完善战斗系统

This commit is contained in:
ozg
2014-04-25 23:35:11 +08:00
parent b84b2b3d83
commit 94f3548d5e
15 changed files with 223 additions and 51 deletions
+19 -2
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@@ -26,10 +26,27 @@ void addLab(CCNode* parentNode, int tag, CCString* text, float fontSize, CCTextA
parentNode->addChild(textLab);
}
void saveData(CppSQLite3DB* db, int mapId, float toX, float toY, string playerDirection)
void saveData(CppSQLite3DB* db, RPGSaveData *saveData)
{
db->execDML(CCString::createWithFormat("update save_data set map_id = %i, player_to_x = %f, player_to_y = %f, player_direction = '%s' where id = 1", mapId, toX, toY, playerDirection.c_str())->getCString());
db->execDML(CCString::createWithFormat("update save_data set map_id = %i, player_to_x = %f, player_to_y = %f, player_direction = '%s', gold = %i where id = 1", saveData->m_mapId, saveData->m_playerToX, saveData->m_playerToY, saveData->m_playerDirection.c_str(), saveData->m_gold)->getCString());
}
RPGSaveData* loadSaveData(CppSQLite3DB* db)
{
RPGSaveData *saveDataObj = RPGSaveData::create();
CppSQLite3Query query = db->execQuery(SAVEDATA_QUERY);
saveDataObj->m_dataId = query.getIntField("id");
saveDataObj->m_mapId = query.getIntField("map_id");
saveDataObj->m_playerToX = query.getFloatField("player_to_x");
saveDataObj->m_playerToY = query.getFloatField("player_to_y");
saveDataObj->m_playerDirection = query.getStringField("player_direction");
saveDataObj->m_gold = query.getIntField("gold");
query.finalize();
return saveDataObj;
}
void savePlayerData(CppSQLite3DB* db, CCArray* playerDataList)
+2 -1
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@@ -56,7 +56,8 @@ void addLab(CCNode* parentNode, int tag, CCString* text, CCPoint point); //增
void addLab(CCNode* parentNode, int tag, CCString* text, float fontSize, CCPoint point);
void addLab(CCNode* parentNode, int tag, CCString* text, float fontSize, CCTextAlignment textAlignment, CCPoint point);
void saveData(CppSQLite3DB* db, int mapId, float toX, float toY, string playerDirection);
void saveData(CppSQLite3DB* db, RPGSaveData *saveData);
RPGSaveData* loadSaveData(CppSQLite3DB* db);
void savePlayerData(CppSQLite3DB* db, CCArray* playerDataList);
class RPGBaseSceneLayer : public CCLayer
+13
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@@ -90,6 +90,19 @@ void RPGBattleMonsterSprite::showEffectResults(cocos2d::CCObject *target, int HP
}
void RPGBattleMonsterSprite::animAttack(CCObject* target, CCObject *targetObjData)
{
this->stopAllActions();
SimpleAudioEngine::sharedEngine()->playEffect("audio_battle_attack1.wav");
CCActionInterval *tint = CCTintBy::create(0.3, -255, -255, -255);
CCActionInterval *tintBack = tint->reverse();
this->runAction(CCSequence::createWithTwoActions(CCSequence::createWithTwoActions(tint, tintBack), CCCallFuncND::create(target, callfuncND_selector(RPGBattleSceneLayer::attackResults), (void*)targetObjData)));
}
//private
void RPGBattleMonsterSprite::showEffectResultsEnd()
{
+4 -1
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@@ -11,6 +11,7 @@
#include "cocos2d.h"
#include "RPGData.h"
#include "RPGBattlePlayerSprite.h"
USING_NS_CC;
using namespace std;
@@ -30,7 +31,7 @@ private:
int m_HPResults; //临时保存HP效果值
void showEffectResultsEnd(); //showEffectResults执行完毕后执行,然后再执行showEffectResults参数中的回调
public:
bool m_isSelected;
@@ -46,6 +47,8 @@ public:
void showEffectResults(CCObject* target, int HPResults, CCNode* player); //显示效果值,target为回调对象,攻击的话HPResults传入的是负值,回复的话为正值
void animAttack(CCObject* target, CCObject *targetObjData); //执行一般攻击或技能攻击的动作,target为回调对象,targetObjData为攻击的对象
};
#endif /* defined(__OzgGameRPG__RPGBattleMonsterSprite__) */
+16 -2
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@@ -230,6 +230,18 @@ void RPGBattlePlayerSprite::animWin()
this->runAction(animate);
}
void RPGBattlePlayerSprite::animHurt()
{
this->stopAllActions();
if(this->getChildByTag(kRPGBattlePlayerSpriteTagArm))
this->removeChildByTag(kRPGBattlePlayerSpriteTagArm, true);
CCAnimation *animation = CCAnimation::createWithSpriteFrames(this->m_spriteFramesHurt, 0.2);
CCSequence *animate = CCSequence::create(CCAnimate::create(animation), CCDelayTime::create(1.5), CCCallFunc::create(this, callfunc_selector(RPGBattlePlayerSprite::animNormal)), NULL);
this->runAction(animate);
}
void RPGBattlePlayerSprite::animAttack(CCObject* target, cocos2d::CCObject *targetObjData)
{
this->stopAllActions();
@@ -267,8 +279,10 @@ void RPGBattlePlayerSprite::animAttack(CCObject* target, cocos2d::CCObject *targ
this->runAction(CCSequence::createWithTwoActions(CCAnimate::create(animation), CCCallFuncND::create(target, callfuncND_selector(RPGBattleSceneLayer::attackResults), (void*)targetObjData)));
}
void RPGBattlePlayerSprite::showEffectResults(cocos2d::CCObject *target, int HPResults, CCNode* player)
void RPGBattlePlayerSprite::showEffectResults(cocos2d::CCObject *target, int HPResults, CCNode* srcAttackObj)
{
//srcAttackObj为发起攻击的Sprite对象
addLab(this, kRPGBattlePlayerSpriteTagEffectResults, CCString::createWithFormat("%i", HPResults), 24, kCCTextAlignmentCenter, ccp(this->getContentSize().width / 2, this->getContentSize().height / 2));
CCLabelTTF *effectResults = (CCLabelTTF*)this->getChildByTag(kRPGBattlePlayerSpriteTagEffectResults);
@@ -282,7 +296,7 @@ void RPGBattlePlayerSprite::showEffectResults(cocos2d::CCObject *target, int HPR
this->m_HPResults = HPResults;
effectResults->runAction(CCSequence::create(CCEaseExponentialOut::create(up), CCEaseBounceOut::create(down), CCDelayTime::create(0.5), CCCallFunc::create(this, callfunc_selector(RPGBattlePlayerSprite::showEffectResultsEnd)), CCCallFuncND::create(target, callfuncND_selector(RPGBattleSceneLayer::attackWithTargetEffectLabEnd), player), NULL));
effectResults->runAction(CCSequence::create(CCEaseExponentialOut::create(up), CCEaseBounceOut::create(down), CCDelayTime::create(0.5), CCCallFunc::create(this, callfunc_selector(RPGBattlePlayerSprite::showEffectResultsEnd)), CCCallFuncND::create(target, callfuncND_selector(RPGBattleSceneLayer::attackWithTargetEffectLabEnd), srcAttackObj), NULL));
}
+3 -2
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@@ -60,10 +60,11 @@ public:
void animDying(); //执行临死的状态
void animDeath(); //执行战斗不能的状态
void animWin(); //执行胜利的状态
void animHurt(); //执行受到攻击的状态,执行一次完毕后回到通常时状态,执行animNormal()
void animAttack(CCObject* target, CCObject *targetObjData); //执行一般攻击的动作,target为回调对象
void animAttack(CCObject* target, CCObject *targetObjData); //执行一般攻击的动作,target为回调对象targetObjData为攻击的对象
void showEffectResults(CCObject* target, int HPResults, CCNode* player); //显示效果值,target为回调对象,攻击的话HPResults传入的是负值,回复的话为正值
void showEffectResults(CCObject* target, int HPResults, CCNode* srcAttackObj); //显示效果值,target为回调对象,攻击的话HPResults传入的是负值,回复的话为正值
};
+90 -41
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@@ -359,7 +359,12 @@ void RPGBattleSceneLayer::update(float delta)
for (int j = 0; j < monsters->count(); j++)
{
RPGMonster *monsterData = (RPGMonster*)monsters->objectAtIndex(j);
// RPGBattleMonsterSprite *monster = (RPGBattleMonsterSprite*)this->getChildByTag(monsterData->m_tag);
//对于已被打倒的怪物,则跳过进度条的处理
if(monsterData->m_status == kRPGDataStatusDeath)
continue;
RPGBattleMonsterSprite *monster = (RPGBattleMonsterSprite*)this->getChildByTag(monsterData->m_tag);
monsterData->m_progress += progressSpeed;
@@ -370,6 +375,29 @@ void RPGBattleSceneLayer::update(float delta)
{
CCLog("怪物攻击");
//计算攻击哪个player
//先确定哪个player不在战斗不能状态
vector<int> playerIdList;
for (int i = 0; i < this->m_playerList->count(); i++)
{
RPGBattlePlayerSprite *player = (RPGBattlePlayerSprite*)this->m_playerList->objectAtIndex(i);
if(player->m_data->m_status != kRPGDataStatusDeath)
playerIdList.push_back(player->m_data->m_dataId);
}
int randIndex = 0;
if(playerIdList.size() > 1)
randIndex = OzgCCUtility::rangeRand(0, (int)playerIdList.size() - 1);
int tagetPlayerId = playerIdList[randIndex];
//计算攻击哪个player 完毕
RPGBattlePlayerSprite *targetPlayer = (RPGBattlePlayerSprite*)this->getChildByTag(kRPGBattleSceneLayerTagPlayer + tagetPlayerId);
monster->animAttack(this, targetPlayer->m_data);
this->unscheduleUpdate();
return;
}
@@ -474,24 +502,20 @@ void RPGBattleSceneLayer::ccTouchEnded(CCTouch *pTouch, CCEvent *pEvent)
//保存获得的金钱到数据库
{
CCString *sql = NULL;
this->m_totalGold = CCUserDefault::sharedUserDefault()->getIntegerForKey("gold") + this->m_totalGold;
CppSQLite3Query query = this->m_db.execQuery(CCString::create(SAVEDATA_QUERY)->getCString());
while(!query.eof())
{
this->m_totalGold = query.getIntField("gold") + this->m_totalGold;
//最大值的处理
if(this->m_totalGold > MAX_GOLD)
this->m_totalGold = MAX_GOLD;
sql = CCString::createWithFormat(SAVE_GOLD, this->m_totalGold);
query.nextRow();
}
query.finalize();
//最大值的处理
if(this->m_totalGold > MAX_GOLD)
this->m_totalGold = MAX_GOLD;
if(sql) this->m_db.execDML(sql->getCString());
RPGSaveData *saveDataObj = RPGSaveData::create();
saveDataObj->m_mapId = CCUserDefault::sharedUserDefault()->getIntegerForKey("map_id");
saveDataObj->m_playerToX = CCUserDefault::sharedUserDefault()->getFloatForKey("player_to_x");
saveDataObj->m_playerToY = CCUserDefault::sharedUserDefault()->getFloatForKey("player_to_y");
saveDataObj->m_playerDirection = CCUserDefault::sharedUserDefault()->getStringForKey("player_direction");
saveDataObj->m_gold = this->m_totalGold;
saveData(&this->m_db, saveDataObj);
}
//保存player的状态到数据库
@@ -532,9 +556,10 @@ void RPGBattleSceneLayer::ccTouchEnded(CCTouch *pTouch, CCEvent *pEvent)
CCTextureCache::sharedTextureCache()->removeTextureForKey(CCString::createWithFormat("%s_3.png", playerData->m_texPrefix.c_str())->getCString());
}
CCTextureCache::sharedTextureCache()->dumpCachedTextureInfo();
// CCTextureCache::sharedTextureCache()->dumpCachedTextureInfo();
SimpleAudioEngine::sharedEngine()->stopBackgroundMusic(true);
if(SimpleAudioEngine::sharedEngine()->isBackgroundMusicPlaying())
SimpleAudioEngine::sharedEngine()->stopBackgroundMusic(true);
SimpleAudioEngine::sharedEngine()->playBackgroundMusic("audio_start.mp3", true);
CCScene *s = RPGStartSceneLayer::scene();
CCTransitionFade *t = CCTransitionFade::create(GAME_SCENE, s);
@@ -683,6 +708,8 @@ void RPGBattleSceneLayer::attack(cocos2d::CCObject *attackObjData, cocos2d::CCOb
void RPGBattleSceneLayer::attackResults(cocos2d::CCNode *sender, void *data)
{
//sender为发起攻击的Sprite对象,data为被攻击的对象
SimpleAudioEngine::sharedEngine()->playEffect("audio_battle_attack2.wav");
// CCLog("计算伤害值");
@@ -706,18 +733,27 @@ void RPGBattleSceneLayer::attackResults(cocos2d::CCNode *sender, void *data)
{
//player攻击player
RPGBattlePlayerSprite *targetPlayer = (RPGBattlePlayerSprite*)this->getChildByTag(kRPGBattleSceneLayerTagPlayer + ((RPGPlayer*)data)->m_dataId);
targetPlayer->animHurt();
particleSysPoint = targetPlayer->getPosition();
int HPResults = RPGComputingResults::attackResults(((RPGBattlePlayerSprite*)sender)->m_data->m_attack, ((RPGPlayer*)data)->m_defense);
targetPlayer->showEffectResults(this, -HPResults, sender);
}
}
else if(dynamic_cast<RPGBattleMonsterSprite*>(sender) != NULL)
{
//怪物攻击player
// int hurtHP = RPGComputingResults::attackResults(((RPGBattleMonsterSprite*)data)->m_attack, ((RPGPlayer*)sender)->m_defense);
RPGBattlePlayerSprite *targetPlayer = (RPGBattlePlayerSprite*)this->getChildByTag(kRPGBattleSceneLayerTagPlayer + ((RPGPlayer*)data)->m_dataId);
targetPlayer->animHurt();
particleSysPoint = targetPlayer->getPosition();
int HPResults = RPGComputingResults::attackResults(((RPGBattleMonsterSprite*)sender)->m_data->m_attack, ((RPGPlayer*)data)->m_defense);
targetPlayer->showEffectResults(this, -HPResults, sender);
}
@@ -731,6 +767,8 @@ void RPGBattleSceneLayer::attackResults(cocos2d::CCNode *sender, void *data)
void RPGBattleSceneLayer::attackWithTargetEffectLabEnd(cocos2d::CCNode *sender, void* data)
{
//data为发起攻击的Sprite对象
CCLog("攻击流程完毕");
if(dynamic_cast<RPGBattlePlayerSprite*>(sender->getParent()) != NULL)
@@ -750,15 +788,24 @@ void RPGBattleSceneLayer::attackWithTargetEffectLabEnd(cocos2d::CCNode *sender,
CCLabelTTF *targetPlayerHP = (CCLabelTTF*)this->getChildByTag(kRPGBattleSceneLayerTagPlayerHP + targetPlayer->m_data->m_dataId);
targetPlayerHP->setString(CCString::createWithFormat("%i", targetPlayer->m_data->m_HP)->getCString());
//发起攻击的player还原通常时状态,并重新计算进度条
RPGBattlePlayerSprite *srcPlayer = (RPGBattlePlayerSprite*)data;
if(srcPlayer->m_data->m_status != kRPGDataStatusDeath)
srcPlayer->animNormal();
srcPlayer->m_data->m_progress = 0;
CCProgressTimer *battleProgress = (CCProgressTimer*)this->getChildByTag(kRPGBattleSceneLayerTagPlayerProgress + srcPlayer->m_data->m_dataId);
battleProgress->setPercentage(srcPlayer->m_data->m_progress);
if(dynamic_cast<RPGBattlePlayerSprite*>((CCObject*)data) != NULL)
{
//发起攻击的player还原通常时状态,并重新计算进度条
RPGBattlePlayerSprite *srcPlayer = (RPGBattlePlayerSprite*)data;
if(srcPlayer->m_data->m_status != kRPGDataStatusDeath)
srcPlayer->animNormal();
srcPlayer->m_data->m_progress = 0;
CCProgressTimer *battleProgress = (CCProgressTimer*)this->getChildByTag(kRPGBattleSceneLayerTagPlayerProgress + srcPlayer->m_data->m_dataId);
battleProgress->setPercentage(srcPlayer->m_data->m_progress);
}
else if(dynamic_cast<RPGBattleMonsterSprite*>((CCObject*)data) != NULL)
{
//发起攻击的怪物重新计算进度条
RPGBattleMonsterSprite *srcMonster = (RPGBattleMonsterSprite*)data;
srcMonster->m_data->m_progress = 0;
}
//判断是否胜利了
if(!this->judgeLose())
@@ -767,7 +814,7 @@ void RPGBattleSceneLayer::attackWithTargetEffectLabEnd(cocos2d::CCNode *sender,
{
// CCLog("输了");
SimpleAudioEngine::sharedEngine()->stopBackgroundMusic(true);
SimpleAudioEngine::sharedEngine()->playBackgroundMusic("audio_battle_lose.mp3", true);
SimpleAudioEngine::sharedEngine()->playBackgroundMusic("audio_battle_lose.mp3", false);
this->showLoseResults();
}
@@ -936,17 +983,17 @@ void RPGBattleSceneLayer::computingProgress()
}
//monster
// for (int i = 0; i < this->m_monsterDataList->count(); i++)
// {
// CCArray *monsters = (CCArray*)this->m_monsterDataList->objectAtIndex(i);
// for (int j = 0; j < monsters->count(); j++)
// {
// RPGMonster *monsterData = (RPGMonster*)monsters->objectAtIndex(j);
//
// float val = monsterData->m_speed / this->m_speedTotal * 100.0;
// monsterData->m_progress = val;
// }
// }
for (int i = 0; i < this->m_monsterDataList->count(); i++)
{
CCArray *monsters = (CCArray*)this->m_monsterDataList->objectAtIndex(i);
for (int j = 0; j < monsters->count(); j++)
{
RPGMonster *monsterData = (RPGMonster*)monsters->objectAtIndex(j);
float val = monsterData->m_speed / this->m_speedTotal * 100.0;
monsterData->m_progress = val;
}
}
}
@@ -1123,6 +1170,8 @@ void RPGBattleSceneLayer::showLoseResults()
loseResults->setTag(kRPGBattleSceneLayerTagLoseResultsDialog);
this->addChild(loseResults);
this->enabledTouched(true);
//显示title
addLab(loseResults, 5, CCString::create(((CCString*)this->m_stringList->objectForKey("lose_title"))->getCString()), 28, kCCTextAlignmentCenter, ccp(loseResults->getContentSize().width / 2, loseResults->getContentSize().height / 2));
+24
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@@ -130,3 +130,27 @@ RPGExistingItems* RPGExistingItems::create()
}
//RPGExistingItems end
RPGSaveData::RPGSaveData()
{
}
RPGSaveData::~RPGSaveData()
{
CCLog("RPGSaveData 释放");
}
RPGSaveData* RPGSaveData::create()
{
RPGSaveData *obj = new RPGSaveData();
if(obj)
{
obj->autorelease();
return obj;
}
CC_SAFE_DELETE(obj);
return NULL;
}
//RPGSaveData
+19
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@@ -140,4 +140,23 @@ public:
static RPGExistingItems* create();
};
//存档
class RPGSaveData : public CCObject
{
public:
int m_dataId;
int m_mapId;
float m_playerToX;
float m_playerToY;
string m_playerDirection;
int m_gold;
RPGSaveData();
virtual ~RPGSaveData();
static RPGSaveData* create();
};
#endif /* defined(__OzgGameRPG__RPGData__) */
+32 -1
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@@ -590,7 +590,15 @@ void RPGMapSceneLayer::playerMoveEnd()
float toY = stringToNumber<float>(playerToY->getCString()) + 0.5;
//保存数据
saveData(&this->m_db, stringToNumber<int>(mapId->getCString()), toX, toY, playerDirection->getCString());
RPGSaveData *saveDataObj = RPGSaveData::create();
saveDataObj->m_mapId = stringToNumber<int>(mapId->getCString());
saveDataObj->m_playerToX = toX;
saveDataObj->m_playerToY = toY;
saveDataObj->m_playerDirection = playerDirection->getCString();
saveDataObj->m_gold = this->m_mapData.gold;
saveData(&this->m_db, saveDataObj);
CCDirector::sharedDirector()->getTouchDispatcher()->removeDelegate(this);
this->unscheduleUpdate();
@@ -638,7 +646,30 @@ void RPGMapSceneLayer::playerMoveEnd()
SimpleAudioEngine::sharedEngine()->playEffect("audio_battle_start.wav");
// CCLog("%i", this->m_saveData.mapId);
RPGMapRoleSprite *player = (RPGMapRoleSprite*)bgMap->getChildByTag(kRPGMapSceneLayerTagPlayer);
CCUserDefault::sharedUserDefault()->setIntegerForKey("map_id", this->m_mapData.mapId);
CCUserDefault::sharedUserDefault()->setFloatForKey("player_to_x", player->getPosition().x / GAME_TMX_ROLE_WIDTH);
CCUserDefault::sharedUserDefault()->setFloatForKey("player_to_y", player->getPosition().y / GAME_TMX_ROLE_HEIGHT);
CCUserDefault::sharedUserDefault()->setIntegerForKey("gold", this->m_mapData.gold);
switch (player->m_direction)
{
case kRPGMapRoleSpriteDirectionUp:
CCUserDefault::sharedUserDefault()->setStringForKey("player_direction", "up");
break;
case kRPGMapRoleSpriteDirectionDown:
CCUserDefault::sharedUserDefault()->setStringForKey("player_direction", "down");
break;
case kRPGMapRoleSpriteDirectionLeft:
CCUserDefault::sharedUserDefault()->setStringForKey("player_direction", "left");
break;
case kRPGMapRoleSpriteDirectionRight:
CCUserDefault::sharedUserDefault()->setStringForKey("player_direction", "right");
break;
default:
break;
}
CCScene *s = RPGLoadingSceneLayer::scene(loadTextures, releaseTextures, "single_battle");
CCTransitionFade *t = CCTransitionFade::create(GAME_SCENE, s);
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@@ -5,7 +5,7 @@
<key>IDESourceControlProjectFavoriteDictionaryKey</key>
<false/>
<key>IDESourceControlProjectIdentifier</key>
<string>F2C82415-EB94-4FC6-83CD-0738BAC2C127</string>
<string>DBF2011C-83EC-4385-93A5-BD4FBD25642A</string>
<key>IDESourceControlProjectName</key>
<string>OzgGameRPG</string>
<key>IDESourceControlProjectOriginsDictionary</key>