战斗画面完成道具部分

This commit is contained in:
ozg
2014-04-27 15:58:27 +08:00
parent d5df19d613
commit c495304860
17 changed files with 559 additions and 85 deletions
+219 -19
View File
@@ -10,11 +10,13 @@
#include "RPGLoadingSceneLayer.h"
#include "RPGComputingResults.h"
#include "RPGStartSceneLayer.h"
#include "RPGResultsLogic.h"
#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
#define UPDATE_EXISTING_ITEMS "update items_existing set total = %i where id = %i" //更新已有道具
RPGBattleSceneLayer::RPGBattleSceneLayer()
{
@@ -27,7 +29,8 @@ RPGBattleSceneLayer::~RPGBattleSceneLayer()
this->m_monsterDataList->release();
this->m_playerList->release();
this->m_monsterList->release();
this->m_existingItems->release();
CCSpriteFrameCache::sharedSpriteFrameCache()->removeSpriteFramesFromFile("monsters.plist");
// CCTextureCache::sharedTextureCache()->dumpCachedTextureInfo();
@@ -77,6 +80,32 @@ bool RPGBattleSceneLayer::init()
this->m_speedTotal = 0; //速度总值的初始化
//加载已有道具
this->m_existingItems = new CCArray();
this->m_existingItems->init();
CppSQLite3Query itemsQuery = this->m_db.execQuery(CCString::createWithFormat(ITEMS_EXISTING_QUERY_TYPE, 3)->getCString());
while(!itemsQuery.eof())
{
RPGExistingItems *itemsData = RPGExistingItems::create();
itemsData->m_dataId = itemsQuery.getIntField("id");
itemsData->m_name = itemsQuery.getStringField("name_cns");
itemsData->m_buy = itemsQuery.getIntField("buy");
itemsData->m_sell = itemsQuery.getIntField("sell");
itemsData->m_type = itemsQuery.getIntField("type");
itemsData->m_attack = itemsQuery.getFloatField("attack");
itemsData->m_defense = itemsQuery.getFloatField("defense");
itemsData->m_speed = itemsQuery.getFloatField("speed");
itemsData->m_skillAttack = itemsQuery.getFloatField("skill_attack");
itemsData->m_skillDefense = itemsQuery.getFloatField("skill_defense");
itemsData->m_total = itemsQuery.getIntField("total");
this->m_existingItems->addObject(itemsData);
itemsQuery.nextRow();
}
itemsQuery.finalize();
//加载已有道具 end
//player
float playerY = 620;
float separateY = 197;
@@ -207,6 +236,8 @@ bool RPGBattleSceneLayer::init()
monsterData->m_name = query.getStringField("name_cns");
monsterData->m_maxHP = query.getIntField("max_hp");
monsterData->m_HP = query.getIntField("max_hp"); //跟上面的一样
monsterData->m_maxMP = query.getIntField("max_mp");
monsterData->m_MP = query.getIntField("max_mp"); //跟上面的一样
monsterData->m_attack = query.getFloatField("attack");
monsterData->m_defense = query.getFloatField("defense");
monsterData->m_speed = query.getFloatField("speed");
@@ -448,12 +479,12 @@ void RPGBattleSceneLayer::ccTouchEnded(CCTouch *pTouch, CCEvent *pEvent)
CCLog("攻击player");
RPGBattleMenu *battleMenu = (RPGBattleMenu*)this->getChildByTag(kRPGBattleSceneLayerTagBattleMenu);
RPGPlayer *playerData = battleMenu->m_playerData;
RPGPlayer *srcPlayerData = battleMenu->m_playerData;
player->selected(false);
this->removeChildByTag(kRPGBattleSceneLayerTagBattleMenu, true);
this->attack(playerData, player->m_data);
this->attack(srcPlayerData, player->m_data);
}
else
player->selected(true);
@@ -476,12 +507,12 @@ void RPGBattleSceneLayer::ccTouchEnded(CCTouch *pTouch, CCEvent *pEvent)
CCLog("攻击怪物");
RPGBattleMenu *battleMenu = (RPGBattleMenu*)this->getChildByTag(kRPGBattleSceneLayerTagBattleMenu);
RPGPlayer *playerData = battleMenu->m_playerData;
RPGPlayer *srcPlayerData = battleMenu->m_playerData;
monster->selected(false);
battleMenu->removeFromParentAndCleanup(true);
this->removeChildByTag(kRPGBattleSceneLayerTagBattleMenu, true);
this->attack(playerData, monster->m_data);
this->attack(srcPlayerData, monster->m_data);
}
else
@@ -496,13 +527,129 @@ void RPGBattleSceneLayer::ccTouchEnded(CCTouch *pTouch, CCEvent *pEvent)
break;
case kRPGBattleMenuTagSkill:
{
CCLog("技能");
CCLog("a");
//检测选中的player
for (int i = 0; i < this->m_playerList->count(); i++)
{
RPGBattlePlayerSprite *player = (RPGBattlePlayerSprite*)this->m_playerList->objectAtIndex(i);
if(player->boundingBox().containsPoint(point))
{
SimpleAudioEngine::sharedEngine()->playEffect("audio_effect_btn.wav");
if(player->m_isSelected)
{
CCLog("对player使用技能");
// RPGBattleMenu *battleMenu = (RPGBattleMenu*)this->getChildByTag(kRPGBattleSceneLayerTagBattleMenu);
// RPGPlayer *playerData = battleMenu->m_playerData;
//
// player->selected(false);
// this->removeChildByTag(kRPGBattleSceneLayerTagBattleMenu, true);
//
// this->attack(playerData, player->m_data);
}
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))
{
SimpleAudioEngine::sharedEngine()->playEffect("audio_effect_btn.wav");
if(monster->m_isSelected)
{
CCLog("对怪物使用技能");
// 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(false);
}
}
break;
case kRPGBattleMenuTagItems:
{
CCLog("道具");
CCLog("b");
//检测选中的player
for (int i = 0; i < this->m_playerList->count(); i++)
{
RPGBattlePlayerSprite *player = (RPGBattlePlayerSprite*)this->m_playerList->objectAtIndex(i);
if(player->boundingBox().containsPoint(point))
{
SimpleAudioEngine::sharedEngine()->playEffect("audio_effect_btn.wav");
if(player->m_isSelected)
{
CCLog("对player使用道具");
RPGBattleMenu *battleMenu = (RPGBattleMenu*)this->getChildByTag(kRPGBattleSceneLayerTagBattleMenu);
RPGPlayer *srcPlayerData = battleMenu->m_playerData;
player->selected(false);
this->removeChildByTag(kRPGBattleSceneLayerTagBattleMenu, true);
this->useItem(srcPlayerData, player->m_data);
}
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))
{
SimpleAudioEngine::sharedEngine()->playEffect("audio_effect_btn.wav");
if(monster->m_isSelected)
{
CCLog("对怪物使用道具");
RPGBattleMenu *battleMenu = (RPGBattleMenu*)this->getChildByTag(kRPGBattleSceneLayerTagBattleMenu);
RPGPlayer *srcPlayerData = battleMenu->m_playerData;
monster->selected(false);
this->removeChildByTag(kRPGBattleSceneLayerTagBattleMenu, true);
this->useItem(srcPlayerData, monster->m_data);
}
else
monster->selected(true);
}
else
monster->selected(false);
}
}
break;
// default:
@@ -542,6 +689,11 @@ void RPGBattleSceneLayer::ccTouchEnded(CCTouch *pTouch, CCEvent *pEvent)
}
//保存现有道具到数据库
for (int i = 0; i < this->m_existingItems->count(); i++)
{
RPGExistingItems *itemsData = (RPGExistingItems*)this->m_existingItems->objectAtIndex(i);
this->m_db.execDML(CCString::createWithFormat(UPDATE_EXISTING_ITEMS, itemsData->m_total, itemsData->m_dataId)->getCString());
}
this->goToMap();
}
@@ -712,10 +864,10 @@ void RPGBattleSceneLayer::attack(cocos2d::CCObject *attackObjData, cocos2d::CCOb
RPGBattlePlayerSprite *player = (RPGBattlePlayerSprite*)this->getChildByTag(kRPGBattleSceneLayerTagPlayer + ((RPGPlayer*)attackObjData)->m_dataId);
player->animAttack(this, targetObjData);
}
else if(dynamic_cast<RPGMonster*>(attackObjData) != NULL)
{
}
// else if(dynamic_cast<RPGMonster*>(attackObjData) != NULL)
// {
//
// }
}
@@ -739,8 +891,8 @@ void RPGBattleSceneLayer::attackResults(cocos2d::CCNode *sender, void *data)
RPGBattleMonsterSprite *targetMonster = (RPGBattleMonsterSprite*)this->getChildByTag(((RPGMonster*)data)->m_tag);
particleSysPoint = targetMonster->getPosition();
int HPResults = RPGComputingResults::attackResults(((RPGBattlePlayerSprite*)sender)->m_data->m_attack, ((RPGMonster*)data)->m_defense);
targetMonster->showEffectResults(this, -HPResults, sender);
int results = RPGComputingResults::attackResults(((RPGBattlePlayerSprite*)sender)->m_data->m_attack, ((RPGMonster*)data)->m_defense);
targetMonster->showEffectResults(this, -results, sender);
}
else if(dynamic_cast<RPGPlayer*>((CCObject*)data) != NULL)
{
@@ -750,8 +902,8 @@ void RPGBattleSceneLayer::attackResults(cocos2d::CCNode *sender, void *data)
particleSysPoint = targetPlayer->getPosition();
int HPResults = RPGComputingResults::attackResults(((RPGBattlePlayerSprite*)sender)->m_data->m_attack, ((RPGPlayer*)data)->m_defense);
targetPlayer->showEffectResults(this, -HPResults, sender);
int results = RPGComputingResults::attackResults(((RPGBattlePlayerSprite*)sender)->m_data->m_attack, ((RPGPlayer*)data)->m_defense);
targetPlayer->showEffectResults(this, -results, sender);
}
@@ -778,7 +930,49 @@ void RPGBattleSceneLayer::attackResults(cocos2d::CCNode *sender, void *data)
}
void RPGBattleSceneLayer::attackWithTargetEffectLabEnd(cocos2d::CCNode *sender, void* data)
void RPGBattleSceneLayer::useItem(cocos2d::CCObject *useItemObjData, cocos2d::CCObject *targetObjData)
{
RPGBattlePlayerSprite *srcPlayer = (RPGBattlePlayerSprite*)this->getChildByTag(kRPGBattleSceneLayerTagPlayer + ((RPGPlayer*)useItemObjData)->m_dataId);
srcPlayer->animUseItem(this, targetObjData);
}
void RPGBattleSceneLayer::useItemResults(cocos2d::CCNode *sender, void *data)
{
CCPoint particleSysPoint;
if(dynamic_cast<RPGBattlePlayerSprite*>(sender) != NULL)
{
if(dynamic_cast<RPGMonster*>((CCObject*)data) != NULL)
{
//对怪物使用道具
RPGBattleMonsterSprite *targetMonster = (RPGBattleMonsterSprite*)this->getChildByTag(((RPGMonster*)data)->m_tag);
particleSysPoint = targetMonster->getPosition();
int results = RPGResultsLogic::battleUseItems(this->m_existingItems, (RPGMonster*)data, CCUserDefault::sharedUserDefault()->getIntegerForKey(GAME_BATTLE_SELECTED_ID));
targetMonster->showEffectResults(this, results, sender);
}
else if(dynamic_cast<RPGPlayer*>((CCObject*)data) != NULL)
{
//player攻击player
RPGBattlePlayerSprite *targetPlayer = (RPGBattlePlayerSprite*)this->getChildByTag(kRPGBattleSceneLayerTagPlayer + ((RPGPlayer*)data)->m_dataId);
particleSysPoint = targetPlayer->getPosition();
int results = RPGResultsLogic::battleUseItems(this->m_existingItems, (RPGPlayer*)data, CCUserDefault::sharedUserDefault()->getIntegerForKey(GAME_BATTLE_SELECTED_ID));
targetPlayer->showEffectResults(this, results, sender);
}
}
//显示使用道具后的粒子效果
CCParticleSystemQuad *particleSys = CCParticleSystemQuad::create("use_item.plist");
particleSys->setAutoRemoveOnFinish(true);
particleSys->setPosition(particleSysPoint);
this->addChild(particleSys);
}
void RPGBattleSceneLayer::actionWithTargetEffectLabEnd(cocos2d::CCNode *sender, void* data)
{
//data为发起攻击的Sprite对象
@@ -794,6 +988,12 @@ void RPGBattleSceneLayer::attackWithTargetEffectLabEnd(cocos2d::CCNode *sender,
targetPlayer->m_data->m_status = kRPGDataStatusDeath;
targetPlayer->animDeath();
}
else
{
//player复活
targetPlayer->m_data->m_status = kRPGDataStatusNormal;
targetPlayer->animNormal();
}
sender->removeFromParentAndCleanup(true);
@@ -819,7 +1019,7 @@ void RPGBattleSceneLayer::attackWithTargetEffectLabEnd(cocos2d::CCNode *sender,
RPGBattleMonsterSprite *srcMonster = (RPGBattleMonsterSprite*)data;
srcMonster->m_data->m_progress = 0;
}
//判断是否胜利了
if(!this->judgeLose())
this->scheduleUpdate();
@@ -892,7 +1092,7 @@ void RPGBattleSceneLayer::attackWithTargetEffectLabEnd(cocos2d::CCNode *sender,
player->m_data->m_progress = 0;
CCProgressTimer *battleProgress = (CCProgressTimer*)this->getChildByTag(kRPGBattleSceneLayerTagPlayerProgress + player->m_data->m_dataId);
battleProgress->setPercentage(player->m_data->m_progress);
//判断是否胜利了
if(!this->judgeWin())
this->scheduleUpdate();