#include "EnemyController.h" #include "SceneController.h" using namespace cocos2d; EnemyController::EnemyController(void) { _name = "EnemyController"; } EnemyController::~EnemyController(void) { } bool EnemyController::init() { return true; } void EnemyController::onEnter() { // Determine where to spawn the target along the Y axis Size winSize = Director::getInstance()->getVisibleSize(); float minY = getOwner()->getContentSize().height/2; float maxY = winSize.height - getOwner()->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 _owner->setPosition( Point(winSize.width + (getOwner()->getContentSize().width/2), Director::getInstance()->getVisibleOrigin().y + actualY) ); // 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, Point(0 - getOwner()->getContentSize().width/2, actualY) ); FiniteTimeAction* actionMoveDone = CallFuncN::create(getOwner()->getParent()->getComponent("SceneController"), callfuncN_selector(SceneController::spriteMoveFinished)); _owner->runAction( Sequence::create(actionMove, actionMoveDone, NULL) ); } void EnemyController::onExit() { } void EnemyController::update(float delta) { } EnemyController* EnemyController::create(void) { EnemyController * pRet = new EnemyController(); if (pRet && pRet->init()) { pRet->autorelease(); } else { CC_SAFE_DELETE(pRet); } return pRet; } void EnemyController::die() { Component *com = _owner->getParent()->getComponent("SceneController"); cocos2d::Array *_targets = ((SceneController*)com)->getTargets(); _targets->removeObject(_owner); _owner->removeFromParentAndCleanup(true); ((SceneController*)com)->increaseKillCount(); }