示例#1
0
void* LoadingLayer::updateInfo(void* args)
{

    // 开线程加载plist文件,将plist加载到CCSpriteFrameCache
    CCSpriteFrameCache *cache = CCSpriteFrameCache::sharedSpriteFrameCache();
    CCTextureCache* teCache = CCTextureCache::sharedTextureCache();
    for (int i=0; i<m_staticYPlist->count() * 0.5; i++)
    {
        const char* m_pngFullPath = ((CCString* )m_staticYPlist->objectAtIndex(i))->getCString();
        const char* m_plistFullPath = ((CCString* )m_staticYPlist->objectAtIndex(i + m_staticYPlist->count() * 0.5))->getCString();
//        CCLog("m_pngFullPath:%s", m_pngFullPath);
//        CCLog("m_plistFullPath:%s", m_plistFullPath);
        
        CCTexture2D* texture = teCache->textureForKey(m_pngFullPath);
        cache->addSpriteFramesWithFile(m_plistFullPath, texture);
        // 删除纹理
        teCache->removeTextureForKey(m_pngFullPath);
    }
    // 可以异步加载数据 m_target为空,就跳过
    if (m_instance->m_target)
    {
        if (m_instance->m_callFuncData)
        {
            (m_instance->m_target->*m_instance->m_callFuncData)();
        }
        
    }
    m_instance->isOver = true;
//    m_taxiBus->runAction(CCSequence::create(
//                                            CCMoveTo::create(0.7, ccp(m_moveLength, m_taxiBus->getPosition().y)),
//                                            CCCallFunc::create(m_instance, callfunc_selector(LoadingLayer::loadingSuccessful)),
//                                            NULL));

    return NULL;
}
void SwarmGame::transformToZombie(EntitySprite& entity)
{
   EntityType toType;
   if (transformToType(entity.m_entity->type(), toType))
   {
      MobileEntity* zombie = static_cast<MobileEntity*>(EntityFactory::instance().createEntity(toType));
      if ( NULL != zombie  )
      {
         m_ZombieSwarm.addEntity(zombie);
         CCTexture2D* entityTexture = NULL;
         CCTextureCache* textureCache = CCTextureCache::sharedTextureCache();
         entityTexture = textureCache->textureForKey(xmlDataManager::instance().getEntitySprite (toType));
         int mapHeight = m_map.height() * c_blockSize;

         //create new sprite
         SpriteEntity* sprite = SpriteEntity::spriteWithEntity(zombie);
         sprite->setAnchorPoint(entity.m_sprite->getAnchorPoint());
         sprite->setScaleX(entity.m_sprite->getScaleX());
         sprite->setScaleY(entity.m_sprite->getScaleY());
         sprite->setPosition(entity.m_sprite->getPosition());

         m_mapLayer->removeChild(entity.m_sprite, true);
         entity.m_sprite = sprite; 
         entity.m_sprite->setMaxHealth( zombie->hitPoints() );
         entity.m_sprite->setIsVisible(true);
         m_mapLayer->addChild(entity.m_sprite);

         //TODO: add more properties
         m_map.removeEntity(entity.m_entity);
         m_map.placeEntity(zombie, entity.m_entity->x(), entity.m_entity->y());

         m_ZombieSwarm.removeTarget(entity.m_entity);
         m_HumanSwarm.removeEntity(entity.m_entity, true);
         //m_map->removeEntity(entity.m_entity);
         m_HumanSwarm.addTarget (zombie);

         entity.m_entity = zombie;         
      }
   }
}
void SwarmGame::initialiseSwarm (EntityType type, int numEntities)
{
   CCTextureCache* textureCache = CCTextureCache::sharedTextureCache();
   CCSize size( float(m_map.width()), float(m_map.height()) );
   EntityFactory& factory = EntityFactory::instance();
   MobileEntity* entity = NULL, *mapEntity = NULL;
   MapNode* node = NULL;
   int x, y;
   int mapHeight = m_map.height() * c_blockSize;

   for ( int i = 0; i < numEntities; i++ )
   {
      if ( (entity = static_cast<MobileEntity*>(factory.createEntity (type))) )
      {
         // random position
         x = rand() % static_cast<int>(size.width);
         y = rand() % static_cast<int>(size.height);

         if ( (node = m_map.nodeAt(x, y)) )
         {
            if ( node->isBlocking() )
            {
                  // if we chose a spot that already has an entity, try again...
                  i--;
                  delete entity;
                  continue;
            }
         }

         // if we get here, we can place the new entity
         m_map.placeEntity<MobileEntity>(entity, x, y);
                  
         // add it to the swarm
         CCTexture2D* entityTexture = NULL;
         if (entity->isHuman())
            m_HumanSwarm.addEntity(entity);
         else
         {
            m_ZombieSwarm.addEntity(entity);
            m_HumanSwarm.addTarget(entity);
         }
         
         // create an entity sprite structure for the visualisation
         EntitySprite es;
         
         entityTexture = textureCache->textureForKey(xmlDataManager::instance().getEntitySprite (entity->type()));
         
         es.m_entity = dynamic_cast<MobileEntity*>(entity);         
         es.m_sprite = SpriteEntity::spriteWithEntity(entity);
         es.m_sprite->setAnchorPoint( ccp(0.5, 0.5) );
         es.m_sprite->setScaleX( c_blockSize/es.m_sprite->getContentSize().width );
         es.m_sprite->setScaleY( c_blockSize/es.m_sprite->getContentSize().height );
         es.m_sprite->setPosition( ccp(es.m_entity->x() * c_blockSize + c_blockSize/2, mapHeight - ((es.m_entity->y()+1) * c_blockSize + c_blockSize/2)) );

         es.m_sprite->setMaxHealth( entity->hitPoints() );

         m_mapLayer->addChild(es.m_sprite);
         m_entitySprites.push_back(es);
      }
   }
}
示例#4
0
void CCSprite::setUrl(const char *url) {
#ifdef THREAD_IMAGE
    if(!g_ListenThread){
        mSpriteProcessArray = CCArray::create();
        mSpriteProcessArray->retain(); // never release
        g_ThreadQueueLock = s3eThreadLockCreate();
        g_ListenThread = s3eThreadCreate(SpriteListenThread, NULL, NULL);
    }

    unschedule(schedule_selector(CCSprite::setImageFromImage));
    schedule(schedule_selector(CCSprite::setImageFromImage));
#endif

    setVisible(false);
    
    if(!mOriginalPosSet){
        mOriginalX = getPositionX();
        mOriginalY = getPositionY();
        mOriginalPosSet = true;
    }
    
    if(mRequest){
        mRequest->stop();
        mRequest = NULL;
    }
    
    
    CCTextureCache *cache = CCTextureCache::sharedTextureCache();

    
#ifdef THREAD_IMAGE
    const char *filePath = getFilePathFromURL(url);
    if(mFilePath)
        mFilePath->release();
    mFilePath = CCString::create(filePath);
    mFilePath->retain();
    CCTexture2D* texture = cache->textureForKey(filePath);
#else
    CCTexture2D* texture = cache->textureForKey(url);
#endif
    
    if(texture){
        int tmp = mCountShow;
        mCountShow = 0;
        setTextureAndSize(texture);
        mCountShow = tmp;
        if(mDelegate)
            mDelegate->didSpriteReceiveFile(this);
        return;
    }
    
#ifdef THREAD_IMAGE
    // Find in disk
    // still crash in device dont know why
    if(s3eFileCheckExists(filePath)){
        if(mWillSetImage)
            delete mWillSetImage;
        mWillSetImage = NULL;

        //scheduleOnce(schedule_selector(CCSprite::createNewSpriteProcess), 0.0f);
        createNewSpriteProcess(CCString::create(filePath));
        return;
    }
#endif
    
    
    mRequest = HttpRequest::create();
    mRequest->delegate = this;
    
#ifdef THREAD_IMAGE
    mRequest->mSaveFile = new CCString(filePath);
    mRequest->mType = HTTP_REQUEST_SAVE_FILE;
#else
    mRequest->mType = HTTP_REQUEST_FILE;
#endif

    
    mRequest->callURL(url);
}