quick cocos table

local scheduler = require(cc.PACKAGE_NAME .. ".scheduler")

local MainScene = class("MainScene", function()
    return display.newScene("MainScene")
end)

function MainScene:ctor()
   
    --add Plist
    display.addSpriteFrames("bandit.plist","bandit.png")
    display.addSpriteFrames("gun/guns.plist","gun/guns.png")
    display.addSpriteFrames("fx/fx.plist","fx/fx.png")
    display.addSpriteFrames("projectiles/projectiles.plist","projectiles/projectiles.png")
    
    self.bullets_={}
    
    local BulletSprite=require("src/app/scenes/BulletSprite.lua")
   
    local bullet1=BulletSprite.new(1):addTo(self)
    bullet1:setPosition(display.cx-200,display.cy)
    local bullet2=BulletSprite.new(2):addTo(self)
    bullet2:setPosition(display.cx,display.cy)
    local bullet3=BulletSprite.new(3):addTo(self)
    bullet3:setPosition(display.cx+200,display.cy)

    self.bullets_[bullet1]=bullet1
    self.bullets_[bullet2]=bullet2
    self.bullets_[bullet3]=bullet3
    
    self.bulletToDel_={}
    
    for key, sprite in pairs(self.bullets_) do
        self.bullets_[sprite]=nil
    end
    
    
     for key, sprite in pairs(self.bullets_) do
        sprite:removeSelf()
        print("***")
     end
    

end

return MainScene

 

posted @ 2015-03-08 22:06  yufenghou  阅读(190)  评论(0编辑  收藏  举报