issue #157 Cocos2dSimpleGame, ninjia is coming!

This commit is contained in:
Walzer 2010-10-01 14:52:15 +00:00
parent 1b385bfe20
commit 61ccb9f59e
11 changed files with 528 additions and 144 deletions

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@ -6,11 +6,33 @@
#include "cocos2d.h"
#include "AppDelegate.h"
#include "Cocos2dSimpleGameAppDelegate.h"
#include "cocos2d.h"
#include "HelloWorldScene.h"
using namespace cocos2d;
// the works are the same as NSObject<UIApplicationDelegate>::applicationDidFinishLaunching of cocos2d-iphone
bool AppDelegate::initCocos2d()
{
// init director
CCDirector *pDirector = CCDirector::getSharedDirector();
pDirector->setOpenGLView(m_pMainWnd);
// sets landscape mode
pDirector->setDeviceOrientation(kCCDeviceOrientationLandscapeLeft);
// turn on display FPS
pDirector->setDisplayFPS(true);
// create a scene. it's an autorelease object
CCScene *pScene = HelloWorld::scene();
// run
CCDirector::getSharedDirector()->runWithScene(pScene);
return true;
}
AppDelegate::AppDelegate()
:m_rcWnd(0, 0, GetScreenWidth(), GetScreenHeight())
@ -56,26 +78,4 @@ Boolean AppDelegate::EventHandler(EventType* pEvent)
}
return (bHandled) ? TRUE : CCXApplication::EventHandler(pEvent);
}
// the works are the same as NSObject<UIApplicationDelegate>::applicationDidFinishLaunching of cocos2d-iphone
bool AppDelegate::initCocos2d()
{
// init director
CCDirector *pDirector = CCDirector::getSharedDirector();
pDirector->setOpenGLView(m_pMainWnd);
// sets landscape mode
pDirector->setDeviceOrientation(kCCDeviceOrientationLandscapeLeft);
// turn on display FPS
pDirector->setDisplayFPS(true);
// create a scene. it's an autorelease object
CCScene *pScene = HelloWorld::scene();
// run
CCDirector::getSharedDirector()->runWithScene(pScene);
return true;
}

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@ -1,57 +0,0 @@
#include "FirstLayer.h"
using namespace cocos2d;
#define PATH_CLOSE_NORMAL "/NEWPLUS/TDA_DATA/UserData/CloseNormal.png"
#define PATH_CLOSE_SELECTED "/NEWPLUS/TDA_DATA/UserData/CloseSelected.png"
// on "init" you need to initialize your instance
bool FirstLayer::init()
{
//////////////////////////////
// 1. super init first
if ( !CCLayer::init() )
{
return false;
}
/////////////////////////////
// 2. add a label shows "Hello World"
// create and initialize a label
CCLabel* pLabel = CCLabel::labelWithString("HelloWorld", "Thonburi", 64);
// ask director the window size
CGSize size = CCDirector::getSharedDirector()->getWinSize();
// position the label on the center of the screen
pLabel->setPosition( ccp(size.width / 2, size.height / 2) );
// add the label as a child to this layer
this->addChild(pLabel);
/////////////////////////////
// 3. add a menu item with "X" image, which is clicked to quit the program
// add a "close" icon to exit the progress. it's an autorelease object
CCMenuItemImage *pCloseItem = CCMenuItemImage::itemFromNormalImage(
PATH_CLOSE_NORMAL,
PATH_CLOSE_SELECTED,
this,
menu_selector(FirstLayer::menuCloseCallback) );
pCloseItem->setPosition( ccp(size.width - 20, 20) );
// create menu, it's an autorelease object
CCMenu* pMenu = CCMenu::menuWithItems(pCloseItem, NULL);
pMenu->setPosition( CGPointZero );
this->addChild(pMenu);
return true;
}
void FirstLayer::menuCloseCallback(NSObject* pSender)
{
CCDirector::getSharedDirector()->end();
}

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@ -1,17 +0,0 @@
#ifndef _HELLOWORLD_LAYER_H_
#define _HELLOWORLD_LAYER_H_
#include "cocos2d.h"
class FirstLayer : public cocos2d::CCLayer
{
public:
// Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone
virtual bool init();
// a selector callback
virtual void menuCloseCallback(NSObject* pSender);
};
#endif // _HELLOWORLD_SCENE_H_

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@ -0,0 +1,68 @@
//
// GameOverScene.m
// Cocos2DSimpleGame
//
// Created by Ray Wenderlich on 2/10/10.
// Copyright 2010 Ray Wenderlich. All rights reserved.
//
#include "GameOverScene.h"
#include "HelloWorldScene.h"
using namespace cocos2d;
bool GameOverScene::init()
{
if( CCScene::init() )
{
this->_layer = GameOverLayer::node();
this->addChild(_layer);
return true;
}
else
{
return false;
}
}
GameOverScene::~GameOverScene()
{
_layer->release();
_layer = NULL;
}
//////////////////////////////
bool GameOverLayer::init()
{
if ( CCColorLayer::initWithColor( ccc4(255,255,255,255) ) )
{
CGSize winSize = CCDirector::getSharedDirector()->getWinSize();
this->_label = CCLabel::labelWithString("", "Artial", 32);
_label->setColor( ccc3(0, 0, 0) );
_label->setPosition( ccp(winSize.width/2, winSize.height/2) );
this->addChild(_label);
this->runAction( CCSequence::actions(
CCDelayTime::actionWithDuration(3),
CCCallFunc::actionWithTarget(this, callfunc_selector(GameOverLayer::gameOverDone)),
NULL));
return true;
}
else
{
return false;
}
}
void GameOverLayer::gameOverDone()
{
CCDirector::getSharedDirector()->replaceScene( HelloWorld::scene() );
}
GameOverLayer::~GameOverLayer()
{
_label->release();
_label = NULL;
}

91
template/GameOverScene.h Normal file
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@ -0,0 +1,91 @@
//
// GameOverScene.h
// Cocos2DSimpleGame
//
// Created by Ray Wenderlich on 2/10/10.
// Copyright 2010 Ray Wenderlich. All rights reserved.
//
#ifndef _GAME_OVER_SCENE_H_
#define _GAME_OVER_SCENE_H_
#include "cocos2d.h"
class GameOverLayer : public cocos2d::CCColorLayer
{
public:
virtual ~GameOverLayer();
// LAYER_NODE_FUNC(GameOverLayer);
static GameOverLayer* node()
{
GameOverLayer *pRet = new GameOverLayer();
if (pRet && pRet->init())
{
pRet->autorelease();
return pRet;
}
else
{
CCX_SAFE_DELETE(pRet)
return NULL;
}
};
bool init();
void gameOverDone();
inline cocos2d::CCLabel* getLabel() { return _label; };
protected:
cocos2d::CCLabel *_label;
};
class GameOverScene : public cocos2d::CCScene
{
public:
virtual ~GameOverScene();
bool init();
// SCENE_NODE_FUNC(GameOverScene);
static GameOverScene* node()
{
GameOverScene *pRet = new GameOverScene();
if (pRet && pRet->init())
{
pRet->autorelease();
return pRet;
}
else
{
CCX_SAFE_DELETE(pRet)
return NULL;
}
};
public:
inline GameOverLayer* getLayer() {return _layer; };
protected:
GameOverLayer *_layer;
};
#endif // _GAME_OVER_SCENE_H_
/*
#import "cocos2d.h"
@interface GameOverLayer : CCColorLayer {
CCLabel *_label;
}
@property (nonatomic, retain) CCLabel *label;
@end
@interface GameOverScene : CCScene {
GameOverLayer *_layer;
}
@property (nonatomic, retain) GameOverLayer *layer;
@end
*/

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@ -1,25 +0,0 @@
#include "HelloWorld.h"
#include "FirstLayer.h"
using namespace cocos2d;
CCScene* HelloWorld::scene()
{
bool bRet = false;
// 'pScene' is an autorelease object
CCScene *pScene = CCScene::node();
// 'pLayer' is an autorelease object
FirstLayer *pLayer = new FirstLayer;
pLayer->init();
// add layer as a child to scene
pScene->addChild(pLayer);
// release layer, it's "new" by us.
pLayer->release();
// return the scene
return pScene;
}

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@ -1,14 +0,0 @@
#ifndef _HELLOWORLD_SCENE_H_
#define _HELLOWORLD_SCENE_H_
#include "cocos2d.h"
class HelloWorld // Here's not a child of CCScene!
{
public:
// there's no 'id' in cpp, so we recommand to return the exactly class pointer
static cocos2d::CCScene* scene();
};
#endif // _HELLOWORLD_SCENE_H_

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@ -0,0 +1,292 @@
#include "HelloWorldScene.h"
// #include "SimpleAudioEngine.h"
#include "GameOverScene.h"
#include <math.h>
using namespace cocos2d;
#define PATH_CLOSE_NORMAL "/NEWPLUS/TDA_DATA/UserData/CloseNormal.png"
#define PATH_CLOSE_SELECTED "/NEWPLUS/TDA_DATA/UserData/CloseSelected.png"
#define IMG_PLAYER "/NEWPLUS/TDA_DATA/UserData/player.png"
#define IMG_PROJECTILE "/NEWPLUS/TDA_DATA/UserData/projectile.png"
#define IMG_TARGET "/NEWPLUS/TDA_DATA/UserData/target.png"
CCScene* HelloWorld::scene()
{
bool bRet = false;
// 'pScene' is an autorelease object
CCScene *pScene = CCScene::node();
// 'pLayer' is an autorelease object
HelloWorld *pLayer = new HelloWorld;
pLayer->init();
// add layer as a child to scene
pScene->addChild(pLayer);
// release layer, it's "new" by us.
pLayer->release();
// return the scene
return pScene;
}
void HelloWorld::spriteMoveFinished(CCNode* sender)
{
TagSprite *sprite = (TagSprite *)sender;
this->removeChild(sprite, true);
if (sprite->getTag() == 1) // target
{
_targets->removeObject(sprite);
GameOverScene *gameOverScene = GameOverScene::node();
gameOverScene->getLayer()->getLabel()->setString("You Lose :[");
CCDirector::getSharedDirector()->replaceScene(gameOverScene);
}
else if (sprite->getTag() == 2) // projectile
{
_projectiles->removeObject(sprite);
}
}
void HelloWorld::addTarget()
{
TagSprite *target = (TagSprite*)CCSprite::spriteWithFile(IMG_TARGET, CGRectMake(0,0,27,40));
// Determine where to spawn the target along the Y axis
CGSize winSize = CCDirector::getSharedDirector()->getWinSize();
int minY = (int)( target->getContentSize().height / 2 );
int maxY = (int)( winSize.height - target->getContentSize().height / 2 );
int rangeY = maxY - minY;
srand( TimGetTicks() );
int actualY = ( rand() % rangeY ) + minY;
// Create the target slightly off-screen along the right edge,
// and along a random position along the Y axis as calculated above
target->setPosition( ccp(winSize.width + (target->getContentSize().width/2), 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
CCFiniteTimeAction* actionMove = CCMoveTo::actionWithDuration( (ccTime)actualDuration, ccp(0 - target->getContentSize().width/2, actualY) );
CCFiniteTimeAction* actionMoveDone = CCCallFuncN::actionWithTarget(this, callfuncN_selector(HelloWorld::spriteMoveFinished));
target->runAction( CCSequence::actions(actionMove, actionMoveDone, NULL) );
// Add to targets array
target->setTag(1);
_targets->addObject(target);
}
void HelloWorld::gameLogic(ccTime dt)
{
this->addTarget();
}
// on "init" you need to initialize your instance
bool HelloWorld::init()
{
// always call "super" init
if ( !CCColorLayer::initWithColor( ccc4(255,255,255,255) ) )
{
return false;
}
// cocos2d-uphone: add a menu item with "X" image, which is clicked to quit the program
// add a "close" icon, it's an autorelease object
CCMenuItemImage *pCloseItem = CCMenuItemImage::itemFromNormalImage(
PATH_CLOSE_NORMAL,
PATH_CLOSE_SELECTED,
this,
menu_selector(HelloWorld::menuCloseCallback) );
pCloseItem->setPosition( ccp( CCDirector::getSharedDirector()->getWinSize().width - 20, 20) );
CCMenu* pMenu = CCMenu::menuWithItems(pCloseItem, NULL); // create menu, it's an autorelease object
pMenu->setPosition( CGPointZero );
this->addChild(pMenu);
/////////////////////////////
// add your code below
// Enable touch events
this->setIsTouchEnabled(true);
// Initialize arrays
_targets = new NSMutableArray<TagSprite*>;
_projectiles = new NSMutableArray<TagSprite*>;
// Get the dimensions of the window for calculation purposes
CGSize winSize = CCDirector::getSharedDirector()->getWinSize();
// Add the player to the middle of the screen along the y-axis,
// and as close to the left side edge as we can get
// Remember that position is based on the anchor point, and by default the anchor
// point is the middle of the object.
CCSprite *player = CCSprite::spriteWithFile(IMG_PLAYER, CGRectMake(0, 0, 27, 40) );
player->setPosition( ccp(player->getContentSize().width / 2, winSize.height/2) );
this->addChild(player);
// Call game logic about every second
this->schedule( schedule_selector(HelloWorld::gameLogic), 1.0 );
this->schedule( schedule_selector(HelloWorld::update) );
// Start up the background music
// SimpleAudioEngine->getSharedEngine()->playBackgroundMusic("background-music-aac.caf");
return true;
}
void HelloWorld::update(ccTime dt)
{
NSMutableArray<TagSprite*> *projectilesToDelete = new NSMutableArray<TagSprite*>;
NSMutableArray<TagSprite*>::NSMutableArrayIterator it, jt;
for (it = _projectiles->begin(); it != _projectiles->end(); it++)
{
TagSprite *projectile = *it;
CGRect projectileRect = CGRectMake(projectile->getPosition().x - (projectile->getContentSize().width/2),
projectile->getPosition().y - (projectile->getContentSize().height/2),
projectile->getContentSize().width,
projectile->getContentSize().height);
NSMutableArray<TagSprite*> *targetsToDelete = new NSMutableArray<TagSprite*>;
for (jt = _targets->begin(); jt != _targets->end(); jt++)
{
TagSprite *target = *jt;
CGRect targetRect = CGRectMake(target->getPosition().x - (target->getContentSize().width/2),
target->getPosition().y - (target->getContentSize().height/2),
target->getContentSize().width,
target->getContentSize().height);
if (CGRect::CGRectIntersectsRect(projectileRect, targetRect))
{
targetsToDelete->addObject(target);
}
}
for (jt = targetsToDelete->begin(); jt != targetsToDelete->end(); jt++)
{
TagSprite *target = *jt;
_targets->removeObject(target);
this->removeChild(target, true);
_projectilesDestroyed++;
if (_projectilesDestroyed > 30)
{
GameOverScene *gameOverScene = GameOverScene::node();
gameOverScene->getLayer()->getLabel()->setString("You Win!");
CCDirector::getSharedDirector()->replaceScene(gameOverScene);
}
}
if (targetsToDelete->count() > 0)
{
projectilesToDelete->addObject(projectile);
}
targetsToDelete->release();
}
for (it = projectilesToDelete->begin(); it != projectilesToDelete->end(); it++)
{
TagSprite* projectile = *it;
_projectiles->removeObject(projectile);
this->removeChild(projectile, true);
}
projectilesToDelete->release();
}
void HelloWorld::ccTouchesEnded(NSSet* touches, UIEvent* event)
{
// Choose one of the touches to work with
CCTouch* touch = (CCTouch*)( touches->anyObject() );
CGPoint location = touch->locationInView(touch->view());
location = CCDirector::getSharedDirector()->convertToGL(location);
// Set up initial location of projectile
CGSize winSize = CCDirector::getSharedDirector()->getWinSize();
TagSprite *projectile = (TagSprite*)CCSprite::spriteWithFile(IMG_PROJECTILE, CGRectMake(0, 0, 20, 20));
projectile->setPosition( ccp(20, 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);
// Play a sound!
// SimpleAudioEngine->getSharedEngine()->playEffect("pew-pew-lei.caf");
// Determine where we wish to shoot the projectile to
float realX = winSize.width + (projectile->getContentSize().width / 2);
float ratio = (float)offY / (float)offX;
float realY = (realX * ratio) + projectile->getPosition().y;
CGPoint realDest = ccp(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( CCSequence::actions(
CCMoveTo::actionWithDuration(realMoveDuration, realDest),
CCCallFuncN::actionWithTarget(this, callfuncN_selector(HelloWorld::spriteMoveFinished)),
NULL) );
// Add to projectiles array
projectile->setTag(2);
_projectiles->addObject(projectile);
}
HelloWorld::HelloWorld()
:_targets(NULL)
,_projectiles(NULL)
{
}
// on "dealloc" you need to release all your retained objects
// cocos2d-x: destructor in cpp equals to dealloc in objc
HelloWorld::~HelloWorld()
{
if (_targets)
{
_targets->release();
_targets = NULL;
}
if (_projectiles)
{
_projectiles->release();
_projectiles = NULL;
}
}
void HelloWorld::menuCloseCallback(NSObject* pSender)
{
CCDirector::getSharedDirector()->end();
}

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@ -0,0 +1,45 @@
#ifndef _HELLOWORLD_LAYER_H_
#define _HELLOWORLD_LAYER_H_
#include "cocos2d.h"
class TagSprite : public cocos2d::CCSprite
{
CCX_SYNTHESIZE(int, tag, Tag);
};
class HelloWorld : public cocos2d::CCColorLayer
{
protected:
cocos2d::NSMutableArray<TagSprite*> *_targets;
cocos2d::NSMutableArray<TagSprite*> *_projectiles;
int _projectilesDestroyed;
public:
HelloWorld();
virtual ~HelloWorld();
// Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone
virtual bool init();
void addTarget();
void ccTouchesEnded(cocos2d::NSSet* touches, cocos2d::UIEvent* event);
// callfunc callback
void spriteMoveFinished(cocos2d::CCNode* sender);
// scehdule selector, timer
void gameLogic(cocos2d::ccTime dt);
// a selector callback
void menuCloseCallback(cocos2d::NSObject* pSender);
// update
void update(cocos2d::ccTime dt);
static cocos2d::CCScene* HelloWorld::scene();
};
#endif // _HELLOWORLD_SCENE_H_

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@ -2,8 +2,9 @@
<VisualStudioProject
ProjectType="Visual C++"
Version="9.00"
Name="cocosTemplate"
Name="Cocos2dSimpleGame"
ProjectGUID="{A2338E7B-155B-4A3B-AB4B-518ECDD26564}"
RootNamespace="Cocos2dSimpleGame"
TargetFrameworkVersion="131072"
>
<Platforms>
@ -64,7 +65,7 @@
<Tool
Name="VCLinkerTool"
AdditionalDependencies="WS2_32.Lib ..\..\PRJ_TG3\Common\SoftSupport\EosConfig.lib ..\..\PRJ_TG3\Common\SoftSupport\SoftSupport.lib ..\..\PRJ_TG3\Common\SoftSupport\TG3_DLL.lib"
OutputFile="$(OutDir)/cocosTemplate.dll"
OutputFile="$(OutDir)/Cocos2dSimpleGame.dll"
LinkIncremental="2"
AdditionalLibraryDirectories="../../PRJ_TG3/Common/ICU/lib;../../PRJ_TG3/Mtapi/Win32/lib;../../PRJ_TG3/LIB/Win32Lib;../../PRJ_TG3/Common/SoftSupport"
GenerateDebugInformation="true"
@ -184,27 +185,27 @@
UniqueIdentifier="{4FC737F1-C7A5-4376-A066-2A32D752A2FF}"
>
<File
RelativePath=".\AppDelegate.cpp"
RelativePath=".\Cocos2dSimpleGameAppDelegate.cpp"
>
</File>
<File
RelativePath=".\AppDelegate.h"
RelativePath=".\Cocos2dSimpleGameAppDelegate.h"
>
</File>
<File
RelativePath=".\FirstLayer.cpp"
RelativePath=".\GameOverScene.cpp"
>
</File>
<File
RelativePath=".\FirstLayer.h"
RelativePath=".\GameOverScene.h"
>
</File>
<File
RelativePath=".\HelloWorld.cpp"
RelativePath=".\HelloWorldScene.cpp"
>
</File>
<File
RelativePath=".\HelloWorld.h"
RelativePath=".\HelloWorldScene.h"
>
</File>
<File