axmol/samples/Cpp/SimpleGame/Classes/HelloWorldScene.cpp

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#include "HelloWorldScene.h"
#include "GameOverScene.h"
#include "SimpleAudioEngine.h"
using namespace cocos2d;
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namespace simplegame {
HelloWorld::~HelloWorld()
{
if (_targets)
{
_targets->release();
_targets = NULL;
}
if (_projectiles)
{
_projectiles->release();
_projectiles = NULL;
}
// cpp don't need to call super dealloc
// virtual destructor will do this
}
HelloWorld::HelloWorld()
:_targets(NULL)
,_projectiles(NULL)
,_projectilesDestroyed(0)
{
}
Scene* HelloWorld::scene()
{
Scene * scene = NULL;
do
{
// 'scene' is an autorelease object
scene = Scene::create();
CC_BREAK_IF(! scene);
// 'layer' is an autorelease object
HelloWorld *layer = HelloWorld::create();
CC_BREAK_IF(! layer);
// add layer as a child to scene
scene->addChild(layer);
} while (0);
// return the scene
return scene;
}
// on "init" you need to initialize your instance
bool HelloWorld::init()
{
bool bRet = false;
do
{
//////////////////////////////////////////////////////////////////////////
// super init first
//////////////////////////////////////////////////////////////////////////
CC_BREAK_IF(! LayerColor::initWithColor( Color4B(255,255,255,255) ) );
//////////////////////////////////////////////////////////////////////////
// add your codes below...
//////////////////////////////////////////////////////////////////////////
// 1. Add a menu item with "X" image, which is clicked to quit the program.
// Create a "close" menu item with close icon, it's an auto release object.
MenuItemImage *closeItem = MenuItemImage::create(
"CloseNormal.png",
"CloseSelected.png",
CC_CALLBACK_1(HelloWorld::menuCloseCallback,this));
CC_BREAK_IF(! closeItem);
// Place the menu item bottom-right conner.
Size visibleSize = Director::getInstance()->getVisibleSize();
Point origin = Director::getInstance()->getVisibleOrigin();
closeItem->setPosition(Point(origin.x + visibleSize.width - closeItem->getContentSize().width/2,
origin.y + closeItem->getContentSize().height/2));
// Create a menu with the "close" menu item, it's an auto release object.
Menu* menu = Menu::create(closeItem, NULL);
menu->setPosition(Point::ZERO);
CC_BREAK_IF(! menu);
// Add the menu to HelloWorld layer as a child layer.
this->addChild(menu, 1);
/////////////////////////////
// 2. add your codes below...
Sprite *player = Sprite::create("Player.png", Rect(0, 0, 27, 40) );
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player->setPosition( Point(origin.x + player->getContentSize().width/2,
origin.y + visibleSize.height/2) );
this->addChild(player);
this->schedule( schedule_selector(HelloWorld::gameLogic), 1.0 );
this->setTouchEnabled(true);
_targets = new Array;
_projectiles = new Array;
// use updateGame instead of update, otherwise it will conflit with SelectorProtocol::update
// see http://www.cocos2d-x.org/boards/6/topics/1478
this->schedule( schedule_selector(HelloWorld::updateGame) );
CocosDenshion::SimpleAudioEngine::getInstance()->playBackgroundMusic("background-music-aac.wav", true);
bRet = true;
} while (0);
return bRet;
}
void HelloWorld::menuCloseCallback(Object* sender)
{
// "close" menu item clicked
Director::getInstance()->end();
}
// cpp with cocos2d-x
void HelloWorld::addTarget()
{
Sprite *target = Sprite::create("Target.png", Rect(0,0,27,40) );
// Determine where to spawn the target along the Y axis
Size winSize = Director::getInstance()->getVisibleSize();
float minY = target->getContentSize().height/2;
float maxY = winSize.height - target->getContentSize().height/2;
int rangeY = (int)(maxY - minY);
// srand( TimGetTicks() );
int actualY = ( rand() % rangeY ) + (int)minY;
// Create the target slightly off-screen along the right edge,
// and along a random position along the Y axis as calculated
target->setPosition(
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Point(winSize.width + (target->getContentSize().width/2),
Director::getInstance()->getVisibleOrigin().y + actualY) );
this->addChild(target);
// Determine speed of the target
int minDuration = (int)2.0;
int maxDuration = (int)4.0;
int rangeDuration = maxDuration - minDuration;
// srand( TimGetTicks() );
int actualDuration = ( rand() % rangeDuration ) + minDuration;
// Create the actions
FiniteTimeAction* actionMove = MoveTo::create( (float)actualDuration,
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Point(0 - target->getContentSize().width/2, actualY) );
FiniteTimeAction* actionMoveDone = CallFuncN::create( CC_CALLBACK_1(HelloWorld::spriteMoveFinished, this));
target->runAction( Sequence::create(actionMove, actionMoveDone, NULL) );
// Add to targets array
target->setTag(1);
_targets->addObject(target);
}
void HelloWorld::spriteMoveFinished(Node* sender)
{
Sprite *sprite = (Sprite *)sender;
this->removeChild(sprite, true);
if (sprite->getTag() == 1) // target
{
_targets->removeObject(sprite);
GameOverScene *gameOverScene = GameOverScene::create();
gameOverScene->getLayer()->getLabel()->setString("You Lose :[");
Director::getInstance()->replaceScene(gameOverScene);
}
else if (sprite->getTag() == 2) // projectile
{
_projectiles->removeObject(sprite);
}
}
void HelloWorld::gameLogic(float dt)
{
this->addTarget();
}
// cpp with cocos2d-x
void HelloWorld::ccTouchesEnded(Set* touches, Event* event)
{
// Choose one of the touches to work with
Touch* touch = static_cast<Touch*>( touches->anyObject() );
Point location = touch->getLocation();
log("++++++++after x:%f, y:%f", location.x, location.y);
// Set up initial location of projectile
Size winSize = Director::getInstance()->getVisibleSize();
Point origin = Director::getInstance()->getVisibleOrigin();
Sprite *projectile = Sprite::create("Projectile.png", Rect(0, 0, 20, 20));
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projectile->setPosition( Point(origin.x+20, origin.y+winSize.height/2) );
// Determinie offset of location to projectile
float offX = location.x - projectile->getPosition().x;
float offY = location.y - projectile->getPosition().y;
// Bail out if we are shooting down or backwards
if (offX <= 0) return;
// Ok to add now - we've double checked position
this->addChild(projectile);
// Determine where we wish to shoot the projectile to
float realX = origin.x+winSize.width + (projectile->getContentSize().width/2);
float ratio = offY / offX;
float realY = (realX * ratio) + projectile->getPosition().y;
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Point realDest = Point(realX, realY);
// Determine the length of how far we're shooting
float offRealX = realX - projectile->getPosition().x;
float offRealY = realY - projectile->getPosition().y;
float length = sqrtf((offRealX * offRealX) + (offRealY*offRealY));
float velocity = 480/1; // 480pixels/1sec
float realMoveDuration = length/velocity;
// Move projectile to actual endpoint
projectile->runAction( Sequence::create(
MoveTo::create(realMoveDuration, realDest),
CallFuncN::create(CC_CALLBACK_1(HelloWorld::spriteMoveFinished, this)),
NULL) );
// Add to projectiles array
projectile->setTag(2);
_projectiles->addObject(projectile);
CocosDenshion::SimpleAudioEngine::getInstance()->playEffect("pew-pew-lei.wav");
}
void HelloWorld::updateGame(float dt)
{
Array *projectilesToDelete = new Array;
Object* it = NULL;
Object* jt = NULL;
// for (it = _projectiles->begin(); it != _projectiles->end(); it++)
CCARRAY_FOREACH(_projectiles, it)
{
Sprite *projectile = dynamic_cast<Sprite*>(it);
Rect projectileRect = Rect(
projectile->getPosition().x - (projectile->getContentSize().width/2),
projectile->getPosition().y - (projectile->getContentSize().height/2),
projectile->getContentSize().width,
projectile->getContentSize().height);
Array* targetsToDelete =new Array;
// for (jt = _targets->begin(); jt != _targets->end(); jt++)
CCARRAY_FOREACH(_targets, jt)
{
Sprite *target = dynamic_cast<Sprite*>(jt);
Rect targetRect = Rect(
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))
if (projectileRect.intersectsRect(targetRect))
{
targetsToDelete->addObject(target);
}
}
// for (jt = targetsToDelete->begin(); jt != targetsToDelete->end(); jt++)
CCARRAY_FOREACH(targetsToDelete, jt)
{
Sprite *target = dynamic_cast<Sprite*>(jt);
_targets->removeObject(target);
this->removeChild(target, true);
_projectilesDestroyed++;
if (_projectilesDestroyed >= 5)
{
GameOverScene *gameOverScene = GameOverScene::create();
gameOverScene->getLayer()->getLabel()->setString("You Win!");
Director::getInstance()->replaceScene(gameOverScene);
}
}
if (targetsToDelete->count() > 0)
{
projectilesToDelete->addObject(projectile);
}
targetsToDelete->release();
}
// for (it = projectilesToDelete->begin(); it != projectilesToDelete->end(); it++)
CCARRAY_FOREACH(projectilesToDelete, it)
{
Sprite* projectile = dynamic_cast<Sprite*>(it);
_projectiles->removeObject(projectile);
this->removeChild(projectile, true);
}
projectilesToDelete->release();
}
void HelloWorld::registerWithTouchDispatcher()
{
// TouchDispatcher::sharedDispatcher()->addTargetedDelegate(this,0,true);
Director::getInstance()->getTouchDispatcher()->addStandardDelegate(this,0);
}
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}