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FirstStageScene.cpp
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FirstStageScene.cpp
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#include "FirstStageScene.h"
#include "InGameInterface.h"
#include "Core.h"
#include <time.h>
#include <stdio.h>
#include <windows.h>
//#define ONE_SECOND 5000
float timer = 0;
int sex=0;
Scene* FirstStageScene::createScene()
{
Scene* pScene = Scene::create();
FirstStageScene* mainLayer = FirstStageScene::create();
InGameInterface* InterfaceLayer = InGameInterface::create();
Core::sharedManager()->IM = InterfaceLayer; // 인터페이스 매니저에 생성한 인터페이스 포인터 전달
pScene->addChild(mainLayer);
pScene->addChild(InterfaceLayer);
return pScene;
}
bool FirstStageScene::init()
{
if (!Layer::init()) return false;
m_fMoveSpeed = 300.0f;
Core::sharedManager()->m_iMP = 0.f;
Core::sharedManager()->m_fOriginX = 0.f; // 스크롤 기준 좌표
//마우스 이벤트 객체
auto listener = EventListenerMouse::create();
listener->onMouseDown = CC_CALLBACK_1(FirstStageScene::onMouseDown, this);
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
// 뒷 배경
m_pBackGround = new Object_BackGround;
m_pBackGround->init();
m_pBackGround->setPosition(Point(0, 0));
this->addChild(m_pBackGround);
// 타워
Core::sharedManager()->TM.setScene(this);
// 동료 객체
Core::sharedManager()->AM.setScene(this);
// 적 객체
Core::sharedManager()->EM.setScene(this);
this->schedule(schedule_selector(FirstStageScene::tick));
this->schedule(schedule_selector(FirstStageScene::PlusTickMp), 0.5f); // 0.5초마다 실행 시킴
return true;
}
void FirstStageScene::PlusTickMp(float _dt)
{
Core::sharedManager()->m_iMP += 1.f;
if (Core::sharedManager()->m_iMP >= 100.0f)
Core::sharedManager()->m_iMP = 100.0f;
Core::sharedManager()->IM->PlusMp(Core::sharedManager()->m_iMP);
}
void FirstStageScene::delayTime(float _dt) {
timer += _dt;
if (timer>_dt*900) {
if (sex == 1) {
Core::sharedManager()->EM.createZombie_Fe();
sex = 0;
}
else {
Core::sharedManager()->EM.createZombie_Male();
sex = 1;
}
timer = 0;
}
}
void FirstStageScene::tick(float _dt)
{
Point layerPos = this->getPosition();
float delay = _dt;
/*
delay = delay + 1;
if (delay > 1) {
Core::sharedManager()->EM.createZombie_Fe();
delay = 0;
}*/
delayTime(_dt);
if (GetAsyncKeyState(VK_RIGHT) && Core::sharedManager()->m_fOriginX >= -1024.f)
{
layerPos.x -= m_fMoveSpeed * _dt;
Core::sharedManager()->m_fOriginX -= m_fMoveSpeed * _dt;
// delayTime();
}
if (GetAsyncKeyState(VK_LEFT) && Core::sharedManager()->m_fOriginX < 0.f)
{
layerPos.x += m_fMoveSpeed * _dt;
Core::sharedManager()->m_fOriginX += m_fMoveSpeed * _dt;
}
Core::sharedManager()->AM.action(_dt);
Core::sharedManager()->EM.action(_dt);
this->setPosition(layerPos);
}
/*
void delayTime()
{
int sex = 0;
time = time + 10;
if (time>=50) {
Core::sharedManager()->EM.createZombie_Fe();
}
}
*/
void FirstStageScene::onMouseDown(Event* event) // 마우스 움직임 좌표
{
EventMouse* e = (EventMouse*)event;
float mx = e->getCursorX();
float my = e->getCursorY();
if (my <= -676 && my >= -760 && mx >= 24 && mx <= 115) //가로 91 세로 84
{
Core::sharedManager()->AM.createSwordAlliance();
//Core::sharedManager()->EM.createZombie_Fe();
}
else if (my <= -676 && my >= -760 && mx >= 167 && mx <= 258)
{
Core::sharedManager()->AM.createNinJaMaleAlliance();
//Core::sharedManager()->
}
else if (my <= -676 && my >= -760 && mx >= 310 && mx <= 401)
{
Core::sharedManager()->AM.createNinJaFemaleAlliance();
}
}