mirror of
https://github.com/wu736139669/OzgGameRPG.git
synced 2026-08-05 06:24:38 +00:00
1004 lines
40 KiB
C++
Executable File
1004 lines
40 KiB
C++
Executable File
//
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// RPGBattleSceneLayer.cpp
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// OzgGameRPG
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//
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// Created by ozg on 14-3-18.
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//
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//
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#include "RPGBattleSceneLayer.h"
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#include "RPGLoadingSceneLayer.h"
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#include "RPGComputingResults.h"
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#define MONSTER_QUERY "select * from monster where map_id = %i order by random() limit 1" //随机出现怪物
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#define SAVE_GOLD "update save_data set gold = %i where id = 1" //保存金钱
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#define UPDATE_PLAYER "update player set hp = %i, mp = %i, attack = %f, defense = %f, speed = %f, skill_attack = %f, skill_defense = %f, level = %i, skill = '%s', next_exp = %i, exp = %i where id = %i" //更新player数据,升级时用到
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RPGBattleSceneLayer::RPGBattleSceneLayer()
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{
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}
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RPGBattleSceneLayer::~RPGBattleSceneLayer()
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{
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this->m_playerDataList->release();
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this->m_monsterDataList->release();
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this->m_playerList->release();
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this->m_monsterList->release();
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CCSpriteFrameCache::sharedSpriteFrameCache()->removeSpriteFramesFromFile("monsters.plist");
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// CCTextureCache::sharedTextureCache()->dumpCachedTextureInfo();
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CCLog("RPGBattleSceneLayer 释放");
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}
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bool RPGBattleSceneLayer::init()
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{
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if(RPGBaseSceneLayer::init())
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{
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CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("monsters.plist");
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//加载语言文件
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string languageFile = CCFileUtils::sharedFileUtils()->fullPathForFilename("scene_battle_cns.plist");
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this->m_stringList = CCDictionary::createWithContentsOfFileThreadSafe(languageFile.c_str());
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this->m_stringList->retain();
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CCSprite *bg = CCSprite::create("battle_bg.png");
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bg->setPosition(ccp(CCDirector::sharedDirector()->getWinSize().width / 2, CCDirector::sharedDirector()->getWinSize().height / 2));
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bg->setTag(kRPGBattleSceneLayerTagBg);
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this->addChild(bg);
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//背景音乐
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if(SimpleAudioEngine::sharedEngine()->isBackgroundMusicPlaying())
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{
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SimpleAudioEngine::sharedEngine()->stopBackgroundMusic(true);
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SimpleAudioEngine::sharedEngine()->playBackgroundMusic("audio_battle.mp3", true);
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}
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//下面的菜单
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CCTMXTiledMap *menuLayer = CCTMXTiledMap::create("battle_menu_style1.tmx");
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menuLayer->setTag(kRPGBattleSceneLayerTagMenuBg);
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menuLayer->setPosition(ccp((CCDirector::sharedDirector()->getWinSize().width - menuLayer->getContentSize().width) / 2.0, (CCDirector::sharedDirector()->getWinSize().height - bg->getContentSize().height) / 2));
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this->addChild(menuLayer);
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this->m_playerDataList = new CCArray();
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this->m_playerDataList->init();
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this->m_monsterDataList = new CCArray();
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this->m_monsterDataList->init();
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this->m_playerList = new CCArray();
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this->m_playerList->init();
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this->m_monsterList = new CCArray();
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this->m_monsterList->init();
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this->m_speedTotal = 0; //速度总值的初始化
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//player
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float playerY = 620;
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float separateY = 197;
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float playerLabY = 215;
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float progressY = 217;
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int i = 0;
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this->m_playerDataList->removeAllObjects();
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CppSQLite3Query query = this->m_db.execQuery(PLAYER_QUERY);
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while(!query.eof())
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{
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RPGPlayer *playerData = RPGPlayer::create();
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playerData->m_dataId = query.getIntField("id");
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playerData->m_maxHP = query.getIntField("max_hp");
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playerData->m_HP = query.getIntField("hp");
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playerData->m_maxMP = query.getIntField("max_mp");
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playerData->m_MP = query.getIntField("mp");
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playerData->m_attack = query.getFloatField("attack");
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playerData->m_defense = query.getFloatField("defense");
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playerData->m_speed = query.getFloatField("speed");
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playerData->m_skillAttack = query.getFloatField("skill_attack");
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playerData->m_skillDefense = query.getFloatField("skill_defense");
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playerData->m_level = query.getIntField("level");
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playerData->m_name = query.getStringField("name_cns");
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playerData->m_nextExp = query.getIntField("next_exp");
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playerData->m_itemsIdArmor = query.getIntField("items_id_armor");
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playerData->m_itemsIdArms = query.getIntField("items_id_arms");
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playerData->m_skill = query.getStringField("skill");
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playerData->m_texPrefix = query.getStringField("tex_prefix");
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playerData->m_exp = query.getIntField("exp");
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playerData->m_progress = 0.0; //computingProgress方法会重新计算这个值
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playerData->m_speed = this->computingFloat(playerData->m_speed);
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this->m_speedTotal += playerData->m_speed; //累加速度总值
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this->m_playerDataList->addObject(playerData);
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//角色
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RPGBattlePlayerSprite *player = RPGBattlePlayerSprite::createWithPlayerData(playerData);
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player->setPosition(ccp(880, playerY));
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player->setTag(kRPGBattleSceneLayerTagPlayer + playerData->m_dataId);
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this->addChild(player);
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this->m_playerList->addObject(player);
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//分隔线
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if(i > 0)
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{
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CCSprite *separate = CCSprite::createWithSpriteFrameName("separate.png");
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separate->setPosition(ccp(665, separateY));
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separate->setScaleX(1.4);
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this->addChild(separate);
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separateY -= 40;
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}
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//名字
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addLab(this, kRPGBattleSceneLayerTagPlayerNameLab + playerData->m_dataId, CCString::create(playerData->m_name), 18, ccp(575, playerLabY));
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//进度条
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CCSprite *battleProgressBg = CCSprite::createWithSpriteFrameName("gui_battle_progress_bar01_a.png");
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battleProgressBg->setTag(kRPGBattleSceneLayerTagPlayerProgressBg + playerData->m_dataId);
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battleProgressBg->setPosition(ccp(880, progressY));
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battleProgressBg->setScaleX(0.4);
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battleProgressBg->setScaleY(0.5);
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this->addChild(battleProgressBg);
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CCProgressTimer *battleProgress = CCProgressTimer::create(CCSprite::createWithSpriteFrameName("gui_battle_progress_bar01_b.png"));
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battleProgress->setBarChangeRate(ccp(1, 0)); //设置进度条的长度和高度开始变化的大小
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battleProgress->setType(kCCProgressTimerTypeBar); //设置进度条为水平
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battleProgress->setMidpoint(ccp(0, 0));
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battleProgress->setPosition(ccp(880, progressY));
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battleProgress->setScaleX(0.4);
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battleProgress->setScaleY(0.5);
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battleProgress->setTag(kRPGBattleSceneLayerTagPlayerProgress + playerData->m_dataId);
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this->addChild(battleProgress);
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//初始化进度条的进度
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// float progress = this->m_roleListWithInitProgress[role->dataId] * 100;
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// battleProgress->setPercentage(50);
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//CCLog("%f", progress);
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//HP
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addLab(this, kRPGBattleSceneLayerTagPlayerHP + playerData->m_dataId, CCString::createWithFormat("%i", playerData->m_HP), 18, kCCTextAlignmentRight, ccp(380, playerLabY));
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addLab(this, kRPGBattleSceneLayerTagPlayerHPSeparate + playerData->m_dataId, CCString::create("/"), 18, kCCTextAlignmentCenter, ccp(590, playerLabY));
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addLab(this, kRPGBattleSceneLayerTagPlayerMaxHP + playerData->m_dataId, CCString::createWithFormat("%i", playerData->m_maxHP), 18, kCCTextAlignmentLeft, ccp(800, playerLabY));
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//MP
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addLab(this, kRPGBattleSceneLayerTagPlayerMP + playerData->m_dataId, CCString::createWithFormat("%i", playerData->m_MP), 15, kCCTextAlignmentRight, ccp(510, playerLabY - 3));
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addLab(this, kRPGBattleSceneLayerTagPlayerMPSeparate + playerData->m_dataId, CCString::create("/"), 15, kCCTextAlignmentCenter, ccp(720, playerLabY - 3));
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addLab(this, kRPGBattleSceneLayerTagPlayerMaxMP + playerData->m_dataId, CCString::createWithFormat("%i", playerData->m_maxMP), 15, kCCTextAlignmentLeft, ccp(930, playerLabY - 3));
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playerY -= 100;
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playerLabY -= 40;
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progressY -= 40;
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i++;
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query.nextRow();
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}
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query.finalize();
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//怪物部分
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//第一次调用randomFloat的结果都是一样的,所以不需要
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OzgCCUtility::randomSeed(0);
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OzgCCUtility::randomFloat(0.0f, 1.0f);
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//生成怪物数据部分
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int mapId = CCUserDefault::sharedUserDefault()->getIntegerForKey("map_id");
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OzgCCUtility::rangeRand(1, 10);
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int monsterCount = OzgCCUtility::rangeRand(1, 4); //最多出现1到4种怪物
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while (monsterCount > 0)
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{
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//随机查询一个怪物
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CCString *sql = CCString::createWithFormat(MONSTER_QUERY, mapId);
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CppSQLite3Query query = this->m_db.execQuery(sql->getCString());
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while(!query.eof())
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{
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RPGMonster *monsterData = RPGMonster::create();
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monsterData->m_dataId = query.getIntField("id");
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monsterData->m_name = query.getStringField("name_cns");
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monsterData->m_maxHP = query.getIntField("max_hp");
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monsterData->m_HP = query.getIntField("max_hp"); //跟上面的一样
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monsterData->m_attack = query.getFloatField("attack");
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monsterData->m_defense = query.getFloatField("defense");
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monsterData->m_speed = query.getFloatField("speed");
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monsterData->m_skillAttack = query.getFloatField("skill_attack");
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monsterData->m_skillDefense = query.getFloatField("skill_defense");
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monsterData->m_exp = query.getIntField("exp");
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monsterData->m_skill = query.getStringField("skill");
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monsterData->m_tex = query.getStringField("tex");
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monsterData->m_gold = query.getIntField("gold");
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monsterData->m_progress = 0.0; //computingProgress方法会重新计算这个值
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monsterData->m_speed = this->computingFloat(monsterData->m_speed);
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this->m_speedTotal += monsterData->m_speed; //累加速度总值
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CCArray *monsters = this->monsterDataListWithDataId(monsterData->m_dataId);
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if(monsters->count() > 0)
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{
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do
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{
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monsterData->m_tag = kRPGBattleSceneLayerTagMonster + OzgCCUtility::rangeRand(0, 9999);
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}
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while (this->monsterDataListExistWithTag(monsterData->m_tag));
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monsters->addObject(monsterData);
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// CCLog("产生无重复的tag");
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}
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else
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{
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monsterData->m_tag = kRPGBattleSceneLayerTagMonster + OzgCCUtility::rangeRand(0, 9999);
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monsters->addObject(monsterData);
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this->m_monsterDataList->addObject(monsters);
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// CCLog("如果不存在对应的怪物则直接插入到怪物数组");
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}
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// CCLog("产生敌人:%i", monsterData->m_tag);
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query.nextRow();
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}
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query.finalize();
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monsterCount--;
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}
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//怪物显示部分
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float monsterNameLabY = 220;
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this->m_addedMonsters.clear();
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for (i = 0; i < this->m_monsterDataList->count(); i++)
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{
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CCArray *monsters = (CCArray*)this->m_monsterDataList->objectAtIndex(i);
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for (int j = 0; j < monsters->count(); j++)
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{
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RPGMonster *monsterData = (RPGMonster*)monsters->objectAtIndex(j);
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RPGBattleMonsterSprite *monster = RPGBattleMonsterSprite::createWithMonsterData(monsterData);
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this->setMonsterPosition(monster);
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monster->setTag(monsterData->m_tag);
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this->addChild(monster);
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this->m_addedMonsters.push_back(monster->getTag());
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this->m_monsterList->addObject(monster);
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//左下角的怪物名称
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if(j == 0)
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{
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addLab(this, kRPGBattleSceneLayerTagMonsterNameLab + monsterData->m_dataId, CCString::createWithFormat("%s x %i", monsterData->m_name.c_str(), (int)monsters->count()), 18, ccp(270, monsterNameLabY));
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monsterNameLabY -= 40;
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}
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}
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}
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//怪物部分结束
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this->m_enabledTouched = false;
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this->computingProgress();
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this->scheduleUpdate();
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return true;
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}
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return false;
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}
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CCScene* RPGBattleSceneLayer::scene()
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{
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CCScene* s = CCScene::create();
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RPGBattleSceneLayer *layer = RPGBattleSceneLayer::create();
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s->addChild(layer);
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return s;
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}
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void RPGBattleSceneLayer::update(float delta)
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{
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float progressSpeed = 0.5;
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//更新player进度条
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for (int i = 0; i < this->m_playerDataList->count(); i++)
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{
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RPGPlayer *playerData = (RPGPlayer*)this->m_playerDataList->objectAtIndex(i);
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if(playerData->m_status == kRPGDataStatusDeath)
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{
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//战斗不能
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CCProgressTimer *battleProgress = (CCProgressTimer*)this->getChildByTag(kRPGBattleSceneLayerTagPlayerProgress + playerData->m_dataId);
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battleProgress->setPercentage(0);
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continue;
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}
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else
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{
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//通常时
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playerData->m_progress += progressSpeed;
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if(playerData->m_progress > 100)
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playerData->m_progress = 100;
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CCProgressTimer *battleProgress = (CCProgressTimer*)this->getChildByTag(kRPGBattleSceneLayerTagPlayerProgress + playerData->m_dataId);
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battleProgress->setPercentage(playerData->m_progress);
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}
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if(playerData->m_progress >= 100)
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{
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CCLog("显示player菜单");
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RPGBattleMenu *battleMenu = (RPGBattleMenu*)this->getChildByTag(kRPGBattleSceneLayerTagBattleMenu);
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if(battleMenu)
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battleMenu->removeFromParentAndCleanup(true);
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battleMenu = RPGBattleMenu::createWithParentNode(this->m_stringList, this, playerData);
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battleMenu->setTag(kRPGBattleSceneLayerTagBattleMenu);
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this->addChild(battleMenu);
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this->unscheduleUpdate();
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return;
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}
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}
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//更新怪物的进度
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for (int i = 0; i < this->m_monsterDataList->count(); i++)
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{
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CCArray *monsters = (CCArray*)this->m_monsterDataList->objectAtIndex(i);
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for (int j = 0; j < monsters->count(); j++)
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{
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RPGMonster *monsterData = (RPGMonster*)monsters->objectAtIndex(j);
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// RPGBattleMonsterSprite *monster = (RPGBattleMonsterSprite*)this->getChildByTag(monsterData->m_tag);
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monsterData->m_progress += progressSpeed;
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if(monsterData->m_progress > 100)
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monsterData->m_progress = 100;
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if(monsterData->m_progress >= 100)
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{
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CCLog("怪物攻击");
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this->unscheduleUpdate();
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return;
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}
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}
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}
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// CCLog("%f", delta);
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}
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bool RPGBattleSceneLayer::ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent)
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{
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return true;
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}
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void RPGBattleSceneLayer::ccTouchMoved(CCTouch *pTouch, CCEvent *pEvent)
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{
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}
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void RPGBattleSceneLayer::ccTouchEnded(CCTouch *pTouch, CCEvent *pEvent)
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{
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CCPoint point = pTouch->getLocation();
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RPGBattleMenu *battleMenu = (RPGBattleMenu*)this->getChildByTag(kRPGBattleSceneLayerTagBattleMenu);
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RPGBattleMenu *winResultsDialog = (RPGBattleMenu*)this->getChildByTag(kRPGBattleSceneLayerTagWinResultsDialog);
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if(battleMenu)
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{
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switch (battleMenu->m_selectedMenuTag)
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{
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case kRPGBattleMenuTagAttack:
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{
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// CCLog("攻击");
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SimpleAudioEngine::sharedEngine()->playEffect("audio_effect_btn.wav");
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//检测选中的player
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for (int i = 0; i < this->m_playerList->count(); i++)
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{
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RPGBattlePlayerSprite *player = (RPGBattlePlayerSprite*)this->m_playerList->objectAtIndex(i);
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if(player->boundingBox().containsPoint(point))
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{
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if(player->m_isSelected)
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{
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CCLog("攻击player");
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player->selected(false);
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this->removeChildByTag(kRPGBattleSceneLayerTagBattleMenu, true);
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}
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else
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player->selected(true);
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}
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else
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player->selected(false);
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}
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//检测选中的怪物
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for (int i = 0; i < this->m_monsterList->count(); i++)
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{
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RPGBattleMonsterSprite *monster = (RPGBattleMonsterSprite*)this->m_monsterList->objectAtIndex(i);
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if(monster->boundingBox().containsPoint(point))
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{
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if(monster->m_isSelected)
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{
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CCLog("攻击怪物");
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RPGBattleMenu *battleMenu = (RPGBattleMenu*)this->getChildByTag(kRPGBattleSceneLayerTagBattleMenu);
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RPGPlayer *playerData = battleMenu->m_playerData;
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monster->selected(false);
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battleMenu->removeFromParentAndCleanup(true);
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this->attack(playerData, monster->m_data);
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}
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else
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monster->selected(true);
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}
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else
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monster->selected(false);
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}
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}
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break;
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// default:
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// break;
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}
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}
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else if(winResultsDialog)
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{
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CCLog("战斗胜利后返回地图界面");
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//保存获得的金钱到数据库
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{
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|
CCString *sql = NULL;
|
|
|
|
CppSQLite3Query query = this->m_db.execQuery(CCString::create(SAVEDATA_QUERY)->getCString());
|
|
while(!query.eof())
|
|
{
|
|
this->m_totalGold = query.getIntField("gold") + this->m_totalGold;
|
|
|
|
//最大值的处理
|
|
if(this->m_totalGold > MAX_GOLD)
|
|
this->m_totalGold = MAX_GOLD;
|
|
|
|
sql = CCString::createWithFormat(SAVE_GOLD, this->m_totalGold);
|
|
|
|
query.nextRow();
|
|
}
|
|
query.finalize();
|
|
|
|
if(sql) this->m_db.execDML(sql->getCString());
|
|
}
|
|
|
|
//保存player的状态到数据库
|
|
for (int i = 0; i < this->m_playerDataList->count(); i++)
|
|
{
|
|
RPGPlayer *playerData = (RPGPlayer*)this->m_playerDataList->objectAtIndex(i);
|
|
|
|
CCString *sql = CCString::createWithFormat(UPDATE_PLAYER, playerData->m_HP, playerData->m_MP, playerData->m_attack, playerData->m_defense, playerData->m_speed, playerData->m_skillAttack, playerData->m_skillDefense, playerData->m_level, playerData->m_skill.c_str(), playerData->m_nextExp, playerData->m_exp, playerData->m_dataId);
|
|
// CCLog("%s", sql->getCString());
|
|
this->m_db.execDML(sql->getCString());
|
|
}
|
|
|
|
//保存现有道具到数据库
|
|
|
|
this->goToMap();
|
|
}
|
|
|
|
}
|
|
|
|
void RPGBattleSceneLayer::showMsg(cocos2d::CCString *msgText)
|
|
{
|
|
this->showMsg(msgText, true);
|
|
}
|
|
|
|
void RPGBattleSceneLayer::showMsg(cocos2d::CCString *msgText, bool autoRelease)
|
|
{
|
|
CCTMXTiledMap *bgLayer = (CCTMXTiledMap*)this->getChildByTag(kRPGBattleSceneLayerTagMsg);
|
|
|
|
//之前已经存在了msg框就先释放
|
|
if(bgLayer)
|
|
bgLayer->removeFromParentAndCleanup(true);
|
|
|
|
//如果正在执行自动释放msg就先停止
|
|
if(this->m_autoReleaseMsg)
|
|
{
|
|
this->m_autoReleaseMsg = false;
|
|
this->unschedule(schedule_selector(RPGBattleSceneLayer::hideMsg));
|
|
}
|
|
|
|
bgLayer = CCTMXTiledMap::create("battle_msg_style1.tmx");
|
|
bgLayer->setPosition(ccp((CCDirector::sharedDirector()->getWinSize().width - bgLayer->getContentSize().width) / 2, 657));
|
|
bgLayer->setTag(kRPGBattleSceneLayerTagMsg);
|
|
this->addChild(bgLayer);
|
|
|
|
CCLabelTTF *textLab = CCLabelTTF::create(msgText->getCString(), "Arial", 17, CCSizeMake(400, 25), kCCTextAlignmentCenter, kCCVerticalTextAlignmentCenter);
|
|
textLab->setPosition(ccp(bgLayer->getContentSize().width / 2, bgLayer->getContentSize().height / 2));
|
|
bgLayer->addChild(textLab);
|
|
|
|
if(autoRelease)
|
|
{
|
|
this->m_autoReleaseMsg = true;
|
|
this->scheduleOnce(schedule_selector(RPGBattleSceneLayer::hideMsg), 3.0);
|
|
}
|
|
else
|
|
this->m_autoReleaseMsg = false;
|
|
}
|
|
|
|
void RPGBattleSceneLayer::hideMsg()
|
|
{
|
|
this->hideMsg(0);
|
|
}
|
|
|
|
void RPGBattleSceneLayer::hideMsg(float dt)
|
|
{
|
|
CCTMXTiledMap *bgLayer = (CCTMXTiledMap*)this->getChildByTag(kRPGBattleSceneLayerTagMsg);
|
|
|
|
if(bgLayer)
|
|
bgLayer->removeFromParentAndCleanup(true);
|
|
|
|
this->m_autoReleaseMsg = false;
|
|
}
|
|
|
|
void RPGBattleSceneLayer::goToMap()
|
|
{
|
|
//保存player的数据
|
|
savePlayerData(&this->m_db, this->m_playerDataList);
|
|
|
|
this->enabledTouched(false);
|
|
|
|
CCArray *loadTextures = CCArray::create();
|
|
loadTextures->addObject(CCString::create("map.png"));
|
|
loadTextures->addObject(CCString::create("joystick.png"));
|
|
loadTextures->addObject(CCString::create("actor4_0.png"));
|
|
loadTextures->addObject(CCString::create("actor111.png"));
|
|
loadTextures->addObject(CCString::create("actor113.png"));
|
|
loadTextures->addObject(CCString::create("actor114.png"));
|
|
loadTextures->addObject(CCString::create("actor115.png"));
|
|
loadTextures->addObject(CCString::create("actor117.png"));
|
|
loadTextures->addObject(CCString::create("actor120.png"));
|
|
|
|
CCArray *releaseTextures = CCArray::create();
|
|
releaseTextures->addObject(CCString::create("monsters.png"));
|
|
releaseTextures->addObject(CCString::create("battle_bg.png"));
|
|
releaseTextures->addObject(CCString::create("attack10.png"));
|
|
releaseTextures->addObject(CCString::create("attack20.png"));
|
|
releaseTextures->addObject(CCString::create("attack30.png"));
|
|
releaseTextures->addObject(CCString::create("attack40.png"));
|
|
|
|
for (int i = 0; i < this->m_playerDataList->count(); i++)
|
|
{
|
|
RPGPlayer *playerData = (RPGPlayer*)this->m_playerDataList->objectAtIndex(i);
|
|
releaseTextures->addObject(CCString::createWithFormat("%s_1.png", playerData->m_texPrefix.c_str()));
|
|
releaseTextures->addObject(CCString::createWithFormat("%s_2.png", playerData->m_texPrefix.c_str()));
|
|
releaseTextures->addObject(CCString::createWithFormat("%s_3.png", playerData->m_texPrefix.c_str()));
|
|
}
|
|
|
|
CCScene *s = RPGLoadingSceneLayer::scene(loadTextures, releaseTextures, "single_map");
|
|
CCTransitionFade *t = CCTransitionFade::create(GAME_SCENE, s);
|
|
CCDirector::sharedDirector()->replaceScene(t);
|
|
}
|
|
|
|
void RPGBattleSceneLayer::enabledTouched(bool enabled)
|
|
{
|
|
if(this->m_enabledTouched)
|
|
CCDirector::sharedDirector()->getTouchDispatcher()->removeDelegate(this);
|
|
|
|
this->m_enabledTouched = enabled;
|
|
|
|
if(this->m_enabledTouched)
|
|
CCDirector::sharedDirector()->getTouchDispatcher()->addTargetedDelegate(this, 1, true);
|
|
|
|
}
|
|
|
|
void RPGBattleSceneLayer::cancelAllSelected()
|
|
{
|
|
for (int i = 0; i < this->m_playerList->count(); i++)
|
|
{
|
|
RPGBattlePlayerSprite *player = (RPGBattlePlayerSprite*)this->m_playerList->objectAtIndex(i);
|
|
player->selected(false);
|
|
|
|
}
|
|
|
|
for (int i = 0; i < this->m_monsterList->count(); i++)
|
|
{
|
|
RPGBattleMonsterSprite *monster = (RPGBattleMonsterSprite*)this->m_monsterList->objectAtIndex(i);
|
|
monster->selected(false);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
void RPGBattleSceneLayer::attack(cocos2d::CCObject *attackObjData, cocos2d::CCObject *targetObjData)
|
|
{
|
|
//发起攻击的对象
|
|
if(dynamic_cast<RPGPlayer*>(attackObjData) != NULL)
|
|
{
|
|
RPGBattlePlayerSprite *player = (RPGBattlePlayerSprite*)this->getChildByTag(kRPGBattleSceneLayerTagPlayer + ((RPGPlayer*)attackObjData)->m_dataId);
|
|
player->animAttack(this, targetObjData);
|
|
}
|
|
else if(dynamic_cast<RPGMonster*>(attackObjData) != NULL)
|
|
{
|
|
|
|
}
|
|
|
|
}
|
|
|
|
void RPGBattleSceneLayer::attackResults(cocos2d::CCNode *sender, void *data)
|
|
{
|
|
SimpleAudioEngine::sharedEngine()->playEffect("audio_battle_attack2.wav");
|
|
|
|
// CCLog("计算伤害值");
|
|
//发起攻击的对象
|
|
if(dynamic_cast<RPGBattlePlayerSprite*>(sender) != NULL)
|
|
{
|
|
int HPResults = RPGComputingResults::attackResults(((RPGBattlePlayerSprite*)sender)->m_data->m_attack, ((RPGMonster*)data)->m_defense);
|
|
|
|
RPGBattleMonsterSprite *monster = (RPGBattleMonsterSprite*)this->getChildByTag(((RPGMonster*)data)->m_tag);
|
|
monster->showHurtResults(this, -HPResults, sender);
|
|
}
|
|
else if(dynamic_cast<RPGBattleMonsterSprite*>(sender) != NULL)
|
|
{
|
|
//怪物攻击player
|
|
// int hurtHP = RPGComputingResults::attackResults(((RPGBattleMonsterSprite*)data)->m_attack, ((RPGPlayer*)sender)->m_defense);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
void RPGBattleSceneLayer::attackWithTargetHurtLabEnd(cocos2d::CCNode *sender, void* data)
|
|
{
|
|
CCLog("攻击流程完毕");
|
|
|
|
if(dynamic_cast<RPGBattlePlayerSprite*>(sender->getParent()) != NULL)
|
|
{
|
|
|
|
}
|
|
else if(dynamic_cast<RPGBattleMonsterSprite*>(sender->getParent()) != NULL)
|
|
{
|
|
|
|
if(((RPGBattleMonsterSprite*)sender->getParent())->m_data->m_HP <= 0)
|
|
{
|
|
//怪物战斗不能
|
|
((RPGBattleMonsterSprite*)sender->getParent())->m_data->m_status = kRPGDataStatusDeath;
|
|
|
|
//打倒了一个怪物后,重新统计左下角的怪物
|
|
for (int i = 0; i < this->m_monsterDataList->count(); i++)
|
|
{
|
|
CCArray *monsters = (CCArray*)this->m_monsterDataList->objectAtIndex(i);
|
|
for (int j = 0; j < monsters->count(); j++)
|
|
{
|
|
RPGMonster *monsterData = (RPGMonster*)monsters->objectAtIndex(j);
|
|
|
|
if(monsterData == ((RPGBattleMonsterSprite*)sender->getParent())->m_data)
|
|
{
|
|
//统计活着的怪物个数
|
|
int total = monsters->count();
|
|
for (int k = 0; k < monsters->count(); k++)
|
|
{
|
|
RPGMonster *tmpMonsterData = (RPGMonster*)monsters->objectAtIndex(k);
|
|
if(tmpMonsterData->m_status == kRPGDataStatusDeath)
|
|
total--;
|
|
}
|
|
|
|
if(total <= 0)
|
|
//该怪物完全消灭
|
|
this->removeChildByTag(kRPGBattleSceneLayerTagMonsterNameLab + monsterData->m_dataId, true);
|
|
else
|
|
{
|
|
//还有剩下的怪物
|
|
|
|
CCLabelTTF *monsterNameLab = (CCLabelTTF*)this->getChildByTag(kRPGBattleSceneLayerTagMonsterNameLab + monsterData->m_dataId);
|
|
monsterNameLab->setString(CCString::createWithFormat("%s x %i", monsterData->m_name.c_str(), total)->getCString());
|
|
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
this->m_monsterList->removeObject(sender->getParent());
|
|
((RPGBattleMonsterSprite*)sender->getParent())->removeFromParentAndCleanup(true);
|
|
|
|
//this->m_monsterDataList 不清理是因为战斗结束后需要这个对象来计算经验值
|
|
|
|
}
|
|
else
|
|
sender->removeFromParentAndCleanup(true);
|
|
|
|
RPGBattlePlayerSprite *player = (RPGBattlePlayerSprite*)data;
|
|
player->animNormal();
|
|
|
|
player->m_data->m_progress = 0;
|
|
CCProgressTimer *battleProgress = (CCProgressTimer*)this->getChildByTag(kRPGBattleSceneLayerTagPlayerProgress + player->m_data->m_dataId);
|
|
battleProgress->setPercentage(player->m_data->m_progress);
|
|
|
|
}
|
|
|
|
if(!this->judgeWin())
|
|
this->scheduleUpdate();
|
|
else
|
|
{
|
|
// CCLog("胜利");
|
|
SimpleAudioEngine::sharedEngine()->stopBackgroundMusic(true);
|
|
SimpleAudioEngine::sharedEngine()->playBackgroundMusic("audio_battle_end.mp3", true);
|
|
|
|
for (int i = 0; i < this->m_playerList->count(); i++)
|
|
{
|
|
RPGBattlePlayerSprite *player = (RPGBattlePlayerSprite*)this->m_playerList->objectAtIndex(i);
|
|
if(player->m_data->m_status != kRPGDataStatusDeath)
|
|
player->animWin();
|
|
}
|
|
|
|
this->showWinResults();
|
|
}
|
|
}
|
|
|
|
//private
|
|
|
|
bool RPGBattleSceneLayer::monsterDataListExistWithTag(int tag)
|
|
{
|
|
for (int i = 0; i < this->m_monsterDataList->count(); i++)
|
|
{
|
|
CCArray *monsters = (CCArray*)this->m_monsterDataList->objectAtIndex(i);
|
|
|
|
for (int j = 0; j < monsters->count(); j++)
|
|
{
|
|
RPGMonster *monster = (RPGMonster*)monsters->objectAtIndex(j);
|
|
if(monster->m_tag == tag)
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
CCArray* RPGBattleSceneLayer::monsterDataListWithDataId(int dataId)
|
|
{
|
|
for (int i = 0; i < this->m_monsterDataList->count(); i++)
|
|
{
|
|
RPGMonster *monster = (RPGMonster*)((CCArray*)this->m_monsterDataList->objectAtIndex(i))->objectAtIndex(0);
|
|
if(monster->m_dataId == dataId)
|
|
return (CCArray*)this->m_monsterDataList->objectAtIndex(i);
|
|
}
|
|
|
|
return CCArray::create();
|
|
}
|
|
|
|
void RPGBattleSceneLayer::setMonsterPosition(RPGBattleMonsterSprite* monster)
|
|
{
|
|
// CCLayerColor *l = CCLayerColor::create(ccc4(200, 200, 200, 200), 700, 420);
|
|
// l->setPosition(ccp(50, 270));
|
|
// this->addChild(l);
|
|
|
|
bool overlap; //是否重叠
|
|
do
|
|
{
|
|
overlap = false;
|
|
|
|
float x = OzgCCUtility::randomFloat(50 + (monster->getContentSize().width * monster->getAnchorPoint().x), 750 - ((monster->getContentSize().width * monster->getAnchorPoint().x)));
|
|
float y = OzgCCUtility::randomFloat(270 + (monster->getContentSize().height * monster->getAnchorPoint().y), 690 - (monster->getContentSize().height * monster->getAnchorPoint().y));
|
|
|
|
monster->setPosition(ccp(x, y));
|
|
|
|
for (int i = 0; i < (int)this->m_addedMonsters.size(); i++)
|
|
{
|
|
RPGBattleMonsterSprite *addedMonster = (RPGBattleMonsterSprite*)this->getChildByTag(this->m_addedMonsters[i]);
|
|
|
|
if(addedMonster->boundingBox().intersectsRect(monster->boundingBox()))
|
|
{
|
|
overlap = true;
|
|
// CCLog("重新计算怪物的显示位置");
|
|
break;
|
|
}
|
|
}
|
|
|
|
}
|
|
while (overlap);
|
|
|
|
}
|
|
|
|
void RPGBattleSceneLayer::computingProgress()
|
|
{
|
|
// CCLog("%f", this->m_speedTotal);
|
|
|
|
//player
|
|
for (int i = 0; i < this->m_playerDataList->count(); i++)
|
|
{
|
|
RPGPlayer *playerData = (RPGPlayer*)this->m_playerDataList->objectAtIndex(i);
|
|
|
|
CCProgressTimer *battleProgress = (CCProgressTimer*)this->getChildByTag(kRPGBattleSceneLayerTagPlayerProgress + playerData->m_dataId);
|
|
|
|
float val = playerData->m_speed / this->m_speedTotal * 100.0;
|
|
playerData->m_progress = val;
|
|
battleProgress->setPercentage(playerData->m_progress);
|
|
}
|
|
|
|
//monster
|
|
// for (int i = 0; i < this->m_monsterDataList->count(); i++)
|
|
// {
|
|
// CCArray *monsters = (CCArray*)this->m_monsterDataList->objectAtIndex(i);
|
|
// for (int j = 0; j < monsters->count(); j++)
|
|
// {
|
|
// RPGMonster *monsterData = (RPGMonster*)monsters->objectAtIndex(j);
|
|
//
|
|
// float val = monsterData->m_speed / this->m_speedTotal * 100.0;
|
|
// monsterData->m_progress = val;
|
|
// }
|
|
// }
|
|
|
|
}
|
|
|
|
float RPGBattleSceneLayer::computingFloat(float val)
|
|
{
|
|
float min = val - (val * 0.1);
|
|
float max = val + (val * 0.1);
|
|
return OzgCCUtility::randomFloat(min, max);
|
|
}
|
|
|
|
bool RPGBattleSceneLayer::judgeWin()
|
|
{
|
|
int total = 0; //统计活着的怪物
|
|
|
|
for (int i = 0; i < this->m_monsterDataList->count(); i++)
|
|
{
|
|
CCArray *monsters = (CCArray*)this->m_monsterDataList->objectAtIndex(i);
|
|
for (int j = 0; j < monsters->count(); j++)
|
|
{
|
|
RPGMonster *monsterData = (RPGMonster*)monsters->objectAtIndex(j);
|
|
if(monsterData->m_status != kRPGDataStatusDeath)
|
|
total++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if(total <= 0)
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
bool RPGBattleSceneLayer::judgeLose()
|
|
{
|
|
|
|
return false;
|
|
}
|
|
|
|
void RPGBattleSceneLayer::showWinResults()
|
|
{
|
|
CCTMXTiledMap *winResults = CCTMXTiledMap::create("battle_battle_style1.tmx");
|
|
winResults->setPosition(ccp((CCDirector::sharedDirector()->getWinSize().width - winResults->getContentSize().width) / 2, (CCDirector::sharedDirector()->getWinSize().height - winResults->getContentSize().height) / 2));
|
|
winResults->setTag(kRPGBattleSceneLayerTagWinResultsDialog);
|
|
this->addChild(winResults);
|
|
|
|
//显示title
|
|
addLab(winResults, 5, CCString::create(((CCString*)this->m_stringList->objectForKey("win_title"))->getCString()), 26, kCCTextAlignmentCenter, ccp(winResults->getContentSize().width / 2, 270));
|
|
|
|
//统计经验值,怪物的总经验值 / 活着的player总数
|
|
|
|
//player
|
|
int totalPlayer = 0;
|
|
for (int i = 0; i < this->m_playerList->count(); i++)
|
|
{
|
|
RPGBattlePlayerSprite *player = (RPGBattlePlayerSprite*)this->m_playerList->objectAtIndex(i);
|
|
if(player->m_data->m_status != kRPGDataStatusDeath)
|
|
totalPlayer++;
|
|
}
|
|
|
|
//经验值和金钱
|
|
int totalExp = 0;
|
|
int totalGold = 0;
|
|
for (int i = 0; i < this->m_monsterDataList->count(); i++)
|
|
{
|
|
CCArray *monsters = (CCArray*)this->m_monsterDataList->objectAtIndex(i);
|
|
for (int j = 0; j < monsters->count(); j++)
|
|
{
|
|
RPGMonster *monsterData = (RPGMonster*)monsters->objectAtIndex(j);
|
|
totalExp += monsterData->m_exp;
|
|
|
|
totalGold += monsterData->m_gold;
|
|
}
|
|
}
|
|
this->m_totalGold = totalGold;
|
|
|
|
//显示获得的金钱
|
|
addLab(winResults, 6, CCString::createWithFormat(((CCString*)this->m_stringList->objectForKey("win_gold"))->getCString(), totalGold), 20, kCCTextAlignmentCenter, ccp(winResults->getContentSize().width / 2, 220));
|
|
|
|
//显示各个player获得的经验值
|
|
float y = 170;
|
|
int exp = totalExp / totalPlayer;
|
|
for (int i = 0; i < this->m_playerList->count(); i++)
|
|
{
|
|
RPGBattlePlayerSprite *player = (RPGBattlePlayerSprite*)this->m_playerList->objectAtIndex(i);
|
|
|
|
if(player->m_data->m_status != kRPGDataStatusDeath)
|
|
{
|
|
player->m_data->m_exp += exp; //累加总经验
|
|
player->m_data->m_nextExp -= exp; //累减下一级经验值
|
|
if(player->m_data->m_nextExp <= 0)
|
|
{
|
|
//升级了
|
|
player->m_data->m_level++;
|
|
|
|
player->m_data->m_nextExp = player->m_data->m_level * player->m_data->m_exp; //计算下一级经验值
|
|
|
|
//提升能力值
|
|
|
|
switch (player->m_data->m_dataId)
|
|
{
|
|
case 2:
|
|
player->m_data->m_maxHP += 12;
|
|
player->m_data->m_maxMP += 43;
|
|
player->m_data->m_attack += 1;
|
|
player->m_data->m_defense += 2;
|
|
player->m_data->m_speed += 2;
|
|
player->m_data->m_skillAttack += 5;
|
|
player->m_data->m_skillDefense += 4;
|
|
break;
|
|
case 3:
|
|
player->m_data->m_maxHP += 8;
|
|
player->m_data->m_maxMP += 48;
|
|
player->m_data->m_attack += 1;
|
|
player->m_data->m_defense += 3;
|
|
player->m_data->m_speed += 2;
|
|
player->m_data->m_skillAttack += 4;
|
|
player->m_data->m_skillDefense += 5;
|
|
break;
|
|
case 4:
|
|
player->m_data->m_maxHP += 23;
|
|
player->m_data->m_maxMP += 21;
|
|
player->m_data->m_attack += 3;
|
|
player->m_data->m_defense += 3;
|
|
player->m_data->m_speed += 6;
|
|
player->m_data->m_skillAttack += 2;
|
|
player->m_data->m_skillDefense += 2;
|
|
break;
|
|
default:
|
|
player->m_data->m_maxHP += 49;
|
|
player->m_data->m_maxMP += 8;
|
|
player->m_data->m_attack += 6;
|
|
player->m_data->m_defense += 4;
|
|
player->m_data->m_speed += 3;
|
|
player->m_data->m_skillAttack += 1;
|
|
player->m_data->m_skillDefense += 1;
|
|
break;
|
|
}
|
|
|
|
//最大值的处理
|
|
if(player->m_data->m_maxHP > MAX_STATUS1) player->m_data->m_maxHP = MAX_STATUS1;
|
|
if(player->m_data->m_maxMP > MAX_STATUS2) player->m_data->m_maxMP = MAX_STATUS2;
|
|
if(player->m_data->m_attack > MAX_STATUS2) player->m_data->m_attack = MAX_STATUS2;
|
|
if(player->m_data->m_defense > MAX_STATUS2) player->m_data->m_defense = MAX_STATUS2;
|
|
if(player->m_data->m_speed > MAX_STATUS2) player->m_data->m_speed = MAX_STATUS2;
|
|
if(player->m_data->m_skillAttack > MAX_STATUS2) player->m_data->m_skillAttack = MAX_STATUS2;
|
|
if(player->m_data->m_skillDefense > MAX_STATUS2) player->m_data->m_skillDefense = MAX_STATUS2;
|
|
|
|
addLab(winResults, player->m_data->m_dataId, CCString::createWithFormat(((CCString*)this->m_stringList->objectForKey("win_level_up"))->getCString(), player->m_data->m_name.c_str()), 18, kCCTextAlignmentLeft, ccp(230, y));
|
|
}
|
|
else
|
|
addLab(winResults, player->m_data->m_dataId, CCString::createWithFormat(((CCString*)this->m_stringList->objectForKey("win_exp"))->getCString(), player->m_data->m_name.c_str(), exp), 18, kCCTextAlignmentLeft, ccp(230, y));
|
|
}
|
|
else
|
|
addLab(winResults, player->m_data->m_dataId, CCString::createWithFormat(((CCString*)this->m_stringList->objectForKey("win_exp"))->getCString(), player->m_data->m_name.c_str(), 0), 18, kCCTextAlignmentLeft, ccp(230, y));
|
|
|
|
y -= 40;
|
|
}
|
|
|
|
}
|