mirror of https://github.com/axmolengine/axmol.git
284 lines
8.9 KiB
C++
284 lines
8.9 KiB
C++
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#include "SimpleAudioEngine.h"
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#include "HelloWorldScene.h"
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#include "GameOverScene.h"
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#include <math.h>
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#include "Resource.h"
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using namespace cocos2d;
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CCScene* HelloWorld::scene()
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{
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// 'scene' is an autorelease object
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CCScene *scene = CCScene::node();
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// 'layer' is an autorelease object
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HelloWorld *layer = HelloWorld::node();
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// add layer as a child to scene
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scene->addChild(layer);
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// return the scene
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return scene;
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}
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void HelloWorld::spriteMoveFinished(CCNode* sender)
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{
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CCSprite *sprite = (CCSprite *)sender;
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this->removeChild(sprite, true);
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if (sprite->getTag() == 1) // target
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{
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_targets->removeObject(sprite);
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GameOverScene *gameOverScene = GameOverScene::node();
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gameOverScene->getLayer()->getLabel()->setString("You Lose :[");
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CCDirector::getSharedDirector()->replaceScene(gameOverScene);
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}
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else if (sprite->getTag() == 2) // projectile
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{
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_projectiles->removeObject(sprite);
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}
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}
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void HelloWorld::addTarget()
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{
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CCSprite *target = CCSprite::spriteWithFile(ResInfo[4].ResName.c_str());
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// Determine where to spawn the target along the Y axis
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CGSize winSize = CCDirector::getSharedDirector()->getWinSize();
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int minY = (int)( target->getContentSize().height / 2 );
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int maxY = (int)( winSize.height - target->getContentSize().height / 2 );
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int rangeY = maxY - minY;
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srand( TimGetTicks() );
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int actualY = ( rand() % rangeY ) + minY;
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// Create the target slightly off-screen along the right edge,
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// and along a random position along the Y axis as calculated above
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target->setPosition( ccp(winSize.width + (target->getContentSize().width/2), actualY) );
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this->addChild(target);
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// Determine speed of the target
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int minDuration = (int)2.0;
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int maxDuration = (int)4.0;
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int rangeDuration = maxDuration - minDuration;
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srand( TimGetTicks() );
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int actualDuration = ( rand() % rangeDuration ) + minDuration;
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// Create the actions
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CCFiniteTimeAction* actionMove = CCMoveTo::actionWithDuration( (ccTime)actualDuration, ccp(0 - target->getContentSize().width/2, actualY) );
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CCFiniteTimeAction* actionMoveDone = CCCallFuncN::actionWithTarget(this, callfuncN_selector(HelloWorld::spriteMoveFinished));
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target->runAction( CCSequence::actions(actionMove, actionMoveDone, NULL) );
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// Add to targets array
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target->setTag(1);
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_targets->addObject(target);
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}
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void HelloWorld::gameLogic(ccTime dt)
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{
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this->addTarget();
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}
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// on "init" you need to initialize your instance
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bool HelloWorld::init()
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{
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// always call "super" init
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if ( !CCColorLayer::initWithColor( ccc4(255,255,255,255) ) )
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{
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return false;
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}
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// cocos2d-uphone: add a menu item with "X" image, which is clicked to quit the program
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// add a "close" icon, it's an autorelease object
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CCMenuItemImage *pCloseItem = CCMenuItemImage::itemFromNormalImage(
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ResInfo[0].ResName.c_str(),
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ResInfo[1].ResName.c_str(),
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this,
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menu_selector(HelloWorld::menuCloseCallback) );
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pCloseItem->setPosition( ccp( CCDirector::getSharedDirector()->getWinSize().width - 30, 30) );
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CCMenu* pMenu = CCMenu::menuWithItems(pCloseItem, NULL); // create menu, it's an autorelease object
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pMenu->setPosition( CGPointZero );
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this->addChild(pMenu);
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/////////////////////////////
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// add your code below
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// Enable touch events
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this->setIsTouchEnabled(true);
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// Initialize arrays
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_targets = new NSMutableArray<CCSprite*>;
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_projectiles = new NSMutableArray<CCSprite*>;
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// Get the dimensions of the window for calculation purposes
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CGSize winSize = CCDirector::getSharedDirector()->getWinSize();
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// Add the player to the middle of the screen along the y-axis,
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// and as close to the left side edge as we can get
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// Remember that position is based on the anchor point, and by default the anchor
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// point is the middle of the object.
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CCSprite *player = CCSprite::spriteWithFile(ResInfo[2].ResName.c_str());
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player->setPosition( ccp(player->getContentSize().width / 2, winSize.height/2) );
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this->addChild(player);
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// Call game logic about every second
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this->schedule( schedule_selector(HelloWorld::gameLogic), 1.0 );
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this->schedule( schedule_selector(HelloWorld::update) );
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// Start up the background music
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SimpleAudioEngine::getSharedEngine()->SetBackgroundMusicVolume(40);
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SimpleAudioEngine::getSharedEngine()->playBackgroundMusic(SoundResInfo[0].FileName.c_str(), true);
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return true;
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}
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void HelloWorld::update(ccTime dt)
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{
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NSMutableArray<CCSprite*> *projectilesToDelete = new NSMutableArray<CCSprite*>;
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NSMutableArray<CCSprite*>::NSMutableArrayIterator it, jt;
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for (it = _projectiles->begin(); it != _projectiles->end(); it++)
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{
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CCSprite *projectile = *it;
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CGRect projectileRect = CGRectMake(projectile->getPosition().x - (projectile->getContentSize().width/2),
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projectile->getPosition().y - (projectile->getContentSize().height/2),
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projectile->getContentSize().width,
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projectile->getContentSize().height);
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NSMutableArray<CCSprite*> *targetsToDelete = new NSMutableArray<CCSprite*>;
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for (jt = _targets->begin(); jt != _targets->end(); jt++)
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{
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CCSprite *target = *jt;
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CGRect targetRect = CGRectMake(target->getPosition().x - (target->getContentSize().width/2),
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target->getPosition().y - (target->getContentSize().height/2),
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target->getContentSize().width,
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target->getContentSize().height);
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if (CGRect::CGRectIntersectsRect(projectileRect, targetRect))
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{
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targetsToDelete->addObject(target);
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}
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}
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for (jt = targetsToDelete->begin(); jt != targetsToDelete->end(); jt++)
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{
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CCSprite *target = *jt;
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_targets->removeObject(target);
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this->removeChild(target, true);
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_projectilesDestroyed++;
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if (_projectilesDestroyed > 30)
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{
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GameOverScene *gameOverScene = GameOverScene::node();
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gameOverScene->getLayer()->getLabel()->setString("You Win!");
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CCDirector::getSharedDirector()->replaceScene(gameOverScene);
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}
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}
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if (targetsToDelete->count() > 0)
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{
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projectilesToDelete->addObject(projectile);
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}
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targetsToDelete->release();
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}
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for (it = projectilesToDelete->begin(); it != projectilesToDelete->end(); it++)
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{
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CCSprite* projectile = *it;
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_projectiles->removeObject(projectile);
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this->removeChild(projectile, true);
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}
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projectilesToDelete->release();
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}
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void HelloWorld::ccTouchesEnded(NSSet* touches, UIEvent* event)
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{
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// Choose one of the touches to work with
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CCTouch* touch = (CCTouch*)( touches->anyObject() );
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CGPoint location = touch->locationInView(touch->view());
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location = CCDirector::getSharedDirector()->convertToGL(location);
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// Set up initial location of projectile
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CGSize winSize = CCDirector::getSharedDirector()->getWinSize();
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CCSprite *projectile = CCSprite::spriteWithFile(ResInfo[3].ResName.c_str());
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projectile->setPosition( ccp(20, winSize.height/2) );
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// Determinie offset of location to projectile
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float offX = location.x - projectile->getPosition().x;
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float offY = location.y - projectile->getPosition().y;
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// Bail out if we are shooting down or backwards
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if (offX <= 0) return;
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// Ok to add now - we've double checked position
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this->addChild(projectile);
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// Play a sound!
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// SimpleAudioEngine::getSharedEngine()->SetEffectsVolume(30);
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// SimpleAudioEngine::getSharedEngine()->playEffect(SoundResInfo[1].FileName.c_str());
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// Determine where we wish to shoot the projectile to
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float realX = winSize.width + (projectile->getContentSize().width / 2);
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float ratio = (float)offY / (float)offX;
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float realY = (realX * ratio) + projectile->getPosition().y;
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CGPoint realDest = ccp(realX, realY);
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// Determine the length of how far we're shooting
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float offRealX = realX - projectile->getPosition().x;
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float offRealY = realY - projectile->getPosition().y;
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float length = sqrtf((offRealX * offRealX) + (offRealY*offRealY));
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float velocity = 480/1; // 480pixels/1sec
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float realMoveDuration = length/velocity;
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// Move projectile to actual endpoint
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projectile->runAction( CCSequence::actions(
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CCMoveTo::actionWithDuration(realMoveDuration, realDest),
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CCCallFuncN::actionWithTarget(this, callfuncN_selector(HelloWorld::spriteMoveFinished)),
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NULL) );
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// Add to projectiles array
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projectile->setTag(2);
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_projectiles->addObject(projectile);
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}
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HelloWorld::HelloWorld()
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:_targets(NULL)
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,_projectiles(NULL)
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,_projectilesDestroyed(0)
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{
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SimpleAudioEngine::getSharedEngine()->preloadEffect(SoundResInfo[1].FileName.c_str());
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}
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// on "dealloc" you need to release all your retained objects
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// cocos2d-x: destructor in cpp equals to dealloc in objc
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HelloWorld::~HelloWorld()
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{
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if (_targets)
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{
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_targets->release();
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_targets = NULL;
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}
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if (_projectiles)
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{
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_projectiles->release();
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_projectiles = NULL;
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}
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}
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void HelloWorld::menuCloseCallback(NSObject* pSender)
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{
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CCDirector::getSharedDirector()->end();
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}
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