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//
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// GameLayerPk2.cpp
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// OnceAgain
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//
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// Created by mac on 14-5-8.
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//
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//
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#include "GameLayerPk2.h"
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#include "StringUtil.h"
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#include "PkSysManager.h"
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#include "PlayerInfoManager.h"
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#include "ImageDownloader.h"
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#include "NumSprite.h"
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GameLayerPk2::GameLayerPk2()
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{
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m_pListener = NULL;
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m_pfnSelector = NULL;
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}
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GameLayerPk2::~GameLayerPk2()
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{
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m_pListener = NULL;
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m_pfnSelector = NULL;
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GUIReader::shareReader()->purgeGUIReader();
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DictionaryHelper::shareHelper()->purgeDictionaryHelper();
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ActionManager::shareManager()->purgeActionManager();
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}
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bool GameLayerPk2::init()
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{
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if (!CCLayer::init()) {
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return false;
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}
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UILayer* ul = UILayer::create();
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auto myLayout = dynamic_cast<Layout*>(GUIReader::shareReader()->widgetFromJsonFile(CStringUtil::convertToUIResPath("Pk2.json").c_str()));
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ul->addWidget(myLayout);
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this->addChild(ul, 0, 100);
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UIButton* sureBtn = dynamic_cast<UIButton*>(ul->getWidgetByName("Sure"));
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sureBtn->setPressedActionEnabled(true);
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sureBtn->addReleaseEvent(this, coco_releaseselector(GameLayerPk2::sureBtnCallback));
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//设置自己的头像.
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UIImageView* cellBg = dynamic_cast<UIImageView*>(ul->getWidgetByName("Avatar1Bg"));
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CCSprite* img = CCSprite::create();
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img->setContentSize(CCSize(145, 145));
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img->setAnchorPoint(ccp(0, 0));
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cellBg->addRenderer(img, 10);
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CImageDownloader::GetInstance()->SendHttpRequest(CPlayerInfoMan::sharedInstance().getPlayerInfo().strImg.c_str(), img, "1000", 1000);
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//设置自己的名字
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UILabel* nameLabel = dynamic_cast<UILabel*>(ul->getWidgetByName("Name1Label"));
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nameLabel->setText(CPlayerInfoMan::sharedInstance().getPlayerInfo().strName.c_str());
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//设置对方的头像
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UIImageView* cellBg2 = dynamic_cast<UIImageView*>(ul->getWidgetByName("Avatar2Bg"));
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CCSprite* img2 = CCSprite::create();
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img2->setContentSize(CCSize(145, 145));
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img2->setAnchorPoint(ccp(0, 0));
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cellBg2->addRenderer(img2, 10);
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CImageDownloader::GetInstance()->SendHttpRequest(CPkSysManager::sharedInstance().playerUrl.c_str(), img2, "1000", 1000);
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//设置对方名字
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UILabel* nameLabel2 = dynamic_cast<UILabel*>(ul->getWidgetByName("Name2Label"));
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nameLabel2->setText(CPkSysManager::sharedInstance().playerName.c_str());
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//设置自己的分数.
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CCSprite* score = NumSprite::getNumSprite(CPkSysManager::sharedInstance().myScore, "./CocoStudioResources/FriendListTimeNum", 17.0);
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score->setPosition(ccp(-35, 0));
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UIImageView* scoreBg1 = dynamic_cast<UIImageView*>(ul->getWidgetByName("ScoreBg"));
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scoreBg1->addRenderer(score, 10);
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//等待迎战;
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m_iSetTime = 1;
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Deng = dynamic_cast<UIImageView*>(ul->getWidgetByName("Label1"));
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Dai = dynamic_cast<UIImageView*>(ul->getWidgetByName("Label2"));
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Ying = dynamic_cast<UIImageView*>(ul->getWidgetByName("Label3"));
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Zhan = dynamic_cast<UIImageView*>(ul->getWidgetByName("Label4"));
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Dain1 = dynamic_cast<UIImageView*>(ul->getWidgetByName("Label5"));
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Dain2 = dynamic_cast<UIImageView*>(ul->getWidgetByName("Label6"));
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Dain3 = dynamic_cast<UIImageView*>(ul->getWidgetByName("Label7"));
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CCActionInterval* actionTo = CCJumpTo::create(2, ccp(200,200),50, 4);
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CCActionInterval* actionBy = CCJumpBy::create(2, ccp(300,0), 50, 4);
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actionUp = CCJumpBy::create(0.3f, ccp(0,0), 20,1);
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CCActionInterval* actionByBack = actionUp->reverse();
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//设置光效旋转
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UIImageView* Ray2 = dynamic_cast<UIImageView*>(ul->getWidgetByName("lightimg"));
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CCActionInterval * rotateto = CCRotateBy::create(6.0f, 360);
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CCFiniteTimeAction* seq1 = CCSequence::create(rotateto,NULL);
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CCActionInterval * repeatForever2 =CCRepeatForever::create((CCActionInterval* )seq1);
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Ray2->runAction(repeatForever2);
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//Deng->runAction( CCSequence::create(actionUp, NULL));
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//Dai->runAction( CCSequence::create(actionUp, NULL));
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// for(int i = 0;i<10;i++)
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// {
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// if(i%2==0)
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// {
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//
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// Deng->runAction(actionByBack);
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// }
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// else{
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//
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// Dai->runAction(actionByBack);
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// }
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// }
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//this->schedule(schedule_selector(GameLayerPk2::SetDDTime), 0.2f);
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Deng->runAction( CCSequence::create((CCActionInterval*)actionUp->copy(),NULL));
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Dai->runAction( CCSequence::create((CCActionInterval*)actionUp->copy(),NULL));
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Ying->runAction( CCSequence::create((CCActionInterval*)actionUp->copy(),NULL));
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Zhan->runAction( CCSequence::create((CCActionInterval*)actionUp->copy(),NULL));
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Dain1->runAction( CCSequence::create((CCActionInterval*)actionUp->copy(),NULL));
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Dain2->runAction( CCSequence::create((CCActionInterval*)actionUp->copy(),NULL));
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Dain3->runAction( CCSequence::create((CCActionInterval*)actionUp->copy(),NULL));
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return true;
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}
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void GameLayerPk2::addSureCallbackFunc(cocos2d::CCObject *target, SEL_CallFunc callfun)
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{
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this->m_pListener = target;
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this->m_pfnSelector = callfun;
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}
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void GameLayerPk2::sureBtnCallback(cocos2d::CCObject *pSender)
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{
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CPkSysManager::sharedInstance().reset();
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if (m_pListener && m_pfnSelector)
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{
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(m_pListener->*m_pfnSelector)();
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}
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// this->removeFromParent();
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}
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void GameLayerPk2::SetDDTime(float td){
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if(m_iSetTime==1)
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if(m_iSetTime>=7)
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m_iSetTime=1;
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else
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m_iSetTime++;
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}
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