示例#1
0
void SGTaskLayer::showTaskBlank()
{
    for (int ii = 0; ii < pxData->count(); ii++) {
        CCSpriterX *resultx = (CCSpriterX *)pxData->objectAtIndex(ii);
        resultx->setVisible(true);
        resultx->play();
    }
}
示例#2
0
void SG_SkillsID25::activateBuffSkills(SGBattleMap *battleMap, SGAttackList *attackList, GameIndex index, GameIndex index1)
{
    
    SGHeroLayer* heroLayer = NULL;
    bool isMy = false;
    if(SGBattleManager::sharedBattle()->getBattleLayer()->getIsMyRound())
    {
        heroLayer = getenemyHero();
        isMy = false;
    }else{
        heroLayer = getmyHero();
        isMy = true;
    }
    
    int rand = 0;
    if (attackList->getAttackType() == kattacktwo) {
        rand = 1;
    }else{
        rand = 2;
    }
    
    SGGridBase *grid = heroLayer->battleMap->m_seveBuffGrid[index.i][index.j];
    SG_BuffBase *buff = SG_BuffManager::initBuffManager(this, attackList)->getbfBase();

    bool isExist = grid->setBuffListObj(buff);

    if (rand == 2) {
        SGGridBase *grid1 = heroLayer->battleMap->m_seveBuffGrid[index1.i][index1.j];
        SG_BuffBase *buff1 = SG_BuffManager::initBuffManager(this, attackList)->getbfBase();
        grid1->setBuffListObj(buff1);
    }
    
    
    
    if (isExist) {
		ResourceManager::sharedInstance()->bindTexture("animationFile/dmdy.plist", RES_TYPE_BATTLE_IMAGE, sg_battleLayer);

        int tag = buff->getEffectType() * BUFF_EFFECT_TAG;
        for (int i = 0; i < rand; i++) {
            CCSpriterX *fermEffect = CCSpriterX::create("animationFile/dmdy.scml", true, true);
            fermEffect->setanimaID(0);
            fermEffect->setisloop(true);
            fermEffect->setPosition(GameConfig::getGridPoint(index.i, index.j - i,isMy));
            
            heroLayer->addChild(fermEffect, 0, tag);
            fermEffect->play();
            
            
        }
    }
    
}
示例#3
0
// 在我方底线放置一排防御墙,可以抵御下回合75%伤害,
//(上限为武将攻击力)如果没有受到伤害,将以主将攻击力25%的伤害进行全列攻击
void SGHeroSkill27::activateSkill_20063(SGHeroLayer *heroLayer, SGHeroLayer *heroLayer1, int roleid, int buffid, int round, float value1, float value2, float value3)
{
    CCDictionary *buff = CCDictionary::create();
    
    buff->setObject(heroLayer, "hero");
    buff->setObject(heroLayer1, "hero1");
    buff->setObject(CCString::createWithFormat("%d",roleid), "roleid");
    buff->setObject(CCString::createWithFormat("%d",buffid), "buffId");//
    buff->setObject(CCString::createWithFormat("%d",round), "round");
    buff->setObject(CCString::createWithFormat("%f",value1), "value1");
    if (buffid == 1012) {//虚空盾
        if (heroLayer &&
           value2 > 0) {
            heroLayer->changBloodNum(value2, true, true);
        }

    }else{
        buff->setObject(CCString::createWithFormat("%f",value2), "value2");
    }
    
    heroLayer->addBuff(buff);
    
    bool isme = true;
    if (SGPlayerInfo::sharePlayerInfo()->getPlayerRoleId() != roleid)
    {
        isme = false;
    }
    
//    CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("animationFile/dq.plist");
	ResourceManager::sharedInstance()->bindTexture("animationFile/dq.plist", RES_TYPE_BATTLE_IMAGE, sg_battleLayer);

    for (int i = 0; i < mapList; i++) {
        
        
        CCSpriterX *fermEffect = CCSpriterX::create("animationFile/dq.scml", true, true);
        fermEffect->setanimaID(0);
        fermEffect->setisloop(true);
        CCPoint pos = GameConfig::getGridPoint(isme ? mapRow : -mapRow,   abs(isme ? -i : (mapList - 1 - i)),true);
        fermEffect->setPosition(ccp(pos.x, isme ? heroLayer->uibgY : (screenheight - heroLayer->uibgY)));
        fermEffect->play();
        heroLayer->addChild(fermEffect, SKILLS_BULLET_TAG, SKILLS_BULLET_TAG + i);
        
    }
    
}
//星空上加入随机闪烁的星星
void SGSpecialBattleLayer::flashStarOnSpace()
{
    
    ResourceManager::sharedInstance()->bindTexture("animationFile/flashStar.plist", RES_TYPE_LAYER_UI, sg_specialBattleLayer);
    
    CCSize winSize = CCDirector::sharedDirector()->getWinSize();
    for (int i = 0; i < 3; i++)
    {
        //生成随机位置
        int posX = CCRANDOM_0_1() * (winSize.width - 30) + 15;
        int posY = CCRANDOM_0_1() * (winSize.width - 200) + 160;
        
        
        CCSpriterX *star = CCSpriterX::create("animationFile/lanxing.scml", true, true);
        this->addChild(star, 11);
        star->setanimaID(0);
        star->setisloop(true);
        star->setPosition(ccpAdd(ccp(posX, posY), ccp(0, 0)));
        star->play();
    }
}
示例#5
0
//将所有己方墙转化为火球进行攻击(墙当前的列不变)攻击力等同于当前墙的防御值。
void SGHeroSkill21::activateSkill_20038(SGHeroLayer *heroLayer, SGHeroLayer *heroLayer1, float value1, int roleid, int jianid)
{
//        业务逻辑无关
	seconds = 0;
	//如果没有array数据
	if (SGSkillManager::shareSkill()->array->count())
	{
	
		ShiBing* sb = (ShiBing*)SGSkillManager::shareSkill()->array->objectAtIndex(0);
		int ap = /*sb->getDef() * */value1;
		SGGridBase* sbgrid = (SGGridBase*)sb->getPrinceGridArray()->objectAtIndex(0);
		heroLayer->battleMap->removeAttackedSB(sb, 0);
		heroLayer->showEffectLayer(7, true, sb->getSbindex());
		float a = 0.5 * ANIMA_TIME_NUM;
		CCDelayTime *dtime = CCDelayTime::create(a);
        seconds += a;
		CCCallFuncND *call = CCCallFuncND::create(SGSkillManager::shareSkill(), callfuncND_selector(SGSkillManager::huoQiu), (void*)sb);
		heroLayer->runAction(CCSequence::create(dtime, call, NULL));
		float b = 0.6 * ANIMA_TIME_NUM;
		float c = a + b;
		float time = 0.5;
		float sbTime = time/ (mapRow + sbgrid->getIndex().i);
		bool isme = true;
		if (SGPlayerInfo::sharePlayerInfo()->getPlayerRoleId() != roleid)
		{
			isme = false;
		}
		int num = jianid;
		num = 1;
	//        CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile(CCString::createWithFormat("animationFile/jian_%d.plist", num)->getCString());
		ResourceManager::sharedInstance()->bindTexture(CCString::createWithFormat("animationFile/jian_%d.plist", num)->getCString(),
													   RES_TYPE_BATTLE_IMAGE, sg_battleLayer);
		CCSpriterX *fermEffect = CCSpriterX::create(CCString::createWithFormat("animationFile/jian_%d.scml",num)->getCString(), true, true);
		fermEffect->setanimaID(0);
		fermEffect->setisloop(true);
		fermEffect->play();
		heroLayer->addChild(fermEffect, SKILLS_BULLET_TAG, SKILLS_BULLET_TAG + num);
		
		if (false == isme) {
            //MMDEBUG: FLIPY
            fermEffect->setScaleY(-1);
            fermEffect->setPosition(ccp(0, GameConfig::getGridSize().height * 1.5));
//			fermEffect->setCCSpriterXFlipY(true);
		}
		
		fermEffect->setPosition(GameConfig::getGridPoint(isme ? sbgrid->getIndex().i : -sbgrid->getIndex().i + OLD_EFFECT_FLIPY_FIX,   abs(isme ? -sbgrid->getIndex().j :  (mapList - 1 - sbgrid->getIndex().j)),true));
		CCHide *hide = CCHide::create();
		CCDelayTime *time_d = CCDelayTime::create(c);
		CCShow *show = CCShow::create();
		CCMoveTo *move = CCMoveTo::create(time, GameConfig::getGridPoint(isme ? -mapRow : mapRow + OLD_EFFECT_FLIPY_FIX, abs(isme ? -sbgrid->getIndex().j : (mapList - 1 - sbgrid->getIndex().j)) ,true));
		fermEffect->runAction(CCSequence::create(hide, time_d, show, move, NULL));
		seconds += c;
        
	//        逻辑开始
		for (int i = 0; i <= mapRow; i++) {
			
			if (ap > 0) {
				float b = sbTime * (i+sbgrid->getIndex().i);
				b = b + c;
				if (i == mapRow) {
					//播放打到底线动作
					GameSbIndex *sbin = new GameSbIndex();
					sbin->i = mapRow;
					sbin->j = sbgrid->getIndex().j;
					CCDelayTime* delay1 = CCDelayTime::create(b + sbTime);
                    seconds += (b + sbTime);
					CCCallFuncND* call1 = CCCallFuncND::create(this,
															   callfuncND_selector(SGHeroSkill21::removeBullet),
															   (void*)(SKILLS_BULLET_TAG + num));
					CCCallFuncND* call12 = CCCallFuncND::create(SGSkillManager::shareSkill(),
																callfuncND_selector(SGSkillManager::playBulletBlast),
																(void*)sbin);
					
					heroLayer->runAction(CCSequence::create( delay1, call1, call12, NULL));
					
					CCDelayTime* delay11 = CCDelayTime::create(b);
                    seconds += b;
					CCCallFuncND* call11 = CCCallFuncND::create(SGSkillManager::shareSkill(),
																callfuncND_selector(SGSkillManager::changBloodNum),
																(void*)ap);
					CCDelayTime* delay13 = CCDelayTime::create(0.4);
                    seconds += 0.4;
					CCCallFunc* call3 = CCCallFunc::create(this, callfunc_selector(SGHeroSkill21::callback));
					heroLayer1->runAction(CCSequence::create( delay11, call11, delay13, call3, NULL));
					
					
				}else{
					SGGridBase *grid = heroLayer1->battleMap->myGrids[i][abs(mapList-1-sbgrid->getIndex().j)];
					if (grid) {
						if (grid->getStype() == knormal) {
							
							ShiBing* sb = heroLayer1->battleMap->getShiBingWithGrid(grid);
                            if(sb)
                            {
                                CCDelayTime* delay = CCDelayTime::create(b);
                                seconds += b;
                                CCCallFuncND* call = CCCallFuncND::create(SGSkillManager::shareSkill(), callfuncND_selector(SGSkillManager::removesb), heroLayer1);
                                sb->runAction(CCSequence::create( delay, call, NULL));
                                ap = ap - sb->getDef();
                                {
                                    heroLayer1->showBattleLabel( sb->getDef()  , "battle/sub_hp_label.png", SB_ADD_AND_SUB_AP_W, SB_ADD_AND_SUB_AP_H, sb->getSbindex(),false,b);
                                }
                                if (sb->getSbType() == ksbtwo || sb->getSbType() == ksbfour) {
                                    i++;
                                }
							}
						}else if(grid->getStype() == kdefend)
						{
							ShiBing* sb = heroLayer1->battleMap->getShiBingWithGrid(grid);
                            if(sb)
                            {
                                ap = ap - sb->getDef();
                                //if (ap < 0)
                                {
                                    heroLayer1->showBattleLabel( sb->getDef() + ap , "battle/sub_hp_label.png", SB_ADD_AND_SUB_AP_W, SB_ADD_AND_SUB_AP_H, sb->getSbindex(),false,b);
                                }
                                sb->setDef(-ap);
                                CCDelayTime* delay = CCDelayTime::create(b);
                                seconds += b;
                                CCCallFuncND* call = CCCallFuncND::create(SGSkillManager::shareSkill(), callfuncND_selector(SGSkillManager::removesb), heroLayer1);
                                sb->runAction(CCSequence::create( delay, call, NULL));
                            }
						}else
						{
							SGAttackList* attack = heroLayer1->battleMap->getAttackListByGrid(grid);
                            if(attack)
                            {
                                ap = ap - attack->getAp();
                                int a = 0;
                                if (ap >= 0) {
                                    a = attack->getAp();
                                }else{
                                    a = ap;
                                }
                                attack->heroSkillSubAp(a);
                                attack->setAp(-ap);
                                
                                if ((grid->getStype() == kattackfour || grid->getStype() == kattacktwo) && ap > 0)
                                {
                                    attack->playEffectWithType(kAttackEffect);
                                }
                                
                                
                                CCDelayTime* delay = CCDelayTime::create(b);
                                seconds += b;
                                CCCallFuncND* call = CCCallFuncND::create(SGSkillManager::shareSkill(), callfuncND_selector(SGSkillManager::removesb), heroLayer1);
                                ShiBing *sb = (ShiBing*)attack->attackSbs->objectAtIndex(0);
                                sb->runAction(CCSequence::create( delay, call, NULL));
                                //if (ap < 0)
                                {
                                    heroLayer1->showBattleLabel( sb->getDef() + ap , "battle/sub_hp_label.png", SB_ADD_AND_SUB_AP_W, SB_ADD_AND_SUB_AP_H, sb->getSbindex(),false,b);
                                }
                                
                                if (attack->getAttackType() == kattacknormal) {
                                    i += 2;
                                }else{
                                    i += 1;
                                }
							}
						}
						
						
						if (ap <= 0) {
							GameSbIndex *sbin = new GameSbIndex();
							sbin->i = i;
							sbin->j = sbgrid->getIndex().j;
							CCDelayTime* delay12 = CCDelayTime::create(b);
                            seconds += b;
							CCCallFuncND* call12 = CCCallFuncND::create(this,
																		callfuncND_selector(SGHeroSkill21::removeBullet),
																		(void*)(SKILLS_BULLET_TAG + num));
							CCCallFuncND* call14 = CCCallFuncND::create(SGSkillManager::shareSkill(),
																		callfuncND_selector(SGSkillManager::playBulletBlast),
																		(void*)sbin);
							CCDelayTime* delay13 = CCDelayTime::create(0.4);
                            seconds += 0.4;
							CCCallFunc* call3 = CCCallFunc::create(this, callfunc_selector(SGHeroSkill21::callback));
							heroLayer->runAction(CCSequence::create( delay12, call12, call14, delay13, call3, NULL));
							
						}
					}
				}
			}
			else{
				break;
			}
		}
	}
	else
	{
		SGSkillManager::shareSkill()->array->removeAllObjects();
        SGSkillManager::shareSkill()->num = 0;
        SGSkillManager::shareSkill()->valueNum = 0;
        SGSkillManager::shareSkill()->roleidNum = 0;
        SGSkillManager::shareSkill()->jianNum = 0;
        
        SGSkillManager::shareSkill()->heroMe->battleMap->refreshMapGrid(true);
	}
}
void SGEquipStrengLayer::initView()
{

    ResourceManager::sharedInstance()->bindTexture("sgequipslayer/sgequipslayer.plist", RES_TYPE_LAYER_UI, sg_equipstrengLayer);
    ResourceManager::sharedInstance()->bindTexture("animationFile/qhtexiao.plist", RES_TYPE_LAYER_UI, sg_equipstrengLayer);
    ResourceManager::sharedInstance()->bindTexture("animationFile/wjzs.plist", RES_TYPE_LAYER_UI, sg_equipstrengLayer);
    ResourceManager::sharedInstance()->bindTexture("sgpropslayer/sgpropslayer.plist", RES_TYPE_LAYER_UI, sg_equipstrengLayer);
    ResourceManager::sharedInstance()->bindTexture("sgvipinfolayer/sgvipinfolayer.plist", RES_TYPE_LAYER_UI, sg_equipstrengLayer); //提供横条图
    ResourceManager::sharedInstance()->bindTexture("sggeneralinfolayer/ofcNewUi.plist", RES_TYPE_LAYER_UI, sg_equipstrengLayer);

    SGNotificationCenter *notification = SGNotificationCenter::sharedNotificationCenter();
    notification->addObserver(MSG_EQUIP_NEWSTRENG,
                              this,
                              callfuncO_selector(SGEquipStrengLayer::equipStrenghListener));
    notification->addObserver(MSG_EQUIP_NEWAUTOSTRENG,
                              this,
                              callfuncO_selector(SGEquipStrengLayer::autoEquipStrenghListener));
	if (CCEGLView::sharedOpenGLView()->getFrameSize().width == ipadResource.size.width
        ||CCEGLView::sharedOpenGLView()->getFrameSize().width == ipadhdResource.size.width)
	{
		adpt_wid = -40;
		adpt_hei = -20;
		shift_ipad = 70;
	}
	else if (CCEGLView::sharedOpenGLView()->getFrameSize().height == iphonehdResource.size.height
             ||CCEGLView::sharedOpenGLView()->getFrameSize().height == iphoneResource.size.height)
	{
        adpt_wid = -10;
		adpt_hei = -50;
	}
    else
    {
        adpt_wid = -20;
		adpt_hei = -50;
    }
    
    CCSize winSize = CCDirector::sharedDirector()->getWinSize();
    float btmheight = SGMainManager::shareMain()->getBottomHeight();
    float frameheight1 = skewingY(81);
    float hgt=skewingY(233);
    menu->setZOrder(10);
    if (winSize.height == 1136)
    {
        frameheight1 = skewing(81);
        hgt = skewing(233);
    }
    
    //左火
    CCSpriterX *fermEffect = CCSpriterX::create("animationFile/qhhyA.scml", true, true);
    fermEffect->setanimaID(0);
    fermEffect->setisloop(true);
    addChild(fermEffect, 10, 0);
    //右火
    CCSpriterX *fermEffect1 = CCSpriterX::create("animationFile/qhhyB.scml", true, true);
    fermEffect1->setCCSpriterXFlipX(true);
    fermEffect1->setanimaID(0);
    fermEffect1->setisloop(true);
    addChild(fermEffect1, 10, 1);
    
	SGEquipmentDataModel *temp = SGStaticDataManager::shareStatic()->getEquipById(_card->getItemId());
	
    SGMainManager::shareMain()->addEquipPng(temp->getIconId(),sg_equipstrengLayer);
    CCString *str = CCString::createWithFormat("equip%d.png",temp->getIconId());
	
	
    CCSprite *item = CCSprite::createWithSpriteFrameName(str->getCString());
    this->addChild(item,2, 123);
    //创建4中颜色武将背景
    std::vector<std::string> str_vec;
    if(winSize.height != 1136)
    {
        str_vec.push_back("greenBg.png");
        str_vec.push_back("blueBg.png");
        str_vec.push_back("purpleBg.png");
        str_vec.push_back("orangeBg.png");
    }
    //inphone 5  根据武将地图来
    else
    {
        str_vec.push_back("greenBgI5.png");
        str_vec.push_back("blueBgI5.png");
        str_vec.push_back("purpleBgI5.png");
        str_vec.push_back("orangeBgI5.png");
    }
    int starLev = _card->getCurrStar();
    starLev = starLev<3?3:starLev;
    starLev = starLev>6?6:starLev;
    //光效背景图片
    CCSprite * lightBg = CCSprite::createWithSpriteFrameName(str_vec[starLev-3].c_str());
    this->addChild(lightBg , 0  , 1919);
    
    float adjustY = 0;
    CCSprite *bigbg = NULL;
    item->setAnchorPoint(ccp(0.5, 0));
    if (winSize.height == 960)
    {
        adjustY = 40;
        frameSize = CCRectMake(0, 0 , 768, 413);
        this->setItemID("pad装备底图.png",true);
        fermEffect->setScale(winSize.width/768);
        fermEffect1->setScale(winSize.width/768);
        fermEffect->setPosition(ccpAdd(SGLayout::getPoint(kUpCenter), ccp(-264, -287 +26)));
        fermEffect1->setPosition(ccpAdd(SGLayout::getPoint(kUpCenter), ccp(264, -287 +26)));
        item->setPosition(ccpAdd(SGLayout::getPoint(kUpCenter), ccp(0, -365)));
        
        lightBg->setZOrder(0);
        lightBg->setScaleX(winSize.width / lightBg->getContentSize().width);
        lightBg->setScaleY(1.6);
        lightBg->setPosition(ccpAdd(SGLayout::getPoint(kUpCenter),
                               ccp(0, -title_bg->getContentSize().height - lightBg->getContentSize().height*0.5*lightBg->getScaleY())));;
        
    }
    else if (winSize.height == 1136)
    {
        adjustY=31;
        
        frameSize = CCRectMake(0, 520 -(winSize.height - hgt*1.18 - title_bg->getContentSize().height), 768, (winSize.height - hgt*1.18 - title_bg->getContentSize().height));
        this->setItemID("carditembg.png",true);
        fermEffect->setScaleX(winSize.width/768);
        fermEffect1->setScaleX(winSize.width/768);
        fermEffect->setPosition(ccpAdd(SGLayout::getPoint(kUpCenter), ccp(-264, -361+26)));
        fermEffect1->setPosition(ccpAdd(SGLayout::getPoint(kUpCenter), ccp(264, -361+26)));
        
        item->setPosition(ccpAdd(SGLayout::getPoint(kUpCenter), ccp(0, -450)));
        
        CCSprite *temp = CCSprite::createWithSpriteFrameName("carditembg.png");
        lightBg->setScaleX(winSize.width / lightBg->getContentSize().width);
        lightBg->setScaleY(temp->getContentSize().height * 0.75 / lightBg->getContentSize().height);
        lightBg->setPosition(ccpAdd(SGLayout::getPoint(kUpCenter),
                               ccp(0, -title_bg->getContentSize().height - temp->getContentSize().height * 0.8 /2 + 16) ));
        
    }
    else
    {
        adjustY = 55;
        
        bigbg = CCSprite::createWithSpriteFrameName("pad装备底图.png");
        
        this->addChild(bigbg,-100);
        bigbg->setPosition(ccpAdd(SGLayout::getPoint(kUpCenter), ccp(0, - title_bg->getContentSize().height - bigbg->getContentSize().height*.45)));
        fermEffect->setPosition(ccpAdd(bigbg->getPosition(), ccp(-bigbg->getContentSize().width*.41, bigbg->getContentSize().height*.02 -bigbg->getContentSize().height*.098)));
        fermEffect1->setPosition(ccpAdd(bigbg->getPosition(), ccp(bigbg->getContentSize().width*.41, bigbg->getContentSize().height*.02-bigbg->getContentSize().height*.098)));
        
        item->setPosition(ccpAdd(bigbg->getPosition(), ccp(0, -bigbg->getContentSize().height*.362)));
        
        lightBg->setScaleX(winSize.width / lightBg->getContentSize().width);
        lightBg->setScaleY(1.9);
        lightBg->setPosition(ccpAdd(SGLayout::getPoint(kUpCenter),
                               ccp(0, -title_bg->getContentSize().height-5 - lightBg->getContentSize().height*0.5*lightBg->getScaleY())));
    }
    equipItem = item;
    fermEffect->play();
    fermEffect1->play();
    
    this->setstar(_card->getCurrStar(),_card->getUpgradestar());
    this->setTitle(str_zhuangbeiqianghua);//_card->getOfficerName()->getCString()

    //////////////////////
    
    float btnwidth = skewing(5);
    float btnwid = skewing(33);
    
    equipStrengBtn = SGButton::createFromLocal(IMG_BTN_ON, str_qianghua_, this, menu_selector(SGEquipStrengLayer::equipStrengHandler),CCPointZero,FONT_PANGWA,ccWHITE,32,false,true);
    this->addBtn(equipStrengBtn);
    if(winSize.height==1136)
        equipStrengBtn->setPosition(ccp(winSize.width/2- btnwid*3 - btnwidth - adpt_wid, btmheight*.55 + equipStrengBtn->getContentSize().height*0.7+ adjustY*0.6));
    else if (winSize.height == 1024)
        equipStrengBtn->setPosition(ccp(winSize.width/2- btnwid*3 - btnwidth - adpt_wid, btmheight*.55 + equipStrengBtn->getContentSize().height*0.7));
    else
        equipStrengBtn->setPosition(ccp(winSize.width/2- btnwid*3 - btnwidth - adpt_wid, btmheight*.55 + equipStrengBtn->getContentSize().height*0.7 + 10));
    
    equipAutoStrengBtn = SGButton::createFromLocal(IMG_BTN_ON, str_autoqianghua, this, menu_selector(SGEquipStrengLayer::autoEquipStrengHandler),CCPointZero,FONT_PANGWA,ccWHITE,32,false,true);
    this->addBtn(equipAutoStrengBtn);
    equipAutoStrengBtn->setPosition(ccpAdd(equipStrengBtn->getPosition(), ccp( equipAutoStrengBtn->getContentSize().width - adpt_wid,0 )));
    
    int limittag = SGStaticDataManager::shareStatic()->getimitTagById(limitEquipGuide,9);
    equipAutoStrengBtn->setTag(limittag);
    
    SGButton *backBtn = SGButton::createFromLocal(IMG_BTN_ON, str_Back_, this, menu_selector(SGEquipStrengLayer::backHandler),CCPointZero,FONT_PANGWA,ccWHITE,32);
	backBtn->setScale(1.05);
    this->addBtn(backBtn);
    backBtn->setPosition(ccpAdd(equipAutoStrengBtn->getPosition(), ccp( backBtn->getContentSize().width - adpt_wid,0)));
    
    
    SGEquipmentDataModel *general = SGStaticDataManager::shareStatic()->getEquipById(_card->getItemId());
    this->setCardType(general->getEquipType());
    
 
    ////////////////////////
    
    float bigFrmWidth = winSize.width - 40;
    float bigFrmHeight = (int)winSize.height/3 -20;
    
    CCScale9Sprite *bigFrm = CCScale9Sprite::createWithSpriteFrameName("barrack_kuang.png");
    bigFrm->setPreferredSize(CCSizeMake(bigFrmWidth, bigFrmHeight));
    this->addChild(bigFrm,7);
    if(winSize.height==1136)
        bigFrm->setPosition(ccpAdd(ccp(winSize.width/2,equipStrengBtn->getPosition().y), ccp(0, equipStrengBtn->getContentSize().height/2 + bigFrmHeight/2 + 4 + adjustY*0.6)));
    else if(winSize.height==1024)
        bigFrm->setPosition(ccpAdd(ccp(winSize.width/2,equipStrengBtn->getPosition().y), ccp(0, equipStrengBtn->getContentSize().height/2 + bigFrmHeight/2 + 4)));
    else
        bigFrm->setPosition(ccpAdd(ccp(winSize.width/2,equipStrengBtn->getPosition().y), ccp(0, equipStrengBtn->getContentSize().height/2 + bigFrmHeight/2 + 10 )));
    
    CCSprite *bigFrmBg = CCSprite::createWithSpriteFrameName("barrack_kuangbg.png");
    this->addChild(bigFrmBg,6);
    bigFrmBg->setScaleX(bigFrmWidth/bigFrmBg->getContentSize().width);
    bigFrmBg->setScaleY(bigFrmHeight/bigFrmBg->getContentSize().height);
    bigFrmBg->setPosition(bigFrm->getPosition());
    
    CCSprite* admsBkg = CCSprite::createWithSpriteFrameName("store_redbg.png");
    float scaleX = winSize.width / admsBkg->getContentSize().height;
    float scaleY = 60 / admsBkg->getContentSize().height;
    admsBkg->setScaleX(scaleX);
    admsBkg->setScaleY(scaleY);
    this->addChild(admsBkg, 9);
//    admsBkg->setPosition(ccpAdd(bigFrm->getPosition(), ccp(0,admsBkg->getContentSize().height*scaleY/2 + bigFrm->getContentSize().height/2) ));
    
    admsBkg->setPosition(ccpAdd(lightBg->getPosition(), ccp(0, -lightBg->getScaleY() *lightBg->getContentSize().height*0.5 - admsBkg->getContentSize().height*0.5*lightBg->getScaleY() + adjustY)) );
    /////////////////////////////////
    
    equipName = SGCCLabelTTF::create(_card->getOfficerName()->getCString(), FONT_PANGWA, 26);
    equipName->setPosition(ccpAdd(bigFrm->getPosition(), ccp(-40,bigFrm->getContentSize().height/2 - 26 )));
    int equipStar = _card->getCurrStar() - 2;
    equipStar = equipStar < 0 ? 0 : equipStar;
    if (equipStar >= 0 && equipStar < 5) {
        equipName->setInsideColor(ccStarLevelColor[equipStar]);
    }
    else
    {
        equipName->setInsideColor(ccWHITE);
    }
    addChild(equipName,11);
    
    equiplevel = SGCCLabelTTF::create(CCString::createWithFormat("Lv %d/%d",_card->getCurrLevel(),SGPlayerInfo::sharePlayerInfo()->getPlayerLevel())->getCString(), FONT_PANGWA, 26);
    addChild(equiplevel,11);
    equiplevel->setPosition(ccpAdd(equipName->getPosition(), ccp(equipName->getContentSize().width/2 + equiplevel->getContentSize().width/2 + 20,0)));
    
    ///////////////////////////
    
    SGCCLabelTTF *costMoney = SGCCLabelTTF::create(str_zbqianghuancost, FONT_PANGWA, 24 , COLOR_UNKNOW_TAN);
    this->addChild(costMoney,11);
    costMoney->setPosition( ccp(costMoney->getContentSize().width/2 +20, admsBkg->getPosition().y));
    
    SGCCLabelTTF *totalMoney = SGCCLabelTTF::create(str_zbqianghuantotalMy, FONT_PANGWA, 24 , COLOR_UNKNOW_TAN);
    this->addChild(totalMoney,11);
    totalMoney->setPosition( ccp(winSize.width/2 + totalMoney->getContentSize().width/2 + 10 , costMoney->getPosition().y));
    
    CCSprite *font_bg = CCSprite::createWithSpriteFrameName(FONTBG);
    font_bg->setScaleY(1.4);
    this->addChild(font_bg,9);
    font_bg->setPosition(ccpAdd(costMoney->getPosition(),  ccp(costMoney->getContentSize().width/2 + font_bg->getContentSize().width/2+ 6,0)));
    
    font_bg = CCSprite::createWithSpriteFrameName(FONTBG);
    font_bg->setScaleY(1.4);
    this->addChild(font_bg,9);
    font_bg->setPosition(ccpAdd(totalMoney->getPosition(),  ccp(totalMoney->getContentSize().width/2 + font_bg->getContentSize().width/2+6,0)));
    
    CCSprite *coins = CCSprite::createWithSpriteFrameName("coinicon.png");
    coins->setPosition(ccpAdd(costMoney->getPosition(),ccp(costMoney->getContentSize().width/2 +coins->getContentSize().width/2+4,0)));
    addChild(coins,11);
    
    costCount = SGCCLabelTTF::create("999999", FONT_PANGWA, 24);
    costCount->setPosition(ccpAdd(coins->getPosition(),ccp(coins->getContentSize().width/2+costCount->getContentSize().width/2+8,0)));
    addChild(costCount,11);
    
    coins = CCSprite::createWithSpriteFrameName("coinicon.png");
    coins->setPosition(ccpAdd(totalMoney->getPosition(),ccp(totalMoney->getContentSize().width /2+coins->getContentSize().width/2+4,0)));
    addChild(coins,11);
    
    totalCount = SGCCLabelTTF::create("999999", FONT_PANGWA, 24);
    totalCount->setPosition(ccpAdd(coins->getPosition(),ccp(coins->getContentSize().width/2+totalCount->getContentSize().width/2 +8,0)));
    addChild(totalCount,11);
    
    /////////////////////////////////
    
    float f1Height = (int)bigFrmHeight*2/3;
    float f1Width = (int)f1Height* 0.85;
    
    CCScale9Sprite *frame1 = CCScale9Sprite::createWithSpriteFrameName(STATUSBG);
    frame1->setPreferredSize(CCSizeMake(f1Width, f1Height));
    this->addChild(frame1,11);
    frame1->setPosition(ccp(40 + f1Width/2, bigFrm->getPosition().y - 30));
    
    CCScale9Sprite *frame2 = CCScale9Sprite::createWithSpriteFrameName(STATUSBG);
    frame2->setPreferredSize(CCSizeMake(f1Width, f1Height));
    this->addChild(frame2,11);
    frame2->setPosition( ccp(winSize.width - frame1->getPosition().x, frame1->getPosition().y));
    
    
    SGCCLabelTTF *currentTitle = SGCCLabelTTF::create(str_zbqianghuacurstatus, FONT_PANGWA, 32);
    this->addChild(currentTitle,11);
    currentTitle->setPosition( ccp(frame1->getPosition().x, frame1->getPosition().y + frame1->getContentSize().height/2 + 30));

    SGCCLabelTTF *nextTitle = SGCCLabelTTF::create(str_zbqianghuanextstatus, FONT_PANGWA, 32 , ccGREEN);
    this->addChild(nextTitle,11);
    nextTitle->setPosition( ccp(frame2->getPosition().x, currentTitle->getPosition().y));
    //modify by:zyc. merge into create.
    //nextTitle->setColor(ccGREEN);
    
 
    CCSprite *equipArrow = CCSprite::createWithSpriteFrameName("equipArrow.png");
    this->addChild(equipArrow,20);
    equipArrow->setPosition(ccp(SGLayout::getPoint(kMiddleCenter).x, frame1->getPosition().y));

    this->addCurrStatus( ccpAdd(frame1->getPosition(),ccp( -f1Width/2,f1Height/2)),f1Width * 0.4,1.4*winSize.height/1140);
    this->addNextStatus( ccpAdd(frame2->getPosition(),ccp( -f1Width/2,f1Height/2)),f1Width * 0.4,1.4*winSize.height/1140);
    
    
    setEquipLevel(_card->getCurrLevel());
    setCostCount(_card->getCurrLevel());
    setCurrStatus(_card->getCurrLevel());

    creatBostLevel(SGLayout::getPoint(kMiddleCenter));
    
    showMainChat(false);
    
}
void SGAdvancedEffectLayer::initView()
{
    
    
//    ccColor3B color[4] = {ccc3(0 , 239 , 22) , ccc3(75, 147, 255) ,ccc3(215,56,255) , ccc3(249, 158, 0)};
//
//    ccColor3B titleColor;
    
    ResourceManager::sharedInstance()->bindTexture("animationFile/Lightspot.plist",RES_TYPE_LAYER_UI ,sg_advancedEffectLayer);
    ResourceManager::sharedInstance()->bindTexture("animationFile/VisitArray.plist",RES_TYPE_LAYER_UI ,sg_advancedEffectLayer);
    
    int adNum = 0;
    int quality=0;
    //类型是全局通用的那个物品类型
    char beforeItemPicStr[32] = "\0";
    char afterItemPicStr[32] = "\0";
    char itemNameStr[32] = "\0";
    char itemAdNum[32] = "\0";// 小转生次次数
    //6:将领卡牌 7:装备卡牌 8:士兵卡牌 9:道具卡牌 1:铜钱 0:金子 2天梯积分  3:军功 5:炼丹秘方 4:小喇叭 10:碎片 11军魂 12体力 13军粮 14号(废弃) 15消耗品 16 勋章 17 材料

    //各种类型参数
    switch (itemType)
    {
        case BIT_EQUIP://装备卡牌
        {
            SGEquipmentDataModel *beforeEquipModel = SGStaticDataManager::shareStatic()->getEquipById(beforeAdvanceItemId);
            SGEquipmentDataModel *afterEquipModel = SGStaticDataManager::shareStatic()->getEquipById(afterAdvanceItemId);
            
            int beforeId = beforeEquipModel->getIconId();
            int afterId = afterEquipModel->getIconId();
            
            SGMainManager::shareMain()->addEquipPng(beforeId, sg_advancedEffectLayer);
            SGMainManager::shareMain()->addEquipPng(afterId, sg_advancedEffectLayer);
            
            sprintf(beforeItemPicStr, "equip%d.png", beforeId);
            sprintf(afterItemPicStr, "equip%d.png", afterId);
            
            sprintf(itemNameStr, "%s", afterEquipModel->getEquipName()->getCString());
            
            adNum = afterEquipModel->getAdvNum();
            if (adNum > 0)
            {
                sprintf(itemAdNum, "+%d", adNum);
            }
            
            //装备边框颜色
            quality = afterEquipModel->getEquipCurrStarLevel();
            
//            if(quality < 3 || quality > 6)
//                titleColor = ccGREEN;
//            else
//                titleColor = color[quality - 3];
            
            
        }
            break;
        case BIT_OFFICER://武将卡牌
        {
            SGOfficerDataModel *beforeEquipModel = SGStaticDataManager::shareStatic()->getOfficerById(beforeAdvanceItemId);
            SGOfficerDataModel *afterEquipModel = SGStaticDataManager::shareStatic()->getOfficerById(afterAdvanceItemId);
            
            int beforeId = beforeEquipModel->getIconId();
            int afterId = afterEquipModel->getIconId();
            
            SGMainManager::shareMain()->addOfficerPng(beforeId, sg_advancedEffectLayer);
            SGMainManager::shareMain()->addOfficerPng(afterId, sg_advancedEffectLayer);
            
            sprintf(beforeItemPicStr, "officer_%d.png", beforeId);
            sprintf(afterItemPicStr, "officer_%d.png", afterId);
            
            sprintf(itemNameStr, "%s", afterEquipModel->getOfficerName()->getCString());
            
            adNum = afterEquipModel->getAdvNum();
            if (adNum > 0)
            {
                sprintf(itemAdNum, "+%d", adNum);
            }
            
            //装备边框颜色
            quality = afterEquipModel->getOfficerCurrStarLevel();
            
//            if(quality < 3 || quality > 6)
//                titleColor = ccGREEN;
//            else
//                titleColor = color[quality - 3];
            
            break;
        }
            
        default:
            break;
    }
    
    //构造sprite
    beforeAdvancedItemPic = CCSprite::createWithSpriteFrameName(beforeItemPicStr);
    afterAdvancedItemPic = CCSprite::createWithSpriteFrameName(afterItemPicStr);
    itemName = SGCCLabelTTF::create(itemNameStr, FONT_PANGWA, 35, SGTools::getColorByQuality(quality));
    if (adNum)
    {
        adNumLabel = SGCCLabelTTF::create(itemAdNum, FONT_PANGWA, 34, ccGREEN);
    }
    
    
    
    //黑背景
    CCLayerColor *blackBg = CCLayerColor::create(ccc4(0, 0, 0, 255), CCDirector::sharedDirector()->getWinSize().width,
                                                 CCDirector::sharedDirector()->getWinSize().height);
    this->addChild(blackBg, 0);
    blackBg->setPosition(ccp(0, 0));
    blackBg->addChild(beforeAdvancedItemPic, 1);
    blackBg->addChild(itemName, 1);
    
    beforeAdvancedItemPic->setPosition(ccpAdd(blackBg->getPosition(), ccp(blackBg->getContentSize().width / 2,
                                                                          blackBg->getContentSize().height / 2)));
    itemName->setPosition(ccpAdd(beforeAdvancedItemPic->getPosition(), ccp(0, beforeAdvancedItemPic->getContentSize().height / 2
                                                                           + itemName->getContentSize().height + 20)));
    if (adNumLabel)
    {
        blackBg->addChild(adNumLabel, 1);
        adNumLabel->setPosition(ccpAdd(itemName->getPosition(), ccp(itemName->getContentSize().width / 2 + 10 + adNumLabel->getContentSize().width, 0)));
    }
    
    
    CCSize winSize = CCDirector::sharedDirector()->getWinSize();
    
    //添加动画 法阵旋转
    CCSpriterX *visitArray = CCSpriterX::create("animationFile/Array.scml",true,true);
    visitArray->setisloop(true);
    visitArray->play();
    visitArray->setanimaID(0);
    blackBg->addChild(visitArray,1);
    visitArray->setPosition(ccp(winSize.width/2, winSize.height*(0.8-0.28) - 50));
    //法阵上升粒子
    CCSpriterX *lightSpot = CCSpriterX::create("animationFile/Lightspot.scml",true,true);
    lightSpot->setisloop(true);
    lightSpot->play();
    lightSpot->setanimaID(0);
    blackBg->addChild(lightSpot,50);
    lightSpot->setPosition(ccp(winSize.width/2, winSize.height*(0.8-0.2)));
    
        //构造动画
    CCCallFuncN *setPicVisiable = CCCallFuncN::create(this,
                                                      callfuncN_selector(SGAdvancedEffectLayer::setPictureVisiable));
    CCCallFuncN *setTipsVisiable = CCCallFuncN::create(this,
                                                       callfuncN_selector(SGAdvancedEffectLayer::setSuccessTipsVisiable));
    CCCallFuncN *setComplete = CCCallFuncN::create(this,
                                                   callfuncN_selector(SGAdvancedEffectLayer::setisPlayCompleted));
    
    afterAdvancedItemPic->setScale(5);
    blackBg->addChild(afterAdvancedItemPic, 2);
    afterAdvancedItemPic->setPosition(beforeAdvancedItemPic->getPosition());
    
    CCString * str = NULL;
    int fSize = 36;
    if(m_officerFrom == 1)
        str = CCString::create(str_adv_eff_1);
    else if (2 == m_officerFrom)
        str = CCString::create(str_adv_eff_2);
    else if(-1 == m_officerFrom)
        str = CCString::create(str_adv_eff_1);
    else if (3 == m_officerFrom)
    {
        str = CCString::createWithFormat(str_adv_eff_3, _extArg);
        fSize = 26;
    }
    else
    {
        //默认只显示 『转生成功』
        str = CCString::create(str_adv_eff_1);
    }
    successTips = SGCCLabelTTF::create(str->getCString(), FONT_PANGWA, fSize);
    blackBg->addChild(successTips, 3);
    successTips->setPosition(ccpAdd(afterAdvancedItemPic->getPosition(), ccp(0, -afterAdvancedItemPic->getContentSize().height / 2
                                                                             - successTips->getContentSize().height - 100)));
    successTips->setVisible(false);


    
    CCSequence *seq = CCSequence::create(CCDelayTime::create(0.1),setPicVisiable,
                                         CCScaleTo::create(SHOWCARDGAPTIME*2,0.89),
                                         CCScaleTo::create(SHOWCARDGAPTIME,1.13),
                                         CCScaleTo::create(SHOWCARDGAPTIME,1.06),
                                         CCScaleTo::create(SHOWCARDGAPTIME,1), CCDelayTime::create(0.15),
                                         setTipsVisiable, CCDelayTime::create(0.15), setComplete, NULL);
    
    afterAdvancedItemPic->runAction(seq);
    
    CCDirector::sharedDirector()->getTouchDispatcher()->addTargetedDelegate(this, -255, true);
}
void SGConsumableInfoLayer::initView()
{
	
    ResourceManager::sharedInstance()->bindTexture("animationFile/qhtexiao.plist",RES_TYPE_LAYER_UI ,sg_comsumableInfoLayer);
    ResourceManager::sharedInstance()->bindTexture("sgequipslayer/sgequipslayer.plist",RES_TYPE_LAYER_UI ,sg_comsumableInfoLayer);
    ResourceManager::sharedInstance()->bindTexture("sggeneralinfolayer/sggeneralinfolayer1.plist",RES_TYPE_LAYER_UI ,sg_comsumableInfoLayer);
    ResourceManager::sharedInstance()->bindTexture("sgrewardlayer/sgrewardlayer2.plist",RES_TYPE_LAYER_UI ,sg_comsumableInfoLayer);
    ResourceManager::sharedInstance()->bindTexture("sgsoldierslayer/sgsoldierslayer.plist",RES_TYPE_LAYER_UI ,sg_comsumableInfoLayer, LIM_PNG_AS_PNG);
    ResourceManager::sharedInstance()->bindTexture("sgpropslayer/sgpropslayer.plist",RES_TYPE_LAYER_UI ,sg_comsumableInfoLayer);
	
    
    CCSize s = CCDirector::sharedDirector()->getWinSize();
    float btmheight = SGMainManager::shareMain()->getBottomHeight();
	
    //float frameheight = skewingY(155);
    float hgt = skewingY(244);
    if (s.height == 1136) {
        //frameheight = skewing(155);
        hgt = skewing(244);
    }
    
	
    //左火
    CCSpriterX *fermEffect = CCSpriterX::create("animationFile/qhhyA.scml", true, true);
    
    fermEffect->setanimaID(0);
    fermEffect->setisloop(true);
    addChild(fermEffect, 10, 0);
    //右火
    CCSpriterX *fermEffect1 = CCSpriterX::create("animationFile/qhhyB.scml", true, true);
    fermEffect1->setCCSpriterXFlipX(true);
    fermEffect1->setanimaID(0);
    fermEffect1->setisloop(true);
    addChild(fermEffect1, 10, 1);
    CCLOG("type%d",_card->getItemType());
	//    if (_card->getType()) {
	//        statements
	//    }
    SGMainManager::shareMain()->addPropPng(_card->getHeadSuffixNum(),sg_comsumableInfoLayer);
    CCString *str = CCString::createWithFormat("prop%d.png",_card->getHeadSuffixNum());
    CCSprite *item = CCSprite::createWithSpriteFrameName(str->getCString());
    this->addChild(item,2);
    item->setAnchorPoint(ccp(0.5, 0));
	
    if (s.height == 960) {
        frameSize = CCRectMake(0, 0 , 768, 413);
        this->setItemID("pad装备底图.png",true);
        fermEffect->setScale(s.width/768);
        fermEffect1->setScale(s.width/768);
		
        fermEffect->setPosition(ccpAdd(SGLayout::getPoint(kUpCenter), ccp(-264, -287+26)));
        fermEffect1->setPosition(ccpAdd(SGLayout::getPoint(kUpCenter), ccp(264, -287+26)));
        item->setPosition(ccpAdd(SGLayout::getPoint(kUpCenter), ccp(0, -365)));
		
	}
    else if (s.height == 1136) {
        frameSize = CCRectMake(0, 520 -(s.height - hgt*1.13 - title_bg->getContentSize().height), 768, (s.height - hgt*1.13 - title_bg->getContentSize().height));
        this->setItemID("carditembg.png",true);
		
        fermEffect->setScaleX(s.width/768);
        fermEffect1->setScaleX(s.width/768);
        fermEffect->setPosition(ccpAdd(SGLayout::getPoint(kUpCenter), ccp(-264, -361+26)));
        fermEffect1->setPosition(ccpAdd(SGLayout::getPoint(kUpCenter), ccp(264, -361+26)));
		
        item->setPosition(ccpAdd(SGLayout::getPoint(kUpCenter), ccp(0, -450)));
		
		
    }else
    {
        CCSprite *a = CCSprite::createWithSpriteFrameName("pad装备底图.png");
        this->addChild(a,-100);
        a->setPosition(ccpAdd(SGLayout::getPoint(kUpCenter), ccp(0, - title_bg->getContentSize().height - a->getContentSize().height*.45)));
        fermEffect->setPosition(ccpAdd(a->getPosition(), ccp(-a->getContentSize().width*.41, a->getContentSize().height*.02 -a->getContentSize().height*.09)));
        fermEffect1->setPosition(ccpAdd(a->getPosition(), ccp(a->getContentSize().width*.41, a->getContentSize().height*.02-a->getContentSize().height*.09)));
        
        item->setPosition(ccpAdd(a->getPosition(), ccp(0, -a->getContentSize().height*.362)));
    }
    fermEffect->play();
    fermEffect1->play();
    menu->setZOrder(7);
	
    this->setstar(_card->getCurrStar());
    this->setTitle(_card->getOfficerName()->getCString());

	SGButton *backBtn = SGButton::createFromLocal("store_exchangebtnbg.png", str_back,
                                                  this, menu_selector(SGConsumableInfoLayer::backHandler),CCPointZero,FONT_PANGWA,ccWHITE,32);
	backBtn->setScale(1.05);
    this->addBtn(backBtn);
    backBtn->setPosition(ccpAdd(SGLayout::getPoint(kUpLeft), ccp( backBtn->getContentSize().width*.55, - backBtn->getContentSize().height*.55)));
    
    
    if(enterType == 101)
    {
        ResourceManager::sharedInstance()->bindTexture("sanguobigpic/barrack_bg.plist", RES_TYPE_LAYER_UI, sg_comsumableInfoLayer);

        CCSprite *bg1 = CCSprite::create("storyBg.png");
        //CCRect r = CCRectMake(0, 1136/2 - (hgt*1.13)/2, s.width, hgt*1.13);
        
        //bg1->setTextureRect(r);
        bg1->setScaleY(s.height/2 / bg1->getContentSize().height);
        bg1->setScaleX(s.width / bg1->getContentSize().width);
        bg1->setAnchorPoint(ccp(0.5, 0));
        bg1->setPosition(SGLayout::getPoint(kBottomCenter));
        this->addChild(bg1,5);
    }
    else
    {
		CCSprite *bg1 = CCSprite::createWithSpriteFrameName("info_redbg.png");
		bg1->setAnchorPoint(ccp(0.5, 0));
		bg1->setScaleX(s.width/bg1->getContentSize().width);
		bg1->setScaleY((hgt*1.13-btmheight*.68)/bg1->getContentSize().height);
		bg1->setPosition(ccpAdd(SGLayout::getPoint(kBottomCenter), ccp(0, btmheight*.68 )));
		this->addChild(bg1,5);
    }
    
    CCSprite* jinbian = CCSprite::createWithSpriteFrameName("jinbian.png");
    jinbian->setPosition(ccp(s.width/2, hgt*1.13));
    jinbian->setScaleX(s.width/jinbian->getContentSize().width);
    this->addChild(jinbian,6);
    
    CCScale9Sprite *frame2 = CCScale9Sprite::createWithSpriteFrameName("barrack_kuang.png");
    frame2->setPreferredSize(CCSizeMake(568+20, 320));
    this->addChild(frame2,7);
    frame2->setPosition(ccpAdd(jinbian->getPosition(), ccp(0, -frame2->getContentSize().height/2 - 30)));
	
    CCSprite *frame2bg = CCSprite::createWithSpriteFrameName("barrack_kuangbg.png");
    this->addChild(frame2bg,6);
    frame2bg->setScaleX(590/frame2bg->getContentSize().width);
    frame2bg->setScaleY(320/frame2bg->getContentSize().height);
    frame2bg->setPosition(frame2->getPosition());
    
    CCSprite *guang2l = CCSprite::createWithSpriteFrameName("barrack_kuang_guangl.png");
    this->addChild(guang2l,6);
    guang2l->setAnchorPoint(ccp(0, 1));
    CCSprite *guang2r = CCSprite::createWithSpriteFrameName("barrack_kuang_guangl.png");
    this->addChild(guang2r,6);
    guang2r->setFlipX(true);
    guang2r->setAnchorPoint(ccp(1, 1));
    
    CCSprite *guang2m = CCSprite::createWithSpriteFrameName("barrack_kuang_guangm.png");
    this->addChild(guang2m,6);
    guang2m->setScaleX(468/guang2m->getContentSize().width);
    guang2m->setAnchorPoint(ccp(0.5, 1));
    
    guang2m->setPosition(ccpAdd(frame2->getPosition(), ccp(0, frame2->getContentSize().height*.5)));
    guang2r->setPosition(ccpAdd(guang2m->getPosition(), ccp(284+10, 0)));
    guang2l->setPosition(ccpAdd(guang2m->getPosition(), ccp(-284-10, 0)));
    
    CCScale9Sprite *fontbg = CCScale9Sprite::createWithSpriteFrameName("box_fontbg.png");
    fontbg->setPreferredSize(CCSizeMake(538, 205));
    this->addChild(fontbg,6);
    fontbg->setPosition(ccpAdd(frame2->getPosition(), ccp(0, 26)));

    
    SGConsumableDataModel *temp = SGStaticDataManager::shareStatic()->getConsumableById(_card->getItemId());
    SGCCLabelTTF* a = SGCCLabelTTF::create(temp->getConsumeDesc()->getCString(), FONT_BOXINFO, 28, CCSizeMake(504,400));
    a->setAnchorPoint(ccp(0.5f, 1));
    this->addChild(a,6);
	a->setPosition(ccpAdd(fontbg->getPosition(), ccp(0, fontbg->getContentSize().height*.33)));
	
	//setCardType,“强化合成“
	SGConsumableDataModel *consumeData = SGStaticDataManager::shareStatic()->getConsumableById(_card->getItemId());
    this->setCardType(consumeData->getConsumeType());
	
}
//创建一个对应的简单的button,代表具体的章
CCLayerColor *SGSpecialBattleLayer::createChapButton(int buttonTag, SpecialBattleData *data)
{
    
    CCLayerColor *layerColor = CCLayerColor::create(ccc4(0, 255, 0, 0), 160, 160);
    layerColor->setTag(111);
    layerColor->setAnchorPoint(ccp(0.5, 0.5));
    
    if (data)
    {
    
        CCSprite *headIcon = SGDrawCards::createPureSprite(data->itemId, data->itemType, sg_specialBattleLayer);
        CCSprite *borderIcon = CCSprite::createWithSpriteFrameName("equipPinzhi_5_0.png");
        
        headIcon->addChild(borderIcon, 1);
        borderIcon->setPosition(ccpAdd(ccp(headIcon->getContentSize().width / 2, headIcon->getContentSize().height / 2), ccp(0, 0)));
        
        CCSprite *headIcon1 = SGDrawCards::createPureSprite(data->itemId, data->itemType, sg_specialBattleLayer);
        CCSprite *borderIcon1 = CCSprite::createWithSpriteFrameName("equipPinzhi_5_0.png");
        
        headIcon1->addChild(borderIcon1, 1);
        borderIcon1->setPosition(ccpAdd(ccp(headIcon1->getContentSize().width / 2, headIcon1->getContentSize().height / 2), ccp(0, 0)));
        
        
        //章节的按钮
        SGButton *chapButton = SGButton::createFromSprite(headIcon, headIcon1, this, menu_selector(SGSpecialBattleLayer::enterSpBattleSection));
        chapButton->setTag(buttonTag);
        
        //章节的名称 //250	197	68
        SGCCLabelTTF *chapNameTTF = SGCCLabelTTF::create(data->chapName.c_str(), FONT_PANGWA, 24);
        chapButton->addChild(chapNameTTF, 2);
        chapNameTTF->setInsideColor(ccc3(250, 197, 68));
        chapNameTTF->setPosition(ccpAdd(ccp(chapNameTTF->getContentSize().width / 2, chapNameTTF->getContentSize().height / 3.5), ccp(0, 0)));
        
        //如果没有开启,蒙灰
        if (!data->isOpen)
        {
            CCSprite *greyMask = CCSprite::createWithSpriteFrameName("sp_battle_entry_mask.png");
            greyMask->setOpacity(150);
            chapButton->addChild(greyMask, 10);
            greyMask->setPosition(ccpAdd(ccp(greyMask->getContentSize().width / 2 - 5, greyMask->getContentSize().height / 2 - 5), ccp(0, 0)));
            //未开启,不可用
            chapButton->setEnabled(false);
        }
        
        CCMenu *menu = CCMenu::create();
        menu->setTouchPriority(10);
        menu->setPosition(CCPointZero);
        menu->addChild(chapButton);
        
        layerColor->addChild(menu);
        chapButton->setPosition(ccpAdd(ccp(0, 0), ccp(layerColor->getContentSize().width / 2, layerColor->getContentSize().height / 1.5)));
        
        
        //显示描述的背景
        CCSprite *descBg = CCSprite::createWithSpriteFrameName("sp_battle_infobg.png");
        layerColor->addChild(descBg, 1);
        descBg->setPosition(ccpAdd(chapButton->getPosition(), ccp(0, -descBg->getContentSize().height / 2 - chapButton->getContentSize().height / 1.7)));
        
        //下方对应的描述
        
        std::string desc;
        if (data->isOpen)
        {
            desc = data->chapOpenDesc;
            //如果是开启的,加上光效
            ResourceManager::sharedInstance()->bindTexture("animationFile/ms_niubility.plist", RES_TYPE_LAYER_UI, sg_specialBattleLayer);
            CCSpriterX *newRewardEffect = CCSpriterX::create("animationFile/ms_niubility.scml", true, true);
            layerColor->addChild(newRewardEffect, -1);
            newRewardEffect->setanimaID(0);
            newRewardEffect->setisloop(true);
            newRewardEffect->setScale(1.15);
            newRewardEffect->setPosition(ccpAdd(chapButton->getPosition(), ccp(0, 0)));
            newRewardEffect->play();
        }
        else
        {
            desc = data->chapClosedDesc;
        }
        
        SGCCLabelTTF *chapDescTTF = SGCCLabelTTF::create(desc.c_str(), FONT_PANGWA, 21);
        descBg->addChild(chapDescTTF, 1);
        chapDescTTF->setPosition(ccpAdd(ccp(descBg->getContentSize().width / 2, descBg->getContentSize().height / 2), ccp(0, 0)));
        
        //如果开启状态,显示剩余次数
        if (data->isOpen)
        {
            SGCCLabelTTF *residueTimeTTF = SGCCLabelTTF::create(CCString::createWithFormat(str_SpecailBattleResidueCoint, data->freePlayTimes)->getCString(), FONT_PANGWA, 20);
            residueTimeTTF->setInsideColor(ccGREEN);
            layerColor->addChild(residueTimeTTF, 1);
            residueTimeTTF->setPosition(ccpAdd(descBg->getPosition(), ccp(0, -residueTimeTTF->getContentSize().height * 1.2)));
        }
    }
    else
    {
        //没有的,直接问号显示
        SGButton *chapButton = SGButton::create("sp_battle_unlock.png", "equipPinzhi_5_0.png", this, NULL);
        chapButton->setEnabled(false);
        layerColor->addChild(chapButton);
        chapButton->setPosition(ccpAdd(ccp(0, 0), ccp(layerColor->getContentSize().width / 2, layerColor->getContentSize().height / 1.5)));
    }
    
    return layerColor;
}
示例#10
0
//对敌方阵营随机5个位置进行伤害,总额为主将攻击力的100%
void SGHeroSkill7::activateSkill_20006(SGHeroLayer *heroLayer, SGHeroLayer *heroLayer1, float value1, CCPoint point, int skillId)
{
    if (!heroLayer1 || !heroLayer)
    {
        return ;
    }

    SGBattleMap *opponentBattleMap = heroLayer1->getBattleMap();
    if (!opponentBattleMap)
    {
        return ;
    }
    SGGridBase *grid = opponentBattleMap->myGrids[(int)point.y][(int)point.x];
    if (!grid)
    {
        return ;
    }
    ShiBing * sb = opponentBattleMap->getShiBingWithGrid(grid);
    if (!sb)
    {
        return ;
    }
    bool a = !heroLayer->isme;
    CCString *name = NULL;
    CCString *name1 = NULL;
    if (skillId == skill_id_20026 ||
        skillId == skill_id_20027 ||
        skillId == skill_id_20086 ||
        skillId == skill_id_20096) {
        name = CCString::create("animationFile/yinsi.plist");
        name1 = CCString::create("animationFile/yinsi.scml");
    }else{
        name = CCString::create("animationFile/ll.plist");
        name1 = CCString::create("animationFile/ll.scml");
    }
    
//    CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile(name->getCString());
    ResourceManager::sharedInstance()->bindTexture(name->getCString(), RES_TYPE_BATTLE_IMAGE, sg_battleLayer);
    CCSpriterX *fermEffect = CCSpriterX::create(name1->getCString(), true, true);
    fermEffect->setanimaID(0);
    fermEffect->setisloop(false);
    //    fermEffect->setPosition(GameConfig::getGridPoint(a ? -((int)point.y + 1) : (int)point.y, a ? mapList - 1 - (int)point.x :(int)point.x));
    fermEffect->setPosition(GameConfig::getGridPoint((int)point.y, (int)point.x, a));
    fermEffect->play();
    if (heroLayer->isme) {
        heroLayer->addChild(fermEffect, 100);
    }else{
        heroLayer1->addChild(fermEffect, 100);
    }
    
    
    if (!grid) {
        return;
    }
    
    bool isDe = false;
    CCLOG(">>>>>%f",value1);
	//掉血效果显示,数值是技能攻击的数值
	heroLayer->showBattleLabel(value1, "battle/sub_hp_label.png", SB_ADD_AND_SUB_AP_W, SB_ADD_AND_SUB_AP_H, grid->getIndex());

    if (grid->getStype() == knormal)
    {
        CCLOG("散兵");
        isDe = true;
        
    }
    else if (grid->getStype() == kattack)
    {
        CCLOG("攻击阵列");
        SGAttackList *attackList = opponentBattleMap->getAttackListByGrid(grid);
        if (attackList)
        {
            if (value1 >= attackList->getAp())
            {
                int newValue = attackList->getAp();
                attackList->heroSkillSubAp(newValue);
                
                CCLOG("被打死");
                isDe = true;
            }
            else
            {
                //显示掉血效果
                attackList->heroSkillSubAp(value1);
                CCLOG("未被打死");
                float newValue = attackList->getAp() - value1;
                attackList->setAp(newValue);
                //造成伤害,播放音效
                if (value1 > 0)
                {
                    attackList->playEffectWithType(kAttackEffect);
                }
                
                //攻击后血量减少显示
                attackList->drawXueTiaoProportion();
                attackList->changAPLabel();
                
                CCLOG("val1 = %f, da = %d, max = %d", value1, attackList->damageNum, attackList->getMax_Ap());

            }
        }
    }
    else if(grid ->getStype() == kdefend)
    {
        if (!sb)
        {
            return ;
        }
        CCLOG("防御");
        if (value1 >= sb->getDef())
        {
            CCLOG("被打死");
            isDe = true;
        }
        else
        {
            CCLOG("未被打死");
            sb->setDef(sb->getDef()- value1);
        }
    }
    if (isDe) {
        int a = (fermEffect->getAnimaTimeLength(0, 0) * ANIMA_TIME_NUM);
        CCDelayTime *time = CCDelayTime::create(a);
        CCCallFuncND *call = CCCallFuncND::create(SGSkillManager::shareSkill(), callfuncND_selector(SGSkillManager::sbSkill_20005), (void*)(a* 10000));
        sb->runAction(CCSequence::create(time, call, NULL));
    }
    
}
示例#11
0
//对敌方全列,进行武将攻击力总额75%的伤害
float SGHeroSkill15::activateSkill_20022(SGHeroLayer *heroLayer, SGHeroLayer *heroLayer1, float value1, int roleid)
{
    float time = 1.2;
    float sbTime = time/12;
    
    bool isme = true;
    if (SGPlayerInfo::sharePlayerInfo()->getPlayerRoleId() != roleid)
    {
        isme = false;
    }
    
    float skillDelayTime = 0;
    for (int i = 0; i < mapList; i++) {
        //和业务逻辑无关
        CCString *name = NULL;
        CCString *name1 = NULL;
        name = CCString::createWithFormat("animationFile/jian_%d.plist", heroLayer->m_jianId);
        name1 = CCString::createWithFormat("animationFile/jian_%d.scml", heroLayer->m_jianId);

        ResourceManager::sharedInstance()->bindTexture(name->getCString(), RES_TYPE_BATTLE_IMAGE, sg_battleLayer);
        CCSpriterX *fermEffect = CCSpriterX::create(name1->getCString(), true, true);
        fermEffect->setanimaID(0);
        fermEffect->setisloop(true);
        fermEffect->setPosition(GameConfig::getGridPoint(isme ? 5 : -5 + OLD_EFFECT_FLIPY_FIX,   abs(isme ? -i :  (mapList - 1 - i)),true));
        fermEffect->play();
        heroLayer->addChild(fermEffect, SKILLS_BULLET_TAG, SKILLS_BULLET_TAG + i);
        
        if (!isme) {
            //MMDEBUG: FLIPY
            fermEffect->setScaleY(-1);
//            fermEffect->setPosition(ccp(0, GameConfig::getGridSize().height * 1.5));
//            fermEffect->setCCSpriterXFlipY(true);
        }
        
        CCDelayTime *delaytime = CCDelayTime::create(sbTime*0.5*i);
        CCMoveTo *move = CCMoveTo::create(time, GameConfig::getGridPoint(isme ? -mapRow : mapRow + OLD_EFFECT_FLIPY_FIX, abs(isme ? -i : (mapList - 1 - i)) ,true));
        fermEffect->runAction(CCSequence::create(delaytime, move, NULL));
        
        //        int a = (fermEffect->getAnimaTimeLength(0, 0) * ANIMA_TIME_NUM) * 10000;
        //
        //
        //        CCDelayTime *time = CCDelayTime::create(a);
        //        CCCallFuncND *call = CCCallFuncND::create(this, callfuncND_selector(SGSkillManager::sbSkill_20005), (void*)a);
        //        sb->runAction(CCSequence::create(time, call, NULL));
        
        
        
    }
    
    
    for (int j = 0; j < mapList; j++) {
        int ap = value1;
        for (int i = 0; i <= mapRow; i++) {
            if (ap > 0) {
                float a = sbTime * 0.5 * j;
                float b = sbTime * (i+5.5);
                
                skillDelayTime = a + b ;
                if (i == mapRow) {
                    //播放打到底线动作
                    GameSbIndex *sbin = new GameSbIndex();
                    sbin->i = mapRow;
                    sbin->j = j;
                    CCDelayTime* deal0 = CCDelayTime::create(a);
                    CCDelayTime* delay1 = CCDelayTime::create(b + sbTime);
                    CCCallFuncND* call1 = CCCallFuncND::create(this,
                                                               callfuncND_selector(SGHeroSkill15::removeBullet),
                                                               (void*)(SKILLS_BULLET_TAG + j));
                    CCCallFuncND* call3 = CCCallFuncND::create(SGSkillManager::shareSkill(),
                                                               callfuncND_selector(SGSkillManager::playBulletBlast),
                                                               (void*)sbin);
                    heroLayer->runAction(CCSequence::create( deal0, delay1, call1, call3, NULL));
                    
                    CCDelayTime* deal01 = CCDelayTime::create(a);
                    CCDelayTime* delay11 = CCDelayTime::create(b + sbTime);
                    CCCallFuncND* call11 = CCCallFuncND::create(SGSkillManager::shareSkill(),
                                                                callfuncND_selector(SGSkillManager::changBloodNum),
                                                                (void*)ap);
                    heroLayer1->runAction(CCSequence::create( deal01, delay11, call11, NULL));
                    
                    
                }else{
                    SGGridBase *grid = heroLayer1->battleMap->myGrids[i][abs(mapList-1-j)];
                    if (grid) {
                        if (grid->getStype() == knormal)
                        {
                            
                            ShiBing* sb = heroLayer1->battleMap->getShiBingWithGrid(grid);
                            if(sb)
                            {
                                ap = ap - sb->getDef();
                            
                                heroLayer1->showBattleLabel( sb->getDef() - (ap * -1), "battle/sub_hp_label.png", SB_ADD_AND_SUB_AP_W, SB_ADD_AND_SUB_AP_H, sb->getSbindex(),false,a+b);
                                if (sb->getSbType() == ksbtwo || sb->getSbType() == ksbfour) {
                                    //                                sb->removeSBGrid();
                                    i++;
                                }
                                sb->setDef(0);
                                CCDelayTime* deal = CCDelayTime::create(a);
                                CCDelayTime* delay = CCDelayTime::create(b);
                                CCCallFuncND* call = CCCallFuncND::create(SGSkillManager::shareSkill(), callfuncND_selector(SGSkillManager::removesb), heroLayer1);
                                sb->runAction(CCSequence::create( deal, delay, call, NULL));
                            }
                            
                            
                            
                        }
                        else if(grid->getStype() == kdefend)
                        {
                            ShiBing* sb = heroLayer1->battleMap->getShiBingWithGrid(grid);
                            if(sb)
                            {
                                ap = ap - sb->getDef();
                                //if (ap < 0)
                                {
                                    heroLayer1->showBattleLabel( sb->getDef() + ap, "battle/sub_hp_label.png", SB_ADD_AND_SUB_AP_W, SB_ADD_AND_SUB_AP_H, sb->getSbindex(),false,a+b);
                                }
                                
                                sb->setDef(-ap);
                                CCDelayTime* deal = CCDelayTime::create(a);
                                CCDelayTime* delay = CCDelayTime::create(b);
                                CCCallFuncND* call = CCCallFuncND::create(SGSkillManager::shareSkill(), callfuncND_selector(SGSkillManager::removesb), heroLayer1);
                                sb->runAction(CCSequence::create( deal, delay, call, NULL));
                            }
                            
                        }
                        else
                        {
                            SGAttackList* attack = heroLayer1->battleMap->getAttackListByGrid(grid);
                            if(attack)
                            {
                                
                                ap = ap - attack->getAp();
                                int aa = 0;
                                if (ap >= 0) {
                                    aa = attack->getAp();
                                }else{
                                    aa = ap;
                                }
                                attack->heroSkillSubAp(aa);
                                attack->setAp(-ap);
                                
                                if ((grid->getStype() == kattackfour || grid->getStype() == kattacktwo) && ap > 0)
                                {
                                    attack->playEffectWithType(kAttackEffect);
                                }
                                
                                CCDelayTime* deal = CCDelayTime::create(a);
                                CCDelayTime* delay = CCDelayTime::create(b);
                                CCCallFuncND* call = CCCallFuncND::create(SGSkillManager::shareSkill(), callfuncND_selector(SGSkillManager::removesb), heroLayer1);
                                ShiBing *sb = (ShiBing*)attack->attackSbs->objectAtIndex(0);
                                sb->runAction(CCSequence::create( deal, delay, call, NULL));
                                
                                //if (ap < 0)
                                {
                                    heroLayer1->showBattleLabel( sb->getDef() + ap, "battle/sub_hp_label.png", SB_ADD_AND_SUB_AP_W, SB_ADD_AND_SUB_AP_H, sb->getSbindex(),false,a+b);
                                }
                                
                                if (attack->getAttackType() == kattacknormal) {
                                    i += 2;
                                }else{
                                    i += 1;
                                }
                            }
                            
                        }
                        
                        
                        if (ap <= 0) {
                            GameSbIndex *sbin = new GameSbIndex();
                            sbin->i = i;
                            sbin->j = j;
							
							//george//10.23
							sbin->autorelease();
                            CCDelayTime* deal0 = CCDelayTime::create(a);
                            CCDelayTime* delay1 = CCDelayTime::create(b);
                            CCCallFuncND* call1 = CCCallFuncND::create(this,
                                                                       callfuncND_selector(SGHeroSkill15::removeBullet),
                                                                       (void*)(SKILLS_BULLET_TAG + j));
                            heroLayer->runAction(CCSequence::create( deal0, delay1, call1, NULL));
                        }
                        
                    }
                }
            }
            else{
                break;
            }
        }
    }
    return (skillDelayTime + sbTime)*3;
}