diff --git a/public/cocos2d.js b/public/cocos2d.js index b7b9a49..41d94b8 100644 --- a/public/cocos2d.js +++ b/public/cocos2d.js @@ -46,7 +46,7 @@ 'js/src/entity/animation.js', 'js/src/entity/player.js', 'js/src/entity/enemy.js', - 'js/src/entity/beam.js', + 'js/src/beam/beam.js', 'js/src/ping.js', 'js/src/camera.js', diff --git a/public/js/src/entity/beam.js b/public/js/src/beam/beam.js similarity index 88% rename from public/js/src/entity/beam.js rename to public/js/src/beam/beam.js index 698ddb0..ba6eaae 100644 --- a/public/js/src/entity/beam.js +++ b/public/js/src/beam/beam.js @@ -1,12 +1,13 @@ /** * @fileoverview ビームの基底クラス */ +bq.beam = {}; /** * @constructor * @extends {cc.Node} */ -bq.Beam = cc.Node.extend({ +bq.beam.Beam = cc.Node.extend({ id: bq.Types.Beams.NORMAL, // ビームID tag: '', // ビーム識別用タグ destination_:cc.p(0,0), // {cc.p} 目標 @@ -107,16 +108,16 @@ bq.Beam = cc.Node.extend({ }, dispose: function() { - $(this).triggerHandler(bq.Beam.EventType.REMOVE); + $(this).triggerHandler(bq.beam.Beam.EventType.REMOVE); this.removeFromParent(); } }); /** * プリセットからビームを取り出す - * @return {bq.Beam} プリセットされたビームを返す、キャッシュされたビームが尽きていた場合は不定(今のところnullを返す) + * @return {bq.beam.Beam} プリセットされたビームを返す、キャッシュされたビームが尽きていた場合は不定(今のところnullを返す) */ -bq.Beam.pop = function() { +bq.beam.Beam.pop = function() { "use strict"; if (bq.beams.length <= 0 ) { return null; @@ -136,11 +137,11 @@ bq.Beam.pop = function() { * @param {bq.Types.Beams} beamType * @param {string} shooterId * @param {string} tag - * @return {bq.Beam} + * @return {bq.beam.Beam} */ -bq.Beam.create = function(beamType, shooterId, tag) { +bq.beam.Beam.create = function(beamType, shooterId, tag) { "use strict"; - var beam = new bq.Beam(beamType, shooterId, tag); + var beam = new bq.beam.Beam(beamType, shooterId, tag); // パーティクルをセット var particle = null; @@ -169,18 +170,18 @@ bq.Beam.create = function(beamType, shooterId, tag) { * @param {number} id * @param {cc.Layer} layer */ -bq.Beam.setup = function(id, layer, shooterId) { +bq.beam.Beam.setup = function(id, layer, shooterId) { "use strict"; var maxBeamCount = 5; _.times(maxBeamCount, function(i) { - var beam = bq.Beam.create(id, shooterId); + var beam = bq.beam.Beam.create(id, shooterId); bq.beams[i] = beam; layer.addChild(beam, 10); }); }; -bq.Beam.EventType = { +bq.beam.Beam.EventType = { REMOVE: 'remove' }; diff --git a/public/js/src/entityManager.js b/public/js/src/entityManager.js index 6be7acd..2f037a8 100644 --- a/public/js/src/entityManager.js +++ b/public/js/src/entityManager.js @@ -82,11 +82,11 @@ bq.EntityManager = cc.Class.extend({ */ beamShoot: function(beamPos) { // TODO: ほんとはここじゃなくてentityに定義されたshoot()関数的なやつを呼ぶのがいい。 - var beam = bq.Beam.create(beamPos.beamId, beamPos.shooterId, beamPos.tag); + var beam = bq.beam.Beam.create(beamPos.beamId, beamPos.shooterId, beamPos.tag); bq.baseLayer.addChild(beam, 10); cc.AudioEngine.getInstance().playEffect(s_SeBeamA); beam.initDestination(beamPos.src, beamPos.dest); - $(beam).on(bq.Beam.EventType.REMOVE, $.proxy(this.handleBeamRemove_, this)); + $(beam).on(bq.beam.Beam.EventType.REMOVE, $.proxy(this.handleBeamRemove_, this)); this.beams_[beamPos.tag] = beam; }, diff --git a/public/js/src/scene/beamQuest.js b/public/js/src/scene/beamQuest.js index ae987b0..5e51df5 100755 --- a/public/js/src/scene/beamQuest.js +++ b/public/js/src/scene/beamQuest.js @@ -18,6 +18,11 @@ bq.scene.BeamQuestWorld = cc.Layer.extend({ baseLayer.setPosition(cc.p(0,0)); this.addChild(baseLayer, 1, bq.config.tags.BASE_LAYER); + bq.beam.Beam.setup(bq.player.beamId[0], baseLayer, bq.player.name); + + bq.player.setPosition(cc.p(size.width / 2, size.height / 2)); + baseLayer.addChild(bq.player, 100, bq.config.tags.PLAYER); + this.camera = new bq.Camera(baseLayer); this.camera.lookAt(bq.player); bq.camera = this.camera;