point.y) );
                item_gb->setScale(game_bj::scale);
                this->addChild(item_gb, 0,63);
                CCJumpTo* mJumpTo = CCJumpTo::actionWithDuration(2.0f, ccp(280, 1), 230.0f, 1);
                CCActionInterval*  seq_aa = (CCActionInterval*)(CCSequence::actions(mJumpTo, NULL));
                item_gb->runAction(seq_aa);
            }

            if(ret_4)
            {
                CCPoint point = sprinte_14->getPosition();
//            CCLOG("4");
//            this->removeChild(sprinte_14, true);
//            this->removeChild(sprinte_14_a, true);
//            this->removeChild(sprinte_14_b, true);
//            this->removeChild(sprinte_14_y_a, true);
//            this->removeChild(sprinte_14_y_b, true);

                int new_value_14 = game_bj::e_14-10;
                if(new_value_14 <= 0)
                {
                    this->removeChild(sprinte_14, true);
                    this->removeChild(sprinte_14_a, true);
                    this->removeChild(sprinte_14_b, true);
                    this->removeChild(sprinte_14_y_a, true);
                    this->removeChild(sprinte_14_y_b, true);
                    CCProgressTimer *pt = (CCProgressTimer*)getChildByTag(74);
                    if(pt)
                    {
                        this->removeChild(pt, true);
                    }
                    game_bj::e_14 = 100;

                }
                CCProgressTimer *pt = (CCProgressTimer*)getChildByTag(74);
                if(pt)
                {
                    pt->setPercentage(game_bj::e_14);
                    pt->setPosition( ccp(point.x, point.y-20) );
                    pt->setType(kCCProgressTimerTypeBar);
                    CCFiniteTimeAction *action_1 = CCMoveTo::create((7*(point.y-1))/520,ccp(point.x,1));
                    pt->runAction(action_1);

                    CCProgressTo *to = CCProgressTo::actionWithDuration(0.1, new_value_14);
                    pt->runAction(to);
                    game_bj::e_14 = game_bj::e_14-10;
                } else
                {
                    CCSprite *sprinte_14 = (CCSprite*)getChildByTag(14);
                    if(sprinte_14)
                    {
                        CCProgressTimer *pt = CCProgressTimer::progressWithSprite(CCSprite::create("hatchling_exp_02.png"));
                        pt->setPercentage(game_bj::e_14);
                        pt->setPosition( ccp(point.x, point.y-20) );
                        pt->setType(kCCProgressTimerTypeBar);
                        pt->setScale(0.4);
                        pt->setMidpoint(ccp(0,0));
                        pt->setBarChangeRate(ccp(1,0));
                        this->addChild(pt,0,74);
                        CCFiniteTimeAction *action_1 = CCMoveTo::create((7*(point.y-1))/520,ccp(point.x,1));
                        pt->runAction(action_1);

                        CCProgressTo *to = CCProgressTo::actionWithDuration(0.1, new_value_14);
                        pt->runAction(to);
                        game_bj::e_14 = game_bj::e_14-10;
                    }

                }



                CCSprite *item_gb = new CCSprite();
                item_gb->initWithFile("item_coin.png");
                item_gb->setPosition( ccp(point.x, point.y) );
                item_gb->setScale(game_bj::scale);
                this->addChild(item_gb, 0,64);
                CCJumpTo* mJumpTo = CCJumpTo::actionWithDuration(2.0f, ccp(280, 1), 230.0f, 1);
                CCActionInterval*  seq_aa = (CCActionInterval*)(CCSequence::actions(mJumpTo, NULL));
                item_gb->runAction(seq_aa);
            }

            if(ret_5)
            {
                CCPoint point = sprinte_15->getPosition();
                CCLOG("5");
                this->removeChild(sprinte_15, true);
                this->removeChild(sprinte_15_a, true);
                this->removeChild(sprinte_15_b, true);
                this->removeChild(sprinte_15_y_a, true);
                this->removeChild(sprinte_15_y_b, true);
                CCSprite *item_gb = new CCSprite();
                item_gb->initWithFile("item_coin.png");
                item_gb->setPosition( ccp(130, 340) );
                item_gb->setScale(game_bj::scale);
                this->addChild(item_gb, 0,64);
                CCJumpTo* mJumpTo = CCJumpTo::actionWithDuration(2.0f, ccp(280, 1), 230.0f, 1);
                CCActionInterval*  seq_aa = (CCActionInterval*)(CCSequence::actions(mJumpTo, NULL));
                item_gb->runAction(seq_aa);
            }


            CCPoint a = sprinte_xxx->getPosition();
            if( a.y>=477)
            {
                this->removeChild(sprinte_xxx, true);
                if(ii==101)
                {
                    game_bj::a=1;
//                CCUserDefault::sharedUserDefault()->setIntegerForKey("a", 1);
//                CCUserDefault::sharedUserDefault()->flush();
                } else if(ii==102)
                {
                    game_bj::b=1;
//                CCUserDefault::sharedUserDefault()->setIntegerForKey("b", 1);
//                CCUserDefault::sharedUserDefault()->flush();
                } else if(ii==103)
                {
                    game_bj::c=1;
//                CCUserDefault::sharedUserDefault()->setIntegerForKey("c", 1);
//                CCUserDefault::sharedUserDefault()->flush();
                } else if(ii==104)
                {
                    game_bj::d=1;
//                CCUserDefault::sharedUserDefault()->setIntegerForKey("d", 1);
//                CCUserDefault::sharedUserDefault()->flush();
                } else if(ii==105)
                {
                    game_bj::e=1;
//                CCUserDefault::sharedUserDefault()->setIntegerForKey("e", 1);
//                CCUserDefault::sharedUserDefault()->flush();
                } else if(ii==106)
                {
                    game_bj::f=1;
//                CCUserDefault::sharedUserDefault()->setIntegerForKey("f", 1);
//                CCUserDefault::sharedUserDefault()->flush();
                } else if(ii==107)
                {
                    game_bj::g=1;
//                CCUserDefault::sharedUserDefault()->setIntegerForKey("g", 1);
//                CCUserDefault::sharedUserDefault()->flush();
                } else if(ii==108)
                {
                    game_bj::h=1;
//                CCUserDefault::sharedUserDefault()->setIntegerForKey("h", 1);
//                CCUserDefault::sharedUserDefault()->flush();
                } else if(ii==109)
                {
                    game_bj::i=1;
//                CCUserDefault::sharedUserDefault()->setIntegerForKey("i", 1);
//                CCUserDefault::sharedUserDefault()->flush();
                } else if(ii==110)
                {
                    game_bj::j=1;
//                CCUserDefault::sharedUserDefault()->setIntegerForKey("j", 1);
//                CCUserDefault::sharedUserDefault()->flush();
                } else if(ii==111)
                {
                    game_bj::k=1;
//                CCUserDefault::sharedUserDefault()->setIntegerForKey("k", 1);
//                CCUserDefault::sharedUserDefault()->flush();
                } else if(ii==112)
                {
                    game_bj::l=1;
//                CCUserDefault::sharedUserDefault()->setIntegerForKey("l", 1);
//                CCUserDefault::sharedUserDefault()->flush();
                }
            }
        }
    }


    for (int i=11; i<=15; i++)
    {
        CCSprite *sprinte_yyy = (CCSprite*)getChildByTag(i);
        CCSprite *sprinte_yyy_a = (CCSprite*)getChildByTag(i+10);
        CCSprite *sprinte_yyy_b = (CCSprite*)getChildByTag(i+20);
        CCSprite *sprinte_yyy_y_a = (CCSprite*)getChildByTag(i+30);
        CCSprite *sprinte_yyy_y_b = (CCSprite*)getChildByTag(i+40);
        CCSprite *sprinte_item_gb = (CCSprite*)getChildByTag(i+50);
        CCSprite *sprinte_pt = (CCSprite*)getChildByTag(i+60);
        if(sprinte_yyy)
        {
            CCPoint a = sprinte_yyy->getPosition();
            if( a.y <= 10)
            {
                this->removeChild(sprinte_yyy, true);
            }
        }
        if(sprinte_yyy_a)
        {
            CCPoint a = sprinte_yyy_a->getPosition();
            if( a.y <= 10)
            {
                this->removeChild(sprinte_yyy_a, true);
            }
        }
        if(sprinte_yyy_b)
        {
            CCPoint a = sprinte_yyy_b->getPosition();
            if( a.y <= 10)
            {
                this->removeChild(sprinte_yyy_b, true);
            }
        }
        if(sprinte_yyy_y_a)
        {
            CCPoint a = sprinte_yyy_y_a->getPosition();
            if( a.y <= 10)
            {
                this->removeChild(sprinte_yyy_y_a, true);
            }
        }
        if(sprinte_yyy_y_b)
        {
            CCPoint a = sprinte_yyy_y_b->getPosition();
            if( a.y <= 10)
            {
                this->removeChild(sprinte_yyy_y_b, true);
            }
        }
        if(sprinte_item_gb)
        {
            CCPoint a = sprinte_item_gb->getPosition();
            if( a.y <= 10)
            {
                this->removeChild(sprinte_item_gb, true);
            }
        }
        if(sprinte_pt)
        {
            CCPoint a = sprinte_pt->getPosition();
            if( a.y <= 10)
            {
                this->removeChild(sprinte_pt, true);
                game_bj::e_11 = 100;
                game_bj::e_12 = 100;
                game_bj::e_13 = 100;
                game_bj::e_14 = 100;
                game_bj::e_15 = 100;
            }
        }
    }


}
bool MonsterLayer::init() {
	CCAssert(CCLayer::init(),"CCLayer init failed!");
    int iPlayerCount = m_data->size();
	this->setTouchEnabled(true);
	CCDirector::sharedDirector()->getTouchDispatcher()->addTargetedDelegate(this,1,false);
	float fScreenWidth =  CCDirector::sharedDirector()->getVisibleSize().width;
	float fScreenHeight =  CCDirector::sharedDirector()->getVisibleSize().height;
	for (int i = 0;i<iPlayerCount;++i) {
		string name = m_data->at(i)->getName();
		char pName[MAX_FILE_PATH_LENGTH];
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
		GBKToUTF(name);
#endif
		sprintf(pName,MONSTER_DIR_PATH,name.c_str());
		CCSprite *pSprite = CCSprite::create(pName);
		CCAssert(pSprite,"Get Monster sprite failed!");
		float fPlayerWidth = pSprite->getContentSize().width;
		float fPlayerHeight = pSprite->getContentSize().height;
		float xpos = fScreenWidth*0.5+(i-iPlayerCount*0.5+0.5)*fPlayerWidth;
		float ypos = fScreenHeight*0.6;
		pSprite->setPosition(ccp(xpos,ypos));
		pSprite->setOpacity(0);
		addChild(pSprite,0,i);
		m_monsters->addObject(pSprite);
		m_originalPos.insert(make_pair(i,ccp(xpos,ypos)));
		
		//HP Bar				
		CCProgressTimer *hpBarTimer = CCProgressTimer::create(CCSprite::create(MONSTER_HP_BAR_PATH));
		hpBarTimer->setType(kCCProgressTimerTypeBar);
		hpBarTimer->setMidpoint(ccp(0,0));
		hpBarTimer->setPercentage(100);
		hpBarTimer->setBarChangeRate(ccp(1,0));
		hpBarTimer->setPosition(ccp(pSprite->getPositionX(),
			pSprite->getPositionY() + fPlayerHeight*0.5 + hpBarTimer->getContentSize().height*0.5));
		hpBarTimer->setOpacity(0);
		addChild(hpBarTimer,1,iPlayerCount+i);
	}
	//Damage number
	m_pFont = CCLabelBMFont::create("0",FONT_PATH);
	m_pFont->setColor(ccYELLOW);
	m_pFont->setOpacity(0);
	addChild(m_pFont,4);

	//Magic matrix tag
	m_magicTag = CCSprite::create(MAGIC_BTN_PATH);
	m_magicTag->setOpacity(0);
	m_magicTag->setPosition(ccp(750,550));
	addChild(m_magicTag);

	m_magicPointer = CCSprite::create(MAGIC_UNAVA_PATH);
	m_magicPointer->setOpacity(0);
	m_magicPointer->setPosition(ccp(750,550));
	addChild(m_magicPointer);
	m_magicAva = CCTextureCache::sharedTextureCache()->addImage(MAGIC_AVA_PATH);
	m_magicUnava = CCTextureCache::sharedTextureCache()->addImage(MAGIC_UNAVA_PATH);

	m_longHPBar = CCProgressTimer::create(CCSprite::create(LONG_HP_BAR));
	m_longHPBar->setType(kCCProgressTimerTypeBar);
	m_longHPBar->setMidpoint(ccp(0,0));
	m_longHPBar->setPercentage(100);
	m_longHPBar->setBarChangeRate(ccp(1,0));
	m_longHPBar->setOpacity(0);
	m_longHPBar->setPosition(ccp(fScreenWidth*0.5,fScreenHeight*0.3));
	addChild(m_longHPBar,2);

	m_timeBarEmpty = CCSprite::create(TIME_BAR_EMPTY);
	m_timeBarEmpty->setOpacity(0);
	m_timeBarEmpty->setPosition(ccp(fScreenWidth*0.5,fScreenHeight*0.7));
	addChild(m_timeBarEmpty,2);

	m_timeBarFull = CCProgressTimer::create(CCSprite::create(TIME_BAR_FULL));
	m_timeBarFull->setType(kCCProgressTimerTypeBar);
	m_timeBarFull->setMidpoint(ccp(0,0));
	m_timeBarFull->setPercentage(100);
	m_timeBarFull->setBarChangeRate(ccp(1,0));
	m_timeBarFull->setOpacity(0);
	m_timeBarFull->setPosition(ccp(fScreenWidth*0.5,fScreenHeight*0.7));
	addChild(m_timeBarFull,2);

	CCSpriteFrameCache *cache = CCSpriteFrameCache::sharedSpriteFrameCache();
	cache->addSpriteFramesWithFile(BUBBLE_PLIST_PATH,BUBBLE_TEXTURE_PATH);
    return true;
}
示例#25
0
bool CNFRockerLayer::InitLayer(CNF3DWorldLayer * pLayer,int nStageID)
{
	do 
	{
		//初始化父类
		CC_BREAK_IF(CCLayerColor::initWithColor(ccc4(255,0,0,50))==false);

		//注册
		CCDirector::sharedDirector()->getTouchDispatcher()->addTargetedDelegate(this,-1,false);

		//设置层大小
		setContentSize(CCSizeMake(200,200));//(CCSizeMake(SCREEN_WIDTH*0.5f,SCREEN_HEIGHT));

		m_p3DLayer = pLayer;
		m_bIsTouching = false;
		m_bIsPublicCD = false;
		m_fRockerSpeed = _NF_ROCKER_SPEED_;		//摇杆的移动速度
		m_fRockerMaxDis = _NF_ROCKER_MAX_DIS_;	//摇杆最大偏移量
		m_nStageID = nStageID;

		//主角技能ID
		CNFProtagonist * pPro = dynamic_cast<CNFProtagonist *>(pLayer->getChildByTag(enTagProtagonist));
		CC_BREAK_IF(pPro==NULL);
		m_nSkill_1_ID = pPro->GetSkillInfo_1().nSkill_SkillItemID;
		m_nSkill_2_ID = pPro->GetSkillInfo_2().nSkill_SkillItemID;
		m_nSkill_3_ID = pPro->GetSkillInfo_3().nSkill_SkillItemID;
		m_nSkill_4_ID = pPro->GetSkillInfo_4().nSkill_SkillItemID;
		m_nSkill_5_ID = pPro->GetSkillInfo_5().nSkill_SkillItemID;
		
		//创建摇杆背景
		CCSprite * pRockerBg = CCSprite::create("gameui/rocker_bg.png");
		CC_BREAK_IF(pRockerBg==NULL);
		//pRockerBg->setScale(2.5f);
		pRockerBg->setPosition(ccp(100,100));
		addChild(pRockerBg,enZOrderFront,enTagRockerBg);
		pRockerBg->setOpacity(100.f);

		//创建摇杆
		CCSprite * pRocker = CCSprite::create("gameui/rocker_ball.png");
		CC_BREAK_IF(pRocker==NULL);
		pRocker->setPosition(pRockerBg->getPosition());
		addChild(pRocker,enZOrderFront+1,enTagRocker);
		pRocker->setOpacity(100.f);

		//若为副本,则创建按钮
		if (m_nStageID >= _NF_TOWN_OR_BATTLE_ID_ && m_nStageID <_NF_TOWN_FB_ID_)
		{
			/************************************************************************/
			/*				创建按钮                                                                     */
			/************************************************************************/
			//创建菜单
			CCMenu * pMenu = CCMenu::create();
			CC_BREAK_IF(pMenu==NULL);
			pMenu->setPosition(CCPointZero);
			addChild(pMenu,enZOrderFront,enTagMenu);

			//创建普通攻击按钮
			CCSprite * pCommon1 = CCSprite::create("gameui/skill_common.png");
			CC_BREAK_IF(pCommon1==NULL);
			CCSprite * pCommon2 = CCSprite::create("gameui/skill_common.png");
			CC_BREAK_IF(pCommon2==NULL);
			pCommon2->setOpacity(150.f);
			CCMenuItemSprite * pBtnCommon = CCMenuItemSprite::create(pCommon1,pCommon2,this,menu_selector(CNFRockerLayer::OnBtnCallBack));
			CC_BREAK_IF(pBtnCommon==NULL);
			pBtnCommon->setPosition(ccp(SCREEN_WIDTH - 60,58));
			pMenu->addChild(pBtnCommon,enZOrderFront,enTagBtnCommonAttack);



			CCLabelBMFont* pCommonAttackFont = CCLabelBMFont::create("1","fonts/mhp_num.fnt");
			pCommonAttackFont->setPosition(pBtnCommon->getPosition());
			this->addChild(pCommonAttackFont,enZOrderFront,enTagCommonAttackFont);

			CCSprite * pCommon3 = CCSprite::create("gameui/skill_common.png");
			CC_BREAK_IF(pCommon3==NULL);
			pCommon3->setColor(ccRED);
			pCommon3->setOpacity(100.f);
			
			//创建普通攻击CD
			CCProgressTimer* pProgressCommonAttackCD = CCProgressTimer::create(pCommon3);
			CC_BREAK_IF(pProgressCommonAttackCD==NULL);
			pProgressCommonAttackCD->setType(kCCProgressTimerTypeRadial);
			pProgressCommonAttackCD->setMidpoint(ccp(0.5f,0.5f));
			pProgressCommonAttackCD->setPercentage(0.f);
			pProgressCommonAttackCD->setPosition(pBtnCommon->getPosition());
			this->addChild(pProgressCommonAttackCD,enZOrderFront+1,enTagCommonAttackCD);

			//创建技能按钮
			for (int i=enTagBtnSkill1;i<=enTagBtnSkill5;i++)
			{
				char szName[NAME_LEN] = {0};

				int skilltemp = -1;
				if(i==enTagBtnSkill1){
					skilltemp = m_nSkill_1_ID;
				}else if(i==enTagBtnSkill2){
					skilltemp = m_nSkill_2_ID;
				}else if(i==enTagBtnSkill3){
					skilltemp = m_nSkill_3_ID;
				}else if(i==enTagBtnSkill4){
					skilltemp = m_nSkill_4_ID;
				}else if(i==enTagBtnSkill5){
					skilltemp = m_nSkill_5_ID;
				}

				if(skilltemp==-1){
					continue;
				}

				sprintf(szName,"Skill/r%d_s%d.png",pPro->GetRoleID(),skilltemp);

				CCSprite * pSpr_n = CCSprite::create(szName);
				CC_BREAK_IF(pSpr_n==NULL);
				CCSprite * pSpr_p = CCSprite::create(szName);
				CC_BREAK_IF(pSpr_p==NULL);;
				pSpr_p->setColor(ccBLUE);
				CCSprite * pSpr_d = CCSprite::create(szName);
				CC_BREAK_IF(pSpr_d==NULL);
				pSpr_d->setOpacity(150.f);
				CCSprite * pSpr_CD = CCSprite::create(szName);
				CC_BREAK_IF(pSpr_CD==NULL);
				pSpr_CD->setColor(ccRED);

				//创建技能按钮
				CCMenuItemSprite * pBtn = CCMenuItemSprite::create(pSpr_n,pSpr_p,pSpr_d,this,menu_selector(CNFRockerLayer::OnBtnCallBack));
				CC_BREAK_IF(pBtn==NULL);
				pMenu->addChild(pBtn,enZOrderFront,i);
				if(i==enTagBtnSkill1)		pBtn->setPosition(ccp(pBtnCommon->getPositionX()+10,pBtnCommon->getPositionY()+90));
				else if(i==enTagBtnSkill2)	pBtn->setPosition(ccp(pBtnCommon->getPositionX()-110,pBtnCommon->getPositionY()-5));
				else if(i==enTagBtnSkill3)	pBtn->setPosition(ccp(pBtnCommon->getPositionX()-70,pBtnCommon->getPositionY()+70));
				else if(i==enTagBtnSkill4)	pBtn->setPosition(ccp(pBtnCommon->getPositionX()-200,pBtnCommon->getPositionY()-5));
				else if(i==enTagBtnSkill5)	pBtn->setPosition(ccp(pBtnCommon->getPositionX()+10,pBtnCommon->getPositionY()+170));

				//创建技能CD
				CCProgressTimer* pProgress = CCProgressTimer::create(pSpr_p);
				CC_BREAK_IF(pProgress==NULL);
				pProgress->setType(kCCProgressTimerTypeRadial);
				pProgress->setMidpoint(ccp(0.5f,0.5f));
				pProgress->setPercentage(0.f);
				pProgress->setPosition(pBtn->getPosition());
				this->addChild(pProgress,enZOrderFront+1,i+100);		//技能CD标签 = 技能标签 + 100

				//创建公共CD
				CCProgressTimer* pProgressCD = CCProgressTimer::create(pSpr_CD);
				CC_BREAK_IF(pProgressCD==NULL);
				pProgressCD->setType(kCCProgressTimerTypeRadial);
				pProgressCD->setMidpoint(ccp(0.5f,0.5f));
				pProgressCD->setPercentage(0.f);
				pProgressCD->setPosition(pBtn->getPosition());
				this->addChild(pProgressCD,enZOrderFront+2,i+200);		//技能CD标签 = 技能标签 + 200
				pProgressCD->setVisible(false);
			}
		}
		

		//更新函数
		schedule(schedule_selector(CNFRockerLayer::update));

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