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76 lines
2.5 KiB
C++
76 lines
2.5 KiB
C++
//
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// RPGBattlePlayerSprite.h
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// OzgGameRPG
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//
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// Created by ozg on 14-4-3.
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//
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//
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#ifndef __OzgGameRPG__RPGBattlePlayerSprite__
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#define __OzgGameRPG__RPGBattlePlayerSprite__
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#include "cocos2d.h"
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#include "RPGData.h"
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USING_NS_CC;
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using namespace std;
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enum RPGBattlePlayerSpriteTag
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{
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kRPGBattlePlayerSpriteTagCursor = 1,
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kRPGBattlePlayerSpriteTagArm = 2,
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kRPGBattlePlayerSpriteTagEffectResults = 3
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};
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class RPGBattlePlayerSprite : public CCSprite
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{
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private:
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int m_results; //临时保存HP效果值
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CCArray* m_spriteFramesNormal; //通常
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CCArray* m_spriteFramesHurt; //受到攻击
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CCArray* m_spriteFramesDying; //临死
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CCArray* m_spriteFramesWin; //胜利
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CCArray* m_spriteFramesAvoid; //回避
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CCArray* m_spriteFramesDeath; //战斗不能
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CCArray* m_spriteFramesAttack; //一般攻击
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CCArray* m_spriteFramesUseItem; //使用道具
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CCArray* m_spriteFramesSpecialAttack; //特殊攻击
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CCArray* m_spriteFramesChanting; //咏唱
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void showEffectResultsEnd(); //showEffectResults执行完毕后执行,然后再执行showEffectResults参数中的回调
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public:
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RPGPlayer* m_data;
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bool m_isSelected;
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RPGBattlePlayerSprite();
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virtual ~RPGBattlePlayerSprite();
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bool initWithPlayerData(RPGPlayer* data);
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static RPGBattlePlayerSprite* createWithPlayerData(RPGPlayer* data);
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void selected(bool isSelected);
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void animNormal(); //执行通常时的状态,这个方法会根据实际HP的状态执行对应状态
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void animDying(); //执行临死的状态
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void animDeath(); //执行战斗不能的状态
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void animWin(); //执行胜利的状态
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void animHurt(); //执行受到攻击的状态,执行一次完毕后回到通常时状态,执行animNormal()
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void animAttack(CCObject* target, CCObject *targetObjData); //执行一般攻击的动作,target为回调对象,targetObjData为攻击的对象
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void animSkill(CCObject* target, CCObject *targetObjData); //执行技能,target为回调对象,targetObjData为目标对象
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void animUseItem(CCObject* target, CCObject *targetObjData); //执行使用道具,target为回调对象,targetObjData为目标对象
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void showEffectResults(CCObject* target, int results, CCNode* srcAttackObj); //显示效果值,target为回调对象,攻击的话results传入的是负值,回复的话为正值
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};
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#endif /* defined(__OzgGameRPG__RPGBattlePlayerSprite__) */
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