Magic_Game/Easy2D/Object/BatchSprite.cpp

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2017-09-27 17:56:28 +08:00
#include "..\easy2d.h"
BatchSprite::BatchSprite()
{
}
BatchSprite::~BatchSprite()
{
}
void BatchSprite::addSprite(Sprite * sprite, int z_Order)
{
if (sprite == nullptr) return;
// <20><><EFBFBD>ýڵ<C3BD><DAB5>ĸ<EFBFBD><C4B8><EFBFBD><EFBFBD><EFBFBD>
sprite->setParentScene(this->getParentScene());
// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD><DAB5>е<EFBFBD> z <20><>˳<EFBFBD><CBB3>
sprite->setZOrder(z_Order);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ü<EFBFBD><C3BC><EFBFBD><EFBFBD><EFBFBD>һ
sprite->retain();
// <20><> z <20><>˳<EFBFBD><CBB3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD>
size_t size = m_vSprites.size();
for (unsigned i = 0; i <= size; i++)
{
if (i != size)
{
if (z_Order < m_vSprites.at(i)->getZOrder())
{
m_vSprites.insert(m_vSprites.begin() + i, sprite);
break;
}
}
else
{
m_vSprites.push_back(sprite);
break;
}
}
}
bool BatchSprite::delSprite(Sprite * sprite)
{
if (sprite == nullptr) return false;
// Ѱ<><D1B0><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD>ڵ<EFBFBD>
std::vector<Sprite*>::iterator iter;
for (iter = m_vSprites.begin(); iter != m_vSprites.end(); iter++)
{
// <20>ҵ<EFBFBD><D2B5><EFBFBD>ͬ<EFBFBD>ڵ<EFBFBD>
if ((*iter) == sprite)
{
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ü<EFBFBD><C3BC><EFBFBD><EFBFBD><EFBFBD>һ
(*iter)->release();
// ȥ<><C8A5><EFBFBD>ýڵ<C3BD>
m_vSprites.erase(iter);
return true;
}
}
return false;
}
void BatchSprite::clearAllSprites()
{
// <20><><EFBFBD>нڵ<D0BD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ü<EFBFBD><C3BC><EFBFBD><EFBFBD><EFBFBD>һ
for (auto s : m_vSprites)
{
s->release();
}
// <20><><EFBFBD>մ<EFBFBD><D5B4><EFBFBD><EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
m_vSprites.clear();
}
bool BatchSprite::_exec(bool active)
{
// <20><><EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD><DAB5>Ƿ<EFBFBD><C7B7><EFBFBD>ʾ
if (!m_bDisplay)
{
return false;
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD>
for (int i = int(m_vSprites.size() - 1); i >= 0; i--)
{
if (m_vSprites[i]->_exec(active))
{
active = false;
}
}
// <20><><EFBFBD>ӽڵ<D3BD>ȡ<EFBFBD><C8A1><EFBFBD>˻<EFBFBD><CBBB><EFBFBD><EFBFBD><E3A3AC><EFBFBD>ýڵ<C3BD>Ҳȡ<D2B2><C8A1><EFBFBD>˽<EFBFBD><CBBD><EFBFBD>
return !active;
}
void BatchSprite::_onDraw()
{
// <20>ڵ<EFBFBD><DAB5>Ƿ<EFBFBD><C7B7><EFBFBD>ʾ
if (!m_bDisplay)
{
return;
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD>û<EFBFBD><C3BB><EFBFBD><EFBFBD>ӽڵ<D3BD>
for (auto sprite : m_vSprites)
{
2017-10-09 01:16:08 +08:00
// <20><><EFBFBD>ӽڵ<D3BD><DAB5>ƶ<EFBFBD><C6B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD><CEBB>
sprite->move(getX(), getY());
// <20><><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD>
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sprite->_onDraw();
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// <20><><EFBFBD>ӽڵ<D3BD><DAB5>ƻ<EFBFBD>ԭλ
sprite->move(-getX(), -getY());
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}
}
Sprite * BatchSprite::isCollisionWith(Sprite * sprite)
{
for (int i = int(m_vSprites.size() - 1); i >= 0; i--)
{
if (m_vSprites[i]->isCollisionWith(sprite))
{
return m_vSprites[i];
}
}
return nullptr;
}
Sprite * BatchSprite::isPointIn(CPoint point)
{
for (int i = int(m_vSprites.size() - 1); i >= 0; i--)
{
if (m_vSprites[i]->isPointIn(point))
{
return m_vSprites[i];
}
}
return nullptr;
}
void BatchSprite::addAction(Action * action)
{
Sprite::addAction(action);
}
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float BatchSprite::getScaleX() const
{
return m_fScaleX;
}
float BatchSprite::getScaleY() const
{
return m_fScaleY;
}
float BatchSprite::getOpacity() const
{
return m_nAlpha / 255.0f;
}
void BatchSprite::setScale(float scaleX, float scaleY)
{
m_fScaleX = scaleX;
m_fScaleY = scaleY;
for (auto s : m_vSprites)
{
s->setScale(scaleX, scaleY);
}
}
void BatchSprite::setOpacity(float opacity)
{
m_nAlpha = BYTE(min(max(opacity, 0), 1) * 255);
for (auto s : m_vSprites)
{
s->setOpacity(opacity);
}
}
void BatchSprite::setImage(Image * image)
{
for (auto s : m_vSprites)
{
s->setImage(image);
}
}
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void BatchSprite::setX(int x)
{
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ƶ<EFBFBD>λ<EFBFBD><CEBB>
int var = x - getX();
// <20>ƶ<EFBFBD><C6B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD><DAB5><EFBFBD>λ<EFBFBD><CEBB>
for (auto s : m_vSprites)
{
s->move(var, 0);
}
RectNode::setX(x);
}
void BatchSprite::setY(int y)
{
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ƶ<EFBFBD>λ<EFBFBD><CEBB>
int var = y - getY();
// <20>ƶ<EFBFBD><C6B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD><DAB5><EFBFBD>λ<EFBFBD><CEBB>
for (auto s : m_vSprites)
{
s->move(0, var);
}
RectNode::setX(y);
}
void BatchSprite::setPos(int x, int y)
{
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ƶ<EFBFBD>λ<EFBFBD><CEBB>
CPoint var(x - getX(), y - getY());
// <20>ƶ<EFBFBD><C6B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD><DAB5><EFBFBD>λ<EFBFBD><CEBB>
for (auto s : m_vSprites)
{
s->move(var);
}
RectNode::setPos(x, y);
}
void BatchSprite::setPos(CPoint p)
{
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ƶ<EFBFBD>λ<EFBFBD><CEBB>
CPoint var(p - getPos());
// <20>ƶ<EFBFBD><C6B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD><DAB5><EFBFBD>λ<EFBFBD><CEBB>
for (auto s : m_vSprites)
{
s->move(var);
}
RectNode::setPos(p);
}
void BatchSprite::move(int x, int y)
{
// <20>ƶ<EFBFBD><C6B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD><DAB5><EFBFBD>λ<EFBFBD><CEBB>
for (auto s : m_vSprites)
{
s->move(x, y);
}
RectNode::setPos(x, y);
}
void BatchSprite::move(CVector v)
{
// <20>ƶ<EFBFBD><C6B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD><DAB5><EFBFBD>λ<EFBFBD><CEBB>
for (auto s : m_vSprites)
{
s->move(v);
}
RectNode::setPos(v);
}