axmol/Cocos2dSimpleGame/HelloWorldScene.cpp

284 lines
8.9 KiB
C++

#include "SimpleAudioEngine.h"
#include "HelloWorldScene.h"
#include "GameOverScene.h"
#include <math.h>
#include "Resource.h"
using namespace cocos2d;
CCScene* HelloWorld::scene()
{
// 'scene' is an autorelease object
CCScene *scene = CCScene::node();
// 'layer' is an autorelease object
HelloWorld *layer = HelloWorld::node();
// add layer as a child to scene
scene->addChild(layer);
// return the scene
return scene;
}
void HelloWorld::spriteMoveFinished(CCNode* sender)
{
CCSprite *sprite = (CCSprite *)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()
{
CCSprite *target = CCSprite::spriteWithFile(ResInfo[4].ResName.c_str());
// 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(
ResInfo[0].ResName.c_str(),
ResInfo[1].ResName.c_str(),
this,
menu_selector(HelloWorld::menuCloseCallback) );
pCloseItem->setPosition( ccp( CCDirector::getSharedDirector()->getWinSize().width - 30, 30) );
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<CCSprite*>;
_projectiles = new NSMutableArray<CCSprite*>;
// 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(ResInfo[2].ResName.c_str());
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()->SetBackgroundMusicVolume(40);
SimpleAudioEngine::getSharedEngine()->playBackgroundMusic(SoundResInfo[0].FileName.c_str(), true);
return true;
}
void HelloWorld::update(ccTime dt)
{
NSMutableArray<CCSprite*> *projectilesToDelete = new NSMutableArray<CCSprite*>;
NSMutableArray<CCSprite*>::NSMutableArrayIterator it, jt;
for (it = _projectiles->begin(); it != _projectiles->end(); it++)
{
CCSprite *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<CCSprite*> *targetsToDelete = new NSMutableArray<CCSprite*>;
for (jt = _targets->begin(); jt != _targets->end(); jt++)
{
CCSprite *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++)
{
CCSprite *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++)
{
CCSprite* 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();
CCSprite *projectile = CCSprite::spriteWithFile(ResInfo[3].ResName.c_str());
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()->SetEffectsVolume(30);
// SimpleAudioEngine::getSharedEngine()->playEffect(SoundResInfo[1].FileName.c_str());
// 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)
,_projectilesDestroyed(0)
{
SimpleAudioEngine::getSharedEngine()->preloadEffect(SoundResInfo[1].FileName.c_str());
}
// 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();
}