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//
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// RPGBattleSceneLayer.h
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// OzgGameRPG
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//
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// Created by ozg on 14-3-18.
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//
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//
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#ifndef __OzgGameRPG__RPGBattleSceneLayer__
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#define __OzgGameRPG__RPGBattleSceneLayer__
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#include "RPGBaseSceneLayer.h"
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#include "RPGBattlePlayerSprite.h"
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#include "RPGBattleMonsterSprite.h"
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#include "RPGBattleMenu.h"
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#include "OzgCCUtility.h"
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enum RPGBattleSceneLayerTag
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{
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kRPGBattleSceneLayerTagBg = 1,
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kRPGBattleSceneLayerTagMenuBg = 2,
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kRPGBattleSceneLayerTagBattleMenu = 3,
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kRPGBattleSceneLayerTagMsg = 98,
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kRPGBattleSceneLayerTagPlayer = 100,
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kRPGBattleSceneLayerTagPlayerNameLab = 200,
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kRPGBattleSceneLayerTagPlayerProgress = 300,
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kRPGBattleSceneLayerTagPlayerProgressBg = 400,
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kRPGBattleSceneLayerTagPlayerHP = 500,
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kRPGBattleSceneLayerTagPlayerMP = 600,
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kRPGBattleSceneLayerTagMonster = 10000,
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kRPGBattleSceneLayerTagMonsterNameLab = 20000
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};
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class RPGBattleSceneLayer : public RPGBaseSceneLayer
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{
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private:
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CCArray* m_playerDataList;
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CCArray* m_monsterDataList; //因为同一个怪物会有N个,所以这个对象是二维的
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CCArray* m_playerList;
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CCArray* m_monsterList; //同m_monsterDataList
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vector<int> m_addedMonsters; //已显示的怪物tag,主要用在setMonsterPosition
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float m_speedTotal; //所有战斗对象的速度加起来的总值,主要用在computingProgress
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bool m_autoReleaseMsg; //是否正在执行自动释放msg框
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//对应的怪物的tag是否存在m_monsterDataList
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bool monsterDataListExistWithTag(int tag);
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//获取对应怪物id的一组怪物,如果不存在则返回一个新的空数组
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CCArray* monsterDataListWithDataId(int dataId);
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void setMonsterPosition(RPGBattleMonsterSprite* monster);
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void computingProgress(); //计算战斗画面中的所有战斗对象的进度条
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float computingFloat(float val); //计算浮动值
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public:
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RPGBattleSceneLayer();
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virtual ~RPGBattleSceneLayer();
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virtual bool init();
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CREATE_FUNC(RPGBattleSceneLayer);
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static CCScene* scene();
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virtual void update(float delta);
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void showMsg(CCString* msgText); //显示msg
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void showMsg(CCString* msgText, bool autoRelease);
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void hideMsg();
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void hideMsg(float dt);
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void goToMap();
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};
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#endif /* defined(__OzgGameRPG__RPGBattleSceneLayer__) */
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