完善战斗的功能

This commit is contained in:
ouzhigang
2014-04-21 11:52:43 +08:00
parent cf6883ecb8
commit 0bd7d5a190
40 changed files with 1592 additions and 30 deletions
+10 -2
View File
@@ -27,7 +27,11 @@ enum RPGBattleSceneLayerTag
kRPGBattleSceneLayerTagPlayerProgress = 300,
kRPGBattleSceneLayerTagPlayerProgressBg = 400,
kRPGBattleSceneLayerTagPlayerHP = 500,
kRPGBattleSceneLayerTagPlayerMP = 600,
kRPGBattleSceneLayerTagPlayerHPSeparate = 600,
kRPGBattleSceneLayerTagPlayerMaxHP = 700,
kRPGBattleSceneLayerTagPlayerMP = 800,
kRPGBattleSceneLayerTagPlayerMPSeparate = 900,
kRPGBattleSceneLayerTagPlayerMaxMP = 1000,
kRPGBattleSceneLayerTagMonster = 10000,
kRPGBattleSceneLayerTagMonsterNameLab = 20000
@@ -62,6 +66,9 @@ private:
void computingProgress(); //计算战斗画面中的所有战斗对象的进度条
float computingFloat(float val); //计算浮动值
bool judgeWin(); //判断是否胜利,true为胜利,false继续战斗
bool judgeLose(); //判断是否输了,true为输了,false继续战斗
public:
RPGBattleSceneLayer();
@@ -88,7 +95,8 @@ public:
void cancelAllSelected(); //取消全部选中的对象
void attack(CCObject* attackObjData, CCObject* targetObjData); //player或怪物执行攻击
void attackResults(CCNode* sender, void* data); //计算攻击后的结果
void attackResults(CCNode* sender, void* data); //回调,计算攻击后的结果
void attackWithTargetHurtLabEnd(CCNode* sender, void* data); //回调,攻击流程完毕后执行,这个sender是被攻击的对象中显示的伤害值CCLabelTTF
};