// // GameScene.h // RedCore // #ifndef GameScene_h #define GameScene_h #include "cocos2d.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 casePaddleBall(Node *powerup_ball); void addAndThrowBall(); int level; bool over; // salva se o jogo acabou! cocos2d::DrawNode * paddle; int paddle_size; // tamanho atual da raquete cocos2d::Node* balls; // Bolas double height, width; // tamanho do quadro int last_touch; // ultima vez que a bola colidiu com algo }; #endif /* GameScene_h */