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https://github.com/wu736139669/OzgGameRPG.git
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战斗画面的攻击部分
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@@ -40,7 +40,7 @@ private:
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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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CCArray* m_monsterList; //怪物列表,包括相同的
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vector<int> m_addedMonsters; //已显示的怪物tag,主要用在setMonsterPosition
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@@ -48,6 +48,8 @@ private:
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bool m_autoReleaseMsg; //是否正在执行自动释放msg框
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bool m_enabledTouched; //是否打开了可点击状态(主要可点击player或怪物)
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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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@@ -59,8 +61,6 @@ private:
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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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@@ -72,6 +72,10 @@ public:
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virtual void update(float delta);
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virtual bool ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent);
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virtual void ccTouchMoved(CCTouch *pTouch, CCEvent *pEvent);
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virtual void ccTouchEnded(CCTouch *pTouch, CCEvent *pEvent);
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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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@@ -79,6 +83,11 @@ public:
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void goToMap();
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void enabledTouched(bool enabled); //是否打开可点击状态(主要可点击player或怪物)
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void cancelAllSelected(); //取消全部选中的对象
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void attack(CCObject* attackObjData, CCObject* targetObjData); //player或怪物执行攻击
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};
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#endif /* defined(__OzgGameRPG__RPGBattleSceneLayer__) */
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