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@@ -44,10 +44,14 @@ Scene* GameScene::createScene(int level) {
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layer->setLevel(level);
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layer->setLevel(level);
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- auto delay = DelayTime::create(10.0);
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- CallFunc *runCallback = CallFunc::create(CC_CALLBACK_0(GameScene::saveLevel, layer));
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- auto seq = Sequence::create(delay, runCallback, nullptr);
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- layer->runAction(seq);
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+ auto delay_save_level = DelayTime::create(10.0);
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+ CallFunc *runCallback_save_level = CallFunc::create(CC_CALLBACK_0(GameScene::saveLevel, layer));
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+ auto seq_save_level = Sequence::create(delay_save_level, runCallback_save_level, nullptr);
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+ auto delay_triple_balls = DelayTime::create(10.0);
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+ CallFunc *runCallback_triple_balls = CallFunc::create(CC_CALLBACK_0(GameScene::tripleBalls, layer));
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+ auto seq_triple_balls = Sequence::create(delay_triple_balls, runCallback_triple_balls, nullptr);
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+ layer->runAction(seq_save_level);
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+ layer->runAction(seq_triple_balls);
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return scene;
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return scene;
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}
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}
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@@ -82,6 +86,9 @@ bool GameScene::init() {
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ball->setPosition(visibleSize.width / 2, RAQUETE_ALTURA+BALL_SIZE);
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ball->setPosition(visibleSize.width / 2, RAQUETE_ALTURA+BALL_SIZE);
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ball->throwBall();
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ball->throwBall();
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this->addChild(ball, 21);
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this->addChild(ball, 21);
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+ UserDefault *userdata = UserDefault::getInstance();
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+ userdata->setIntegerForKey("ball_count", 1);
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+ userdata->flush();
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auto raquete = DrawNode::create();
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auto raquete = DrawNode::create();
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float py = RAQUETE_HEIGHT/2.0;
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float py = RAQUETE_HEIGHT/2.0;
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@@ -184,36 +191,78 @@ bool GameScene::onContactBegin(PhysicsContact& contact) {
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text->setPosition(visibleSize.width/2, visibleSize.height/2);
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text->setPosition(visibleSize.width/2, visibleSize.height/2);
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this->addChild(text);
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this->addChild(text);
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text->runAction(FadeOut::create(3));
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text->runAction(FadeOut::create(3));
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+ } else if (nodeB->getTag() == THREE_BALLS_TAG && nodeA->getTag() == RACKET_TAG) {
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+
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+ Size visibleSize = Director::getInstance()->getVisibleSize();
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+ // Salva na "database" o número de bolas na tela
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+ UserDefault *userdata = UserDefault::getInstance();
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+ int ball_count = userdata->getIntegerForKey("ball_count");
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+ userdata->setIntegerForKey("ball_count", ball_count * 3);
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+ userdata->flush();
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+ nodeB->removeFromParentAndCleanup(true);
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+ auto text = Label::createWithTTF("Triple Balls!", "fonts/Marker Felt.ttf", 40);
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+ text->setPosition(visibleSize.width/2, visibleSize.height/2 + 2);
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+ this->addChild(text);
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+ text->runAction(FadeOut::create(3));
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+ // cria as bolas e as adiciona no cenário
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+ for (int i = ball_count; i < (ball_count * 3); i++) {
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+ auto ball = Ball::create();
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+ ball->setPosition(nodeB->getPositionX(), RAQUETE_ALTURA+BALL_SIZE);
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+ ball->throwBall();
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+ this->addChild(ball, 21);
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+ }
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} else if (nodeB->getTag() == SAVE_TAG && nodeA->getTag() == BOTTOM_TAG) {
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} else if (nodeB->getTag() == SAVE_TAG && nodeA->getTag() == BOTTOM_TAG) {
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nodeB->removeFromParentAndCleanup(true);
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nodeB->removeFromParentAndCleanup(true);
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+ } else if (nodeB->getTag() == THREE_BALLS_TAG && nodeA->getTag() == BOTTOM_TAG) {
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+ nodeB->removeFromParentAndCleanup(true);
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}
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}
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+
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}
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}
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return true;
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return true;
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}
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}
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void GameScene::ball_collision (Node *ball) {
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void GameScene::ball_collision (Node *ball) {
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- this->over = true;
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- auto visibleSize = Director::getInstance()->getVisibleSize();
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- auto text = Label::createWithTTF("Game Over...", "fonts/Marker Felt.ttf", 40);
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- text->setPosition(visibleSize.width/2, visibleSize.height/2);
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- this->addChild(text);
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-
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UserDefault *userdata = UserDefault::getInstance();
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UserDefault *userdata = UserDefault::getInstance();
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- level = userdata->getIntegerForKey("level", 0);
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- auto menu_item_start = MenuItemFont::create("Restart", CC_CALLBACK_1(GameScene::NextLevel, this));
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- menu_item_start->setPosition(text->getPosition());
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- menu_item_start->setPositionY(menu_item_start->getPositionY()-50);
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- auto *menu = Menu::create(menu_item_start, NULL);
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- menu->setPosition(Point(0, 0));
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- this->addChild(menu, 30);
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-
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- auto audio = CocosDenshion::SimpleAudioEngine::getInstance();
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- audio->playEffect("bomb.wav");
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- ParticleSun* m_emitter = ParticleSun::create();
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- m_emitter->setPosition(ball->getPosition());
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- m_emitter->setDuration(1);
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- this->getScene()->addChild(m_emitter);
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- ball->removeFromParentAndCleanup(true);
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+ int ball_count = userdata->getIntegerForKey("ball_count");
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+
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+ if (ball_count <= 1) {
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+ this->over = true;
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+ auto visibleSize = Director::getInstance()->getVisibleSize();
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+ auto text = Label::createWithTTF("Game Over...", "fonts/Marker Felt.ttf", 40);
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+ text->setPosition(visibleSize.width/2, visibleSize.height/2);
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+ this->addChild(text);
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+
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+ UserDefault *userdata = UserDefault::getInstance();
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+ level = userdata->getIntegerForKey("level", 0);
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+ auto menu_item_start = MenuItemFont::create("Restart", CC_CALLBACK_1(GameScene::NextLevel, this));
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+ menu_item_start->setPosition(text->getPosition());
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+ menu_item_start->setPositionY(menu_item_start->getPositionY()-50);
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+ auto *menu = Menu::create(menu_item_start, NULL);
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+ menu->setPosition(Point(0, 0));
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+ this->addChild(menu, 30);
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+
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+ auto audio = CocosDenshion::SimpleAudioEngine::getInstance();
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+ audio->playEffect("bomb.wav");
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+ ParticleSun* m_emitter = ParticleSun::create();
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+ m_emitter->setPosition(ball->getPosition());
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+ m_emitter->setDuration(1);
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+ this->getScene()->addChild(m_emitter);
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+ ball->removeFromParentAndCleanup(true);
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+ }
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+ else {
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+ // Diminui o contador de bolas do jogo
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+ userdata->setIntegerForKey("ball_count", (ball_count-1));
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+ userdata->flush();
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+
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+ // Destrói a bola que tocou o fundo
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+ auto audio = CocosDenshion::SimpleAudioEngine::getInstance();
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+ audio->playEffect("bomb.wav");
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+ ParticleSun* m_emitter = ParticleSun::create();
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+ m_emitter->setPosition(ball->getPosition());
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+ m_emitter->setDuration(1);
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+ this->getScene()->addChild(m_emitter);
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+ ball->removeFromParentAndCleanup(true);
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+ }
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}
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}
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void GameScene::ball_core (Node *core, Node *ball) {
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void GameScene::ball_core (Node *core, Node *ball) {
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@@ -254,6 +303,7 @@ void GameScene::setLevel(int level) {
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this->addChild(text);
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this->addChild(text);
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}
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}
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+// Power-up: salva o nível atual
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void GameScene::saveLevel() {
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void GameScene::saveLevel() {
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if (rand_0_1() < DROP_LEVEL_SAVE && this->over == false){
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if (rand_0_1() < DROP_LEVEL_SAVE && this->over == false){
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Size visibleSize = Director::getInstance()->getVisibleSize();
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Size visibleSize = Director::getInstance()->getVisibleSize();
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@@ -282,6 +332,39 @@ void GameScene::saveLevel() {
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auto delay = DelayTime::create(rand_0_1()*10.0+3.0);
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auto delay = DelayTime::create(rand_0_1()*10.0+3.0);
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CallFunc *runCallback = CallFunc::create(CC_CALLBACK_0(GameScene::saveLevel, this));
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CallFunc *runCallback = CallFunc::create(CC_CALLBACK_0(GameScene::saveLevel, this));
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auto seq = Sequence::create(delay, runCallback, nullptr);
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auto seq = Sequence::create(delay, runCallback, nullptr);
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- this->runAction(seq);
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+ //this->runAction(seq);
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}
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}
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+
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+// Power-up: triplica o número de bolas na tela
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+void GameScene::tripleBalls() {
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+ if (rand_0_1() < DROP_TRIPLE_BALL && this->over == false){
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+ Size visibleSize = Director::getInstance()->getVisibleSize();
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+ auto ball_draw = DrawNode::create();
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+ ball_draw->drawDot(Vec2(0, 0), BALL_SIZE/3.0, Color4F(COLOR_pink));
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+
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+ auto material = PHYSICSBODY_MATERIAL_DEFAULT;
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+ material.density = 0.0f;
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+ material.restitution = 1.0f;
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+ material.friction = 0.0f;
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+
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+ auto physicsBody = PhysicsBody::createCircle(BALL_SIZE/3.0, material);
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+ physicsBody->setGravityEnable(true);
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+ physicsBody->setVelocity(Vec2(0,0));
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+ physicsBody->setLinearDamping(0.0);
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+ physicsBody->setMass(1.0f);
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+ physicsBody->setContactTestBitmask(0xFFFFFFFF);
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+ physicsBody->setGroup(-1);
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+ ball_draw->addComponent(physicsBody);
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+ ball_draw->setTag(THREE_BALLS_TAG);
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+
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+ ball_draw->setPosition(visibleSize.width * rand_0_1(), visibleSize.height);
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+ this->addChild(ball_draw);
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+ }
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+
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+ auto delay = DelayTime::create(rand_0_1()*50.0+3.0);
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+ CallFunc *runCallback = CallFunc::create(CC_CALLBACK_0(GameScene::tripleBalls, this));
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+ auto seq = Sequence::create(delay, runCallback, nullptr);
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+ this->runAction(seq);
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+}
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+
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