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wnmj/Classes/Games/13S/13S_GameOverAni.h

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2026-02-13 14:34:15 +08:00
#pragma once
#include "cocos2d.h"
#include <vector>
#include "Types.h"
USING_NS_CC;
using namespace std;
#define BombToGun 50 //<2F><><EFBFBD><EFBFBD>ǹ<EFBFBD><C7B9>ǹ<EFBFBD><C7B9><EFBFBD>ľ<EFBFBD><C4BE><EFBFBD>;
#define FadeOutTime 0.5 //<2F><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1>;
#define DanHenPadding 30 //<2F><><EFBFBD>ۼ<EFBFBD><DBBC><EFBFBD>;
#define GunTime 0.1 //<2F><>ǹʱ<C7B9><CAB1>;
struct tagSSSGunInfo
{
Vec2 ptPos; //λ<><CEBB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
uint16 wViewID; //<2F>û<EFBFBD><C3BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͼ;
uint8 cbGender; //<2F>Ա<EFBFBD>;
int nScore; //<2F><><EFBFBD><EFBFBD>;
};
struct tagSSSTwoGunInfos
{
tagSSSGunInfo* pWinnerInfo;
tagSSSGunInfo* pLoserInfo;
bool isPlayed;
tagSSSTwoGunInfos()
{
isPlayed = false;
pWinnerInfo = NULL;
pLoserInfo = NULL;
}
};
//ʹ<>ô<EFBFBD><C3B4><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>create<74><65><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ȼ<EFBFBD><C8BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӽ<EFBFBD><D3BD><EFBFBD><EFBFBD>ڵ㣬<DAB5><E3A3AC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>showAnimation<6F><6E><EFBFBD><EFBFBD>;
class CGameOverAni : public Node
{
public:
CGameOverAni();
~CGameOverAni();
virtual bool init();
//<2F><><EFBFBD><EFBFBD>Ӯ<EFBFBD>ҡ<EFBFBD><D2A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӺŲ<D3BA><C5B2>Ŵ<EFBFBD>ǹ<EFBFBD><C7B9><EFBFBD><EFBFBD>;
void showAnimation(const std::function<void(tagSSSTwoGunInfos*)>& fnCallback);
void addGunPlay(tagSSSTwoGunInfos* pTwoGunInfo);
//<2F>ͷ<EFBFBD>ָ<EFBFBD><D6B8>;
bool deleteInfo(tagSSSTwoGunInfos* pInfo);
bool eraseInfo(int index);
//<2F>ж<EFBFBD><D0B6>Ƿ<EFBFBD><C7B7>Ѿ<EFBFBD><D1BE><EFBFBD><EFBFBD>ڴ<EFBFBD>ǹ<EFBFBD>ߺͱ<DFBA><CDB1><EFBFBD>ǹ<EFBFBD>ߣ<EFBFBD><DFA3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ظ<EFBFBD>;
bool isExist(int winId,int loseId);
tagSSSTwoGunInfos* getNoPlayInfo();
CREATE_FUNC(CGameOverAni);
private:
Animation* m_pAnimation;
bool m_bIsPlaying;
vector<tagSSSTwoGunInfos*> m_VecGunInfos;
};