头文件 #ifndef __HELLOWORLD_SCENE_H__ # define __HELLOWORLD_SCENE_H__ #include "cocos2d.h" class HelloWorld : public cocos2d::Layer{ public : static cocos2d::Scene* createScene (); virtual bool init(); // a selector callback void menuClo
头文件
#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__
#include "cocos2d.h"
class HelloWorld : public cocos2d::Layer
{
public:
static cocos2d::Scene* createScene();
virtual bool init();
// a selector callback
void menuCloseCallback(cocos2d::Ref* pSender);
// implement the "static create()" method manually
CREATE_FUNC(HelloWorld);
//masai
float arr_heroId[10];
HelloWorld()
{
for (int i = 0; i < 10; i++)
{
arr_heroId[i] = i;
}
}
};
#endif // __HELLOWORLD_SCENE_H__
CPP文件
#include "HelloWorldScene.h"
USING_NS_CC;
Scene* HelloWorld::createScene()
{
// 'scene' is an autorelease object
auto scene = Scene::create();
// 'layer' is an autorelease object
auto layer = HelloWorld::create();
// add layer as a child to scene
scene->addChild(layer);
// return the scene
return scene;
}
// on "init" you need to initialize your instance
bool HelloWorld::init()
{
//////////////////////////////
// 1. super init first
if ( !Layer::init() )
{
return false;
}
Size visibleSize = Director::getInstance()->getVisibleSize();
Vec2 origin = Director::getInstance()->getVisibleOrigin();
/////////////////////////////
// 2. add a menu item with "X" image, which is clicked to quit the program
// you may modify it.
// add a "close" icon to exit the progress. it's an autorelease object
auto closeItem = MenuItemImage::create(
"CloseNormal.png",
"CloseSelected.png",
CC_CALLBACK_1(HelloWorld::menuCloseCallback, this));
closeItem->setPosition(Vec2(origin.x + visibleSize.width - closeItem->getContentSize().width/2 ,
origin.y + closeItem->getContentSize().height/2));
// create menu, it's an autorelease object
auto menu = Menu::create(closeItem, NULL);
menu->setPosition(Vec2::ZERO);
this->addChild(menu, 1);
/////////////////////////////
// 3. add your codes below...
// add a label shows "Hello World"
// create and initialize a label
auto label = Label::createWithTTF("Hello World", "fonts/Marker Felt.ttf", 24);
// position the label on the center of the screen
label->setPosition(Vec2(origin.x + visibleSize.width/2,
origin.y + visibleSize.height - label->getContentSize().height));
// add the label as a child to this layer
this->addChild(label, 1);
// add "HelloWorld" splash screen"
//auto sprite = Sprite::create("HelloWorld.png");
// position the sprite on the center of the screen
// sprite->setPosition(Vec2(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y));
// add the sprite as a child to this layer
// this->addChild(sprite, 0);
//float arr_heroId[10] = { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 };
float arr_heroActived[10] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
float arr_heroLvl_1_MaxExp[10] = { 300, 300, 300, 300, 300, 300, 300, 300, 300, 300 };
float arr_heroCurrLvl[10] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 };
float arr_heroCurrExp[10] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
float arr_heroCurrMaxHp[10] = { 150, 180, 100, 150, 150, 150, 150, 150, 150, 150 };
float arr_heroAttackForce[10] = { 14, 10, 20, 20, 20, 20, 20, 20, 20, 20 };
float arr_heroDefenceForce[10] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
float arr_heroRecoveryForce[10] = { 7, 7, 7, 7, 7, 7, 7, 7, 7, 7 };
float arr_heroExp_LvlupRate[10] = { 2, 2, 2, 2, 2, 2, 2, 2, 2, 2 };
float arr_heroHp_LvlupRate[10] = { 1.2, 1.2, 1.2, 1.2, 1.2, 1.2, 1.2, 1.2, 1.2, 1.2 };
float arr_heroAttackForce_LvlupRate[10] = { 1.15, 1.15, 1.15, 1.15, 1.15, 1.15, 1.15, 1.15, 1.15, 1.15 };
float arr_heroDefenceForce_LvlupRate[10] = { 1.15, 1.15, 1.15, 1.15, 1.15, 1.15, 1.15, 1.15, 1.15, 1.15 };
float arr_heroRecoveryForce_LvlupRate[10] = { 1.1, 1.1, 1.1, 1.1, 1.1, 1.1, 1.1, 1.1, 1.1, 1.1 };
//float arr_heroData[14][10] = { { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 300, 300, 300, 300, 300, 300, 300, 300, 300, 300 }, { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 150, 180, 100, 150, 150, 150, 150, 150, 150, 150 }, { 14, 10, 20, 20, 20, 20, 20, 20, 20, 20 }, { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, { 7, 7, 7, 7, 7, 7, 7, 7, 7, 7 }, { 2, 2, 2, 2, 2, 2, 2, 2, 2, 2 }, { 1.2, 1.2, 1.2, 1.2, 1.2, 1.2, 1.2, 1.2, 1.2, 1.2 }, { 1.15, 1.15, 1.15, 1.15, 1.15, 1.15, 1.15, 1.15, 1.15, 1.15 }, { 1.15, 1.15, 1.15, 1.15, 1.15, 1.15, 1.15, 1.15, 1.15, 1.15 }, { 1.1, 1.1, 1.1, 1.1, 1.1, 1.1, 1.1, 1.1, 1.1, 1.1 } };
float arr_heroData[14][10] = { { arr_heroId[0], arr_heroId[1], arr_heroId[2], arr_heroId[3], arr_heroId[4], arr_heroId[5], arr_heroId[6], arr_heroId[7], arr_heroId[8], arr_heroId[9] },
{ arr_heroActived[0], arr_heroActived[1], arr_heroActived[2], arr_heroActived[3], arr_heroActived[4], arr_heroActived[5], arr_heroActived[6], arr_heroActived[7], arr_heroActived[8], arr_heroActived[9] },
{ arr_heroLvl_1_MaxExp[0], arr_heroLvl_1_MaxExp[1], arr_heroLvl_1_MaxExp[2], arr_heroLvl_1_MaxExp[3], arr_heroLvl_1_MaxExp[4], arr_heroLvl_1_MaxExp[5], arr_heroLvl_1_MaxExp[6], arr_heroLvl_1_MaxExp[7], arr_heroLvl_1_MaxExp[8], arr_heroLvl_1_MaxExp[9] },
{ arr_heroCurrLvl[0], arr_heroCurrLvl[1], arr_heroCurrLvl[2], arr_heroCurrLvl[3], arr_heroCurrLvl[4], arr_heroCurrLvl[5], arr_heroCurrLvl[6], arr_heroCurrLvl[7], arr_heroCurrLvl[8], arr_heroCurrLvl[9] },
{ arr_heroCurrExp[0], arr_heroCurrExp[1], arr_heroCurrExp[2], arr_heroCurrExp[3], arr_heroCurrExp[4], arr_heroCurrExp[5], arr_heroCurrExp[6], arr_heroCurrExp[7], arr_heroCurrExp[8], arr_heroCurrExp[9] },
{ arr_heroCurrMaxHp[0], arr_heroCurrMaxHp[1], arr_heroCurrMaxHp[2], arr_heroCurrMaxHp[3], arr_heroCurrMaxHp[4], arr_heroCurrMaxHp[5], arr_heroCurrMaxHp[6], arr_heroCurrMaxHp[7], arr_heroCurrMaxHp[8], arr_heroCurrMaxHp[9] },
{ arr_heroAttackForce[0], arr_heroAttackForce[1], arr_heroAttackForce[2], arr_heroAttackForce[3], arr_heroAttackForce[4], arr_heroAttackForce[5], arr_heroAttackForce[6], arr_heroAttackForce[7], arr_heroAttackForce[8], arr_heroAttackForce[9] },
{ arr_heroDefenceForce[0], arr_heroDefenceForce[1], arr_heroDefenceForce[2], arr_heroDefenceForce[3], arr_heroDefenceForce[4], arr_heroDefenceForce[5], arr_heroDefenceForce[6], arr_heroDefenceForce[7], arr_heroDefenceForce[8], arr_heroDefenceForce[9] },
{ arr_heroRecoveryForce[0], arr_heroRecoveryForce[1], arr_heroRecoveryForce[2], arr_heroRecoveryForce[3], arr_heroRecoveryForce[4], arr_heroRecoveryForce[5], arr_heroRecoveryForce[6], arr_heroRecoveryForce[7], arr_heroRecoveryForce[8], arr_heroRecoveryForce[9] },
{ arr_heroExp_LvlupRate[0], arr_heroExp_LvlupRate[1], arr_heroExp_LvlupRate[2], arr_heroExp_LvlupRate[3], arr_heroExp_LvlupRate[4], arr_heroExp_LvlupRate[5], arr_heroExp_LvlupRate[6], arr_heroExp_LvlupRate[7], arr_heroExp_LvlupRate[8], arr_heroExp_LvlupRate[9] },
{ arr_heroHp_LvlupRate[0], arr_heroHp_LvlupRate[1], arr_heroHp_LvlupRate[2], arr_heroHp_LvlupRate[3], arr_heroHp_LvlupRate[4], arr_heroHp_LvlupRate[5], arr_heroHp_LvlupRate[7], arr_heroHp_LvlupRate[7], arr_heroHp_LvlupRate[8], arr_heroHp_LvlupRate[9] },
{ arr_heroAttackForce_LvlupRate[0], arr_heroAttackForce_LvlupRate[1], arr_heroAttackForce_LvlupRate[2], arr_heroAttackForce_LvlupRate[3], arr_heroAttackForce_LvlupRate[4], arr_heroAttackForce_LvlupRate[5], arr_heroAttackForce_LvlupRate[6], arr_heroAttackForce_LvlupRate[7], arr_heroAttackForce_LvlupRate[8], arr_heroAttackForce_LvlupRate[9] },
{ arr_heroDefenceForce_LvlupRate[0], arr_heroDefenceForce_LvlupRate[1], arr_heroDefenceForce_LvlupRate[2], arr_heroDefenceForce_LvlupRate[3], arr_heroDefenceForce_LvlupRate[4], arr_heroDefenceForce_LvlupRate[5], arr_heroDefenceForce_LvlupRate[6], arr_heroDefenceForce_LvlupRate[7], arr_heroDefenceForce_LvlupRate[8], arr_heroDefenceForce_LvlupRate[9] },
{ arr_heroRecoveryForce_LvlupRate[0], arr_heroRecoveryForce_LvlupRate[1], arr_heroRecoveryForce_LvlupRate[2], arr_heroRecoveryForce_LvlupRate[3], arr_heroRecoveryForce_LvlupRate[4], arr_heroRecoveryForce_LvlupRate[5], arr_heroRecoveryForce_LvlupRate[6], arr_heroRecoveryForce_LvlupRate[7], arr_heroRecoveryForce_LvlupRate[8], arr_heroRecoveryForce_LvlupRate[9] }
};
//masai
//float arr_test[2][10] = { { arr_heroId[10] }, { arr_heroActived[10] } };
// for (int i = 0; i < 10; i++)
// CCLOG("Array Output Data: %f", arr_heroCurrMaxHp[i]);
char str1[2000];
char str2[2000];
str2[0] = '\0';
for (int i = 0; i < 14; i++)
{
for (int j = 0; j < 10; j++)
{
//CCLOG("Array Output Data: %f", arr_heroData[i][j]);
sprintf(str1, "%f", arr_heroData[i][j]);
strcat(str2, str1);
strcat(str2, ",");
}
}
//CCLOG("String Output Data::%s", str2);
CCLOG("Ready to Split string\n");
char* pch;
pch = strtok(str2, ",");
CCLOG("FirstTime pch:%s", pch);
int i = 0;
//int j = 0;
//int k = 0;
float Manager_arr_heroData[14][10] = {};
while (pch != NULL)
{
CCLOG("Serial num %d: %s\n", i, pch);
CCLOG("new xiabiao i=%d j=%d \n", (i / 10), (i % 10));
Manager_arr_heroData[(i / 10)][(i % 10)] = String::createWithFormat("%s", pch)->floatValue();
pch = strtok(NULL, ",");
i++;
}
for (int j = 0; j < 14; j++)
{
for (int k = 0; k < 10; k++)
{
CCLOG("Manager heroData Array output Test:%f", Manager_arr_heroData[j][k]);
}
CCLOG("\n");
}
//for (int l = 0; l < 10; l++)
// CCLOG("Array OutPut Test:%f", arr_heroId[l]);
return true;
}
void HelloWorld::menuCloseCallback(Ref* pSender)
{
Director::getInstance()->end();
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
exit(0);
#endif
}