Files
OzgGameRPG/Classes/RPGBattlePlayerSprite.cpp
2014-04-29 22:26:10 +08:00

354 lines
14 KiB
C++

//
// RPGBattlePlayerSprite.cpp
// OzgGameRPG
//
// Created by ozg on 14-4-3.
//
//
#include "RPGBattlePlayerSprite.h"
#include "RPGBattleSceneLayer.h"
#include "OzgCCUtility.h"
RPGBattlePlayerSprite::RPGBattlePlayerSprite()
{
}
RPGBattlePlayerSprite::~RPGBattlePlayerSprite()
{
this->m_spriteFramesNormal->release();
this->m_spriteFramesHurt->release();
this->m_spriteFramesDying->release();
this->m_spriteFramesWin->release();
this->m_spriteFramesAvoid->release();
this->m_spriteFramesDeath->release();
this->m_spriteFramesAttack->release();
this->m_spriteFramesUseItem->release();
this->m_spriteFramesSpecialAttack->release();
this->m_spriteFramesChanting->release();
CCLog("RPGBattlePlayerSprite 释放");
}
bool RPGBattlePlayerSprite::initWithPlayerData(RPGPlayer* data)
{
CCArray *spriteFrames1 = OzgCCUtility::createSpriteFrames(CCString::createWithFormat("%s_1.png", data->m_texPrefix.c_str())->getCString(), 3, 4);
CCArray *spriteFrames2 = OzgCCUtility::createSpriteFrames(CCString::createWithFormat("%s_2.png", data->m_texPrefix.c_str())->getCString(), 3, 4);
CCArray *spriteFrames3 = OzgCCUtility::createSpriteFrames(CCString::createWithFormat("%s_3.png", data->m_texPrefix.c_str())->getCString(), 3, 4);
this->m_spriteFramesNormal = new CCArray();
this->m_spriteFramesNormal->init();
this->m_spriteFramesNormal->addObject(spriteFrames1->objectAtIndex(0));
this->m_spriteFramesNormal->addObject(spriteFrames1->objectAtIndex(1));
this->m_spriteFramesNormal->addObject(spriteFrames1->objectAtIndex(2));
this->m_spriteFramesNormal->addObject(spriteFrames1->objectAtIndex(1));
this->m_spriteFramesHurt = new CCArray();
this->m_spriteFramesHurt->init();
this->m_spriteFramesHurt->addObject(spriteFrames1->objectAtIndex(3));
this->m_spriteFramesHurt->addObject(spriteFrames1->objectAtIndex(4));
this->m_spriteFramesHurt->addObject(spriteFrames1->objectAtIndex(5));
this->m_spriteFramesDying = new CCArray();
this->m_spriteFramesDying->init();
this->m_spriteFramesDying->addObject(spriteFrames1->objectAtIndex(6));
this->m_spriteFramesDying->addObject(spriteFrames1->objectAtIndex(7));
this->m_spriteFramesDying->addObject(spriteFrames1->objectAtIndex(8));
this->m_spriteFramesDying->addObject(spriteFrames1->objectAtIndex(7));
this->m_spriteFramesWin = new CCArray();
this->m_spriteFramesWin->init();
this->m_spriteFramesWin->addObject(spriteFrames2->objectAtIndex(0));
this->m_spriteFramesWin->addObject(spriteFrames2->objectAtIndex(1));
this->m_spriteFramesWin->addObject(spriteFrames2->objectAtIndex(2));
this->m_spriteFramesWin->addObject(spriteFrames2->objectAtIndex(1));
this->m_spriteFramesAvoid = new CCArray();
this->m_spriteFramesAvoid->init();
this->m_spriteFramesAvoid->addObject(spriteFrames2->objectAtIndex(3));
this->m_spriteFramesAvoid->addObject(spriteFrames2->objectAtIndex(4));
this->m_spriteFramesAvoid->addObject(spriteFrames2->objectAtIndex(5));
this->m_spriteFramesDeath = new CCArray();
this->m_spriteFramesDeath->init();
this->m_spriteFramesDeath->addObject(spriteFrames2->objectAtIndex(9));
this->m_spriteFramesDeath->addObject(spriteFrames2->objectAtIndex(10));
this->m_spriteFramesDeath->addObject(spriteFrames2->objectAtIndex(11));
this->m_spriteFramesDeath->addObject(spriteFrames2->objectAtIndex(10));
this->m_spriteFramesAttack = new CCArray();
this->m_spriteFramesAttack->init();
this->m_spriteFramesAttack->addObject(spriteFrames3->objectAtIndex(0));
this->m_spriteFramesAttack->addObject(spriteFrames3->objectAtIndex(1));
this->m_spriteFramesAttack->addObject(spriteFrames3->objectAtIndex(2));
this->m_spriteFramesUseItem = new CCArray();
this->m_spriteFramesUseItem->init();
this->m_spriteFramesUseItem->addObject(spriteFrames3->objectAtIndex(3));
this->m_spriteFramesUseItem->addObject(spriteFrames3->objectAtIndex(4));
this->m_spriteFramesUseItem->addObject(spriteFrames3->objectAtIndex(5));
this->m_spriteFramesSpecialAttack = new CCArray();
this->m_spriteFramesSpecialAttack->init();
this->m_spriteFramesSpecialAttack->addObject(spriteFrames3->objectAtIndex(6));
this->m_spriteFramesSpecialAttack->addObject(spriteFrames3->objectAtIndex(7));
this->m_spriteFramesSpecialAttack->addObject(spriteFrames3->objectAtIndex(8));
this->m_spriteFramesChanting = new CCArray();
this->m_spriteFramesChanting->init();
this->m_spriteFramesChanting->addObject(spriteFrames3->objectAtIndex(9));
this->m_spriteFramesChanting->addObject(spriteFrames3->objectAtIndex(10));
this->m_spriteFramesChanting->addObject(spriteFrames3->objectAtIndex(11));
this->m_spriteFramesChanting->addObject(spriteFrames3->objectAtIndex(10));
if(CCSprite::initWithSpriteFrame((CCSpriteFrame*)this->m_spriteFramesNormal->objectAtIndex(0)))
{
this->m_data = data;
this->setScale(1.75);
this->m_isSelected = false;
if(this->m_data->m_HP > 0)
{
this->m_data->m_status = kRPGDataStatusNormal;
this->animNormal();
}
else
{
this->m_data->m_status = kRPGDataStatusDeath;
this->animDeath();
}
return true;
}
return false;
}
RPGBattlePlayerSprite* RPGBattlePlayerSprite::createWithPlayerData(RPGPlayer* data)
{
RPGBattlePlayerSprite *obj = new RPGBattlePlayerSprite();
if(obj && obj->initWithPlayerData(data))
{
obj->autorelease();
return obj;
}
CC_SAFE_DELETE(obj);
return NULL;
}
void RPGBattlePlayerSprite::selected(bool isSelected)
{
this->m_isSelected = isSelected;
if(this->m_isSelected)
{
CCSprite *handCursor = (CCSprite*)this->getChildByTag(kRPGBattlePlayerSpriteTagCursor);
if(!handCursor)
{
handCursor = CCSprite::createWithSpriteFrameName("gui_hand.png");
handCursor->setScale(0.15);
handCursor->setTag(kRPGBattlePlayerSpriteTagCursor);
handCursor->setFlipX(true);
handCursor->setPosition(ccp(-12, 10));
this->addChild(handCursor);
}
}
else
{
CCSprite *handCursor = (CCSprite*)this->getChildByTag(kRPGBattlePlayerSpriteTagCursor);
if(handCursor)
handCursor->removeFromParentAndCleanup(true);
}
}
void RPGBattlePlayerSprite::animNormal()
{
this->stopAllActions();
if(this->getChildByTag(kRPGBattlePlayerSpriteTagArm))
this->removeChildByTag(kRPGBattlePlayerSpriteTagArm, true);
//战斗不能
if(this->m_data->m_HP <= 0)
this->m_data->m_status = kRPGDataStatusDeath;
//临死
else if(this->m_data->m_HP <= 9)
this->m_data->m_status = kRPGDataStatusDying;
if(this->m_data->m_status == kRPGDataStatusDeath)
{
this->animDeath();
return;
}
else if(this->m_data->m_status == kRPGDataStatusDying)
{
this->animDying();
return;
}
CCAnimation *animation = CCAnimation::createWithSpriteFrames(this->m_spriteFramesNormal, 0.2);
CCRepeatForever *animate = CCRepeatForever::create(CCAnimate::create(animation));
this->runAction(animate);
}
void RPGBattlePlayerSprite::animDying()
{
this->stopAllActions();
if(this->getChildByTag(kRPGBattlePlayerSpriteTagArm))
this->removeChildByTag(kRPGBattlePlayerSpriteTagArm, true);
CCAnimation *animation = CCAnimation::createWithSpriteFrames(this->m_spriteFramesDying, 0.2);
CCRepeatForever *animate = CCRepeatForever::create(CCAnimate::create(animation));
this->runAction(animate);
}
void RPGBattlePlayerSprite::animDeath()
{
this->stopAllActions();
if(this->getChildByTag(kRPGBattlePlayerSpriteTagArm))
this->removeChildByTag(kRPGBattlePlayerSpriteTagArm, true);
CCAnimation *animation = CCAnimation::createWithSpriteFrames(this->m_spriteFramesDeath, 0.2);
CCRepeatForever *animate = CCRepeatForever::create(CCAnimate::create(animation));
this->runAction(animate);
}
void RPGBattlePlayerSprite::animWin()
{
this->stopAllActions();
if(this->getChildByTag(kRPGBattlePlayerSpriteTagArm))
this->removeChildByTag(kRPGBattlePlayerSpriteTagArm, true);
CCAnimation *animation = CCAnimation::createWithSpriteFrames(this->m_spriteFramesWin, 0.2);
CCRepeatForever *animate = CCRepeatForever::create(CCAnimate::create(animation));
this->runAction(animate);
}
void RPGBattlePlayerSprite::animHurt()
{
this->stopAllActions();
if(this->getChildByTag(kRPGBattlePlayerSpriteTagArm))
this->removeChildByTag(kRPGBattlePlayerSpriteTagArm, true);
CCAnimation *animation = CCAnimation::createWithSpriteFrames(this->m_spriteFramesHurt, 0.2);
CCSequence *animate = CCSequence::create(CCAnimate::create(animation), CCDelayTime::create(1.5), CCCallFunc::create(this, callfunc_selector(RPGBattlePlayerSprite::animNormal)), NULL);
this->runAction(animate);
}
void RPGBattlePlayerSprite::animAttack(CCObject* target, cocos2d::CCObject *targetObjData)
{
this->stopAllActions();
SimpleAudioEngine::sharedEngine()->playEffect("audio_battle_attack1.wav");
CCAnimation *animation = CCAnimation::createWithSpriteFrames(this->m_spriteFramesAttack, 0.15);
//挥动武器的动作
CCArmatureDataManager::sharedArmatureDataManager()->addArmatureFileInfo(CCString::createWithFormat("attack%i.ExportJson", this->m_data->m_dataId)->getCString());
CCArmature* arm = CCArmature::create(CCString::createWithFormat("attack%i", this->m_data->m_dataId)->getCString());
arm->getAnimation()->play("main_anim");
arm->setPosition(CCPointZero);
arm->setTag(kRPGBattlePlayerSpriteTagArm);
arm->setScale(0.75);
this->addChild(arm);
//对应好arm位置
switch (this->m_data->m_dataId)
{
case 2:
arm->setPosition(ccp(arm->getPosition().x - 5, arm->getPosition().y));
break;
case 3:
arm->setPosition(ccp(arm->getPosition().x - 5, arm->getPosition().y));
break;
case 4:
break;
default:
arm->setPosition(ccp(arm->getPosition().x - 6, arm->getPosition().y + 5));
break;
}
this->runAction(CCSequence::createWithTwoActions(CCAnimate::create(animation), CCCallFuncND::create(target, callfuncND_selector(RPGBattleSceneLayer::attackResults), (void*)targetObjData)));
}
void RPGBattlePlayerSprite::animSkill(cocos2d::CCObject *target, cocos2d::CCObject *targetObjData)
{
this->stopAllActions();
if(this->getChildByTag(kRPGBattlePlayerSpriteTagArm))
this->removeChildByTag(kRPGBattlePlayerSpriteTagArm, true);
CCAnimation *animation = CCAnimation::createWithSpriteFrames(this->m_spriteFramesChanting, 0.2);
CCSequence *animate = CCSequence::create(CCAnimate::create(animation), CCAnimate::create(animation), CCDelayTime::create(0.25), NULL);
this->runAction(CCSequence::createWithTwoActions(animate, CCCallFuncND::create(target, callfuncND_selector(RPGBattleSceneLayer::skillResults), (void*)targetObjData)));
}
void RPGBattlePlayerSprite::animUseItem(cocos2d::CCObject *target, cocos2d::CCObject *targetObjData)
{
this->stopAllActions();
if(this->getChildByTag(kRPGBattlePlayerSpriteTagArm))
this->removeChildByTag(kRPGBattlePlayerSpriteTagArm, true);
CCAnimation *animation = CCAnimation::createWithSpriteFrames(this->m_spriteFramesUseItem, 0.2);
CCSequence *animate = CCSequence::create(CCAnimate::create(animation), CCDelayTime::create(0.5), CCCallFunc::create(this, callfunc_selector(RPGBattlePlayerSprite::animNormal)), NULL);
this->runAction(CCSequence::createWithTwoActions(animate, CCCallFuncND::create(target, callfuncND_selector(RPGBattleSceneLayer::useItemResults), (void*)targetObjData)));
}
void RPGBattlePlayerSprite::showEffectResults(cocos2d::CCObject *target, int results, CCNode* srcAttackObj)
{
//srcAttackObj为发起攻击的Sprite对象
addLab(this, kRPGBattlePlayerSpriteTagEffectResults, CCString::createWithFormat("%i", results), 24, kCCTextAlignmentCenter, ccp(this->getContentSize().width / 2, this->getContentSize().height / 2));
CCLabelTTF *effectResults = (CCLabelTTF*)this->getChildByTag(kRPGBattlePlayerSpriteTagEffectResults);
//增加HP的话则使用绿色
if(results > 0)
effectResults->setFontFillColor(ccc3(80, 255, 90));
CCMoveBy *up = CCMoveBy::create(0.5, ccp(0, 30));
CCMoveBy *down = CCMoveBy::create(1, ccp(0, -30));
this->m_results = results;
effectResults->runAction(CCSequence::create(CCEaseExponentialOut::create(up), CCEaseBounceOut::create(down), CCDelayTime::create(0.5), CCCallFunc::create(this, callfunc_selector(RPGBattlePlayerSprite::showEffectResultsEnd)), CCCallFuncND::create(target, callfuncND_selector(RPGBattleSceneLayer::actionWithTargetEffectLabEnd), srcAttackObj), NULL));
}
//private
void RPGBattlePlayerSprite::showEffectResultsEnd()
{
if(strcmp(CCUserDefault::sharedUserDefault()->getStringForKey(GAME_BATTLE_FIELD, "").c_str(), "mp") == 0)
{
this->m_data->m_MP += this->m_results;
if(this->m_data->m_MP < 0)
this->m_data->m_MP = 0;
else if(this->m_data->m_MP > this->m_data->m_maxMP)
this->m_data->m_MP = this->m_data->m_maxMP;
}
else
{
this->m_data->m_HP += this->m_results;
if(this->m_data->m_HP < 0)
this->m_data->m_HP = 0;
else if(this->m_data->m_HP > this->m_data->m_maxHP)
this->m_data->m_HP = this->m_data->m_maxHP;
}
CCUserDefault::sharedUserDefault()->setStringForKey(GAME_BATTLE_FIELD, "");
}