axmol/tests/cpp-tests/Classes/ExtensionsTest/CocoStudioComponentsTest/ProjectileController.cpp

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#include "ProjectileController.h"
#include "SceneController.h"
#include "EnemyController.h"
using namespace cocos2d;
using namespace cocostudio;
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ProjectileController::ProjectileController(void)
{
_name = "ProjectileController";
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}
ProjectileController::~ProjectileController(void)
{
}
bool ProjectileController::init()
{
return true;
}
void ProjectileController::onEnter()
{
ComController::onEnter();
auto winSize = Director::getInstance()->getVisibleSize();
auto origin = Director::getInstance()->getVisibleOrigin();
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_owner->setPosition( Point(origin.x+20, origin.y+winSize.height/2) );
_owner->setTag(3);
auto com = _owner->getParent()->getComponent("SceneController");
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static_cast<SceneController*>(com)->getProjectiles().pushBack(_owner);
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}
void ProjectileController::onExit()
{
}
void ProjectileController::update(float delta)
{
auto com = _owner->getParent()->getComponent("SceneController");
auto _targets = ((SceneController*)com)->getTargets();
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auto projectile = dynamic_cast<Sprite*>(_owner);
auto projectileRect = Rect(
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projectile->getPosition().x - (projectile->getContentSize().width/2),
projectile->getPosition().y - (projectile->getContentSize().height/2),
projectile->getContentSize().width,
projectile->getContentSize().height);
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std::vector<Node*> targetsToDelete;
targetsToDelete.reserve(20);
for (const auto& target : _targets)
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{
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Rect targetRect = Rect(
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target->getPosition().x - (target->getContentSize().width/2),
target->getPosition().y - (target->getContentSize().height/2),
target->getContentSize().width,
target->getContentSize().height);
// if (Rect::RectIntersectsRect(projectileRect, targetRect))
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if (projectileRect.intersectsRect(targetRect))
{
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targetsToDelete.push_back(target);
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}
}
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for (const auto& t : targetsToDelete)
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{
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static_cast<EnemyController*>(t->getComponent("EnemyController"))->die();
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}
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if (!targetsToDelete.empty())
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{
die();
}
}
ProjectileController* ProjectileController::create(void)
{
ProjectileController * pRet = new ProjectileController();
if (pRet && pRet->init())
{
pRet->autorelease();
}
else
{
CC_SAFE_DELETE(pRet);
}
return pRet;
}
void freeFunction( Node *ignore )
{
log("hello");
}
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void ProjectileController::move(float flocationX, float flocationY)
{
auto winSize = Director::getInstance()->getVisibleSize();
auto origin = Director::getInstance()->getVisibleOrigin();
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// Determinie offset of location to projectile
float offX = flocationX - _owner->getPosition().x;
float offY = flocationY - _owner->getPosition().y;
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// Bail out if we are shooting down or backwards
if (offX <= 0) return;
// Ok to add now - we've double checked position
// Determine where we wish to shoot the projectile to
float realX = origin.x + winSize.width + (_owner->getContentSize().width/2);
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float ratio = offY / offX;
float realY = (realX * ratio) + _owner->getPosition().y;
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Point realDest = Point(realX, realY);
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// Determine the length of how far we're shooting
float offRealX = realX - _owner->getPosition().x;
float offRealY = realY - _owner->getPosition().y;
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float length = sqrtf((offRealX * offRealX) + (offRealY*offRealY));
float velocity = 480/1; // 480pixels/1sec
float realMoveDuration = length/velocity;
auto callfunc = CallFuncN::create(
CC_CALLBACK_1(
SceneController::spriteMoveFinished,
static_cast<SceneController*>( getOwner()->getParent()->getComponent("SceneController")
) ) );
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// Move projectile to actual endpoint
_owner->runAction(
Sequence::create(
MoveTo::create(realMoveDuration, realDest),
callfunc,
NULL)
);
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}
void ProjectileController::die()
{
auto com = _owner->getParent()->getComponent("SceneController");
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auto& _projectiles = static_cast<SceneController*>(com)->getProjectiles();
_projectiles.eraseObject(_owner);
_owner->removeFromParentAndCleanup(true);
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}