mirror of
https://github.com/wu736139669/OzgGameRPG.git
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179 lines
7.0 KiB
C++
179 lines
7.0 KiB
C++
//
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// RPGBattlePlayerSprite.cpp
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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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#include "RPGBattlePlayerSprite.h"
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#include "RPGBattleSceneLayer.h"
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#include "OzgCCUtility.h"
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RPGBattlePlayerSprite::RPGBattlePlayerSprite()
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{
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}
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RPGBattlePlayerSprite::~RPGBattlePlayerSprite()
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{
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this->m_spriteFramesNormal->release();
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this->m_spriteFramesHurt->release();
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this->m_spriteFramesDying->release();
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this->m_spriteFramesWin->release();
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this->m_spriteFramesAvoid->release();
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this->m_spriteFramesDeath->release();
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this->m_spriteFramesAttack->release();
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this->m_spriteFramesUseItem->release();
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this->m_spriteFramesSpecialAttack->release();
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this->m_spriteFramesChanting->release();
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CCLog("RPGBattlePlayerSprite 释放");
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}
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bool RPGBattlePlayerSprite::initWithPlayerData(RPGPlayer* data)
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{
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CCArray *spriteFrames1 = OzgCCUtility::createSpriteFrames(CCString::createWithFormat("%s_1.png", data->m_texPrefix.c_str())->getCString(), 3, 4);
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CCArray *spriteFrames2 = OzgCCUtility::createSpriteFrames(CCString::createWithFormat("%s_2.png", data->m_texPrefix.c_str())->getCString(), 3, 4);
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CCArray *spriteFrames3 = OzgCCUtility::createSpriteFrames(CCString::createWithFormat("%s_3.png", data->m_texPrefix.c_str())->getCString(), 3, 4);
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this->m_spriteFramesNormal = new CCArray();
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this->m_spriteFramesNormal->init();
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this->m_spriteFramesNormal->addObject(spriteFrames1->objectAtIndex(0));
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this->m_spriteFramesNormal->addObject(spriteFrames1->objectAtIndex(1));
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this->m_spriteFramesNormal->addObject(spriteFrames1->objectAtIndex(2));
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this->m_spriteFramesNormal->addObject(spriteFrames1->objectAtIndex(1));
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this->m_spriteFramesHurt = new CCArray();
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this->m_spriteFramesHurt->init();
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this->m_spriteFramesHurt->addObject(spriteFrames1->objectAtIndex(3));
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this->m_spriteFramesHurt->addObject(spriteFrames1->objectAtIndex(4));
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this->m_spriteFramesHurt->addObject(spriteFrames1->objectAtIndex(5));
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this->m_spriteFramesDying = new CCArray();
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this->m_spriteFramesDying->init();
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this->m_spriteFramesDying->addObject(spriteFrames1->objectAtIndex(6));
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this->m_spriteFramesDying->addObject(spriteFrames1->objectAtIndex(7));
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this->m_spriteFramesDying->addObject(spriteFrames1->objectAtIndex(8));
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this->m_spriteFramesDying->addObject(spriteFrames1->objectAtIndex(7));
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this->m_spriteFramesWin = new CCArray();
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this->m_spriteFramesWin->init();
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this->m_spriteFramesWin->addObject(spriteFrames2->objectAtIndex(0));
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this->m_spriteFramesWin->addObject(spriteFrames2->objectAtIndex(1));
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this->m_spriteFramesWin->addObject(spriteFrames2->objectAtIndex(2));
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this->m_spriteFramesWin->addObject(spriteFrames2->objectAtIndex(1));
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this->m_spriteFramesAvoid = new CCArray();
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this->m_spriteFramesAvoid->init();
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this->m_spriteFramesAvoid->addObject(spriteFrames2->objectAtIndex(3));
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this->m_spriteFramesAvoid->addObject(spriteFrames2->objectAtIndex(4));
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this->m_spriteFramesAvoid->addObject(spriteFrames2->objectAtIndex(5));
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this->m_spriteFramesDeath = new CCArray();
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this->m_spriteFramesDeath->init();
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this->m_spriteFramesDeath->addObject(spriteFrames2->objectAtIndex(9));
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this->m_spriteFramesDeath->addObject(spriteFrames2->objectAtIndex(10));
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this->m_spriteFramesDeath->addObject(spriteFrames2->objectAtIndex(11));
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this->m_spriteFramesDeath->addObject(spriteFrames2->objectAtIndex(10));
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this->m_spriteFramesAttack = new CCArray();
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this->m_spriteFramesAttack->init();
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this->m_spriteFramesAttack->addObject(spriteFrames3->objectAtIndex(0));
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this->m_spriteFramesAttack->addObject(spriteFrames3->objectAtIndex(1));
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this->m_spriteFramesAttack->addObject(spriteFrames3->objectAtIndex(2));
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this->m_spriteFramesUseItem = new CCArray();
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this->m_spriteFramesUseItem->init();
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this->m_spriteFramesUseItem->addObject(spriteFrames3->objectAtIndex(3));
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this->m_spriteFramesUseItem->addObject(spriteFrames3->objectAtIndex(4));
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this->m_spriteFramesUseItem->addObject(spriteFrames3->objectAtIndex(5));
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this->m_spriteFramesSpecialAttack = new CCArray();
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this->m_spriteFramesSpecialAttack->init();
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this->m_spriteFramesSpecialAttack->addObject(spriteFrames3->objectAtIndex(6));
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this->m_spriteFramesSpecialAttack->addObject(spriteFrames3->objectAtIndex(7));
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this->m_spriteFramesSpecialAttack->addObject(spriteFrames3->objectAtIndex(8));
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this->m_spriteFramesChanting = new CCArray();
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this->m_spriteFramesChanting->init();
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this->m_spriteFramesChanting->addObject(spriteFrames3->objectAtIndex(9));
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this->m_spriteFramesChanting->addObject(spriteFrames3->objectAtIndex(10));
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this->m_spriteFramesChanting->addObject(spriteFrames3->objectAtIndex(11));
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this->m_spriteFramesChanting->addObject(spriteFrames3->objectAtIndex(10));
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if(CCSprite::initWithSpriteFrame((CCSpriteFrame*)this->m_spriteFramesNormal->objectAtIndex(0)))
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{
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this->m_data = data;
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this->setScale(1.75);
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this->m_isSelected = false;
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this->animNormal();
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return true;
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}
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return false;
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}
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RPGBattlePlayerSprite* RPGBattlePlayerSprite::createWithPlayerData(RPGPlayer* data)
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{
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RPGBattlePlayerSprite *obj = new RPGBattlePlayerSprite();
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if(obj && obj->initWithPlayerData(data))
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{
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obj->autorelease();
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return obj;
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}
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CC_SAFE_DELETE(obj);
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return NULL;
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}
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void RPGBattlePlayerSprite::selected(bool isSelected)
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{
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this->m_isSelected = isSelected;
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if(this->m_isSelected)
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{
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CCSprite *handCursor = (CCSprite*)this->getChildByTag(kRPGBattlePlayerSpriteTagCursor);
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if(!handCursor)
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{
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handCursor = CCSprite::createWithSpriteFrameName("gui_hand.png");
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handCursor->setScale(0.15);
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handCursor->setTag(kRPGBattlePlayerSpriteTagCursor);
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handCursor->setFlipX(true);
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handCursor->setPosition(ccp(-12, 10));
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this->addChild(handCursor);
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}
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}
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else
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{
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CCSprite *handCursor = (CCSprite*)this->getChildByTag(kRPGBattlePlayerSpriteTagCursor);
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if(handCursor)
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handCursor->removeFromParentAndCleanup(true);
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}
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}
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void RPGBattlePlayerSprite::animNormal()
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{
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this->stopAllActions();
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CCAnimation *animation = CCAnimation::createWithSpriteFrames(this->m_spriteFramesNormal, 0.2);
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CCRepeatForever *animate = CCRepeatForever::create(CCAnimate::create(animation));
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this->runAction(animate);
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}
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void RPGBattlePlayerSprite::animAttack(CCObject* target, cocos2d::CCObject *targetObjData)
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{
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this->stopAllActions();
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SimpleAudioEngine::sharedEngine()->playEffect("audio_battle_attack1.wav");
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CCAnimation *animation = CCAnimation::createWithSpriteFrames(this->m_spriteFramesAttack, 0.15);
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//挥动武器的动作跟上面的一起执行
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//waving
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this->runAction(CCSequence::createWithTwoActions(CCAnimate::create(animation), CCCallFuncND::create(target, callfuncND_selector(RPGBattleSceneLayer::attackResults), targetObjData)));
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}
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