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OzgGameRPG/Classes/RPGBattleSceneLayer.cpp
T

1004 lines
40 KiB
C++
Executable File

//
// RPGBattleSceneLayer.cpp
// OzgGameRPG
//
// Created by ozg on 14-3-18.
//
//
#include "RPGBattleSceneLayer.h"
#include "RPGLoadingSceneLayer.h"
#include "RPGComputingResults.h"
#define MONSTER_QUERY "select * from monster where map_id = %i order by random() limit 1" //随机出现怪物
#define SAVE_GOLD "update save_data set gold = %i where id = 1" //保存金钱
#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
RPGBattleSceneLayer::RPGBattleSceneLayer()
{
}
RPGBattleSceneLayer::~RPGBattleSceneLayer()
{
this->m_playerDataList->release();
this->m_monsterDataList->release();
this->m_playerList->release();
this->m_monsterList->release();
CCSpriteFrameCache::sharedSpriteFrameCache()->removeSpriteFramesFromFile("monsters.plist");
// CCTextureCache::sharedTextureCache()->dumpCachedTextureInfo();
CCLog("RPGBattleSceneLayer 释放");
}
bool RPGBattleSceneLayer::init()
{
if(RPGBaseSceneLayer::init())
{
CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("monsters.plist");
//加载语言文件
string languageFile = CCFileUtils::sharedFileUtils()->fullPathForFilename("scene_battle_cns.plist");
this->m_stringList = CCDictionary::createWithContentsOfFileThreadSafe(languageFile.c_str());
this->m_stringList->retain();
CCSprite *bg = CCSprite::create("battle_bg.png");
bg->setPosition(ccp(CCDirector::sharedDirector()->getWinSize().width / 2, CCDirector::sharedDirector()->getWinSize().height / 2));
bg->setTag(kRPGBattleSceneLayerTagBg);
this->addChild(bg);
//背景音乐
if(SimpleAudioEngine::sharedEngine()->isBackgroundMusicPlaying())
{
SimpleAudioEngine::sharedEngine()->stopBackgroundMusic(true);
SimpleAudioEngine::sharedEngine()->playBackgroundMusic("audio_battle.mp3", true);
}
//下面的菜单
CCTMXTiledMap *menuLayer = CCTMXTiledMap::create("battle_menu_style1.tmx");
menuLayer->setTag(kRPGBattleSceneLayerTagMenuBg);
menuLayer->setPosition(ccp((CCDirector::sharedDirector()->getWinSize().width - menuLayer->getContentSize().width) / 2.0, (CCDirector::sharedDirector()->getWinSize().height - bg->getContentSize().height) / 2));
this->addChild(menuLayer);
this->m_playerDataList = new CCArray();
this->m_playerDataList->init();
this->m_monsterDataList = new CCArray();
this->m_monsterDataList->init();
this->m_playerList = new CCArray();
this->m_playerList->init();
this->m_monsterList = new CCArray();
this->m_monsterList->init();
this->m_speedTotal = 0; //速度总值的初始化
//player
float playerY = 620;
float separateY = 197;
float playerLabY = 215;
float progressY = 217;
int i = 0;
this->m_playerDataList->removeAllObjects();
CppSQLite3Query query = this->m_db.execQuery(PLAYER_QUERY);
while(!query.eof())
{
RPGPlayer *playerData = RPGPlayer::create();
playerData->m_dataId = query.getIntField("id");
playerData->m_maxHP = query.getIntField("max_hp");
playerData->m_HP = query.getIntField("hp");
playerData->m_maxMP = query.getIntField("max_mp");
playerData->m_MP = query.getIntField("mp");
playerData->m_attack = query.getFloatField("attack");
playerData->m_defense = query.getFloatField("defense");
playerData->m_speed = query.getFloatField("speed");
playerData->m_skillAttack = query.getFloatField("skill_attack");
playerData->m_skillDefense = query.getFloatField("skill_defense");
playerData->m_level = query.getIntField("level");
playerData->m_name = query.getStringField("name_cns");
playerData->m_nextExp = query.getIntField("next_exp");
playerData->m_itemsIdArmor = query.getIntField("items_id_armor");
playerData->m_itemsIdArms = query.getIntField("items_id_arms");
playerData->m_skill = query.getStringField("skill");
playerData->m_texPrefix = query.getStringField("tex_prefix");
playerData->m_exp = query.getIntField("exp");
playerData->m_progress = 0.0; //computingProgress方法会重新计算这个值
playerData->m_speed = this->computingFloat(playerData->m_speed);
this->m_speedTotal += playerData->m_speed; //累加速度总值
this->m_playerDataList->addObject(playerData);
//角色
RPGBattlePlayerSprite *player = RPGBattlePlayerSprite::createWithPlayerData(playerData);
player->setPosition(ccp(880, playerY));
player->setTag(kRPGBattleSceneLayerTagPlayer + playerData->m_dataId);
this->addChild(player);
this->m_playerList->addObject(player);
//分隔线
if(i > 0)
{
CCSprite *separate = CCSprite::createWithSpriteFrameName("separate.png");
separate->setPosition(ccp(665, separateY));
separate->setScaleX(1.4);
this->addChild(separate);
separateY -= 40;
}
//名字
addLab(this, kRPGBattleSceneLayerTagPlayerNameLab + playerData->m_dataId, CCString::create(playerData->m_name), 18, ccp(575, playerLabY));
//进度条
CCSprite *battleProgressBg = CCSprite::createWithSpriteFrameName("gui_battle_progress_bar01_a.png");
battleProgressBg->setTag(kRPGBattleSceneLayerTagPlayerProgressBg + playerData->m_dataId);
battleProgressBg->setPosition(ccp(880, progressY));
battleProgressBg->setScaleX(0.4);
battleProgressBg->setScaleY(0.5);
this->addChild(battleProgressBg);
CCProgressTimer *battleProgress = CCProgressTimer::create(CCSprite::createWithSpriteFrameName("gui_battle_progress_bar01_b.png"));
battleProgress->setBarChangeRate(ccp(1, 0)); //设置进度条的长度和高度开始变化的大小
battleProgress->setType(kCCProgressTimerTypeBar); //设置进度条为水平
battleProgress->setMidpoint(ccp(0, 0));
battleProgress->setPosition(ccp(880, progressY));
battleProgress->setScaleX(0.4);
battleProgress->setScaleY(0.5);
battleProgress->setTag(kRPGBattleSceneLayerTagPlayerProgress + playerData->m_dataId);
this->addChild(battleProgress);
//初始化进度条的进度
// float progress = this->m_roleListWithInitProgress[role->dataId] * 100;
// battleProgress->setPercentage(50);
//CCLog("%f", progress);
//HP
addLab(this, kRPGBattleSceneLayerTagPlayerHP + playerData->m_dataId, CCString::createWithFormat("%i", playerData->m_HP), 18, kCCTextAlignmentRight, ccp(380, playerLabY));
addLab(this, kRPGBattleSceneLayerTagPlayerHPSeparate + playerData->m_dataId, CCString::create("/"), 18, kCCTextAlignmentCenter, ccp(590, playerLabY));
addLab(this, kRPGBattleSceneLayerTagPlayerMaxHP + playerData->m_dataId, CCString::createWithFormat("%i", playerData->m_maxHP), 18, kCCTextAlignmentLeft, ccp(800, playerLabY));
//MP
addLab(this, kRPGBattleSceneLayerTagPlayerMP + playerData->m_dataId, CCString::createWithFormat("%i", playerData->m_MP), 15, kCCTextAlignmentRight, ccp(510, playerLabY - 3));
addLab(this, kRPGBattleSceneLayerTagPlayerMPSeparate + playerData->m_dataId, CCString::create("/"), 15, kCCTextAlignmentCenter, ccp(720, playerLabY - 3));
addLab(this, kRPGBattleSceneLayerTagPlayerMaxMP + playerData->m_dataId, CCString::createWithFormat("%i", playerData->m_maxMP), 15, kCCTextAlignmentLeft, ccp(930, playerLabY - 3));
playerY -= 100;
playerLabY -= 40;
progressY -= 40;
i++;
query.nextRow();
}
query.finalize();
//怪物部分
//第一次调用randomFloat的结果都是一样的,所以不需要
OzgCCUtility::randomSeed(0);
OzgCCUtility::randomFloat(0.0f, 1.0f);
//生成怪物数据部分
int mapId = CCUserDefault::sharedUserDefault()->getIntegerForKey("map_id");
OzgCCUtility::rangeRand(1, 10);
int monsterCount = OzgCCUtility::rangeRand(1, 4); //最多出现1到4种怪物
while (monsterCount > 0)
{
//随机查询一个怪物
CCString *sql = CCString::createWithFormat(MONSTER_QUERY, mapId);
CppSQLite3Query query = this->m_db.execQuery(sql->getCString());
while(!query.eof())
{
RPGMonster *monsterData = RPGMonster::create();
monsterData->m_dataId = query.getIntField("id");
monsterData->m_name = query.getStringField("name_cns");
monsterData->m_maxHP = query.getIntField("max_hp");
monsterData->m_HP = query.getIntField("max_hp"); //跟上面的一样
monsterData->m_attack = query.getFloatField("attack");
monsterData->m_defense = query.getFloatField("defense");
monsterData->m_speed = query.getFloatField("speed");
monsterData->m_skillAttack = query.getFloatField("skill_attack");
monsterData->m_skillDefense = query.getFloatField("skill_defense");
monsterData->m_exp = query.getIntField("exp");
monsterData->m_skill = query.getStringField("skill");
monsterData->m_tex = query.getStringField("tex");
monsterData->m_gold = query.getIntField("gold");
monsterData->m_progress = 0.0; //computingProgress方法会重新计算这个值
monsterData->m_speed = this->computingFloat(monsterData->m_speed);
this->m_speedTotal += monsterData->m_speed; //累加速度总值
CCArray *monsters = this->monsterDataListWithDataId(monsterData->m_dataId);
if(monsters->count() > 0)
{
do
{
monsterData->m_tag = kRPGBattleSceneLayerTagMonster + OzgCCUtility::rangeRand(0, 9999);
}
while (this->monsterDataListExistWithTag(monsterData->m_tag));
monsters->addObject(monsterData);
// CCLog("产生无重复的tag");
}
else
{
monsterData->m_tag = kRPGBattleSceneLayerTagMonster + OzgCCUtility::rangeRand(0, 9999);
monsters->addObject(monsterData);
this->m_monsterDataList->addObject(monsters);
// CCLog("如果不存在对应的怪物则直接插入到怪物数组");
}
// CCLog("产生敌人:%i", monsterData->m_tag);
query.nextRow();
}
query.finalize();
monsterCount--;
}
//怪物显示部分
float monsterNameLabY = 220;
this->m_addedMonsters.clear();
for (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);
RPGBattleMonsterSprite *monster = RPGBattleMonsterSprite::createWithMonsterData(monsterData);
this->setMonsterPosition(monster);
monster->setTag(monsterData->m_tag);
this->addChild(monster);
this->m_addedMonsters.push_back(monster->getTag());
this->m_monsterList->addObject(monster);
//左下角的怪物名称
if(j == 0)
{
addLab(this, kRPGBattleSceneLayerTagMonsterNameLab + monsterData->m_dataId, CCString::createWithFormat("%s x %i", monsterData->m_name.c_str(), (int)monsters->count()), 18, ccp(270, monsterNameLabY));
monsterNameLabY -= 40;
}
}
}
//怪物部分结束
this->m_enabledTouched = false;
this->computingProgress();
this->scheduleUpdate();
return true;
}
return false;
}
CCScene* RPGBattleSceneLayer::scene()
{
CCScene* s = CCScene::create();
RPGBattleSceneLayer *layer = RPGBattleSceneLayer::create();
s->addChild(layer);
return s;
}
void RPGBattleSceneLayer::update(float delta)
{
float progressSpeed = 0.5;
//更新player进度条
for (int i = 0; i < this->m_playerDataList->count(); i++)
{
RPGPlayer *playerData = (RPGPlayer*)this->m_playerDataList->objectAtIndex(i);
if(playerData->m_status == kRPGDataStatusDeath)
{
//战斗不能
CCProgressTimer *battleProgress = (CCProgressTimer*)this->getChildByTag(kRPGBattleSceneLayerTagPlayerProgress + playerData->m_dataId);
battleProgress->setPercentage(0);
continue;
}
else
{
//通常时
playerData->m_progress += progressSpeed;
if(playerData->m_progress > 100)
playerData->m_progress = 100;
CCProgressTimer *battleProgress = (CCProgressTimer*)this->getChildByTag(kRPGBattleSceneLayerTagPlayerProgress + playerData->m_dataId);
battleProgress->setPercentage(playerData->m_progress);
}
if(playerData->m_progress >= 100)
{
CCLog("显示player菜单");
RPGBattleMenu *battleMenu = (RPGBattleMenu*)this->getChildByTag(kRPGBattleSceneLayerTagBattleMenu);
if(battleMenu)
battleMenu->removeFromParentAndCleanup(true);
battleMenu = RPGBattleMenu::createWithParentNode(this->m_stringList, this, playerData);
battleMenu->setTag(kRPGBattleSceneLayerTagBattleMenu);
this->addChild(battleMenu);
this->unscheduleUpdate();
return;
}
}
//更新怪物的进度
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);
// RPGBattleMonsterSprite *monster = (RPGBattleMonsterSprite*)this->getChildByTag(monsterData->m_tag);
monsterData->m_progress += progressSpeed;
if(monsterData->m_progress > 100)
monsterData->m_progress = 100;
if(monsterData->m_progress >= 100)
{
CCLog("怪物攻击");
this->unscheduleUpdate();
return;
}
}
}
// CCLog("%f", delta);
}
bool RPGBattleSceneLayer::ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent)
{
return true;
}
void RPGBattleSceneLayer::ccTouchMoved(CCTouch *pTouch, CCEvent *pEvent)
{
}
void RPGBattleSceneLayer::ccTouchEnded(CCTouch *pTouch, CCEvent *pEvent)
{
CCPoint point = pTouch->getLocation();
RPGBattleMenu *battleMenu = (RPGBattleMenu*)this->getChildByTag(kRPGBattleSceneLayerTagBattleMenu);
RPGBattleMenu *winResultsDialog = (RPGBattleMenu*)this->getChildByTag(kRPGBattleSceneLayerTagWinResultsDialog);
if(battleMenu)
{
switch (battleMenu->m_selectedMenuTag)
{
case kRPGBattleMenuTagAttack:
{
// CCLog("攻击");
SimpleAudioEngine::sharedEngine()->playEffect("audio_effect_btn.wav");
//检测选中的player
for (int i = 0; i < this->m_playerList->count(); i++)
{
RPGBattlePlayerSprite *player = (RPGBattlePlayerSprite*)this->m_playerList->objectAtIndex(i);
if(player->boundingBox().containsPoint(point))
{
if(player->m_isSelected)
{
CCLog("攻击player");
player->selected(false);
this->removeChildByTag(kRPGBattleSceneLayerTagBattleMenu, true);
}
else
player->selected(true);
}
else
player->selected(false);
}
//检测选中的怪物
for (int i = 0; i < this->m_monsterList->count(); i++)
{
RPGBattleMonsterSprite *monster = (RPGBattleMonsterSprite*)this->m_monsterList->objectAtIndex(i);
if(monster->boundingBox().containsPoint(point))
{
if(monster->m_isSelected)
{
CCLog("攻击怪物");
RPGBattleMenu *battleMenu = (RPGBattleMenu*)this->getChildByTag(kRPGBattleSceneLayerTagBattleMenu);
RPGPlayer *playerData = battleMenu->m_playerData;
monster->selected(false);
battleMenu->removeFromParentAndCleanup(true);
this->attack(playerData, monster->m_data);
}
else
monster->selected(true);
}
else
monster->selected(false);
}
}
break;
// default:
// break;
}
}
else if(winResultsDialog)
{
CCLog("战斗胜利后返回地图界面");
//保存获得的金钱到数据库
{
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;
}
}