// // BlocksLayer.cpp // RedCore // #include "Paddle.h" #include "../params.h" USING_NS_CC; bool Paddle::init() { // Double size paddle double_paddle = DrawNode::create(); float py = PADDLE_HEIGHT/2.0; float pxl = - PADDLE_WIDTH/2; float pxr = PADDLE_WIDTH/2; double_paddle->drawSegment(Vec2(pxl*2, py), Vec2(pxr*2, py), py, Color4F(COLOR_grey)); double_paddle->setPositionY(PADDLE_ALTURA); auto double_size = Size((PADDLE_WIDTH+PADDLE_HEIGHT)*2, PADDLE_HEIGHT); auto doubleBody = PhysicsBody::createBox(double_size, PhysicsMaterial(0.1f, 1.0f, 0.0f)); doubleBody->setPositionOffset(Vec2(0, PADDLE_HEIGHT/2)); doubleBody->setGravityEnable(false); doubleBody->setDynamic(false); doubleBody->setContactTestBitmask(0xFFFFFFFF); double_paddle->setTag(PADDLE_TAG); double_paddle->addComponent(doubleBody); addChild(double_paddle); // Normal size paddle normal_paddle = DrawNode::create(); normal_paddle->drawSegment(Vec2(pxl, py), Vec2(pxr, py), py, Color4F(COLOR_grey)); normal_paddle->setPositionY(PADDLE_ALTURA); auto normal_size = Size(PADDLE_WIDTH+PADDLE_HEIGHT, PADDLE_HEIGHT); auto normalBody = PhysicsBody::createBox(normal_size, PhysicsMaterial(0.1f, 1.0f, 0.0f)); normalBody->setPositionOffset(Vec2(0, PADDLE_HEIGHT/2)); normalBody->setGravityEnable(false); normalBody->setDynamic(false); normalBody->setContactTestBitmask(0xFFFFFFFF); normal_paddle->setTag(PADDLE_TAG); normal_paddle->addComponent(normalBody); addChild(normal_paddle); // Half size paddle half_paddle = DrawNode::create(); half_paddle->drawSegment(Vec2(pxl/2.0, py), Vec2(pxr/2.0, py), py, Color4F(COLOR_grey)); half_paddle->setPositionY(PADDLE_ALTURA); auto half__size = Size((PADDLE_WIDTH+PADDLE_HEIGHT)/2.0, PADDLE_HEIGHT); auto half_Body = PhysicsBody::createBox(half__size, PhysicsMaterial(0.1f, 1.0f, 0.0f)); half_Body->setPositionOffset(Vec2(0, PADDLE_HEIGHT/2)); half_Body->setGravityEnable(false); half_Body->setDynamic(false); half_Body->setContactTestBitmask(0xFFFFFFFF); half_paddle->setTag(PADDLE_TAG); half_paddle->addComponent(half_Body); addChild(half_paddle); normalSize(); return true; } void Paddle::listen(double width) { // Registra eventos touch auto listener = EventListenerTouchOneByOne::create(); // trigger when you push down listener->onTouchBegan = [=](Touch* touch, Event* event){ setPX(touch->getLocation().x, width); return true; // if you are consuming it }; // trigger when moving touch listener->onTouchMoved = [=](Touch* touch, Event* event){ setPX(touch->getLocation().x, width); }; // Add listener _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this); } void Paddle::setPX(double px, double width) { double paddle_x = PADDLE_WIDTH/2; switch (stade) { case HALF: paddle_x /= 2.0; break; case DOUBLE: paddle_x *= 2.0; break; } if (px >= paddle_x && px < width - paddle_x) this->setPositionX(px); } void Paddle::doubleSize() { if (stade == HALF) { normalSize(); return; } stade = DOUBLE; double_paddle->getPhysicsBody()->setEnabled(true); double_paddle->setVisible(true); normal_paddle->getPhysicsBody()->setEnabled(false); normal_paddle->setVisible(false); half_paddle->getPhysicsBody()->setEnabled(false); half_paddle->setVisible(false); startNormalTimer(); } void Paddle::halfSize() { if (stade == DOUBLE) { normalSize(); return; } stade = HALF; double_paddle->getPhysicsBody()->setEnabled(false); double_paddle->setVisible(false); normal_paddle->getPhysicsBody()->setEnabled(false); normal_paddle->setVisible(false); half_paddle->getPhysicsBody()->setEnabled(true); half_paddle->setVisible(true); startNormalTimer(); } void Paddle::normalSize() { stade = NORMAL; double_paddle->getPhysicsBody()->setEnabled(false); double_paddle->setVisible(false); normal_paddle->getPhysicsBody()->setEnabled(true); normal_paddle->setVisible(true); half_paddle->getPhysicsBody()->setEnabled(false); half_paddle->setVisible(false); } void Paddle::startNormalTimer() { auto delay = DelayTime::create(POWER_UP_PADDLE_SECONDS); CallFunc *runCallback = CallFunc::create(CC_CALLBACK_0(Paddle::normalSize, this)); auto seq = Sequence::create(delay, runCallback, nullptr); runAction(seq); }