public void runAttackAnimation_opponent(int kindOfAttack) { SoundEngine.sharedEngine().playEffect(GameActivity.ctxt, R.raw.effect_punch); numOfCurrentActions_opponent++; CCFiniteTimeAction damagedAction = makeDamagedAction(); CCSequence opponent_attack_sequence = makeMyDamagedSequence(damagedAction); opponentCharacter_normal.stopAction(normalAnimate_opponent); opponentCharacter_normal.setVisible(false); switch (kindOfAttack) { case 1: SoundEngine.sharedEngine().playEffect(GameActivity.ctxt, R.raw.effect_bark); opponentCharacter_normal.setVisible(false); this.addChild(attack_bark_opponent, 1, ACTION_ATTACK_OPPONENT); coming_bark.setPosition(495 * Manager.ratio_width, 1030 * Manager.ratio_height); this.addChild(coming_bark, 500, ACTION_FLYING_OPPONENT); coming_bark.runAction(opponent_attack_sequence); break; case 2: opponentCharacter_normal.setVisible(false); this.addChild(attack_bone_opponent, 1, ACTION_ATTACK_OPPONENT); coming_bone.setPosition(495 * Manager.ratio_width, 1030 * Manager.ratio_height); this.addChild(coming_bone, 500, ACTION_FLYING_OPPONENT); coming_bone.runAction(opponent_attack_sequence); break; case 3: opponentCharacter_normal.setVisible(false); this.addChild(attack_punch_opponent, 1, ACTION_ATTACK_OPPONENT); coming_punch.setPosition(495 * Manager.ratio_width, 1030 * Manager.ratio_height); this.addChild(coming_punch, 500, ACTION_FLYING_OPPONENT); coming_punch.runAction(opponent_attack_sequence); break; } }
public void runAttackAnimation_mine(int kindOfAttack) { SoundEngine.sharedEngine().playEffect(GameActivity.ctxt, R.raw.effect_punch); numOfCurrentActions_mine++; CCFiniteTimeAction attackAction = makeAttackAction(); CCSequence my_attack_sequence = makeMyAttackSequence(attackAction); myCharacter_normal.stopAction(normalAnimate_mine); myCharacter_normal.setVisible(false); switch (kindOfAttack) { case 1: SoundEngine.sharedEngine().playEffect(GameActivity.ctxt, R.raw.effect_bark); myCharacter_normal.setVisible(false); this.addChild(attack_bark_mine, 1, ACTION_ATTACK_MINE); going_bark.setPosition(225 * Manager.ratio_width, 1030 * Manager.ratio_height); this.addChild(going_bark, 500, ACTION_FLYING_MINE); going_bark.runAction(my_attack_sequence); break; case 2: myCharacter_normal.setVisible(false); this.addChild(attack_bone_mine, 1, ACTION_ATTACK_MINE); going_bone.setPosition(225 * Manager.ratio_width, 1030 * Manager.ratio_height); this.addChild(going_bone, 500, ACTION_FLYING_MINE); going_bone.runAction(my_attack_sequence); break; case 3: myCharacter_normal.setVisible(false); this.addChild(attack_punch_mine, 1, ACTION_ATTACK_MINE); going_punch.setPosition(225 * Manager.ratio_width, 1030 * Manager.ratio_height); this.addChild(going_punch, 500, ACTION_FLYING_MINE); going_punch.runAction(my_attack_sequence); break; } }