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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(int level) {
- 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);
-
- GameScene* 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
- auto body = PhysicsBody::createEdgeBox(visibleSize, material);
- auto edgeNode = Node::create();
- edgeNode->setPosition(Point(visibleSize.width/2,visibleSize.height/2));
- body->setDynamic(false);
- edgeNode->setPhysicsBody(body);
- scene->addChild(edgeNode);
-
- auto blocks = BlocksLayer::create();
- blocks->setLevel(level);
- blocks->setPosition(visibleSize.width/2, visibleSize.height);
- layer->addChild(blocks, 20);
-
- layer->setLevel(level);
-
- // inicializa os callbacks dos power ups/downs
- auto delay_save_level = DelayTime::create(10.0);
- CallFunc *runCallback_save_level = CallFunc::create(CC_CALLBACK_0(GameScene::saveLevel, layer));
- auto seq_save_level = Sequence::create(delay_save_level, runCallback_save_level, nullptr);
- auto delay_triple_balls = DelayTime::create(10.0);
- CallFunc *runCallback_triple_balls = CallFunc::create(CC_CALLBACK_0(GameScene::tripleBallsAppearance, layer));
- auto seq_triple_balls = Sequence::create(delay_triple_balls, runCallback_triple_balls, nullptr);
- auto delay_raquete_ball = DelayTime::create(5.0);
- CallFunc *runCallback_raquete_ball = CallFunc::create(CC_CALLBACK_0(GameScene::raqueteBallAppearance, layer));
- auto seq_raquete_ball = Sequence::create(delay_raquete_ball, runCallback_raquete_ball, nullptr);
- layer->runAction(seq_save_level);
- layer->runAction(seq_triple_balls);
- layer->runAction(seq_raquete_ball);
-
- return scene;
- }
- // on "init" you need to initialize your instance
- bool GameScene::init() {
- //////////////////////////////
- // 1. super init first
- if ( !Layer::init() ) {
- return false;
- }
-
- this->over = false;
-
- // https://www.freesound.org/people/schademans/sounds/13290/
- FileUtils::getInstance()->addSearchPath("res");
- auto audio = CocosDenshion::SimpleAudioEngine::getInstance();
- audio->preloadEffect("pipe.wav");
- audio->preloadEffect("metal.wav");
- audio->preloadEffect("bomb.wav");
- audio->preloadEffect("win.wav");
-
- 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, RAQUETE_ALTURA+BALL_SIZE);
- ball->throwBall();
- this->addChild(ball, 21);
-
- // Inicialmente tem 1 bola
- ball_count = 1;
-
- raquete = DrawNode::create();
- raquete_size = RAQUETE_WIDTH;
- 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);
- raquete->setPositionY(RAQUETE_ALTURA);
-
- 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->setTag(RACKET_TAG);
- 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, 0));
- 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 (nodeB->getTag() > nodeA->getTag()) {
- auto tmp = nodeB;
- nodeB = nodeA;
- nodeA = tmp;
- }
-
- // sempre B < A
- if (nodeB->getTag() == BLOCK_TAG) {
- auto audio = CocosDenshion::SimpleAudioEngine::getInstance();
- audio->playEffect("pipe.wav");
- nodeB->removeFromParentAndCleanup(true);
- } else if (nodeB->getTag() == INDESTRUCTIBLE_BLOCK_TAG) {
- auto audio = CocosDenshion::SimpleAudioEngine::getInstance();
- audio->playEffect("metal.wav");
- } else if (nodeB->getTag() == BOTTOM_TAG && nodeA->getTag() == BALL_TAG) {
- caseBallCollision(nodeA);
- } else if (nodeB->getTag() == CORE_TAG && nodeA->getTag() == BALL_TAG) {
- caseBallCore(nodeB, nodeA);
- } else if (nodeB->getTag() == BALL_TAG && nodeA->getTag() == CORE_TAG) {
- caseBallCore(nodeA, nodeB);
- } else if (nodeB->getTag() == SAVE_TAG && nodeA->getTag() == RACKET_TAG) {
- caseSaveLevel(nodeB);
- } else if (nodeB->getTag() == THREE_BALLS_TAG && nodeA->getTag() == RACKET_TAG) {
- caseTripleBalls(nodeB);
- } else if (nodeB->getTag() == RACKET_BALL_TAG && nodeA->getTag() == RACKET_TAG) {
- caseRaqueteBall(nodeB);
- } else if (nodeB->getTag() == SAVE_TAG && nodeA->getTag() == BOTTOM_TAG) {
- nodeB->removeFromParentAndCleanup(true);
- } else if (nodeB->getTag() == THREE_BALLS_TAG && nodeA->getTag() == BOTTOM_TAG) {
- nodeB->removeFromParentAndCleanup(true);
- } else if (nodeB->getTag() == RACKET_BALL_TAG && nodeA->getTag() == BOTTOM_TAG) {
- nodeB->removeFromParentAndCleanup(true);
- }
- }
- return true;
- }
- void GameScene::caseBallCollision (Node *ball) {
- // Destrói a bola que tocou o fundo
- ball_count--;
- auto audio = CocosDenshion::SimpleAudioEngine::getInstance();
- audio->playEffect("bomb.wav");
- ParticleSun* m_emitter = ParticleSun::create();
- m_emitter->setPosition(ball->getPosition());
- m_emitter->setDuration(1);
- this->getScene()->addChild(m_emitter);
- ball->removeFromParentAndCleanup(true);
-
- if (ball_count == 0) {
- this->over = true;
- auto visibleSize = Director::getInstance()->getVisibleSize();
- auto text = Label::createWithTTF("Game Over...", "fonts/Marker Felt.ttf", 40);
- text->setPosition(visibleSize.width/2, visibleSize.height/2);
- this->addChild(text);
-
- UserDefault *userdata = UserDefault::getInstance();
- level = userdata->getIntegerForKey("level", 0);
- auto menu_item_start = MenuItemFont::create("Restart", CC_CALLBACK_1(GameScene::NextLevel, this));
- menu_item_start->setPosition(text->getPosition());
- menu_item_start->setPositionY(menu_item_start->getPositionY()-50);
- auto *menu = Menu::create(menu_item_start, NULL);
- menu->setPosition(Point(0, 0));
- this->addChild(menu, 30);
- }
- }
- void GameScene::caseBallCore (Node *core, Node *ball) {
- auto scaleBy = ScaleBy::create(1.0f, 20.0f);
- core->getPhysicsBody()->setEnabled(false);
- core->runAction(scaleBy);
- auto audio = CocosDenshion::SimpleAudioEngine::getInstance();
- audio->playEffect("win.wav");
-
- auto callbackRotate = CallFunc::create([=](){
- auto visibleSize = Director::getInstance()->getVisibleSize();
- auto menu_item_start = MenuItemFont::create("Next Level", CC_CALLBACK_1(GameScene::NextLevel, this));
- menu_item_start->setPosition(Point(visibleSize.width / 2, (visibleSize.height / 2)));
- auto *menu = Menu::create(menu_item_start, NULL);
- menu->setPosition(Point(0, 0));
- this->addChild(menu, 30);
- });
-
- // create a sequence with the actions and callbacks
- auto seq = Sequence::create(scaleBy, callbackRotate, nullptr);
- core->runAction(seq);
- ball->removeFromParentAndCleanup(true);
- }
- void caseSaveLevel(Node *powerup_ball) {
- if (!over) {
- Size visibleSize = Director::getInstance()->getVisibleSize();
- // Salva o nivel!
- UserDefault *userdata = UserDefault::getInstance();
- userdata->setIntegerForKey("level", this->level);
- userdata->setDoubleForKey("time", (double) time(NULL));
- userdata->flush();
- auto text = Label::createWithTTF("Level Saved!", "fonts/Marker Felt.ttf", 40);
- text->setPosition(visibleSize.width/2, visibleSize.height/2);
- this->addChild(text);
- text->runAction(FadeOut::create(3));
- }
- powerup_ball->removeFromParentAndCleanup(true);
- }
- void GameScene::NextLevel(Ref *pSender) {
- auto scene = GameScene::createScene(this->level + 1);
- Director::getInstance()->replaceScene(scene);
- //Director::getInstance()->end();
- }
- void GameScene::setLevel(int level) {
- this->level = level;
- char level_text[256];
- sprintf(level_text,"Level %d", this->level);
- auto text = Label::createWithTTF(level_text, "fonts/Marker Felt.ttf", 30);
- text->setAnchorPoint(Vec2());
- text->setPosition(10, 10);
- this->addChild(text);
- }
- // Power-up: salva o nível atual
- void GameScene::saveLevel() {
- if (rand_0_1() < DROP_LEVEL_SAVE && this->over == false){
- Size visibleSize = Director::getInstance()->getVisibleSize();
- auto ball_draw = DrawNode::create();
- ball_draw->drawDot(Vec2(0, 0), BALL_SIZE/3.0, Color4F(COLOR_green));
-
- auto material = PHYSICSBODY_MATERIAL_DEFAULT;
- material.density = 0.0f;
- material.restitution = 1.0f;
- material.friction = 0.0f; //set friction here
-
- auto physicsBody = PhysicsBody::createCircle(BALL_SIZE/3.0, material);
- physicsBody->setGravityEnable(true);
- physicsBody->setVelocity(Vec2(0,0));
- physicsBody->setLinearDamping(0.0);
- physicsBody->setMass(1.0f);
- physicsBody->setContactTestBitmask(0xFFFFFFFF);
- physicsBody->setGroup(-1);
- ball_draw->addComponent(physicsBody);
- ball_draw->setTag(SAVE_TAG);
-
- ball_draw->setPosition(visibleSize.width * rand_0_1(), visibleSize.height);
- this->addChild(ball_draw);
- }
-
- auto delay = DelayTime::create(rand_0_1()*10.0+3.0);
- CallFunc *runCallback = CallFunc::create(CC_CALLBACK_0(GameScene::saveLevel, this));
- auto seq = Sequence::create(delay, runCallback, nullptr);
- this->runAction(seq);
-
- }
- // Power-up: deixa 3 bolas na tela ao invés de 1
- void GameScene::tripleBallsAppearance() {
- if (rand_0_1() < DROP_TRIPLE_BALL && this->over == false){
- Size visibleSize = Director::getInstance()->getVisibleSize();
- auto ball_draw = DrawNode::create();
- ball_draw->drawDot(Vec2(0, 0), BALL_SIZE/3.0, Color4F(COLOR_pink));
-
- auto material = PHYSICSBODY_MATERIAL_DEFAULT;
- material.density = 0.0f;
- material.restitution = 1.0f;
- material.friction = 0.0f;
-
- auto physicsBody = PhysicsBody::createCircle(BALL_SIZE/3.0, material);
- physicsBody->setGravityEnable(true);
- physicsBody->setVelocity(Vec2(0,0));
- physicsBody->setLinearDamping(0.0);
- physicsBody->setMass(1.0f);
- physicsBody->setContactTestBitmask(0xFFFFFFFF);
- physicsBody->setGroup(-1);
- ball_draw->addComponent(physicsBody);
- ball_draw->setTag(THREE_BALLS_TAG);
-
- ball_draw->setPosition(visibleSize.width * rand_0_1(), visibleSize.height);
- this->addChild(ball_draw);
- }
-
- auto delay = DelayTime::create(rand_0_1()*10.0);
- CallFunc *runCallback = CallFunc::create(CC_CALLBACK_0(GameScene::tripleBallsAppearance, this));
- auto seq = Sequence::create(delay, runCallback, nullptr);
- this->runAction(seq);
- }
- void GameScene::caseTripleBalls(Node *powerup_ball) {
- if (!over) {
- Size visibleSize = Director::getInstance()->getVisibleSize();
- auto text = Label::createWithTTF("Triple Balls!", "fonts/Marker Felt.ttf", 40);
- text->setPosition(visibleSize.width/2, visibleSize.height/2 + 2);
- this->addChild(text);
- text->runAction(FadeOut::create(3));
-
- // cria as bolas e as adiciona no cenário
- for (int i = ball_count; i < 3; i++, ball_count++) {
- auto ball = Ball::create();
- ball->setPosition(raquete->getPositionX(), RAQUETE_ALTURA+BALL_SIZE+i);
- ball->throwBall();
- this->addChild(ball, 21);
- }
- }
- powerup_ball->removeFromParentAndCleanup(true);
- }
- void GameScene::raqueteBallAppearance() {
- if (rand_0_1() < DROP_RACKET_BALL && this->over == false){
- Size visibleSize = Director::getInstance()->getVisibleSize();
- auto ball_draw = DrawNode::create();
- ball_draw->drawDot(Vec2(0, 0), BALL_SIZE/3.0, Color4F(COLOR_blue));
-
- auto material = PHYSICSBODY_MATERIAL_DEFAULT;
- material.density = 0.0f;
- material.restitution = 1.0f;
- material.friction = 0.0f;
-
- auto physicsBody = PhysicsBody::createCircle(BALL_SIZE/3.0, material);
- physicsBody->setGravityEnable(true);
- physicsBody->setVelocity(Vec2(0,0));
- physicsBody->setLinearDamping(0.0);
- physicsBody->setMass(1.0f);
- physicsBody->setContactTestBitmask(0xFFFFFFFF);
- physicsBody->setGroup(-1);
- ball_draw->addComponent(physicsBody);
- ball_draw->setTag(RACKET_BALL_TAG);
-
- ball_draw->setPosition(visibleSize.width * rand_0_1(), visibleSize.height);
- this->addChild(ball_draw);
- }
-
- auto delay = DelayTime::create(rand_0_1()*10.0);
- CallFunc *runCallback = CallFunc::create(CC_CALLBACK_0(GameScene::raqueteBallAppearance, this));
- auto seq = Sequence::create(delay, runCallback, nullptr);
- this->runAction(seq);
- }
- /* Power-up/down: 50% de chance de dobrar o tamanho da raquete,
- e 50% de chance de diminuir seu tamanho pela metade.
- Para não ficar muito fácil/difícil, impusemos tamanho mínimo/máximo da raquete.
- */
- void GameScene::caseRaqueteBall(Node *powerup_ball) {
- if (!over) {
- char* power_text = "";
- if (rand_0_1() < 0.5) {
- if (raquete_size <= RAQUETE_WIDTH * 4) {
- power_text = "Doubled racket size!";
- raquete_size *= 2;
- }
- }
- else {
- if (raquete_size >= RAQUETE_WIDTH / 4) {
- power_text = "Halved racket size!";
- raquete_size /= 2;
- }
- }
- Size visibleSize = Director::getInstance()->getVisibleSize();
- auto text = Label::createWithTTF(power_text, "fonts/Marker Felt.ttf", 40);
- text->setPosition(visibleSize.width/2, visibleSize.height/2 + 2);
- this->addChild(text);
- text->runAction(FadeOut::create(3));
- //cria uma nova raquete e substitui a antiga raquete
- auto new_raquete = DrawNode::create();
- float py = RAQUETE_HEIGHT/2.0;
- float pxl = - raquete_size/2;
- float pxr = raquete_size/2;
- new_raquete->drawSegment(Vec2(pxl, py), Vec2(pxr, py), py, Color4F(COLOR_grey));
- new_raquete->setPositionX(raquete->getPositionX());
- new_raquete->setPositionY(RAQUETE_ALTURA);
-
- auto bsize = Size(raquete_size+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);
- new_raquete->setTag(RACKET_TAG);
- new_raquete->addComponent(physicsBody);
-
- raquete->removeFromParentAndCleanup(true);
- raquete = new_raquete;
- this->addChild(raquete);
- }
- powerup_ball->removeFromParentAndCleanup(true);
- }
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