mirror of https://github.com/axmolengine/axmol.git
1101 lines
37 KiB
JavaScript
1101 lines
37 KiB
JavaScript
//
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// http://www.cocos2d-iphone.org
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// http://www.chipmunk-physics.org
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//
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// Watermelon with Me
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// A JS game using cocos2d and Chipmunk
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//
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//
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// Credits:
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// Code: Ricardo Quesada
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// Physics code based on Space Patrol ( https://github.com/slembcke/SpacePatrol ) by Scott Lembcke
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// Art: Mountains from Space Patrol
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// Coins by ayt ( http://www.cocos2d-iphone.org/forum/topic/35355#post-169768 )
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// Car by Ricardo Quesada
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// Farmer's Market: ???
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// Music: By Michael Wehr ( http://www.jamendo.com/en/track/126280/disneyland )
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// License: Creative Commons 3.0: No-Commercial, Attribution
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//
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//
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// Most of the comments in the physics code were copied+pased from Space Patrol
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//
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//
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// LICENSE:
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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require("jsb_constants.js");
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// Z Orders (grouped by parent)
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// parent is scroll batch node
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Z_WATERMELON = 5;
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Z_COIN = 8;
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Z_FINISH = 9;
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Z_CHASSIS = 10;
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Z_WHEEL = 11;
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// parent is scroll node (parallax node)
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Z_MOUNTAINS = 0;
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Z_SPRITES = 10;
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Z_TERRAIN = 20;
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Z_DEBUG_PHYSICS = 50;
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// parent is game layer
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Z_SCROLL = 10;
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Z_SMOKE = 15;
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Z_HUD = 20;
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Z_LABEL = 30;
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Z_DEBUG_MENU = 30;
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// Game state
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STATE_PAUSE = 1;
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STATE_PLAYING = 2;
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STATE_GAME_OVER = 3;
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STATE_LEVEL_COMPLETE = 4;
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audioEngine = cc.AudioEngine.getInstance();
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director = cc.Director.getInstance();
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winSize = director.getWinSize();
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centerPos = cc.p( winSize.width/2, winSize.height/2 );
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sizeRatio = winSize.width / 480;
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//
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// Levels
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//
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levels = [];
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// Level 0
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levels.push( {'coins' : [ {x:300,y:50},{x:350,y:50},{x:400,y:50},{x:450,y:50},{x:500,y:50},{x:550,y:50},{x:600,y:50},
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{x:1300,y:50},{x:1350,y:50},{x:1400,y:50},{x:1450,y:50},{x:1500,y:50},{x:1550,y:50},{x:1600,y:50}
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],
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'car' : {x:80, y:60},
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'finish' : {x:3000, y:20},
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// points relatives to the previous point
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'lines' : [ {x:0,y:0}, {x:850,y:0},
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{x:20, y:5},{x:20,y:-5}, {x:20, y:10},{x:20,y:-10}, {x:20, y:5},{x:20,y:-5},
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{x:500,y:0},
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{x:20, y:5},{x:20,y:-5}, {x:20, y:10},{x:20,y:-10}, {x:20, y:5},{x:20,y:-5},
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{x:500,y:0},
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{x:20, y:5},{x:20,y:-5}, {x:20, y:10},{x:20,y:-10}, {x:20, y:5},{x:20,y:-5},
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{x:500,y:0},
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{x:20, y:5},{x:20,y:-5}, {x:20, y:10},{x:20,y:-10}, {x:20, y:5},{x:20,y:-5},
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{x:300,y:0}
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]
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}
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);
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// Level 1
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levels.push( {'coins' : [ {x:1120,y:150}, {x:1160,y:140}, {x:1200,y:130}, {x:1240,y:120}, {x:1280,y:110},
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{x:2470,y:150}, {x:2510,y:140}, {x:2550,y:130}, {x:2590,y:120}, {x:2630,y:110},
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{x:2220,y:60}, {x:2260,y:70}, {x:2300,y:80}, {x:2340,y:90}, {x:2380,y:100}
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],
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'car' : {x:80, y:60},
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'finish' : {x:3400, y:20},
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// points relatives to the previous point
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'lines' : [ {x:0,y:0}, {x:350,y:10}, {x:20, y:5}, {x:500, y:-20}, {x:200, y:80}, {x:100, y:-40}, {x:200,y:-10}, {x:400, y:-50}, {x:300,y:0}, {x:400,y:100}, {x:200,y:-100}, {x:400,y:0}, {x:20,y:15}, {x:20,y:-15}, {x:400,y:0} ]
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}
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);
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// Level 2
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levels.push( {'coins' : [ {x:1120,y:150}, {x:1160,y:140}, {x:1200,y:130}, {x:1240,y:120}, {x:1280,y:110}
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],
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'car' : {x:80, y:60},
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'finish' : {x:4100, y:-100},
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// points relatives to the previous point
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'lines' : [ {x:0,y:0}, {x:350,y:0},
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{x:300, y:100}, {x:100, y:50}, {x:50, y:12}, {x:25, y:0}, {x:50,y:-12}, {x:100, y:-25}, {x:400, y:-200}, {x:500, y:0},
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{x:20, y:15},{x:20,y:-15}, {x:20, y:5},{x:20,y:-5},
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{x:300,y:0},
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{x:300, y:100}, {x:100, y:50}, {x:50, y:12}, {x:25, y:0}, {x:50,y:-12}, {x:100, y:-25}, {x:400, y:-200}, {x:500, y:0},
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{x:20, y:15},{x:20,y:-15}, {x:20, y:5},{x:20,y:-5},
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{x:300,y:0}
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]
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}
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);
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//
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// Physics constants
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//
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INFINITY = 1e50;
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COLLISION_TYPE_CAR = 1;
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COLLISION_TYPE_COIN = 2;
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COLLISION_TYPE_WATERMELON = 3;
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COLLISION_TYPE_FLOOR = 4;
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COLLISION_TYPE_FINISH = 5;
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// Create some collision rules for fancy layer based filtering.
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// There is more information about how this works in the Chipmunk docs.
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COLLISION_RULE_TERRAIN_BUGGY = 1 << 0;
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COLLISION_RULE_BUGGY_ONLY = 1 << 1;
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// Bitwise or the rules together to get the layers for a certain shape type.
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COLLISION_LAYERS_TERRAIN = COLLISION_RULE_TERRAIN_BUGGY;
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COLLISION_LAYERS_BUGGY = (COLLISION_RULE_TERRAIN_BUGGY | COLLISION_RULE_BUGGY_ONLY);
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// Some constants for controlling the car and world:
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GRAVITY = 1200.0;
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WHEEL_MASS = 0.25;
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CHASSIS_MASS = 0.7;
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FRONT_SPRING = 150.0;
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FRONT_DAMPING = 3.0;
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COG_ADJUSTMENT = cp.v(0.0, -10.0);
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REAR_SPRING = 100.0;
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REAR_DAMPING = 3.0;
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ROLLING_FRICTION = 5e2;
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ENGINE_MAX_TORQUE = 6.0e4;
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ENGINE_MAX_W = 60;
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BRAKING_TORQUE = 3.0e4;
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DIFFERENTIAL_TORQUE = 0.5;
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// Groups
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GROUP_BUGGY = 1;
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GROUP_COIN = 2;
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WATERMELON_MASS = 0.05;
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// Node Tags (used by CocosBuilder)
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SCORE_LABEL_TAG = 10;
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TIME_LABEL_TAG = 11;
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TITLE_TAG = 50;
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//
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// Game Layer
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//
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var GameLayer = cc.LayerGradient.extend({
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_space:null,
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_motor:null,
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_frontBrake:null,
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_rearBrake:null,
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_rearWheel:null,
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_chassis:null,
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_batch:null,
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_shapesToRemove:[],
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_rogueBodies:[],
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_score:0,
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_scoreLabel:null,
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_time:0,
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_timeLabel:null,
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_level:0,
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_state:STATE_PAUSE,
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_deferredState:null,
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_debugNode:null,
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_scrollNode:null,
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_terrain:null,
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_carSprite:null,
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_carSmoke:null,
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ctor:function (level) {
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cc.associateWithNative(this, cc.LayerGradient);
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this.init(cc.c4b(0, 0, 0, 255), cc.c4b(255, 255, 255, 255));
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this.scheduleUpdate();
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this.enableEvents( true );
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cc.MenuItemFont.setFontSize(16 * sizeRatio );
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var item1_pause = cc.MenuItemFont.create("Pause" );
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var item1_resume = cc.MenuItemFont.create("Resume" );
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var item1 = cc.MenuItemToggle.create( item1_pause, item1_resume );
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item1.setCallback( this.onPause, this);
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var item2 = cc.MenuItemFont.create("Debug On/Off", this.onToggleDebug, this);
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var menu = cc.Menu.create( item1, item2 );
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menu.alignItemsVertically();
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this.addChild( menu, Z_DEBUG_MENU );
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menu.setPosition( winSize.width-(50*sizeRatio), winSize.height-(80*sizeRatio) );
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var animCache = cc.AnimationCache.getInstance();
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animCache.addAnimations("coins_animation.plist");
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// scrollng Node.. all game objects are children of this node (or one of its subchildre)
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var scroll = cc.ParallaxNode.create();
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this.addChild( scroll, Z_SCROLL );
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this._scrollNode = scroll;
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// coin only needed to obtain the texture for the Batch Node
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var coin = cc.Sprite.createWithSpriteFrameName("coin01.png");
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this._batch = cc.SpriteBatchNode.createWithTexture( coin.getTexture(), 100 );
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scroll.addChild( this._batch, Z_SPRITES, cc._p(1,1), cc.POINT_ZERO );
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// "endless" background image
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var background = cc.Sprite.create("Parallax.pvr", cc.rect(0,0,4096,512) );
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scroll.addChild(background, Z_MOUNTAINS , cc._p(0.2, 0.2), cc._p(0,-150));
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background.setAnchorPoint( cc.POINT_ZERO );
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//cjh background.getTexture().setTexParameters(gl.LINEAR, gl.LINEAR, gl.REPEAT, gl.CLAMP_TO_EDGE);
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// Terrain
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this._terrain = cc.DrawNode.create();
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scroll.addChild( this._terrain, Z_TERRAIN, cc._p(1,1), cc.POINT_ZERO );
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// this._terrain.setVisible( false );
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// Smoke
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this._carSmoke = cc.ParticleSystem.create( "car_smoke.plist" );
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this._carSmoke.setPosition( cc.POINT_ZERO );
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this.addChild( this._carSmoke, Z_SMOKE );
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this._carSmoke.setPositionType( cc.PARTICLE_TYPE_RELATIVE );
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this._shapesToRemove = [];
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this._rogueBodies = [];
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this.initHUD();
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this._score = 0;
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this._time = 0;
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this._state = STATE_PAUSE;
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this._level = level;
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__jsc__.dumpRoot();
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__jsc__.garbageCollect();
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},
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// HUD stuff
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initHUD:function() {
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var hud = cc.Reader.load("HUD.ccbi", this);
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this.addChild( hud, Z_HUD );
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this._scoreLabel = hud.getChildByTag( SCORE_LABEL_TAG );
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this._timeLabel = hud.getChildByTag( TIME_LABEL_TAG );
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// bug in cocosbuilder
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this._scoreLabel.setAnchorPoint( cc._p(1, 0.5) );
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this._timeLabel.setAnchorPoint( cc._p(0, 0.5) );
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},
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addScore:function(value) {
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this._score += value;
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this._scoreLabel.setString( this._score );
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this._scoreLabel.stopAllActions();
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var scaleUpTo = cc.ScaleTo.create(0.05, 1.2);
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var scaleDownTo = cc.ScaleTo.create(0.05, 1.0);
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var seq = cc.Sequence.create( scaleUpTo, scaleDownTo );
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this._scoreLabel.runAction( seq );
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},
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//
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// Events
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//
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onRestart:function(sender) {
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var scene = cc.Scene.create();
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var layer = new GameLayer(this._level);
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scene.addChild( layer );
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director.replaceScene( cc.TransitionFade.create(1, scene) );
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this._state = STATE_PAUSE;
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},
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onPause:function(sender) {
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if( this._state == STATE_PAUSE )
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this._state = STATE_PLAYING;
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else
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this._state = STATE_PAUSE;
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},
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onNextLevel:function(sender) {
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var scene = cc.Scene.create();
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var layer = new GameLayer(this._level+1);
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scene.addChild( layer );
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director.replaceScene( cc.TransitionFade.create(1, scene) );
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this._state = STATE_PAUSE;
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},
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onMainMenu:function(sender) {
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var scene = cc.Reader.loadAsScene("MainMenu.ccbi");
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director.replaceScene( scene );
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},
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onToggleDebug:function(sender) {
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var state = this._debugNode.isVisible();
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this._debugNode.setVisible( !state );
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},
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onMouseDown:function(event) {
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if(this._state == STATE_PLAYING)
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this.setThrottle(1);
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return true;
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},
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onMouseUp:function(event) {
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if(this._state == STATE_PLAYING)
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this.setThrottle(0);
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return true;
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},
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onTouchesBegan:function( touches, event) {
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if(this._state == STATE_PLAYING)
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this.setThrottle(1);
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},
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onTouchesEnded:function( touches, event) {
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if(this._state == STATE_PLAYING)
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this.setThrottle(0);
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},
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onEnterTransitionDidFinish:function() {
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this.initPhysics();
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this.setupLevel(this._level);
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this._state = STATE_PLAYING;
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// Level Label
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var label = cc.LabelBMFont.create("LEVEL " + this._level, "Abadi40.fnt" );
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label.setPosition( centerPos );
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this.addChild( label, Z_LABEL );
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var d = cc.DelayTime.create(1);
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var scale = cc.ScaleBy.create(1.1, 5);
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var fade = cc.FadeOut.create(1.1);
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var s = cc.Spawn.create( scale, fade );
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var selfremove = cc.CallFunc.create(this.onRemoveMe, this );
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var seq = cc.Sequence.create(d, s, selfremove );
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label.runAction( seq );
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},
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onRemoveMe:function( sender ) {
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sender.removeFromParent();
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},
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onExit:function() {
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this.enableCollisionEvents( false );
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},
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// Coin and Car
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onCollisionBeginCoin : function ( arbiter, space ) {
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var bodies = arbiter.getBodies();
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var shapes = arbiter.getShapes();
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var collTypeA = shapes[0].getCollisionType();
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var collTypeB = shapes[1].getCollisionType();
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var shapeCoin = (collTypeA == COLLISION_TYPE_COIN) ? shapes[0] : shapes[1];
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// XXX: hack to prevent double deletion... argh...
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// Since shapeCoin in 64bits is a typedArray and in 32-bits is an integer
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// a ad-hoc solution needs to be implemented
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if( this._shapesToRemove.length === 0 ) {
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// since Coin is a sensor, it can't be removed at PostStep.
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// PostStep is not called for Sensors
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this._shapesToRemove.push( shapeCoin );
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audioEngine.playEffect("pickup_coin.wav");
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this.addScore(1);
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}
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return true;
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},
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// Floor and Watermelon
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onCollisionBeginWatermelon : function ( arbiter, space ) {
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this.setThrottle(0);
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this.setGameStateDeferred( STATE_GAME_OVER );
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return true;
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},
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// Car and Finish line
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onCollisionBeginFinish : function ( arbiter, space ) {
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this.setThrottle(0);
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this.setGameStateDeferred( STATE_LEVEL_COMPLETE );
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return true;
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},
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update:function(dt) {
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// update state if necessary
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if( this._deferredState )
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this.setGameState( this._deferredState );
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if( this._state == STATE_PLAYING ) {
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// update time
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this._time += dt;
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this._timeLabel.setString( '' + this._time.toFixed(1) );
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}
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// Don't update physics on game over
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if( this._state != STATE_PAUSE )
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this._space.step(dt);
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// sync smoke with car
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if( this._carSprite ) {
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var p = this._carSprite.convertToWorldSpace( cc.POINT_ZERO );
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this._carSmoke.setPosition( p );
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}
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var l = this._shapesToRemove.length;
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for( var i=0; i < l; i++ ) {
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var shape = this._shapesToRemove[i];
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this._space.removeStaticShape( shape );
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// shape.free();
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var body = shape.getBody();
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var sprite = body.getUserData();
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sprite.removeFromParent();
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// body.free();
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}
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if( l > 0 )
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this._shapesToRemove = [];
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},
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//
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// Level Setup
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//
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setupLevel : function(lvl) {
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var x = 0;
|
|
var y = 0;
|
|
var width = winSize.width;
|
|
var height = winSize.height;
|
|
|
|
var level = levels[ lvl ];
|
|
|
|
var i=0;
|
|
// Coins
|
|
var coins = level['coins'];
|
|
for( i=0;i < coins.length; i++) {
|
|
var coin = coins[i];
|
|
this.createCoin( cc._p( coin.x, coin.y) );
|
|
}
|
|
|
|
// car
|
|
var car = level['car'];
|
|
this.createCar( cp.v( car.x, car.y) );
|
|
|
|
// finish
|
|
var finish = level['finish'];
|
|
this.createFinish( cp._v(finish.x, finish.y) );
|
|
|
|
// lines
|
|
var poly = [];
|
|
var p = {x:0, y:0};
|
|
var lines = level['lines'];
|
|
|
|
for( i=0; i < lines.length; i++) {
|
|
var line = lines[i];
|
|
if( i > 0 ) {
|
|
this.createSegment( cp._v(p.x, p.y), cp._v( p.x+line.x, p.y+line.y ) );
|
|
this._terrain.drawSegment( cc._p(p.x, p.y), cc._p(p.x+line.x, p.y+line.y), 5, cc.c4f(0.43,0.39,0.34,1) );
|
|
}
|
|
|
|
p = {x:p.x+line.x, y:p.y+line.y};
|
|
|
|
poly.push( cc.p(p.x, p.y) );
|
|
|
|
// needed for world boundary
|
|
x = Math.min(x, p.x);
|
|
y = Math.min(y, p.y);
|
|
width = Math.max( width, p.x);
|
|
height = Math.max( height, p.y);
|
|
}
|
|
|
|
poly.unshift( cc.p(x,y) );
|
|
|
|
// XXX: Bug in CCDrawNode: No tesselation, so "fill" is disabled
|
|
// XXX: CCDrawNode#drawPoly is super expensive... using drawSegment instead
|
|
// poly, fill color, border width, border color
|
|
// this._terrain.drawPoly( poly, cc.c4f(0,0,0,0 ), 1, cc.c4f(0.82,0.41,0.04,1) );
|
|
|
|
var rect = cc.rect(x,y,width,height+250);
|
|
var a = cc.Follow.create( this._carSprite, rect );
|
|
this._scrollNode.runAction( a );
|
|
|
|
this.createWorldBoundary( rect );
|
|
},
|
|
|
|
createWorldBoundary:function( rect ) {
|
|
|
|
var staticBody = this._space.getStaticBody();
|
|
|
|
var x = rect.x;
|
|
var y = rect.y;
|
|
var w = rect.width;
|
|
var h = rect.height;
|
|
|
|
// Walls
|
|
var walls =[new cp.SegmentShape( staticBody, cp._v(x,y), cp._v(w,y), 0 ), // bottom
|
|
new cp.SegmentShape( staticBody, cp._v(x,h), cp._v(w,h), 0), // top
|
|
new cp.SegmentShape( staticBody, cp._v(x,y), cp._v(x,h), 0), // left
|
|
new cp.SegmentShape( staticBody, cp._v(w,y), cp._v(w,h), 0) // right
|
|
];
|
|
for( var i=0; i < walls.length; i++ ) {
|
|
var wall = walls[i];
|
|
wall.setElasticity(0);
|
|
wall.setFriction(0);
|
|
wall.setCollisionType(COLLISION_TYPE_FLOOR);
|
|
this._space.addStaticShape( wall );
|
|
}
|
|
},
|
|
|
|
//
|
|
// Physics
|
|
//
|
|
initPhysics : function() {
|
|
this._space = new cp.Space();
|
|
|
|
// Gravity
|
|
this._space.gravity = cp._v(0, -GRAVITY);
|
|
|
|
this.enableCollisionEvents( true );
|
|
|
|
// debug only
|
|
this._debugNode = cc.PhysicsDebugNode.create( this._space.handle );
|
|
this._debugNode.setVisible( false );
|
|
// Parallax ratio and offset
|
|
this._scrollNode.addChild( this._debugNode, Z_DEBUG_PHYSICS, cc._p(1,1), cc.POINT_ZERO );
|
|
},
|
|
|
|
setThrottle : function( throttle ) {
|
|
if(throttle > 0){
|
|
// The motor is modeled like an electric motor where the torque decreases inversely as the rate approaches the maximum.
|
|
// It's simple to code up and feels nice.
|
|
|
|
// _motor.maxForce = cpfclamp01(1.0 - (_chassis.body.angVel - _rearWheel.body.angVel)/ENGINE_MAX_W)*ENGINE_MAX_TORQUE;
|
|
var maxForce = cp.fclamp01(1.0 - ( (this._chassis.getAngVel() - this._rearWheel.getAngVel()) / ENGINE_MAX_W)) * ENGINE_MAX_TORQUE;
|
|
this._motor.setMaxForce( maxForce );
|
|
|
|
// Set the brakes to apply the baseline rolling friction torque.
|
|
this._frontBrake.setMaxForce( ROLLING_FRICTION );
|
|
this._rearBrake.setMaxForce( ROLLING_FRICTION );
|
|
} else if(throttle < 0){
|
|
// Disable the motor.
|
|
cp.constraintSetMaxForce( this._motor, 0 );
|
|
// It would be a pretty good idea to give the front and rear brakes different torques.
|
|
// The buggy as is now has a tendency to tip forward when braking hard.
|
|
this._frontBrake.setMaxForce( BRAKING_TORQUE);
|
|
this._rearBrake.setMaxForce( BRAKING_TORQUE);
|
|
} else {
|
|
// Disable the motor.
|
|
this._motor.setMaxForce( 0 );
|
|
// Set the brakes to apply the baseline rolling friction torque.
|
|
this._frontBrake.setMaxForce( ROLLING_FRICTION );
|
|
this._rearBrake.setMaxForce( ROLLING_FRICTION );
|
|
}
|
|
},
|
|
|
|
createCar : function(pos) {
|
|
var front = this.createWheel( cp.v.add(pos, cp._v(47,-25) ) );
|
|
this._chassis = this.createChassis( cp.v.add( pos, COG_ADJUSTMENT ) );
|
|
this._rearWheel = this.createWheel( cp.v.add( pos, cp._v(-35, -25) ) );
|
|
this.createCarJoints( this._chassis, front, this._rearWheel );
|
|
this.createCarFruits( pos );
|
|
|
|
this.setThrottle( 0 );
|
|
},
|
|
|
|
createCarJoints: function( chassis, front, rear ) {
|
|
|
|
// The front wheel strut telescopes, so we'll attach the center of the wheel to a groov joint on the chassis.
|
|
// I created the graphics specifically to have a 45 degree angle. So it's easy to just fudge the numbers.
|
|
var grv_a = chassis.world2Local( front.getPos() );
|
|
var grv_b = cp.v.add( grv_a, cp.v.mult( cp._v(-1, 1), 7 ) );
|
|
var frontJoint = new cp.GrooveJoint( chassis, front, grv_a, grv_b, cp.vzero );
|
|
|
|
// Create the front zero-length spring.
|
|
var front_anchor = chassis.world2Local( front.getPos() );
|
|
var frontSpring = new cp.DampedSpring( chassis, front, front_anchor, cp.vzero, 0, FRONT_SPRING, FRONT_DAMPING );
|
|
|
|
// The rear strut is a swinging arm that holds the wheel a at a certain distance from a pivot on the chassis.
|
|
// A perfect fit for a pin joint conected between the chassis and the wheel's center.
|
|
var rearJoint = new cp.PinJoint( chassis, rear, cp.v.sub( cp._v(-14,-8), COG_ADJUSTMENT), cp.vzero );
|
|
|
|
// return cpvtoangle(cpvsub([_chassis.body local2world:_rearJoint.anchr1], _rearWheel.body.pos));
|
|
var rearStrutRestAngle = cp.v.toangle( cp.v.sub(
|
|
chassis.local2World( rearJoint.getAnchr1() ),
|
|
rear.getPos() ) );
|
|
|
|
// Create the rear zero-length spring.
|
|
var rear_anchor = chassis.world2Local( rear.getPos() );
|
|
var rearSpring = new cp.DampedSpring( chassis, rear, rear_anchor, cp.vzero, 0, REAR_SPRING, REAR_DAMPING );
|
|
|
|
// Attach a slide joint to the wheel to limit it's range of motion.
|
|
var rearStrutLimit = new cp.SlideJoint( chassis, rear, rear_anchor, cp.vzero, 0, 20 );
|
|
|
|
// The main motor that drives the buggy.
|
|
var motor = new cp.SimpleMotor( chassis, rear, ENGINE_MAX_W );
|
|
motor.setMaxForce( 0.0 );
|
|
|
|
// I don't know if "differential" is the correct word, but it transfers a fraction of the rear torque to the front wheels.
|
|
// In case the rear wheels are slipping. This makes the buggy less frustrating when climbing steep hills.
|
|
var differential = new cp.SimpleMotor( rear, front, 0 );
|
|
differential.setMaxForce( ENGINE_MAX_TORQUE*DIFFERENTIAL_TORQUE );
|
|
|
|
// Wheel brakes.
|
|
// While you could reuse the main motor for the brakes, it's easier not to.
|
|
// It won't cause a performance issue to have too many extra motors unless you have hundreds of buggies in the game.
|
|
// Even then, the motor constraints would be the least of your performance worries.
|
|
var frontBrake = new cp.SimpleMotor( chassis, front, 0 );
|
|
frontBrake.setMaxForce( ROLLING_FRICTION );
|
|
var rearBrake = new cp.SimpleMotor( chassis, rear, 0 );
|
|
rearBrake.setMaxForce( ROLLING_FRICTION );
|
|
|
|
this._space.addConstraint( frontJoint );
|
|
this._space.addConstraint( rearJoint );
|
|
this._space.addConstraint( rearSpring );
|
|
this._space.addConstraint( motor );
|
|
this._space.addConstraint( differential );
|
|
this._space.addConstraint( frontBrake );
|
|
this._space.addConstraint( rearBrake );
|
|
|
|
this._motor = motor;
|
|
this._frontBrake = frontBrake;
|
|
this._rearBrake = rearBrake;
|
|
},
|
|
|
|
createWheel : function( pos ) {
|
|
var sprite = cc.PhysicsSprite.createWithSpriteFrameName("Wheel.png");
|
|
var radius = 0.95 * sprite.getContentSize().width / 2;
|
|
|
|
var body = new cp.Body(WHEEL_MASS, cp.momentForCircle(WHEEL_MASS, 0, radius, cp.vzero ) );
|
|
body.setPos( pos );
|
|
sprite.setBody( body.handle );
|
|
|
|
var shape = new cp.CircleShape( body, radius, cp.vzero );
|
|
shape.setFriction( 1 );
|
|
shape.setGroup( GROUP_BUGGY );
|
|
shape.setLayers( COLLISION_LAYERS_BUGGY );
|
|
shape.setCollisionType( COLLISION_TYPE_CAR );
|
|
|
|
this._space.addBody( body );
|
|
this._space.addShape( shape );
|
|
this._batch.addChild( sprite, Z_WHEEL);
|
|
|
|
return body;
|
|
},
|
|
|
|
createChassis : function(pos) {
|
|
var sprite = cc.PhysicsSprite.createWithSpriteFrameName("Chassis.png");
|
|
var anchor = cp.v.add( sprite.getAnchorPointInPoints(), COG_ADJUSTMENT );
|
|
var cs = sprite.getContentSize();
|
|
sprite.setAnchorPoint( cc.p(anchor.x / cs.width, anchor.y/cs.height) );
|
|
|
|
// XXX: Space Patrol uses a nice poly for the chassis.
|
|
// XXX: Add something similar here, instead of a boxed chassis
|
|
|
|
var body = new cp.Body( CHASSIS_MASS, cp.momentForBox(CHASSIS_MASS, cs.width, cs.height ) );
|
|
body.setPos( pos );
|
|
sprite.setBody( body.handle );
|
|
|
|
this._space.addBody( body );
|
|
this._batch.addChild( sprite, Z_CHASSIS );
|
|
this._carSprite = sprite;
|
|
|
|
// bottom of chassis
|
|
var shape = new cp.BoxShape( body, cs.width, 15 );
|
|
shape.setFriction(0.3);
|
|
shape.setGroup( GROUP_BUGGY );
|
|
shape.setLayers( COLLISION_LAYERS_BUGGY );
|
|
shape.setCollisionType( COLLISION_TYPE_CAR );
|
|
|
|
this._space.addShape( shape );
|
|
|
|
// box for fruits (left)
|
|
shape = new cp.BoxShape2( body, cp.bb(-50, 0, -46, 30) );
|
|
shape.setFriction(0.3);
|
|
shape.setGroup( GROUP_BUGGY );
|
|
shape.setLayers( COLLISION_LAYERS_BUGGY );
|
|
shape.setCollisionType( COLLISION_TYPE_CAR );
|
|
this._space.addShape( shape );
|
|
|
|
// box for fruits (right)
|
|
shape = new cp.BoxShape2( body, cp.bb(8, 0, 12, 30) );
|
|
shape.setFriction(0.3);
|
|
shape.setGroup( GROUP_BUGGY );
|
|
shape.setLayers( COLLISION_LAYERS_BUGGY );
|
|
shape.setCollisionType( COLLISION_TYPE_CAR );
|
|
this._space.addShape( shape );
|
|
|
|
return body;
|
|
},
|
|
|
|
createCarFruits : function(pos) {
|
|
// create some fruits
|
|
for(var i=0; i < 4;i++) {
|
|
var sprite = cc.PhysicsSprite.createWithSpriteFrameName("watermelon.png");
|
|
var radius = 0.95 * sprite.getContentSize().width / 2;
|
|
|
|
var body = new cp.Body(WATERMELON_MASS, cp.momentForCircle(WATERMELON_MASS, 0, radius, cp.vzero) );
|
|
body.setPos( pos );
|
|
sprite.setBody( body.handle );
|
|
|
|
var shape = new cp.CircleShape( body, radius, cp.vzero );
|
|
shape.setFriction( 1 );
|
|
shape.setCollisionType( COLLISION_TYPE_WATERMELON);
|
|
|
|
this._space.addShape( shape );
|
|
this._space.addBody( body );
|
|
this._batch.addChild( sprite, Z_WATERMELON );
|
|
}
|
|
},
|
|
|
|
createCoin: function( pos ) {
|
|
// coins are static bodies and sensors
|
|
var sprite = cc.PhysicsSprite.createWithSpriteFrameName("coin01.png");
|
|
var radius = 0.95 * sprite.getContentSize().width / 2;
|
|
|
|
var body = new cp.StaticBody();
|
|
body.setPos( pos );
|
|
sprite.setBody( body.handle );
|
|
|
|
var shape = new cp.CircleShape( body, radius, cp.vzero );
|
|
shape.setFriction( 1 );
|
|
shape.setGroup( GROUP_COIN );
|
|
shape.setCollisionType( COLLISION_TYPE_COIN );
|
|
shape.setSensor( true );
|
|
|
|
// rogue ("orphan") bodies, needs to be added to a container, otherwise they could be GC'd
|
|
this._rogueBodies.push( body );
|
|
this._space.addStaticShape( shape );
|
|
this._batch.addChild( sprite, Z_COIN);
|
|
|
|
var animation = cc.AnimationCache.getInstance().getAnimation("coin");
|
|
var animate = cc.Animate.create(animation);
|
|
var repeat = cc.RepeatForever.create( animate );
|
|
sprite.runAction( repeat );
|
|
|
|
// Needed for deletion
|
|
body.setUserData( sprite );
|
|
|
|
return body;
|
|
},
|
|
|
|
createFinish:function( pos ) {
|
|
var sprite = cc.PhysicsSprite.createWithSpriteFrameName("farmers-market.png");
|
|
var cs = sprite.getContentSize();
|
|
var body = new cp.StaticBody();
|
|
sprite.setBody( body.handle );
|
|
body.setPos( pos );
|
|
|
|
|
|
var shape = new cp.BoxShape( body, cs.width, cs.height );
|
|
shape.setCollisionType( COLLISION_TYPE_FINISH );
|
|
shape.setSensor( true );
|
|
|
|
// rogue ("orphan") bodies, needs to be added to a container, otherwise they could be GC'd
|
|
this._rogueBodies.push( body );
|
|
this._space.addStaticShape( shape );
|
|
this._batch.addChild( sprite, Z_FINISH);
|
|
},
|
|
|
|
createSegment: function( src, dst) {
|
|
var staticBody = this._space.getStaticBody();
|
|
var segment = new cp.SegmentShape( staticBody, src, dst, 5 );
|
|
segment.setElasticity(1);
|
|
segment.setFriction(1);
|
|
segment.setCollisionType(COLLISION_TYPE_FLOOR);
|
|
this._space.addStaticShape( segment );
|
|
},
|
|
|
|
//
|
|
// Game State
|
|
//
|
|
|
|
// call the 'deferred' option if you want to modify Chipmunk's state from a Chipmunk's callback
|
|
setGameStateDeferred: function( state ) {
|
|
this._deferredState = state;
|
|
},
|
|
|
|
setGameState: function( state ) {
|
|
if( state != this._state ) {
|
|
|
|
if( state == STATE_GAME_OVER )
|
|
this.displayGameOver();
|
|
|
|
else if (state == STATE_LEVEL_COMPLETE )
|
|
this.displayLevelComplete();
|
|
|
|
this._state = state;
|
|
}
|
|
this._deferredState = null;
|
|
},
|
|
|
|
displayLevelComplete:function() {
|
|
var legend = "";
|
|
var menu = null;
|
|
var item1 = null;
|
|
|
|
if( this._level+1 < levels.length ) {
|
|
cc.MenuItemFont.setFontSize(16 * sizeRatio );
|
|
item1 = cc.MenuItemFont.create("Next Level", this.onNextLevel, this);
|
|
menu = cc.Menu.create( item1 );
|
|
menu.alignItemsVertically();
|
|
this.addChild( menu, Z_DEBUG_MENU );
|
|
menu.setPosition( winSize.width/2, winSize.height/3 );
|
|
|
|
legend = "LEVEL COMPLETE";
|
|
} else {
|
|
cc.MenuItemFont.setFontSize(16 * sizeRatio );
|
|
item1 = cc.MenuItemFont.create("Main Menu", this.onMainMenu, this);
|
|
menu = cc.Menu.create( item1 );
|
|
menu.alignItemsVertically();
|
|
this.addChild( menu, Z_DEBUG_MENU );
|
|
menu.setPosition( winSize.width/2, winSize.height/3 );
|
|
|
|
legend = "GAME COMPLETE";
|
|
}
|
|
|
|
var label = cc.LabelBMFont.create(legend, "Abadi40.fnt" );
|
|
label.setPosition( centerPos );
|
|
label.setScale(0.2);
|
|
var sa = cc.ScaleTo.create(0.5, 1.05 );
|
|
var sb1 = cc.ScaleTo.create(0.5, 1 );
|
|
var sb2 = cc.ScaleTo.create(0.5, 1.05);
|
|
var seq = cc.Sequence.create( sb1, sb2 );
|
|
var rep = cc.Repeat.create( seq, 1000 );
|
|
var all = cc.Sequence.create( sa, rep );
|
|
label.runAction( all );
|
|
this.addChild( label, Z_LABEL );
|
|
|
|
this.enableEvents( false );
|
|
this.enableCollisionEvents( false );
|
|
|
|
audioEngine.playEffect("LevelComplete.wav");
|
|
},
|
|
|
|
displayGameOver:function() {
|
|
var label = cc.LabelBMFont.create("GAME OVER", "Abadi40.fnt" );
|
|
label.setPosition( centerPos );
|
|
this.addChild( label, Z_LABEL );
|
|
label.setScale(0.2);
|
|
var sa = cc.ScaleTo.create(0.5, 1.05 );
|
|
var sb1 = cc.ScaleTo.create(0.5, 1 );
|
|
var sb2 = cc.ScaleTo.create(0.5, 1.05);
|
|
var seq = cc.Sequence.create( sb1, sb2 );
|
|
var rep = cc.Repeat.create( seq, 1000 );
|
|
var all = cc.Sequence.create( sa, rep );
|
|
label.runAction( all );
|
|
|
|
this.enableEvents( false );
|
|
this.enableCollisionEvents( false );
|
|
|
|
audioEngine.playEffect("GameOver.wav");
|
|
|
|
cc.MenuItemFont.setFontSize(16 * sizeRatio );
|
|
var item1 = cc.MenuItemFont.create("Play Again", this.onRestart, this);
|
|
var item2 = cc.MenuItemFont.create("Main Menu", this.onMainMenu, this);
|
|
var menu = cc.Menu.create( item1, item2 );
|
|
menu.alignItemsVertically();
|
|
this.addChild( menu, Z_DEBUG_MENU );
|
|
menu.setPosition( winSize.width/2, winSize.height/3 );
|
|
},
|
|
|
|
|
|
//
|
|
// Helpers
|
|
//
|
|
enableEvents:function(enabled) {
|
|
var t = cc.config.platform;
|
|
if( t == 'browser' ) {
|
|
// this.setTouchEnabled(true);
|
|
// this.setKeyboardEnabled(true);
|
|
} else if( t == 'desktop' ) {
|
|
this.setMouseEnabled(true);
|
|
} else if( t == 'mobile' ) {
|
|
this.setTouchEnabled(true);
|
|
}
|
|
},
|
|
|
|
enableCollisionEvents:function(enabled) {
|
|
if( enabled ) {
|
|
// collision handler
|
|
this._space.addCollisionHandler( COLLISION_TYPE_CAR, COLLISION_TYPE_COIN, this.onCollisionBeginCoin.bind(this), null, null, null );
|
|
this._space.addCollisionHandler( COLLISION_TYPE_CAR, COLLISION_TYPE_FINISH, this.onCollisionBeginFinish.bind(this), null, null, null );
|
|
this._space.addCollisionHandler( COLLISION_TYPE_FLOOR, COLLISION_TYPE_WATERMELON, this.onCollisionBeginWatermelon.bind(this), null, null, null );
|
|
} else {
|
|
this._space.removeCollisionHandler( COLLISION_TYPE_FLOOR, COLLISION_TYPE_WATERMELON );
|
|
this._space.removeCollisionHandler( COLLISION_TYPE_COIN, COLLISION_TYPE_CAR );
|
|
this._space.removeCollisionHandler( COLLISION_TYPE_FINISH, COLLISION_TYPE_CAR );
|
|
}
|
|
}
|
|
|
|
});
|
|
|
|
//
|
|
// Boot Layer
|
|
//
|
|
var BootLayer = cc.Layer.extend({
|
|
|
|
ctor:function () {
|
|
cc.associateWithNative(this, cc.Layer);
|
|
this.init();
|
|
|
|
// music
|
|
audioEngine.playMusic("game-music.mp3");
|
|
audioEngine.preloadEffect("pickup_coin.wav");
|
|
|
|
var cache = cc.SpriteFrameCache.getInstance();
|
|
cache.addSpriteFrames( "coins.plist" );
|
|
|
|
__jsc__.dumpRoot();
|
|
__jsc__.garbageCollect();
|
|
},
|
|
|
|
onEnter:function() {
|
|
var scene = cc.Reader.loadAsScene("MainMenu.ccbi");
|
|
director.replaceScene( scene );
|
|
}
|
|
});
|
|
|
|
//
|
|
// Main Menu
|
|
//
|
|
|
|
// 'MenuLayerController' class is instantiated by CocosBuilder Reader
|
|
var MenuLayerController = function() {};
|
|
|
|
// callback triggered by CCB Reader once the instance is created
|
|
MenuLayerController.prototype.onDidLoadFromCCB = function()
|
|
{
|
|
// Spin the 'o' in the title
|
|
var o = this.titleLabel.getChildByTag( 8 );
|
|
|
|
var a_delay = cc.DelayTime.create(6);
|
|
var a_tint = cc.TintTo.create( 0.5, 0, 255, 0 );
|
|
var a_rotate = cc.RotateBy.create( 4, 360 );
|
|
var a_rep = cc.Repeat.create( a_rotate, 1000 );
|
|
var a_seq = cc.Sequence.create( a_delay, a_tint, a_delay.copy(), a_rep );
|
|
o.runAction( a_seq );
|
|
};
|
|
|
|
// callbacks for the menu, defined in the editor
|
|
MenuLayerController.prototype.onPlay = function()
|
|
{
|
|
var scene = cc.Scene.create();
|
|
var layer = new GameLayer(0);
|
|
scene.addChild( layer );
|
|
director.replaceScene( cc.TransitionFade.create(1, scene) );
|
|
};
|
|
|
|
MenuLayerController.prototype.onOptions = function()
|
|
{
|
|
var scene = cc.Scene.create();
|
|
var layer = new OptionsLayer();
|
|
scene.addChild( layer );
|
|
director.replaceScene( cc.TransitionFlipY.create(1, scene) );
|
|
};
|
|
|
|
MenuLayerController.prototype.onAbout = function()
|
|
{
|
|
/*var scene = cc.Scene.create();
|
|
var layer = new AboutLayer();
|
|
scene.addChild( layer );*/
|
|
var scene = cc.Reader.loadAsScene("About.ccbi");
|
|
director.replaceScene( cc.TransitionZoomFlipY.create(1, scene) );
|
|
};
|
|
|
|
//
|
|
// About
|
|
//
|
|
var AboutLayerController = function() {};
|
|
|
|
AboutLayerController.prototype.onDidLoadFromCCB = function()
|
|
{
|
|
var back = cc.MenuItemFont.create("Back", this.onBack, this );
|
|
back.setColor( cc.BLACK );
|
|
var menu = cc.Menu.create( back );
|
|
this.rootNode.addChild( menu );
|
|
menu.zOrder = 100;
|
|
menu.alignItemsVertically();
|
|
menu.setPosition( winSize.width - 50, 50 );
|
|
};
|
|
|
|
AboutLayerController.prototype.onBack = function()
|
|
{
|
|
var scene = cc.Reader.loadAsScene("MainMenu.ccbi");
|
|
director.replaceScene( scene );
|
|
};
|
|
|
|
//
|
|
// Options
|
|
//
|
|
var OptionsLayer = cc.LayerGradient.extend({
|
|
|
|
ctor:function () {
|
|
cc.associateWithNative(this, cc.LayerGradient);
|
|
this.init(cc.c4b(0, 0, 0, 255), cc.c4b(255, 255, 255, 255));
|
|
|
|
var label1 = cc.LabelBMFont.create("MUSIC ON", "konqa32.fnt" );
|
|
var item1 = cc.MenuItemLabel.create(label1);
|
|
var label2 = cc.LabelBMFont.create("MUSIC OFF", "konqa32.fnt" );
|
|
var item2 = cc.MenuItemLabel.create(label2);
|
|
var toggle = cc.MenuItemToggle.create( item1, item2 );
|
|
toggle.setCallback(this.onMusicToggle, this);
|
|
|
|
var back = cc.MenuItemFont.create("Back", this.onBack, this );
|
|
var menu = cc.Menu.create( toggle, back );
|
|
this.addChild( menu );
|
|
menu.alignItemsVertically();
|
|
menu.setPosition( centerPos );
|
|
|
|
__jsc__.dumpRoot();
|
|
__jsc__.garbageCollect();
|
|
},
|
|
|
|
onBack:function( sender) {
|
|
var scene = cc.Reader.loadAsScene("MainMenu.ccbi");
|
|
director.replaceScene( scene );
|
|
},
|
|
|
|
onMusicToggle:function( sender ) {
|
|
// music
|
|
if ( audioEngine.isMusicPlaying() ) {
|
|
audioEngine.stopMusic();
|
|
} else {
|
|
audioEngine.playMusic("game-music.mp3");
|
|
}
|
|
}
|
|
});
|
|
|
|
//------------------------------------------------------------------
|
|
//
|
|
// Main entry point
|
|
//
|
|
//------------------------------------------------------------------
|
|
function run()
|
|
{
|
|
// update globals
|
|
winSize = director.getWinSize();
|
|
centerPos = cc.p( winSize.width/2, winSize.height/2 );
|
|
|
|
var scene = cc.Scene.create();
|
|
|
|
// main menu
|
|
var menu = new BootLayer();
|
|
scene.addChild( menu);
|
|
|
|
var runningScene = director.getRunningScene();
|
|
if( runningScene === null )
|
|
director.runWithScene( scene );
|
|
else
|
|
director.replaceScene( cc.TransitionFade.create(0.5, scene ) );
|
|
}
|
|
|
|
run();
|
|
|