//deadMonster设置,就是将地图里名字为bodyresource的obj层里的数据读出来,放入BodyResource这个vector里
//当有monster死亡以后,也根据需求将其放入Bodyresource的vector里。
void TollgateMapLayer::recvRefreshMonsterDeadBody(Ref* pData){
	Monster* deadMonster = (Monster*)pData;
	deadMonster->convertToNodeSpace(this->getPosition());
	Point deadMonsterPosition = deadMonster->getPosition();

	
	Sprite* monsterSprite1 = Sprite::create("card_3.png");
	Point deadMonsterTilemapPos = this->tileCoordForPosition(deadMonsterPosition);
	auto size = monsterSprite1->getContentSize();

	Monster* monsterSprite = Monster::create();
	monsterSprite->bindSprite(monsterSprite1);
	monsterSprite->m_isDead = true;
	auto physicsBody = PhysicsBody::createBox(size);
	physicsBody->setDynamic(true);
	physicsBody->setCategoryBitmask(MONSTERBODY_CATEGORY_BITMASK);
	physicsBody->setCollisionBitmask(MONSTERBODY_COLLISION_BITMASK);
	physicsBody->setContactTestBitmask(MONSTERBODY_CONTACTTEST_BITMASK);
	physicsBody->setGravityEnable(false);
	//curBullet->getSprite()->setRotation(rotateDegrees);
	//deadMonster->setTag(MONSTERBODYTAG);
	//deadMonster->setPhysicsBody(physicsBody);
	monsterSprite->setTag(MONSTERBODYTAG);
	monsterSprite->setPhysicsBody(physicsBody);

//	deadMonster->setPosition(deadMonsterPosition);
//	this->addChild(deadMonster);

	monsterSprite->setPosition(deadMonsterPosition);
	this->addChild(monsterSprite);
	int deadMonsterValue = 3 * deadMonster->getiLevel();
	
	

}