슬슬 복잡해지고 있다
또 한번 전체적으로 수정을 해야했다.
미리 다 완성한 다음 쓰는 글이 아니라서
계속 수정하고 있다
더 이상 소스를 설명할 자신이 없다.
최대한 주석을 많이 달았다.
CGameLayer.h
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#ifndef PuzzleGame_GameLayer
#define PuzzleGame_GameLayer
#include "Common.h"
#include "GameObject.h"
#include <stdio.h>
#include <string.h>
#define NONE false
#define ROLLBACK true
class CGameLayer : public cocos2d::Layer {
public:
// [ 기본 ]
// ==============================================================================================================
static cocos2d::Scene* createScene() {
auto pScene = Scene::create();
auto pLayer = CGameLayer::create();
pScene->addChild(pLayer);
return pScene;
}
virtual bool init() {
if (!Layer::init()) { return false; }
// 배경 이미지 출력
cocos2d::Sprite* pBackgroundSprite = cocos2d::Sprite::create("background.png");
pBackgroundSprite->setPosition(cocos2d::CCPointZero);
pBackgroundSprite->setAnchorPoint(ccp((float)0, (float)0));
addChild(pBackgroundSprite);
// 터치 초기화
EventListenerTouchAllAtOnce* listener = EventListenerTouchAllAtOnce::create();
listener->onTouchesBegan = CC_CALLBACK_2(CGameLayer::onTouchesBegan, this);
listener->onTouchesMoved = CC_CALLBACK_2(CGameLayer::onTouchesMoved, this);
listener->onTouchesEnded = CC_CALLBACK_2(CGameLayer::onTouchesEnded, this);
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
m_winSize = Director::sharedDirector()->getWinSize();
startGame();
return true;
}
void startGame() {
for (int x = 0; x < COLUMN_COUNT+1; x++) {
for (int y = 0; y < ROW_COUNT+1; y++) {
m_pBoard[x][y] = NULL;
}
}
srand(time(NULL));
for (int x = 0; x < COLUMN_COUNT; x++) {
for (int y = 0; y < ROW_COUNT; y++) {
if (x == COLUMN_COUNT - 1 && y % 2 != 0) continue;
int type = rand() % TYPE_COUNT;
Sprite* pTop = Sprite::create("backgroundTop.png");
Sprite* pGameObjectBack = Sprite::create("blockBack.png");
CGameObject* pGameObject = CGameObject::Create(type);
m_pBoard[x][y] = pGameObject;
pTop->setAnchorPoint(ccp(0.0f, 0.0f));
pTop->setPosition(ccp(0.0f, 1470.0f));
pGameObjectBack->setAnchorPoint(ccp(0.5f, 0.5f));
pGameObjectBack->setPosition(Common::ComputeXY(x, y));
pGameObject->setAnchorPoint(ccp(0.5f, 0.5f));
pGameObject->setPosition(Common::ComputeXY(x, y));
pGameObject->SetGameLayer(this);
addChild(pGameObjectBack, 1);
addChild(pGameObject, 2);
}
}
m_countFallingObject = 0;
searchMacthedStreak();
clearRemovealObject();
ProcessFalling();
// 변수 초기화
m_EnableTouch = 0;
m_bTouchStarted = false;
m_countFallingObject = 0;
}
CREATE_FUNC(CGameLayer);
protected:
CGameObject* m_pBoard[COLUMN_COUNT + 1][ROW_COUNT + 1];
Size m_winSize;
// ==============================================================================================================
// [ 터치 제어 ]
// ==============================================================================================================
void onTouchesBegan(const std::vector<cocos2d::Touch*>&pTouches, cocos2d::Event* pEvent) {
std::string str;
str = std::to_string(m_countFallingObject);
if (m_EnableTouch<=0) {
m_EnableTouch = 0;
if (!m_bTouchStarted) {
Touch* pTouch = (Touch*)pTouches.back();
Point point = pTouch->getLocation();
m_gestureStartBoardX = Common::ComputeBoardX(point);
m_gestureStartBoardY = Common::ComputeBoardY(point);
if (!m_pBoard[m_gestureStartBoardX][m_gestureStartBoardY]) return;
m_bTouchStarted = true;
}
}
}
void onTouchesMoved(const std::vector<cocos2d::Touch*>&pTouches, cocos2d::Event* pEvent) {
if (m_EnableTouch<=0) {
m_EnableTouch = 0;
if (m_bTouchStarted) {
Touch* pTouch = (Touch*)pTouches.back();
Point point = pTouch->getLocation();
int boardX = Common::ComputeBoardX(point);
int boardY = Common::ComputeBoardY(point);
if (!m_pBoard[boardX][boardY]) return;
if (m_gestureStartBoardX != boardX || m_gestureStartBoardY != boardY)
if (isAdjacent(m_gestureStartBoardX, m_gestureStartBoardY, boardX, boardY)) {
swapObjects(m_gestureStartBoardX, m_gestureStartBoardY, boardX, boardY);
m_bTouchStarted = false;
}
}
}
}
void onTouchesEnded(const std::vector<cocos2d::Touch*>&pTouches, cocos2d::Event* pEvent) {
if (m_EnableTouch<=0) {
m_EnableTouch = 0;
if (m_bTouchStarted) {
Touch* pTouch = (Touch*)pTouches.back();
Point point = pTouch->getLocation();
m_bTouchStarted = false;
}
}
}
protected:
int m_EnableTouch; // 터치 on/off
bool m_bTouchStarted; // 터치가 시작되었는지
int m_gestureStartBoardX;
int m_gestureStartBoardY; // 터치가 시작된 블록이 어느 블록인지
// ==============================================================================================================
// [ 제어 - 블록 매칭 ]
// ==============================================================================================================
public:
bool isAdjacent(int x1, int y1, int x2, int y2) {
if (y1 % 2 == 0) {
if ((x1 == x2) && (y1 - 2 == y2 || y1 - 1 == y2 || y1 + 1 == y2 || y1 + 2 == y2))
return true;
if ((x1 - 1 == x2) && (y1 - 1 == y2 || y1 + 1 == y2))
return true;
}
else {
if ((x1 == x2) && (y1 - 2 == y2 || y1 - 1 == y2 || y1 + 1 == y2 || y1 + 2 == y2))
return true;
if ((x1 + 1 == x2) && (y1 - 1 == y2 || y1 + 1 == y2))
return true;
}
return false;
} // 두 블록이 서로 인접한 블록인지
void swapObjects(int x1, int y1, int x2, int y2, bool bRoolBack = NONE) {
CGameObject* pTemp = m_pBoard[x1][y1];
m_pBoard[x1][y1] = m_pBoard[x2][y2];
m_pBoard[x2][y2] = pTemp;
m_pBoard[x1][y1]->SetTargetBoardX(x1);
m_pBoard[x1][y1]->SetTargetBoardY(y1);
m_pBoard[x2][y2]->SetTargetBoardX(x2);
m_pBoard[x2][y2]->SetTargetBoardY(y2);
if (!bRoolBack) {
m_pBoard[x1][y1]->ProcessSliding();
m_pBoard[x2][y2]->ProcessSliding();
}
else {
m_pBoard[x1][y1]->RollBack();
m_pBoard[x2][y2]->RollBack();
}
m_EnableTouch++; // 블록이 이동 중이면 터치 비활성화
}
// 블록 swap완료 이벤트 핸들러
void SlidingCompleteEventHandler(int x1, int y1, int x2, int y2) {
static int count = 0;
count++;
// 블록을 이동했으면 매칭된게 있는지 확인한다
if (count % 2 == 0) {
if (!searchMacthedStreak()) swapObjects(x1, y1, x2, y2, ROLLBACK);
clearRemovealObject();
ProcessFalling();
m_EnableTouch --; // 터치 활성화
}
}
// 블록 rollBack완료 이벤트 핸들러
void RollBackCompleteEventHandler(int x1, int y1, int x2, int y2) {
static int count = 0;
count++;
// 블록을 이동했으면 매칭된게 있는지 확인한다
if (count % 2 == 0) {
m_EnableTouch --; // 터치 활성화
}
}
protected:
// 매칭된 블록이 있는지 검사하고 제거대상으로 설정
bool searchMacthedStreak() {
bool isAnyMatched = false;
int x = 0, y = 0;
// 1행에서 검사 (0,0 / 1,0, / 2,0 / 3,0 / 4,0)
while (true) {
if (x < 0 || x >= COLUMN_COUNT) break;
if (y < 0 || y >= ROW_COUNT) break;
if (!m_pBoard[x][y]) break;
if (streakWay1(x, y)) isAnyMatched = true;
if (streakWay2(x, y)) isAnyMatched = true;
if (streakWay3(x, y)) isAnyMatched = true;
x++;
}
// 2행에서 검사(0,1 / 1,1 / 2,1 / 3, 1)
x = 0; y = 1;
while (true) {
if (x < 0 || x >= COLUMN_COUNT) break;
if (y < 0 || y >= ROW_COUNT) break;
if (!m_pBoard[x][y]) break;
if (streakWay2(x, y)) isAnyMatched = true;
x++;
}
// 좌측 열에서 검사
x = 0; y = 2;
while (true) {
if (x < 0 || x >= COLUMN_COUNT) break;
if (y < 0 || y >= ROW_COUNT) break;
if (!m_pBoard[x][y]) break;
if (streakWay1(x, y)) isAnyMatched = true;
y += 2;
}
// 우측 열에서 검사
x = COLUMN_COUNT - 1; y = 2;
while (true) {
if (x < 0 || x >= COLUMN_COUNT) break;
if (y < 0 || y >= ROW_COUNT) break;
if (!m_pBoard[x][y]) break;
if (streakWay3(x, y)) isAnyMatched = true;
y += 2;
}
return isAnyMatched;
}
// 제거 대상 블록을 처리
void clearRemovealObject() {
for (int x = 0; x < COLUMN_COUNT; x++) {
for (int y = 0; y < ROW_COUNT; y++) {
if (x == COLUMN_COUNT - 1 && y % 2 != 0) continue;
if (m_pBoard[x][y]) {
if (m_pBoard[x][y]->isRemovalObject()) {
CGameObject* p = m_pBoard[x][y];
m_pBoard[x][y] = NULL;
removeChild(p, true);
}
}
}
}
}
// 매칭 라인 - 좌대각↘ 1줄 검사
bool streakWay1(int x, int y) {
int i = 0;
int countMatch = 1;
bool isAnyMatched = false;
while (true) {
if (x < 0 || x >= COLUMN_COUNT) break;
if (y < 0 || y >= ROW_COUNT) break;
if (!m_pBoard[x][y]) break;
int nextX = x;
int nextY = y + 1;
i = 1 - i;
if (i % 2 == 0) nextX = x + 1;
if (countMatch > 2) {
m_pBoard[x][y]->setRemovalObject();
m_pBoard[(i % 2 == 0) ? x : x - 1][y - 1]->setRemovalObject();
m_pBoard[(i % 2 == 0) ? x-1 : x - 1][y - 2]->setRemovalObject();
isAnyMatched = true;
}
if (checkType(m_pBoard[x][y]->GetType(), nextX, nextY)) {
if (m_pBoard[nextX][nextY]->isVisible())
countMatch++;
}
else countMatch = 1;
x = nextX;
y = nextY;
}
return isAnyMatched;
}
// 매칭 라인 - 수직↓ 1줄 검사
bool streakWay2(int x, int y) {
int i = 1;
int countMatch = 1;
bool isAnyMatched = false;
while (true) {
if (x < 0 || x >= COLUMN_COUNT) break;
if (y < 0 || y >= ROW_COUNT) break;
if (!m_pBoard[x][y]) break;
int nextX = x;
int nextY = y + 2;
if (countMatch > 2) {
m_pBoard[x][y]->setRemovalObject();
m_pBoard[x][y - 2]->setRemovalObject();
m_pBoard[x][y - 4]->setRemovalObject();
isAnyMatched = true;
}
if (checkType(m_pBoard[x][y]->GetType(), nextX, nextY)) {
if (m_pBoard[nextX][nextY]->isVisible())
countMatch++;
}
else countMatch = 1;
x = nextX;
y = nextY;
}
return isAnyMatched;
}
// 매칭 라인 - 우대각↙ 1줄 검사
bool streakWay3(int x, int y) {
int i = 1;
int countMatch = 1;
bool isAnyMatched = false;
while (true) {
if (x < 0 || x >= COLUMN_COUNT) break;
if (y < 0 || y >= ROW_COUNT) break;
if (!m_pBoard[x][y]) break;
int nextX = x;
int nextY = y + 1;
i = 1 - i;
if (i % 2 == 0) nextX = x - 1;
if (countMatch > 2) {
m_pBoard[x][y]->setRemovalObject();
m_pBoard[(i % 2 == 0) ? x : x + 1][y - 1]->setRemovalObject();
m_pBoard[(i % 2 == 0) ? x + 1 : x + 1][y - 2]->setRemovalObject();
isAnyMatched = true;
}
if (checkType(m_pBoard[x][y]->GetType(), nextX, nextY)) {
if (m_pBoard[nextX][nextY]->isVisible())
countMatch++;
}
else countMatch = 1;
x = nextX;
y = nextY;
}
return isAnyMatched;
}
// 블록 타입 검사
bool checkType(int type, int x, int y) {
if (x < 0 || x >= COLUMN_COUNT) return false;
if (y < 0 || y >= ROW_COUNT) return false;
if (!m_pBoard[x][y]) return 0;
return (type == m_pBoard[x][y]->GetType());
}
// ==============================================================================================================
// [ 제어 - 블록 채우기 ]
// ==============================================================================================================
public:
void ProcessFalling() {
srand(time(NULL));
m_countFallingObject = 0; // 움직이고 있는 블록이 있는지 카운트
bool isAnyEmpty = true;
while (isAnyEmpty) { // 빈 칸이 하나도 없을 때 까지 반복
isAnyEmpty = false;
for (int x = 0; x < COLUMN_COUNT; x++) {
int fallingStepOdd = 0;
int fallingStepEven = 0;
for (int y = ROW_COUNT - 1; y >= 0; y--) {
if (x == COLUMN_COUNT - 1 && y % 2 != 0) continue;
// 빈칸을 찾아서
CGameObject* pRemovedObject = m_pBoard[x][y];
if (!pRemovedObject) {
CGameObject* pToBeFallingObject = NULL;
// 위쪽 방향으로 가장 가까운 블록을 선택해서
int k = y;
if (y % 2 == 0) {
for (; k >= 0; k -= 2) {
pToBeFallingObject = m_pBoard[x][k];
if (pToBeFallingObject) break;
}
}
else {
for (; k >= 1; k -= 2) {
pToBeFallingObject = m_pBoard[x][k];
if (pToBeFallingObject) break;
}
}
// 블록이 존재하면 해당 블록을 낙하시킨다
if (pToBeFallingObject) {
m_pBoard[x][k]->SetTargetBoardX(x);
m_pBoard[x][k]->SetTargetBoardY(y);
m_pBoard[x][k]->ProcessFalling(y-k);
m_pBoard[x][y] = m_pBoard[x][k];
m_pBoard[x][k] = NULL;
m_countFallingObject++;
m_EnableTouch++; // 블록이 이동 중이면 터치 비활성화
}
// 없으면 만들어서 낙하시킨다
else {
int type = rand() % TYPE_COUNT;
// 블록 생성
pToBeFallingObject = CGameObject::Create(type);
// 이동 목표 설정
pToBeFallingObject->SetTargetBoardX(x);
pToBeFallingObject->SetTargetBoardY(y);
pToBeFallingObject->SetGameLayer(this);
// 이동 시작 지점 설정
pToBeFallingObject->setAnchorPoint(ccp(0.5f, 0.5f));
if (y % 2 == 0)
pToBeFallingObject->setPosition(Common::ComputeXY(x, -2 - fallingStepEven));
else
pToBeFallingObject->setPosition(Common::ComputeXY(x, -1 - fallingStepOdd));
// 블록 그리기
addChild(pToBeFallingObject, 2);
// 블록 이동
if (y % 2 == 0) {
pToBeFallingObject->ProcessFalling(y - (-2- fallingStepEven));
fallingStepEven += 2;
}
else {
pToBeFallingObject->ProcessFalling(y - (-1- fallingStepOdd));
fallingStepOdd += 2;
}
m_pBoard[x][y] = pToBeFallingObject;
m_countFallingObject++;
m_EnableTouch++; // 블록이 이동중이면 터치 비활성화
}
}
if (!m_pBoard[x][y]) isAnyEmpty = true;
}
}
}
}
// 이동중인 블록이 하나도 없으면 매칭된 블록이 생겼는지 재 검사
void FallingCompleteEventHandller() {
m_countFallingObject--;
m_EnableTouch--;
if (m_countFallingObject == 0) {
searchMacthedStreak();
clearRemovealObject();
ProcessFalling();
//m_EnableTouch =0; // 터치 활성화
}
}
protected:
int m_countFallingObject;
// ==============================================================================================================
};
#endif |
cs |
CGameObject.cpp
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#include "GameObject.h"
#include "GameLayer.h"
USING_NS_CC;
CGameObject* CGameObject::Create(int type) {
static std::string objectNames[TYPE_COUNT] = {
"blockBlue.png",
"blockBrown.png",
"blockGreen.png",
"blockPink.png",
"blockWhite.png",
"blockYellow.png"
};
if (type<0 || type>TYPE_COUNT - 1) return NULL;
CGameObject* pGameObject = CGameObject::create(objectNames[type].c_str(),
CCRectMake(0.0f, 0.0f, OBJECT_WIDTH, OBJECT_HEIGHT));
pGameObject->SetType(type);
return pGameObject;
}
CGameObject* CGameObject::create(const char* pszFileName, const CCRect& rect) {
CGameObject* pSprite = new CGameObject();
if (pSprite && pSprite->initWithFile(pszFileName, rect)) {
pSprite->autorelease();
return pSprite;
}
CC_SAFE_DELETE(pSprite);
return NULL;
}
void CGameObject::ProcessSliding() {
Point position = getPosition();
m_prevBoardX = Common::ComputeBoardX(position);
m_prevBoardY = Common::ComputeBoardY(position);
Point targetPosition = Common::ComputeXY(m_targetBoardX, m_targetBoardY);
MoveBy* pMoveBy = MoveBy::create(0.2f,
ccp(targetPosition.x - position.x, targetPosition.y - position.y));
FiniteTimeAction* pAction = Sequence::create(pMoveBy,
CallFunc::create(this, callfunc_selector(CGameObject::SlidingCompleteEvent)), NULL);
runAction(pAction);
}
void CGameObject::SlidingCompleteEvent(){
m_pGameLayer->SlidingCompleteEventHandler(m_prevBoardX, m_prevBoardY, m_targetBoardX, m_targetBoardY);
}
void CGameObject::RollBack() {
Point position = getPosition();
Point targetPosition = Common::ComputeXY(m_targetBoardX, m_targetBoardY);
MoveBy* pMoveBy = MoveBy::create(0.2f, ccp(targetPosition.x - position.x, targetPosition.y - position.y));
FiniteTimeAction* pAction = Sequence::create(pMoveBy,
CallFunc::create(this, callfunc_selector(CGameObject::RollBackCompleteEvent)), NULL);
runAction(pAction);
}
void CGameObject::RollBackCompleteEvent(){
m_pGameLayer->RollBackCompleteEventHandler(m_prevBoardX, m_prevBoardY, m_targetBoardX, m_targetBoardY);
}
void CGameObject::ProcessFalling(int speed) {
setVisible(true);
Point position = getPosition();
m_prevBoardX = Common::ComputeBoardX(position);
m_prevBoardY = Common::ComputeBoardY(position);
Point targetPosition = Common::ComputeXY(m_targetBoardX, m_targetBoardY);
MoveBy* pMoveBy = MoveBy::create(0.1f*(1+speed),
ccp(targetPosition.x - position.x, targetPosition.y - position.y));
FiniteTimeAction* pAction = Sequence::create(pMoveBy,
CallFunc::create(this, callfunc_selector(CGameObject::FallingCompleteEvent)), NULL);
runAction(pAction);
}
void CGameObject::FallingCompleteEvent() {
m_pGameLayer->FallingCompleteEventHandller();
} |
cs |
주요 사항
블록이 이동 중일 때 그 블록을 낚아챌 수 있었다
블록이 이동 중일 때 터치를 비활성화 하게 했다.
블록 제거
기존에 setVisible(false)를 사용해 눈에 만 안보이게 했던 것을
실제로 m_pBoard[][]에서 제외시키고 removeChild()를 통해 화면에서 삭제시켰다.
빈칸 채우기
아래쪽 라인부터 검사하여
자기 위쪽으로 가장 가까운 블록을 찾아 땡겨온다.
만약 자기 위쪽으로 블록이 존재하지 않으면
블록을 생성해서 가져온다.
블록을 땡기는 속도
블록을 반복문을 돌며 블록을 한칸 씩 내리는게 아니라
한번에 쭈욱 내리는거라 속도를 제어할 필요가 있다.
2칸 움직이는 블록은 2배로 3칸 움직이는 블록은 3배로 움직이게 해야한다.
게임이 시작된 직후 처음부터 콤보가 만들어져 있는 곳이 있다
블록 초기화 후 매칭 검사->블록 삭제->빈칸 채우기를 수행하게 했다.
괜히 육각형으로 했다
사각형으로 했으면 간단했을 텐데
육각형 좌표계를 잘못 구상한 건지
로직이 복잡하다.
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