#include "ProjectileController.h" #include "SceneController.h" #include "EnemyController.h" using namespace cocos2d; using namespace cocostudio; ProjectileController::ProjectileController(void) { _name = "ProjectileController"; } ProjectileController::~ProjectileController(void) { } bool ProjectileController::init() { return true; } void ProjectileController::onEnter() { ComController::onEnter(); auto winSize = Director::getInstance()->getVisibleSize(); auto origin = Director::getInstance()->getVisibleOrigin(); _owner->setPosition( Point(origin.x+20, origin.y+winSize.height/2) ); _owner->setTag(3); auto com = _owner->getParent()->getComponent("SceneController"); static_cast(com)->getProjectiles().pushBack(_owner); } void ProjectileController::onExit() { } void ProjectileController::update(float delta) { auto com = _owner->getParent()->getComponent("SceneController"); auto _targets = ((SceneController*)com)->getTargets(); auto projectile = dynamic_cast(_owner); auto projectileRect = Rect( projectile->getPosition().x - (projectile->getContentSize().width/2), projectile->getPosition().y - (projectile->getContentSize().height/2), projectile->getContentSize().width, projectile->getContentSize().height); std::vector targetsToDelete; targetsToDelete.reserve(20); for (const auto& target : _targets) { 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.push_back(target); } } for (const auto& t : targetsToDelete) { static_cast(t->getComponent("EnemyController"))->die(); } if (!targetsToDelete.empty()) { 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"); } void ProjectileController::move(float flocationX, float flocationY) { auto winSize = Director::getInstance()->getVisibleSize(); auto origin = Director::getInstance()->getVisibleOrigin(); // Determinie offset of location to projectile float offX = flocationX - _owner->getPosition().x; float offY = flocationY - _owner->getPosition().y; // 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); float ratio = offY / offX; float realY = (realX * ratio) + _owner->getPosition().y; Point realDest = Point(realX, realY); // Determine the length of how far we're shooting float offRealX = realX - _owner->getPosition().x; float offRealY = realY - _owner->getPosition().y; 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( getOwner()->getParent()->getComponent("SceneController") ) ) ); // Move projectile to actual endpoint _owner->runAction( Sequence::create( MoveTo::create(realMoveDuration, realDest), callfunc, NULL) ); } void ProjectileController::die() { auto com = _owner->getParent()->getComponent("SceneController"); auto& _projectiles = static_cast(com)->getProjectiles(); _projectiles.eraseObject(_owner); _owner->removeFromParentAndCleanup(true); }