数据结构调整,战斗场景完成一部分功能

This commit is contained in:
ozg
2014-04-22 20:35:39 +08:00
parent 0bd7d5a190
commit 97ca37bddd
47 changed files with 575 additions and 321 deletions
+232 -47
View File
@@ -10,7 +10,10 @@
#include "RPGLoadingSceneLayer.h"
#include "RPGComputingResults.h"
#define MONSTER_QUERY "select * from monster where map_id = %i order by random() limit 1"
#define MONSTER_QUERY "select * from monster where map_id = %i order by random() limit 1" //随机出现怪物
#define SAVE_GOLD "update save_data set gold = %i where id = 1" //保存金钱
#define UPDATE_PLAYER "update player set hp = %i, mp = %i, attack = %f, defense = %f, speed = %f, skill_attack = %f, skill_defense = %f, level = %i, skill = '%s', next_exp = %i, exp = %i where id = %i" //更新player数据,升级时用到
RPGBattleSceneLayer::RPGBattleSceneLayer()
{
@@ -26,6 +29,7 @@ RPGBattleSceneLayer::~RPGBattleSceneLayer()
CCSpriteFrameCache::sharedSpriteFrameCache()->removeSpriteFramesFromFile("monsters.plist");
// CCTextureCache::sharedTextureCache()->dumpCachedTextureInfo();
CCLog("RPGBattleSceneLayer 释放");
}
@@ -102,6 +106,7 @@ bool RPGBattleSceneLayer::init()
playerData->m_itemsIdArms = query.getIntField("items_id_arms");
playerData->m_skill = query.getStringField("skill");
playerData->m_texPrefix = query.getStringField("tex_prefix");
playerData->m_exp = query.getIntField("exp");
playerData->m_progress = 0.0; //computingProgress方法会重新计算这个值
playerData->m_speed = this->computingFloat(playerData->m_speed);
@@ -205,6 +210,7 @@ bool RPGBattleSceneLayer::init()
monsterData->m_exp = query.getIntField("exp");
monsterData->m_skill = query.getStringField("skill");
monsterData->m_tex = query.getStringField("tex");
monsterData->m_gold = query.getIntField("gold");
monsterData->m_progress = 0.0; //computingProgress方法会重新计算这个值
monsterData->m_speed = this->computingFloat(monsterData->m_speed);
@@ -280,6 +286,7 @@ bool RPGBattleSceneLayer::init()
this->computingProgress();
this->scheduleUpdate();
return true;
}
return false;
@@ -383,68 +390,113 @@ void RPGBattleSceneLayer::ccTouchEnded(CCTouch *pTouch, CCEvent *pEvent)
CCPoint point = pTouch->getLocation();
RPGBattleMenu *battleMenu = (RPGBattleMenu*)this->getChildByTag(kRPGBattleSceneLayerTagBattleMenu);
RPGBattleMenu *winResultsDialog = (RPGBattleMenu*)this->getChildByTag(kRPGBattleSceneLayerTagWinResultsDialog);
switch (battleMenu->m_selectedMenuTag)
if(battleMenu)
{
case kRPGBattleMenuTagAttack:
switch (battleMenu->m_selectedMenuTag)
{
// CCLog("攻击");
SimpleAudioEngine::sharedEngine()->playEffect("audio_effect_btn.wav");
//检测选中的player
for (int i = 0; i < this->m_playerList->count(); i++)
case kRPGBattleMenuTagAttack:
{
RPGBattlePlayerSprite *player = (RPGBattlePlayerSprite*)this->m_playerList->objectAtIndex(i);
if(player->boundingBox().containsPoint(point))
// CCLog("攻击");
SimpleAudioEngine::sharedEngine()->playEffect("audio_effect_btn.wav");
//检测选中的player
for (int i = 0; i < this->m_playerList->count(); i++)
{
if(player->m_isSelected)
RPGBattlePlayerSprite *player = (RPGBattlePlayerSprite*)this->m_playerList->objectAtIndex(i);
if(player->boundingBox().containsPoint(point))
{
CCLog("攻击player");
if(player->m_isSelected)
{
CCLog("攻击player");
player->selected(false);
this->removeChildByTag(kRPGBattleSceneLayerTagBattleMenu, true);
}
else
player->selected(true);
}
else
player->selected(false);
this->removeChildByTag(kRPGBattleSceneLayerTagBattleMenu, true);
}
else
player->selected(true);
}
else
player->selected(false);
}
//检测选中的怪物
for (int i = 0; i < this->m_monsterList->count(); i++)
{
RPGBattleMonsterSprite *monster = (RPGBattleMonsterSprite*)this->m_monsterList->objectAtIndex(i);
if(monster->boundingBox().containsPoint(point))
//检测选中的怪物
for (int i = 0; i < this->m_monsterList->count(); i++)
{
if(monster->m_isSelected)
RPGBattleMonsterSprite *monster = (RPGBattleMonsterSprite*)this->m_monsterList->objectAtIndex(i);
if(monster->boundingBox().containsPoint(point))
{
CCLog("攻击怪物");
RPGBattleMenu *battleMenu = (RPGBattleMenu*)this->getChildByTag(kRPGBattleSceneLayerTagBattleMenu);
RPGPlayer *playerData = battleMenu->m_playerData;
monster->selected(false);
battleMenu->removeFromParentAndCleanup(true);
this->attack(playerData, monster->m_data);
if(monster->m_isSelected)
{
CCLog("攻击怪物");
RPGBattleMenu *battleMenu = (RPGBattleMenu*)this->getChildByTag(kRPGBattleSceneLayerTagBattleMenu);
RPGPlayer *playerData = battleMenu->m_playerData;
monster->selected(false);
battleMenu->removeFromParentAndCleanup(true);
this->attack(playerData, monster->m_data);
}
else
monster->selected(true);
}
else
monster->selected(true);
monster->selected(false);
}
else
monster->selected(false);
}
break;
// default:
// break;
}
break;
// default:
// break;
}
else if(winResultsDialog)
{
CCLog("战斗胜利后返回地图界面");
//保存获得的金钱到数据库
{
CCString *sql = NULL;
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();
if(sql) this->m_db.execDML(sql->getCString());
}
//保存player的状态到数据库
for (int i = 0; i < this->m_playerDataList->count(); i++)
{
RPGPlayer *playerData = (RPGPlayer*)this->m_playerDataList->objectAtIndex(i);
CCString *sql = CCString::createWithFormat(UPDATE_PLAYER, playerData->m_HP, playerData->m_MP, playerData->m_attack, playerData->m_defense, playerData->m_speed, playerData->m_skillAttack, playerData->m_skillDefense, playerData->m_level, playerData->m_skill.c_str(), playerData->m_nextExp, playerData->m_exp, playerData->m_dataId);
// CCLog("%s", sql->getCString());
this->m_db.execDML(sql->getCString());
}
//保存现有道具到数据库
this->goToMap();
}
}
@@ -523,6 +575,18 @@ void RPGBattleSceneLayer::goToMap()
CCArray *releaseTextures = CCArray::create();
releaseTextures->addObject(CCString::create("monsters.png"));
releaseTextures->addObject(CCString::create("battle_bg.png"));
releaseTextures->addObject(CCString::create("attack10.png"));
releaseTextures->addObject(CCString::create("attack20.png"));
releaseTextures->addObject(CCString::create("attack30.png"));
releaseTextures->addObject(CCString::create("attack40.png"));
for (int i = 0; i < this->m_playerDataList->count(); i++)
{
RPGPlayer *playerData = (RPGPlayer*)this->m_playerDataList->objectAtIndex(i);
releaseTextures->addObject(CCString::createWithFormat("%s_1.png", playerData->m_texPrefix.c_str()));
releaseTextures->addObject(CCString::createWithFormat("%s_2.png", playerData->m_texPrefix.c_str()));
releaseTextures->addObject(CCString::createWithFormat("%s_3.png", playerData->m_texPrefix.c_str()));
}
CCScene *s = RPGLoadingSceneLayer::scene(loadTextures, releaseTextures, "single_map");
CCTransitionFade *t = CCTransitionFade::create(GAME_SCENE, s);
@@ -681,8 +745,7 @@ void RPGBattleSceneLayer::attackWithTargetHurtLabEnd(cocos2d::CCNode *sender, vo
player->animWin();
}
//!!!计算获得的经验值和金钱后,显示
this->showWinResults();
}
}
@@ -816,3 +879,125 @@ bool RPGBattleSceneLayer::judgeLose()
return false;
}
void RPGBattleSceneLayer::showWinResults()
{
CCTMXTiledMap *winResults = CCTMXTiledMap::create("battle_battle_style1.tmx");
winResults->setPosition(ccp((CCDirector::sharedDirector()->getWinSize().width - winResults->getContentSize().width) / 2, (CCDirector::sharedDirector()->getWinSize().height - winResults->getContentSize().height) / 2));
winResults->setTag(kRPGBattleSceneLayerTagWinResultsDialog);
this->addChild(winResults);
//显示title
addLab(winResults, 5, CCString::create(((CCString*)this->m_stringList->objectForKey("win_title"))->getCString()), 26, kCCTextAlignmentCenter, ccp(winResults->getContentSize().width / 2, 270));
//统计经验值,怪物的总经验值 / 活着的player总数
//player
int totalPlayer = 0;
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)
totalPlayer++;
}
//经验值和金钱
int totalExp = 0;
int totalGold = 0;
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);
totalExp += monsterData->m_exp;
totalGold += monsterData->m_gold;
}
}
this->m_totalGold = totalGold;
//显示获得的金钱
addLab(winResults, 6, CCString::createWithFormat(((CCString*)this->m_stringList->objectForKey("win_gold"))->getCString(), totalGold), 20, kCCTextAlignmentCenter, ccp(winResults->getContentSize().width / 2, 220));
//显示各个player获得的经验值
float y = 170;
int exp = totalExp / totalPlayer;
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)
{
player->m_data->m_exp += exp; //累加总经验
player->m_data->m_nextExp -= exp; //累减下一级经验值
if(player->m_data->m_nextExp <= 0)
{
//升级了
player->m_data->m_level++;
player->m_data->m_nextExp = player->m_data->m_level * player->m_data->m_exp; //计算下一级经验值
//提升能力值
switch (player->m_data->m_dataId)
{
case 2:
player->m_data->m_maxHP += 12;
player->m_data->m_maxMP += 43;
player->m_data->m_attack += 1;
player->m_data->m_defense += 2;
player->m_data->m_speed += 2;
player->m_data->m_skillAttack += 5;
player->m_data->m_skillDefense += 4;
break;
case 3:
player->m_data->m_maxHP += 8;
player->m_data->m_maxMP += 48;
player->m_data->m_attack += 1;
player->m_data->m_defense += 3;
player->m_data->m_speed += 2;
player->m_data->m_skillAttack += 4;
player->m_data->m_skillDefense += 5;
break;
case 4:
player->m_data->m_maxHP += 23;
player->m_data->m_maxMP += 21;
player->m_data->m_attack += 3;
player->m_data->m_defense += 3;
player->m_data->m_speed += 6;
player->m_data->m_skillAttack += 2;
player->m_data->m_skillDefense += 2;
break;
default:
player->m_data->m_maxHP += 49;
player->m_data->m_maxMP += 8;
player->m_data->m_attack += 6;
player->m_data->m_defense += 4;
player->m_data->m_speed += 3;
player->m_data->m_skillAttack += 1;
player->m_data->m_skillDefense += 1;
break;
}
//最大值的处理
if(player->m_data->m_maxHP > MAX_STATUS1) player->m_data->m_maxHP = MAX_STATUS1;
if(player->m_data->m_maxMP > MAX_STATUS2) player->m_data->m_maxMP = MAX_STATUS2;
if(player->m_data->m_attack > MAX_STATUS2) player->m_data->m_attack = MAX_STATUS2;
if(player->m_data->m_defense > MAX_STATUS2) player->m_data->m_defense = MAX_STATUS2;
if(player->m_data->m_speed > MAX_STATUS2) player->m_data->m_speed = MAX_STATUS2;
if(player->m_data->m_skillAttack > MAX_STATUS2) player->m_data->m_skillAttack = MAX_STATUS2;
if(player->m_data->m_skillDefense > MAX_STATUS2) player->m_data->m_skillDefense = MAX_STATUS2;
addLab(winResults, player->m_data->m_dataId, CCString::createWithFormat(((CCString*)this->m_stringList->objectForKey("win_level_up"))->getCString(), player->m_data->m_name.c_str()), 18, kCCTextAlignmentLeft, ccp(230, y));
}
else
addLab(winResults, player->m_data->m_dataId, CCString::createWithFormat(((CCString*)this->m_stringList->objectForKey("win_exp"))->getCString(), player->m_data->m_name.c_str(), exp), 18, kCCTextAlignmentLeft, ccp(230, y));
}
else
addLab(winResults, player->m_data->m_dataId, CCString::createWithFormat(((CCString*)this->m_stringList->objectForKey("win_exp"))->getCString(), player->m_data->m_name.c_str(), 0), 18, kCCTextAlignmentLeft, ccp(230, y));
y -= 40;
}
}