mirror of
https://github.com/wu736139669/OzgGameRPG.git
synced 2026-08-07 06:52:30 +00:00
完善地图菜单
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@@ -8,6 +8,7 @@
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#include "RPGBattleSceneLayer.h"
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#include "RPGLoadingSceneLayer.h"
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#include "RPGComputingResults.h"
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#define MONSTER_QUERY "select * from monster where map_id = %i order by random() limit 1"
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@@ -92,8 +93,8 @@ bool RPGBattleSceneLayer::init()
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playerData->m_attack = query.getFloatField("attack");
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playerData->m_defense = query.getFloatField("defense");
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playerData->m_speed = query.getFloatField("speed");
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playerData->m_magicAttack = query.getFloatField("magic_attack");
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playerData->m_magicDefense = query.getFloatField("magic_defense");
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playerData->m_skillAttack = query.getFloatField("skill_attack");
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playerData->m_skillDefense = query.getFloatField("skill_defense");
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playerData->m_level = query.getIntField("level");
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playerData->m_name = query.getStringField("name_cns");
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playerData->m_nextExp = query.getIntField("next_exp");
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@@ -195,8 +196,8 @@ bool RPGBattleSceneLayer::init()
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monsterData->m_attack = query.getFloatField("attack");
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monsterData->m_defense = query.getFloatField("defense");
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monsterData->m_speed = query.getFloatField("speed");
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monsterData->m_magicAttack = query.getFloatField("magic_attack");
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monsterData->m_magicDefense = query.getFloatField("magic_defense");
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monsterData->m_skillAttack = query.getFloatField("skill_attack");
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monsterData->m_skillDefense = query.getFloatField("skill_defense");
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monsterData->m_exp = query.getIntField("exp");
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monsterData->m_skill = query.getStringField("skill");
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monsterData->m_tex = query.getStringField("tex");
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@@ -372,6 +373,8 @@ void RPGBattleSceneLayer::ccTouchEnded(CCTouch *pTouch, CCEvent *pEvent)
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{
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// CCLog("攻击");
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SimpleAudioEngine::sharedEngine()->playEffect("audio_effect_btn.wav");
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//检测选中的player
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for (int i = 0; i < this->m_playerList->count(); i++)
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{
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@@ -541,27 +544,25 @@ void RPGBattleSceneLayer::cancelAllSelected()
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void RPGBattleSceneLayer::attack(cocos2d::CCObject *attackObjData, cocos2d::CCObject *targetObjData)
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{
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CCLog("aaa");
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//发起攻击的对象
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if(dynamic_cast<RPGPlayer*>(attackObjData) != NULL)
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{
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RPGBattlePlayerSprite *player = (RPGBattlePlayerSprite*)this->getChildByTag(kRPGBattleSceneLayerTagPlayer + ((RPGPlayer*)attackObjData)->m_dataId);
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player->animAttack(this, targetObjData);
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}
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else if(dynamic_cast<RPGMonster*>(attackObjData) != NULL)
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{
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}
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//受到攻击的对象
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if(dynamic_cast<RPGPlayer*>(targetObjData) != NULL)
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{
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}
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else if(dynamic_cast<RPGMonster*>(targetObjData) != NULL)
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{
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}
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}
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void RPGBattleSceneLayer::attackResults(cocos2d::CCNode *sender, void *data)
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{
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SimpleAudioEngine::sharedEngine()->playEffect("audio_battle_attack2.wav");
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//计算伤害值
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}
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