// // GameScene.h // RedCore2 // // Created by Gabriel Capella on 31/05/17. // // #ifndef GameScene_h #define GameScene_h #include "cocos2d.h" #include "GameScene/Paddle.h" class GameScene : public cocos2d::Layer { public: static cocos2d::Scene* createScene(int level); virtual bool init(); bool onContactBegin(cocos2d::PhysicsContact& contact); CREATE_FUNC(GameScene); void setLevel(int level); void alert(std::string text); // Mostra alerta private: void caseBallCollision (cocos2d::Node *ball); void caseBallCore (cocos2d::Node *core, cocos2d::Node *ball); void caseSaveLevel(Node *powerup_ball); void NextLevel(cocos2d::Ref *pSender); void saveLevel(); void tripleBallsAppearance(); void caseTripleBalls(Node *powerup_ball); void paddleBallAppearance(); void caseRaqueteBall(Node *powerup_ball); void superBallAppearance(); void caseSuperBall(Node *powerup_ball); void addAndThrowBall(); void removeBallsAndPowersUP(); void createPowerUpBody(cocos2d::Color4B color, int tag); void delayCallback(const std::function &func); int level; bool over; // salva se o jogo acabou! Paddle * paddle; cocos2d::Node* balls; // Bolas cocos2d::Node* power_ups; // Bolas double height, width; // tamanho do quadro unsigned long int last_touch; // ultima vez que a bola colidiu com algo }; #endif /* GameScene_h */