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https://github.com/wu736139669/OzgGameRPG.git
synced 2026-08-06 06:41:57 +00:00
完善战斗系统
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@@ -359,7 +359,12 @@ void RPGBattleSceneLayer::update(float delta)
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for (int j = 0; j < monsters->count(); j++)
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{
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RPGMonster *monsterData = (RPGMonster*)monsters->objectAtIndex(j);
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// RPGBattleMonsterSprite *monster = (RPGBattleMonsterSprite*)this->getChildByTag(monsterData->m_tag);
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//对于已被打倒的怪物,则跳过进度条的处理
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if(monsterData->m_status == kRPGDataStatusDeath)
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continue;
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RPGBattleMonsterSprite *monster = (RPGBattleMonsterSprite*)this->getChildByTag(monsterData->m_tag);
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monsterData->m_progress += progressSpeed;
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@@ -370,6 +375,29 @@ void RPGBattleSceneLayer::update(float delta)
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{
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CCLog("怪物攻击");
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//计算攻击哪个player
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//先确定哪个player不在战斗不能状态
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vector<int> playerIdList;
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for (int i = 0; i < this->m_playerList->count(); i++)
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{
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RPGBattlePlayerSprite *player = (RPGBattlePlayerSprite*)this->m_playerList->objectAtIndex(i);
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if(player->m_data->m_status != kRPGDataStatusDeath)
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playerIdList.push_back(player->m_data->m_dataId);
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}
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int randIndex = 0;
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if(playerIdList.size() > 1)
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randIndex = OzgCCUtility::rangeRand(0, (int)playerIdList.size() - 1);
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int tagetPlayerId = playerIdList[randIndex];
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//计算攻击哪个player 完毕
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RPGBattlePlayerSprite *targetPlayer = (RPGBattlePlayerSprite*)this->getChildByTag(kRPGBattleSceneLayerTagPlayer + tagetPlayerId);
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monster->animAttack(this, targetPlayer->m_data);
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this->unscheduleUpdate();
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return;
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}
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@@ -474,24 +502,20 @@ void RPGBattleSceneLayer::ccTouchEnded(CCTouch *pTouch, CCEvent *pEvent)
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//保存获得的金钱到数据库
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{
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CCString *sql = NULL;
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this->m_totalGold = CCUserDefault::sharedUserDefault()->getIntegerForKey("gold") + this->m_totalGold;
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CppSQLite3Query query = this->m_db.execQuery(CCString::create(SAVEDATA_QUERY)->getCString());
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while(!query.eof())
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{
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this->m_totalGold = query.getIntField("gold") + this->m_totalGold;
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//最大值的处理
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if(this->m_totalGold > MAX_GOLD)
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this->m_totalGold = MAX_GOLD;
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sql = CCString::createWithFormat(SAVE_GOLD, this->m_totalGold);
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query.nextRow();
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}
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query.finalize();
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//最大值的处理
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if(this->m_totalGold > MAX_GOLD)
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this->m_totalGold = MAX_GOLD;
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if(sql) this->m_db.execDML(sql->getCString());
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RPGSaveData *saveDataObj = RPGSaveData::create();
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saveDataObj->m_mapId = CCUserDefault::sharedUserDefault()->getIntegerForKey("map_id");
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saveDataObj->m_playerToX = CCUserDefault::sharedUserDefault()->getFloatForKey("player_to_x");
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saveDataObj->m_playerToY = CCUserDefault::sharedUserDefault()->getFloatForKey("player_to_y");
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saveDataObj->m_playerDirection = CCUserDefault::sharedUserDefault()->getStringForKey("player_direction");
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saveDataObj->m_gold = this->m_totalGold;
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saveData(&this->m_db, saveDataObj);
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}
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//保存player的状态到数据库
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@@ -532,9 +556,10 @@ void RPGBattleSceneLayer::ccTouchEnded(CCTouch *pTouch, CCEvent *pEvent)
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CCTextureCache::sharedTextureCache()->removeTextureForKey(CCString::createWithFormat("%s_3.png", playerData->m_texPrefix.c_str())->getCString());
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}
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CCTextureCache::sharedTextureCache()->dumpCachedTextureInfo();
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// CCTextureCache::sharedTextureCache()->dumpCachedTextureInfo();
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SimpleAudioEngine::sharedEngine()->stopBackgroundMusic(true);
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if(SimpleAudioEngine::sharedEngine()->isBackgroundMusicPlaying())
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SimpleAudioEngine::sharedEngine()->stopBackgroundMusic(true);
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SimpleAudioEngine::sharedEngine()->playBackgroundMusic("audio_start.mp3", true);
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CCScene *s = RPGStartSceneLayer::scene();
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CCTransitionFade *t = CCTransitionFade::create(GAME_SCENE, s);
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@@ -683,6 +708,8 @@ void RPGBattleSceneLayer::attack(cocos2d::CCObject *attackObjData, cocos2d::CCOb
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void RPGBattleSceneLayer::attackResults(cocos2d::CCNode *sender, void *data)
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{
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//sender为发起攻击的Sprite对象,data为被攻击的对象
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SimpleAudioEngine::sharedEngine()->playEffect("audio_battle_attack2.wav");
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// CCLog("计算伤害值");
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@@ -706,18 +733,27 @@ void RPGBattleSceneLayer::attackResults(cocos2d::CCNode *sender, void *data)
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{
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//player攻击player
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RPGBattlePlayerSprite *targetPlayer = (RPGBattlePlayerSprite*)this->getChildByTag(kRPGBattleSceneLayerTagPlayer + ((RPGPlayer*)data)->m_dataId);
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targetPlayer->animHurt();
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particleSysPoint = targetPlayer->getPosition();
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int HPResults = RPGComputingResults::attackResults(((RPGBattlePlayerSprite*)sender)->m_data->m_attack, ((RPGPlayer*)data)->m_defense);
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targetPlayer->showEffectResults(this, -HPResults, sender);
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}
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}
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else if(dynamic_cast<RPGBattleMonsterSprite*>(sender) != NULL)
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{
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//怪物攻击player
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// int hurtHP = RPGComputingResults::attackResults(((RPGBattleMonsterSprite*)data)->m_attack, ((RPGPlayer*)sender)->m_defense);
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RPGBattlePlayerSprite *targetPlayer = (RPGBattlePlayerSprite*)this->getChildByTag(kRPGBattleSceneLayerTagPlayer + ((RPGPlayer*)data)->m_dataId);
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targetPlayer->animHurt();
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particleSysPoint = targetPlayer->getPosition();
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int HPResults = RPGComputingResults::attackResults(((RPGBattleMonsterSprite*)sender)->m_data->m_attack, ((RPGPlayer*)data)->m_defense);
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targetPlayer->showEffectResults(this, -HPResults, sender);
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}
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@@ -731,6 +767,8 @@ void RPGBattleSceneLayer::attackResults(cocos2d::CCNode *sender, void *data)
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void RPGBattleSceneLayer::attackWithTargetEffectLabEnd(cocos2d::CCNode *sender, void* data)
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{
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//data为发起攻击的Sprite对象
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CCLog("攻击流程完毕");
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if(dynamic_cast<RPGBattlePlayerSprite*>(sender->getParent()) != NULL)
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@@ -750,15 +788,24 @@ void RPGBattleSceneLayer::attackWithTargetEffectLabEnd(cocos2d::CCNode *sender,
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CCLabelTTF *targetPlayerHP = (CCLabelTTF*)this->getChildByTag(kRPGBattleSceneLayerTagPlayerHP + targetPlayer->m_data->m_dataId);
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targetPlayerHP->setString(CCString::createWithFormat("%i", targetPlayer->m_data->m_HP)->getCString());
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//发起攻击的player还原通常时状态,并重新计算进度条
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RPGBattlePlayerSprite *srcPlayer = (RPGBattlePlayerSprite*)data;
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if(srcPlayer->m_data->m_status != kRPGDataStatusDeath)
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srcPlayer->animNormal();
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srcPlayer->m_data->m_progress = 0;
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CCProgressTimer *battleProgress = (CCProgressTimer*)this->getChildByTag(kRPGBattleSceneLayerTagPlayerProgress + srcPlayer->m_data->m_dataId);
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battleProgress->setPercentage(srcPlayer->m_data->m_progress);
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if(dynamic_cast<RPGBattlePlayerSprite*>((CCObject*)data) != NULL)
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{
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//发起攻击的player还原通常时状态,并重新计算进度条
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RPGBattlePlayerSprite *srcPlayer = (RPGBattlePlayerSprite*)data;
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if(srcPlayer->m_data->m_status != kRPGDataStatusDeath)
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srcPlayer->animNormal();
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srcPlayer->m_data->m_progress = 0;
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CCProgressTimer *battleProgress = (CCProgressTimer*)this->getChildByTag(kRPGBattleSceneLayerTagPlayerProgress + srcPlayer->m_data->m_dataId);
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battleProgress->setPercentage(srcPlayer->m_data->m_progress);
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}
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else if(dynamic_cast<RPGBattleMonsterSprite*>((CCObject*)data) != NULL)
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{
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//发起攻击的怪物重新计算进度条
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RPGBattleMonsterSprite *srcMonster = (RPGBattleMonsterSprite*)data;
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srcMonster->m_data->m_progress = 0;
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}
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//判断是否胜利了
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if(!this->judgeLose())
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@@ -767,7 +814,7 @@ void RPGBattleSceneLayer::attackWithTargetEffectLabEnd(cocos2d::CCNode *sender,
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{
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// CCLog("输了");
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SimpleAudioEngine::sharedEngine()->stopBackgroundMusic(true);
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SimpleAudioEngine::sharedEngine()->playBackgroundMusic("audio_battle_lose.mp3", true);
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SimpleAudioEngine::sharedEngine()->playBackgroundMusic("audio_battle_lose.mp3", false);
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this->showLoseResults();
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}
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@@ -936,17 +983,17 @@ void RPGBattleSceneLayer::computingProgress()
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}
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//monster
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// for (int i = 0; i < this->m_monsterDataList->count(); i++)
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// {
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// CCArray *monsters = (CCArray*)this->m_monsterDataList->objectAtIndex(i);
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// for (int j = 0; j < monsters->count(); j++)
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// {
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// RPGMonster *monsterData = (RPGMonster*)monsters->objectAtIndex(j);
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//
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// float val = monsterData->m_speed / this->m_speedTotal * 100.0;
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// monsterData->m_progress = val;
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// }
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// }
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for (int i = 0; i < this->m_monsterDataList->count(); i++)
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{
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CCArray *monsters = (CCArray*)this->m_monsterDataList->objectAtIndex(i);
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for (int j = 0; j < monsters->count(); j++)
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{
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RPGMonster *monsterData = (RPGMonster*)monsters->objectAtIndex(j);
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float val = monsterData->m_speed / this->m_speedTotal * 100.0;
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monsterData->m_progress = val;
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}
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}
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}
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@@ -1123,6 +1170,8 @@ void RPGBattleSceneLayer::showLoseResults()
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loseResults->setTag(kRPGBattleSceneLayerTagLoseResultsDialog);
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this->addChild(loseResults);
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this->enabledTouched(true);
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//显示title
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addLab(loseResults, 5, CCString::create(((CCString*)this->m_stringList->objectForKey("lose_title"))->getCString()), 28, kCCTextAlignmentCenter, ccp(loseResults->getContentSize().width / 2, loseResults->getContentSize().height / 2));
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