| 970 | } |
| 971 | |
| 972 | void PlayLayer::updateVisibility() |
| 973 | { |
| 974 | auto winSize = ax::Director::getInstance()->getWinSize(); |
| 975 | |
| 976 | float unk = 70.0f; |
| 977 | |
| 978 | int prevSection = floorf(this->m_obCamPos.x / 100) - 1.0f; |
| 979 | int nextSection = ceilf((this->m_obCamPos.x + winSize.width) / 100) + 1.0f; |
| 980 | |
| 981 | for (int i = prevSection; i < nextSection; i++) |
| 982 | { |
| 983 | if (i >= 0) |
| 984 | { |
| 985 | if (i < _sectionObjects.size()) |
| 986 | { |
| 987 | auto section = _sectionObjects[i]; |
| 988 | for (size_t j = 0; j < section.size(); j++) |
| 989 | { |
| 990 | GameObject* obj = section[j]; |
| 991 | if (!obj) |
| 992 | continue; |
| 993 | |
| 994 | if (obj->getParent() == nullptr) |
| 995 | { |
| 996 | if (obj->_particle) |
| 997 | { |
| 998 | addChild(obj->_particle); |
| 999 | AX_SAFE_RELEASE(obj->_particle); |
| 1000 | } |
| 1001 | if (obj->_glowSprite) |
| 1002 | { |
| 1003 | _glowBatchNode->addChild(obj->_glowSprite); |
| 1004 | AX_SAFE_RELEASE(obj->_glowSprite); |
| 1005 | } |
| 1006 | |
| 1007 | if (isObjectBlending(obj)) |
| 1008 | { |
| 1009 | switch (obj->_zLayer) |
| 1010 | { |
| 1011 | case -3: |
| 1012 | _blendingBatchNodeB4->addChild(obj); |
| 1013 | break; |
| 1014 | case -1: |
| 1015 | _blendingBatchNodeB3->addChild(obj); |
| 1016 | break; |
| 1017 | case 1: |
| 1018 | _blendingBatchNodeB2->addChild(obj); |
| 1019 | break; |
| 1020 | case 3: |
| 1021 | _blendingBatchNodeB1->addChild(obj); |
| 1022 | break; |
| 1023 | default: |
| 1024 | case 5: |
| 1025 | _blendingBatchNodeT1->addChild(obj); |
| 1026 | break; |
| 1027 | case 7: |
| 1028 | _blendingBatchNodeT2->addChild(obj); |
| 1029 | break; |
no test coverage detected