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- //
- // 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<void ()> &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 */
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