GameScene.cpp 12 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348
  1. //
  2. // GameScene.cpp
  3. // RedCore2
  4. //
  5. // Created by Gabriel Capella on 31/05/17.
  6. //
  7. //
  8. #include "GameScene.h"
  9. #include "SimpleAudioEngine.h"
  10. #include "GameScene/BlocksLayer.h"
  11. #include "GameScene/Ball.h"
  12. #include "GameScene/Paddle.h"
  13. #include "params.h"
  14. USING_NS_CC;
  15. Scene* GameScene::createScene(int level) {
  16. auto scene = Scene::createWithPhysics();
  17. Size visibleSize = Director::getInstance()->getVisibleSize();
  18. #if DEBUG
  19. scene->getPhysicsWorld()->setDebugDrawMask(PhysicsWorld::DEBUGDRAW_ALL);
  20. #endif
  21. GameScene* layer = GameScene::create();
  22. scene->addChild(layer);
  23. // the edge of the screen
  24. auto body = PhysicsBody::createEdgeBox(visibleSize, PhysicsMaterial(0.0f, 1.0f, 0.0f));
  25. auto edgeNode = Node::create();
  26. edgeNode->setPosition(Point(visibleSize.width/2,visibleSize.height/2));
  27. body->setDynamic(false);
  28. edgeNode->setPhysicsBody(body);
  29. scene->addChild(edgeNode);
  30. // bottom edge
  31. auto bottom_body = PhysicsBody::createEdgeBox(Size(visibleSize.width, 0));
  32. auto bottomNode = Node::create();
  33. bottomNode->setPosition(Point(visibleSize.width/2, 0));
  34. bottom_body->setDynamic(false);
  35. bottomNode->setTag(BOTTOM_TAG);
  36. bottom_body->setContactTestBitmask(0xFFFFFFFF);
  37. bottomNode->setPhysicsBody(bottom_body);
  38. layer->addChild(bottomNode);
  39. auto blocks = BlocksLayer::create();
  40. blocks->setLevel(level);
  41. blocks->setPosition(visibleSize.width/2, visibleSize.height);
  42. layer->addChild(blocks, 20);
  43. layer->setLevel(level);
  44. // inicializa os callbacks dos power ups/downs
  45. auto delay_save_level = DelayTime::create(10.0);
  46. CallFunc *runCallback_save_level = CallFunc::create(CC_CALLBACK_0(GameScene::saveLevel, layer));
  47. auto seq_save_level = Sequence::create(delay_save_level, runCallback_save_level, nullptr);
  48. CallFunc *runCallback_triple_balls = CallFunc::create(CC_CALLBACK_0(GameScene::tripleBallsAppearance, layer));
  49. CallFunc *runCallback_paddle_ball = CallFunc::create(CC_CALLBACK_0(GameScene::paddleBallAppearance, layer));
  50. layer->runAction(seq_save_level);
  51. layer->runAction(runCallback_triple_balls);
  52. layer->runAction(runCallback_paddle_ball);
  53. layer->addAndThrowBall();
  54. return scene;
  55. }
  56. // on "init" you need to initialize your instance
  57. bool GameScene::init() {
  58. //////////////////////////////
  59. // 1. super init first
  60. if ( !Layer::init() ) {
  61. return false;
  62. }
  63. over = false;
  64. last_touch = 0;
  65. // https://www.freesound.org/people/schademans/sounds/13290/
  66. FileUtils::getInstance()->addSearchPath("res");
  67. auto audio = CocosDenshion::SimpleAudioEngine::getInstance();
  68. audio->preloadEffect("pipe.wav");
  69. audio->preloadEffect("metal.wav");
  70. audio->preloadEffect("bomb.wav");
  71. audio->preloadEffect("win.wav");
  72. auto visibleSize = Director::getInstance()->getVisibleSize();
  73. width = visibleSize.width;
  74. height = visibleSize.height;
  75. Vec2 origin = Director::getInstance()->getVisibleOrigin();
  76. // Adiona o fundo
  77. auto bg = LayerColor::create(COLOR_back);
  78. addChild(bg);
  79. paddle = Paddle::create();
  80. paddle->setPositionX(width/2);
  81. paddle->listen(width);
  82. addChild(paddle);
  83. // Registra evento de contato de objetos
  84. auto contactListener = EventListenerPhysicsContact::create();
  85. contactListener->onContactBegin = CC_CALLBACK_1(GameScene::onContactBegin, this);
  86. _eventDispatcher->addEventListenerWithSceneGraphPriority(contactListener, this);
  87. balls = Node::create();
  88. addChild(balls, 21);
  89. return true;
  90. }
  91. void GameScene::addAndThrowBall() {
  92. Ball* ball = Ball::create();
  93. ball->setPosition(paddle->getPositionX(), PADDLE_ALTURA+BALL_SIZE);
  94. ball->throwBall();
  95. balls->addChild(ball, 21);
  96. }
  97. bool GameScene::onContactBegin(PhysicsContact& contact) {
  98. auto nodeA = contact.getShapeA()->getBody()->getNode();
  99. auto nodeB = contact.getShapeB()->getBody()->getNode();
  100. if (nodeA && nodeB && nodeA->getTag() != nodeB->getTag()) {
  101. if (nodeB->getTag() > nodeA->getTag()) {
  102. auto tmp = nodeB;
  103. nodeB = nodeA;
  104. nodeA = tmp;
  105. }
  106. // sempre B < A
  107. if (nodeB->getTag() == BLOCK_TAG) {
  108. auto audio = CocosDenshion::SimpleAudioEngine::getInstance();
  109. audio->playEffect("pipe.wav");
  110. nodeB->removeFromParentAndCleanup(true);
  111. } else if (nodeB->getTag() == INDESTRUCTIBLE_BLOCK_TAG) {
  112. auto audio = CocosDenshion::SimpleAudioEngine::getInstance();
  113. audio->playEffect("metal.wav");
  114. } else if (nodeB->getTag() == BOTTOM_TAG && nodeA->getTag() == BALL_TAG) {
  115. caseBallCollision(nodeA);
  116. } else if (nodeB->getTag() == CORE_TAG && nodeA->getTag() == BALL_TAG) {
  117. caseBallCore(nodeB, nodeA);
  118. } else if (nodeB->getTag() == BALL_TAG && nodeA->getTag() == CORE_TAG) {
  119. caseBallCore(nodeA, nodeB);
  120. } else if (nodeB->getTag() == SAVE_TAG && nodeA->getTag() == RACKET_TAG) {
  121. caseSaveLevel(nodeB);
  122. } else if (nodeB->getTag() == THREE_BALLS_TAG && nodeA->getTag() == RACKET_TAG) {
  123. caseTripleBalls(nodeB);
  124. } else if (nodeB->getTag() == RACKET_BALL_TAG && nodeA->getTag() == RACKET_TAG) {
  125. caseRaqueteBall(nodeB);
  126. } else if (nodeB->getTag() == SAVE_TAG && nodeA->getTag() == BOTTOM_TAG) {
  127. nodeB->removeFromParentAndCleanup(true);
  128. } else if (nodeB->getTag() == THREE_BALLS_TAG && nodeA->getTag() == BOTTOM_TAG) {
  129. nodeB->removeFromParentAndCleanup(true);
  130. } else if (nodeB->getTag() == RACKET_BALL_TAG && nodeA->getTag() == BOTTOM_TAG) {
  131. nodeB->removeFromParentAndCleanup(true);
  132. }
  133. }
  134. return true;
  135. }
  136. void GameScene::caseBallCollision (Node *ball) {
  137. auto audio = CocosDenshion::SimpleAudioEngine::getInstance();
  138. audio->playEffect("bomb.wav");
  139. ParticleSun* m_emitter = ParticleSun::create();
  140. m_emitter->setPosition(ball->getPosition());
  141. m_emitter->setDuration(1);
  142. addChild(m_emitter);
  143. ball->removeFromParentAndCleanup(true);
  144. if (balls->getChildrenCount() == 0) {
  145. over = true;
  146. auto text = Label::createWithTTF(MSG_OVER, FONT, 40);
  147. text->setPosition(width/2, height/2);
  148. addChild(text);
  149. auto menu_item_start = MenuItemFont::create("Restart", CC_CALLBACK_1(GameScene::NextLevel, this));
  150. menu_item_start->setPosition(text->getPosition());
  151. menu_item_start->setPositionY(menu_item_start->getPositionY()-50);
  152. auto *menu = Menu::create(menu_item_start, NULL);
  153. menu->setPosition(Point(0, 0));
  154. addChild(menu, 30);
  155. balls->removeFromParentAndCleanup(true);
  156. }
  157. }
  158. void GameScene::caseBallCore (Node *core, Node *ball) {
  159. auto scaleBy = ScaleBy::create(1.0f, 20.0f);
  160. core->getPhysicsBody()->setEnabled(false);
  161. core->runAction(scaleBy);
  162. auto audio = CocosDenshion::SimpleAudioEngine::getInstance();
  163. audio->playEffect("win.wav");
  164. auto callbackRotate = CallFunc::create([=](){
  165. level = level + 1;
  166. auto menu_item_start = MenuItemFont::create("Next Level", CC_CALLBACK_1(GameScene::NextLevel, this));
  167. menu_item_start->setPosition(Point(width / 2, (height / 2)));
  168. auto *menu = Menu::create(menu_item_start, NULL);
  169. menu->setPosition(Point(0, 0));
  170. addChild(menu, 30);
  171. });
  172. // create a sequence with the actions and callbacks
  173. auto seq = Sequence::create(scaleBy, callbackRotate, nullptr);
  174. core->runAction(seq);
  175. ball->removeFromParentAndCleanup(true);
  176. }
  177. void GameScene::caseSaveLevel(Node *powerup_ball) {
  178. UserDefault *userdata = UserDefault::getInstance();
  179. userdata->setIntegerForKey("level", level);
  180. userdata->setDoubleForKey("time", (double) time(NULL));
  181. userdata->flush();
  182. alert(MSG_LEVEL_SAVED);
  183. powerup_ball->removeFromParentAndCleanup(true);
  184. }
  185. void GameScene::NextLevel(Ref *pSender) {
  186. auto scene = GameScene::createScene(level);
  187. Director::getInstance()->replaceScene(scene);
  188. }
  189. void GameScene::setLevel(int level) {
  190. level = level;
  191. char level_text[256];
  192. sprintf(level_text,"Level %d", level);
  193. auto text = Label::createWithTTF(level_text, FONT, 30);
  194. text->setAnchorPoint(Vec2());
  195. text->setPosition(10, 10);
  196. addChild(text);
  197. }
  198. // Power-up: salva o nível atual
  199. void GameScene::saveLevel() {
  200. if (rand_0_1() < DROP_LEVEL_SAVE && over == false){
  201. auto ball_draw = DrawNode::create();
  202. ball_draw->drawDot(Vec2(0, 0), BALL_SIZE/3.0, Color4F(COLOR_green));
  203. auto physicsBody = PhysicsBody::createCircle(BALL_SIZE/3.0, PhysicsMaterial(0.0f, 1.0f, 0.0f));
  204. physicsBody->setGravityEnable(true);
  205. physicsBody->setVelocity(Vec2(0,0));
  206. physicsBody->setLinearDamping(0.0);
  207. physicsBody->setMass(1.0f);
  208. physicsBody->setContactTestBitmask(0xFFFFFFFF);
  209. physicsBody->setGroup(-1);
  210. ball_draw->addComponent(physicsBody);
  211. ball_draw->setTag(SAVE_TAG);
  212. ball_draw->setPosition(width * rand_0_1(), height);
  213. addChild(ball_draw);
  214. }
  215. auto delay = DelayTime::create(1.0);
  216. CallFunc *runCallback = CallFunc::create(CC_CALLBACK_0(GameScene::saveLevel, this));
  217. auto seq = Sequence::create(delay, runCallback, nullptr);
  218. runAction(seq);
  219. }
  220. // Power-up: deixa 3 bolas na tela ao invés de 1
  221. void GameScene::tripleBallsAppearance() {
  222. if (rand_0_1() < DROP_TRIPLE_BALL && over == false){
  223. auto ball_draw = DrawNode::create();
  224. ball_draw->drawDot(Vec2(0, 0), BALL_SIZE/3.0, Color4F(COLOR_pink));
  225. auto physicsBody = PhysicsBody::createCircle(BALL_SIZE/3.0, PhysicsMaterial(0.0f, 1.0f, 0.0f));
  226. physicsBody->setGravityEnable(true);
  227. physicsBody->setVelocity(Vec2(0,0));
  228. physicsBody->setLinearDamping(0.0);
  229. physicsBody->setMass(1.0f);
  230. physicsBody->setContactTestBitmask(0xFFFFFFFF);
  231. physicsBody->setGroup(-1);
  232. ball_draw->addComponent(physicsBody);
  233. ball_draw->setTag(THREE_BALLS_TAG);
  234. ball_draw->setPosition(width * rand_0_1(), height);
  235. addChild(ball_draw);
  236. }
  237. auto delay = DelayTime::create(1.0);
  238. CallFunc *runCallback = CallFunc::create(CC_CALLBACK_0(GameScene::tripleBallsAppearance, this));
  239. auto seq = Sequence::create(delay, runCallback, nullptr);
  240. runAction(seq);
  241. }
  242. void GameScene::caseTripleBalls(Node *powerup_ball) {
  243. alert(MSG_TRIPE_BALLS);
  244. while (!over && balls->getChildrenCount() < 3)
  245. addAndThrowBall();
  246. powerup_ball->removeFromParentAndCleanup(true);
  247. }
  248. void GameScene::paddleBallAppearance() {
  249. if (rand_0_1() < DROP_RACKET_BALL && over == false){
  250. auto ball_draw = DrawNode::create();
  251. ball_draw->drawDot(Vec2(0, 0), BALL_SIZE/3.0, Color4F(COLOR_blue));
  252. auto physicsBody = PhysicsBody::createCircle(BALL_SIZE/3.0, PhysicsMaterial(0.0f, 1.0f, 0.0f));
  253. physicsBody->setGravityEnable(true);
  254. physicsBody->setVelocity(Vec2(0,0));
  255. physicsBody->setLinearDamping(0.0);
  256. physicsBody->setMass(1.0f);
  257. physicsBody->setContactTestBitmask(0xFFFFFFFF);
  258. physicsBody->setGroup(-1);
  259. ball_draw->addComponent(physicsBody);
  260. ball_draw->setTag(RACKET_BALL_TAG);
  261. ball_draw->setPosition(width * rand_0_1(), height);
  262. addChild(ball_draw);
  263. }
  264. auto delay = DelayTime::create(1.0);
  265. CallFunc *runCallback = CallFunc::create(CC_CALLBACK_0(GameScene::paddleBallAppearance, this));
  266. auto seq = Sequence::create(delay, runCallback, nullptr);
  267. runAction(seq);
  268. }
  269. /* Power-up/down: 50% de chance de dobrar o tamanho da paddle,
  270. e 50% de chance de diminuir seu tamanho pela metade.
  271. Para não ficar muito fácil/difícil, impusemos tamanho mínimo/máximo da paddle.
  272. */
  273. void GameScene::caseRaqueteBall(Node *powerup_ball) {
  274. if (!over) {
  275. if (rand_0_1() < 0.5) {
  276. alert(MSG_DOUBLE_PADDLE);
  277. paddle->doubleSize();
  278. } else {
  279. alert(MSG_HALF_PADDLE);
  280. paddle->halfSize();
  281. }
  282. }
  283. powerup_ball->removeFromParentAndCleanup(true);
  284. }
  285. void GameScene::alert(std::string text) {
  286. if (!over) {
  287. auto display_label = Label::createWithTTF(text, FONT, 40);
  288. display_label->setPosition(width/2, height/2);
  289. addChild(display_label);
  290. display_label->runAction(FadeOut::create(3));
  291. }
  292. }