Fixes some warnings

... and updates the version to pre-alpha0
This commit is contained in:
Ricardo Quesada 2013-07-24 14:02:36 -07:00
parent ff0cbb9d0b
commit 943b805bc8
4 changed files with 27 additions and 13 deletions

View File

@ -30,7 +30,7 @@ NS_CC_BEGIN
const char* cocos2dVersion()
{
return "3.0-alpha0-pre";
return "3.0-pre-alpha0";
}
NS_CC_END

View File

@ -56,6 +56,9 @@ public:
ParallaxNode();
virtual ~ParallaxNode();
// prevents compiler warning: "Included function hides overloaded virtual functions"
using Node::addChild;
void addChild(Node * child, int z, const Point& parallaxRatio, const Point& positionOffset);
/** Sets an array of layers for the Parallax node */

View File

@ -35,17 +35,18 @@ void EnemyController::onEnter()
// Determine speed of the target
int minDuration = (int)2.0;
int maxDuration = (int)4.0;
int minDuration = 2;
int maxDuration = 4;
int rangeDuration = maxDuration - minDuration;
// srand( TimGetTicks() );
int actualDuration = ( rand() % rangeDuration ) + minDuration;
// Create the actions
FiniteTimeAction* actionMove = MoveTo::create( (float)actualDuration,
FiniteTimeAction* actionMove = MoveTo::create( actualDuration,
Point(0 - getOwner()->getContentSize().width/2, actualY) );
FiniteTimeAction* actionMoveDone = CallFuncN::create(getOwner()->getParent()->getComponent("SceneController"),
callfuncN_selector(SceneController::spriteMoveFinished));
FiniteTimeAction* actionMoveDone = CallFuncN::create(
CC_CALLBACK_1(SceneController::spriteMoveFinished, static_cast<SceneController*>( getOwner()->getParent()->getComponent("SceneController") )));
_owner->runAction( Sequence::create(actionMove, actionMoveDone, NULL) );
}

View File

@ -93,6 +93,10 @@ ProjectileController* ProjectileController::create(void)
return pRet;
}
void freeFunction( Node *ignore )
{
log("hello");
}
void ProjectileController::move(float flocationX, float flocationY)
{
@ -121,19 +125,25 @@ void ProjectileController::move(float flocationX, float flocationY)
float velocity = 480/1; // 480pixels/1sec
float realMoveDuration = length/velocity;
// Move projectile to actual endpoint
_owner->runAction( Sequence::create(
MoveTo::create(realMoveDuration, realDest),
CallFuncN::create(getOwner()->getParent()->getComponent("SceneController"),
callfuncN_selector(SceneController::spriteMoveFinished)),
NULL) );
auto callfunc = CallFuncN::create(
CC_CALLBACK_1(
SceneController::spriteMoveFinished,
static_cast<SceneController*>( getOwner()->getParent()->getComponent("SceneController")
) ) );
// Move projectile to actual endpoint
_owner->runAction(
Sequence::create(
MoveTo::create(realMoveDuration, realDest),
callfunc,
NULL)
);
}
void ProjectileController::die()
{
Component *com = _owner->getParent()->getComponent("SceneController");
cocos2d::Array *_projectiles = ((SceneController*)com)->getProjectiles();
cocos2d::Array *_projectiles = static_cast<SceneController*>(com)->getProjectiles();
_projectiles->removeObject(_owner);
_owner->removeFromParentAndCleanup(true);
}