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
+5
View File
@@ -21,6 +21,7 @@ enum RPGBattleSceneLayerTag
kRPGBattleSceneLayerTagBg = 1,
kRPGBattleSceneLayerTagMenuBg = 2,
kRPGBattleSceneLayerTagBattleMenu = 3,
kRPGBattleSceneLayerTagWinResultsDialog = 70,
kRPGBattleSceneLayerTagMsg = 98,
kRPGBattleSceneLayerTagPlayer = 100,
kRPGBattleSceneLayerTagPlayerNameLab = 200,
@@ -55,6 +56,8 @@ private:
bool m_enabledTouched; //是否打开了可点击状态(主要可点击player或怪物)
int m_totalGold; //临时保存战斗胜利后所获得的金钱,用来在胜利后执行goToMap()之前使用的
//对应的怪物的tag是否存在m_monsterDataList
bool monsterDataListExistWithTag(int tag);
@@ -69,6 +72,8 @@ private:
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
void showWinResults(); //显示胜利后获得的经验值和金钱,统计升级也在这里执行
public:
RPGBattleSceneLayer();