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- //
- // GameScene.cpp
- // RedCore2
- //
- // Created by Gabriel Capella on 31/05/17.
- //
- //
- #include "GameScene.h"
- #include "SimpleAudioEngine.h"
- #include "BlocksLayer.h"
- #include "Ball.h"
- #include "params.h"
- USING_NS_CC;
- Scene* GameScene::createScene() {
- auto scene = Scene::createWithPhysics();
- Size visibleSize = Director::getInstance()->getVisibleSize();
-
- //choose whitch part need to draw, Joint, Shape, Contact, None or All
- //scene->getPhysicsWorld()->setDebugDrawMask(PhysicsWorld::DEBUGDRAW_ALL);
-
- auto layer = GameScene::create();
- scene->addChild(layer);
-
- auto material = PHYSICSBODY_MATERIAL_DEFAULT;
- material.density = 1.0f;
- material.restitution = 1.0f;
- material.friction = 0.0f;
-
- // the edge of the screen
- visibleSize.height += BALL_SIZE;
- auto body = PhysicsBody::createEdgeBox(visibleSize, material);
- auto edgeNode = Node::create();
- edgeNode->setPosition(Point(visibleSize.width/2,visibleSize.height/2-BALL_SIZE));
- body->setDynamic(false);
- edgeNode->setPhysicsBody(body);
- scene->addChild(edgeNode);
-
- return scene;
- }
- // on "init" you need to initialize your instance
- bool GameScene::init() {
- //////////////////////////////
- // 1. super init first
- if ( !Layer::init() ) {
- return false;
- }
-
- auto visibleSize = Director::getInstance()->getVisibleSize();
- Vec2 origin = Director::getInstance()->getVisibleOrigin();
-
- // Adiona o fundo
- auto bg = LayerColor::create(COLOR_back);
- this->addChild(bg);
-
-
- auto ball = Ball::create();
- ball->setPosition(visibleSize.width / 2, BALL_SIZE*2);
- ball->throwBall();
- this->addChild(ball, 21);
-
- auto blocks = BlocksLayer::create();
- blocks->setPosition(visibleSize.width/2, visibleSize.height);
- this->addChild(blocks, 20);
-
- raquete = DrawNode::create();
- float py = RAQUETE_HEIGHT/2.0;
- float pxl = - RAQUETE_WIDTH/2;
- float pxr = RAQUETE_WIDTH/2;
- raquete->drawSegment(Vec2(pxl, py), Vec2(pxr, py), py, Color4F(COLOR_grey));
- raquete->setPositionX(visibleSize.width/2);
-
- auto bsize = Size(RAQUETE_WIDTH+RAQUETE_HEIGHT, RAQUETE_HEIGHT);
- auto physicsBody = PhysicsBody::createBox(bsize, PhysicsMaterial(0.1f, 1.0f, 0.0f));
- physicsBody->setPositionOffset(Vec2(0, RAQUETE_HEIGHT/2));
- physicsBody->setGravityEnable(false);
- physicsBody->setDynamic(false);
- physicsBody->setContactTestBitmask(0xFFFFFFFF);
- raquete->addComponent(physicsBody);
-
- this->addChild(raquete);
-
- auto listener1 = EventListenerTouchOneByOne::create();
-
- // trigger when you push down
- listener1->onTouchBegan = [=](Touch* touch, Event* event){
- raquete->setPositionX(touch->getLocation().x);
- float px = touch->getLocation().x;
- if (px >= RAQUETE_WIDTH/2 && px < visibleSize.width - RAQUETE_WIDTH/2)
- raquete->setPositionX(touch->getLocation().x);
- return true; // if you are consuming it
- };
-
- // trigger when moving touch
- listener1->onTouchMoved = [=](Touch* touch, Event* event){
- float px = touch->getLocation().x;
- if (px >= RAQUETE_WIDTH/2 && px <= visibleSize.width - RAQUETE_WIDTH/2)
- raquete->setPositionX(touch->getLocation().x);
- };
-
- // Add listener
- _eventDispatcher->addEventListenerWithSceneGraphPriority(listener1, this);
- // the edge of bottom
- auto body = PhysicsBody::createEdgeBox(Size(visibleSize.width, 0));
- auto edgeNode = Node::create();
- edgeNode->setPosition(Point(visibleSize.width/2, -BALL_SIZE));
- body->setDynamic(false);
- edgeNode->setTag(BOTTOM_TAG);
- body->setContactTestBitmask(0xFFFFFFFF);
- edgeNode->setPhysicsBody(body);
- this->addChild(edgeNode);
-
- // Evento no contato das bolas
- auto contactListener = EventListenerPhysicsContact::create();
- contactListener->onContactBegin = CC_CALLBACK_1(GameScene::onContactBegin, this);
- _eventDispatcher->addEventListenerWithSceneGraphPriority(contactListener, this);
-
- return true;
- }
- bool GameScene::onContactBegin(PhysicsContact& contact) {
- auto nodeA = contact.getShapeA()->getBody()->getNode();
- auto nodeB = contact.getShapeB()->getBody()->getNode();
-
- if (nodeA && nodeB && nodeA->getTag() != nodeB->getTag()) {
- CCLOG("%d %d", nodeB->getTag(), nodeA->getTag());
-
- if (nodeA->getTag() == BLOCK_TAG && nodeB->getTag() != INDESTRUCTIBLE_BLOCK_TAG) {
- nodeA->removeFromParentAndCleanup(true);
- } else if (nodeB->getTag() == BLOCK_TAG && nodeA->getTag() != INDESTRUCTIBLE_BLOCK_TAG) {
- nodeB->removeFromParentAndCleanup(true);
- } else if (nodeA->getTag() == BOTTOM_TAG && nodeB->getTag() == BALL_TAG) {
- ParticleSun* m_emitter = ParticleSun::create();
- m_emitter->setPosition(nodeB->getPosition());
- m_emitter->setDuration(1);
- this->getScene()->addChild(m_emitter);
- nodeB->removeFromParentAndCleanup(true);
- } else if (nodeB->getTag() == BOTTOM_TAG && nodeA->getTag() == BALL_TAG) {
- ParticleSun* m_emitter = ParticleSun::create();
- m_emitter->setPosition(nodeA->getPosition());
- m_emitter->setDuration(1);
- this->getScene()->addChild(m_emitter);
- nodeA->removeFromParentAndCleanup(true);
- }
- }
-
- //bodies can collide
- return true;
- }
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