优化数据结构

This commit is contained in:
ozg
2014-04-28 23:33:02 +08:00
parent d69f247314
commit f67b3e3a85
3 changed files with 36 additions and 27 deletions
+11
View File
@@ -8,6 +8,17 @@
#include "RPGData.h"
RPGBaseRole::RPGBaseRole()
{
}
RPGBaseRole::~RPGBaseRole()
{
CCLog("RPGBaseRole 释放");
}
//RPGBaseRole end
RPGPlayer::RPGPlayer()
{
+25 -27
View File
@@ -20,7 +20,7 @@ enum RPGDataStatus {
kRPGDataStatusDying = 3 //临死
};
class RPGPlayer : public CCObject
class RPGBaseRole : public CCObject
{
public:
@@ -28,26 +28,41 @@ public:
int m_dataId;
string m_name;
int m_maxHP;
int m_HP;
int m_HP; //子类是怪物的话,数据库里面没有这个字段
int m_maxMP;
int m_MP;
int m_MP; //子类是怪物的话,数据库里面没有这个字段
float m_attack;
float m_defense;
float m_speed;
float m_skillAttack;
float m_skillDefense;
int m_itemsIdArms;
int m_itemsIdArmor;
int m_level;
string m_skill;
int m_nextExp;
string m_texPrefix;
int m_exp; //总经验值
float m_progress; //进度条,数据库没有这个字段
RPGDataStatus m_status; //对象状态,数据库暂时没有这个字段
int m_exp; //子类是RPGPlayer的话,这个字段就是总经验值,怪物的话就是获得的经验值
RPGBaseRole();
virtual ~RPGBaseRole();
//没有create方法
};
class RPGPlayer : public RPGBaseRole
{
public:
int m_itemsIdArms;
int m_itemsIdArmor;
int m_level;
int m_nextExp;
string m_texPrefix;
RPGPlayer();
virtual ~RPGPlayer();
@@ -55,33 +70,16 @@ public:
};
class RPGMonster : public CCObject
class RPGMonster : public RPGBaseRole
{
public:
int m_dataId;
string m_name;
int m_maxHP;
int m_HP; //数据库里面没有这个字段
int m_maxMP;
int m_MP; //数据库里面没有这个字段
float m_attack;
float m_defense;
float m_speed;
float m_skillAttack;
float m_skillDefense;
int m_exp;
string m_skill;
string m_tex;
int m_gold;
int m_tag; //格式为 enum tag + 0到999的无重复数(就算同一个怪物也不能重复)
float m_progress; //进度条,数据库没有这个字段
RPGDataStatus m_status; //对象状态,数据库暂时没有这个字段
RPGMonster();
virtual ~RPGMonster();