axmol/samples/Cpp/TestCpp/Classes/ExtensionsTest/ControlExtensionTest/ComponentsTest/ProjectileController.cpp

164 lines
5.4 KiB
C++

/****************************************************************************
Copyright (c) 2010-2013 cocos2d-x.org
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#include "ProjectileController.h"
#include "SceneController.h"
#include "EnemyController.h"
using namespace cocos2d;
ProjectileController::ProjectileController(void)
{
m_strName = "ProjectileController";
}
ProjectileController::~ProjectileController(void)
{
}
bool ProjectileController::init()
{
return true;
}
void ProjectileController::onEnter()
{
CCSize winSize = CCDirector::sharedDirector()->getVisibleSize();
CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin();
m_pOwner->setPosition( ccp(origin.x+20, origin.y+winSize.height/2) );
m_pOwner->setTag(3);
CCComponent *com = m_pOwner->getParent()->getComponent("SceneController");
((SceneController*)com)->getProjectiles()->addObject(m_pOwner);
}
void ProjectileController::onExit()
{
}
void ProjectileController::update(float delta)
{
CCComponent *com = m_pOwner->getParent()->getComponent("SceneController");
cocos2d::CCArray *_targets = ((SceneController*)com)->getTargets();
CCSprite *projectile = dynamic_cast<CCSprite*>(m_pOwner);
CCRect projectileRect = CCRectMake(
projectile->getPosition().x - (projectile->getContentSize().width/2),
projectile->getPosition().y - (projectile->getContentSize().height/2),
projectile->getContentSize().width,
projectile->getContentSize().height);
CCArray* targetsToDelete =new CCArray;
CCObject* jt = NULL;
CCARRAY_FOREACH(_targets, jt)
{
CCSprite *target = dynamic_cast<CCSprite*>(jt);
CCRect targetRect = CCRectMake(
target->getPosition().x - (target->getContentSize().width/2),
target->getPosition().y - (target->getContentSize().height/2),
target->getContentSize().width,
target->getContentSize().height);
// if (CCRect::CCRectIntersectsRect(projectileRect, targetRect))
if (projectileRect.intersectsRect(targetRect))
{
targetsToDelete->addObject(target);
}
}
CCARRAY_FOREACH(targetsToDelete, jt)
{
CCSprite *target = dynamic_cast<CCSprite*>(jt);
((EnemyController*)(target->getComponent("EnemyController")))->die();
}
bool isDied = targetsToDelete->count();
targetsToDelete->release();
if (isDied)
{
die();
}
}
ProjectileController* ProjectileController::create(void)
{
ProjectileController * pRet = new ProjectileController();
if (pRet && pRet->init())
{
pRet->autorelease();
}
else
{
CC_SAFE_DELETE(pRet);
}
return pRet;
}
void ProjectileController::move(float flocationX, float flocationY)
{
CCSize winSize = CCDirector::sharedDirector()->getVisibleSize();
CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin();
// Determinie offset of location to projectile
float offX = flocationX - m_pOwner->getPosition().x;
float offY = flocationY - m_pOwner->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 + (m_pOwner->getContentSize().width/2);
float ratio = offY / offX;
float realY = (realX * ratio) + m_pOwner->getPosition().y;
CCPoint realDest = ccp(realX, realY);
// Determine the length of how far we're shooting
float offRealX = realX - m_pOwner->getPosition().x;
float offRealY = realY - m_pOwner->getPosition().y;
float length = sqrtf((offRealX * offRealX) + (offRealY*offRealY));
float velocity = 480/1; // 480pixels/1sec
float realMoveDuration = length/velocity;
// Move projectile to actual endpoint
m_pOwner->runAction( CCSequence::create(
CCMoveTo::create(realMoveDuration, realDest),
CCCallFuncN::create(getOwner()->getParent()->getComponent("SceneController"),
callfuncN_selector(SceneController::spriteMoveFinished)),
NULL) );
}
void ProjectileController::die()
{
CCComponent *com = m_pOwner->getParent()->getComponent("SceneController");
cocos2d::CCArray *_projectiles = ((SceneController*)com)->getProjectiles();
_projectiles->removeObject(m_pOwner);
m_pOwner->removeFromParentAndCleanup(true);
}