mirror of https://github.com/axmolengine/axmol.git
Fixes some warnings
... and updates the version to pre-alpha0
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ff0cbb9d0b
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@ -30,7 +30,7 @@ NS_CC_BEGIN
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const char* cocos2dVersion()
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{
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return "3.0-alpha0-pre";
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return "3.0-pre-alpha0";
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}
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NS_CC_END
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@ -56,6 +56,9 @@ public:
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ParallaxNode();
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virtual ~ParallaxNode();
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// prevents compiler warning: "Included function hides overloaded virtual functions"
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using Node::addChild;
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void addChild(Node * child, int z, const Point& parallaxRatio, const Point& positionOffset);
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/** Sets an array of layers for the Parallax node */
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@ -35,17 +35,18 @@ void EnemyController::onEnter()
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// Determine speed of the target
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int minDuration = (int)2.0;
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int maxDuration = (int)4.0;
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int minDuration = 2;
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int maxDuration = 4;
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int rangeDuration = maxDuration - minDuration;
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// srand( TimGetTicks() );
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int actualDuration = ( rand() % rangeDuration ) + minDuration;
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// Create the actions
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FiniteTimeAction* actionMove = MoveTo::create( (float)actualDuration,
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FiniteTimeAction* actionMove = MoveTo::create( actualDuration,
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Point(0 - getOwner()->getContentSize().width/2, actualY) );
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FiniteTimeAction* actionMoveDone = CallFuncN::create(getOwner()->getParent()->getComponent("SceneController"),
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callfuncN_selector(SceneController::spriteMoveFinished));
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FiniteTimeAction* actionMoveDone = CallFuncN::create(
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CC_CALLBACK_1(SceneController::spriteMoveFinished, static_cast<SceneController*>( getOwner()->getParent()->getComponent("SceneController") )));
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_owner->runAction( Sequence::create(actionMove, actionMoveDone, NULL) );
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}
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@ -93,6 +93,10 @@ ProjectileController* ProjectileController::create(void)
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return pRet;
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}
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void freeFunction( Node *ignore )
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{
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log("hello");
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}
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void ProjectileController::move(float flocationX, float flocationY)
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{
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@ -121,19 +125,25 @@ void ProjectileController::move(float flocationX, float flocationY)
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float velocity = 480/1; // 480pixels/1sec
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float realMoveDuration = length/velocity;
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// Move projectile to actual endpoint
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_owner->runAction( Sequence::create(
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MoveTo::create(realMoveDuration, realDest),
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CallFuncN::create(getOwner()->getParent()->getComponent("SceneController"),
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callfuncN_selector(SceneController::spriteMoveFinished)),
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NULL) );
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auto callfunc = CallFuncN::create(
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CC_CALLBACK_1(
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SceneController::spriteMoveFinished,
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static_cast<SceneController*>( getOwner()->getParent()->getComponent("SceneController")
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) ) );
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// Move projectile to actual endpoint
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_owner->runAction(
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Sequence::create(
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MoveTo::create(realMoveDuration, realDest),
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callfunc,
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NULL)
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);
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}
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void ProjectileController::die()
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{
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Component *com = _owner->getParent()->getComponent("SceneController");
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cocos2d::Array *_projectiles = ((SceneController*)com)->getProjectiles();
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cocos2d::Array *_projectiles = static_cast<SceneController*>(com)->getProjectiles();
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_projectiles->removeObject(_owner);
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_owner->removeFromParentAndCleanup(true);
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}
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