GameScene.cpp 18 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458
  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 "BlocksLayer.h"
  11. #include "Ball.h"
  12. #include "params.h"
  13. USING_NS_CC;
  14. Scene* GameScene::createScene(int level) {
  15. auto scene = Scene::createWithPhysics();
  16. Size visibleSize = Director::getInstance()->getVisibleSize();
  17. //choose whitch part need to draw, Joint, Shape, Contact, None or All
  18. // scene->getPhysicsWorld()->setDebugDrawMask(PhysicsWorld::DEBUGDRAW_ALL);
  19. GameScene* layer = GameScene::create();
  20. scene->addChild(layer);
  21. auto material = PHYSICSBODY_MATERIAL_DEFAULT;
  22. material.density = 1.0f;
  23. material.restitution = 1.0f;
  24. material.friction = 0.0f;
  25. // the edge of the screen
  26. auto body = PhysicsBody::createEdgeBox(visibleSize, material);
  27. auto edgeNode = Node::create();
  28. edgeNode->setPosition(Point(visibleSize.width/2,visibleSize.height/2));
  29. body->setDynamic(false);
  30. edgeNode->setPhysicsBody(body);
  31. scene->addChild(edgeNode);
  32. auto blocks = BlocksLayer::create();
  33. blocks->setLevel(level);
  34. blocks->setPosition(visibleSize.width/2, visibleSize.height);
  35. layer->addChild(blocks, 20);
  36. layer->setLevel(level);
  37. // inicializa os callbacks dos power ups/downs
  38. auto delay_save_level = DelayTime::create(10.0);
  39. CallFunc *runCallback_save_level = CallFunc::create(CC_CALLBACK_0(GameScene::saveLevel, layer));
  40. auto seq_save_level = Sequence::create(delay_save_level, runCallback_save_level, nullptr);
  41. auto delay_triple_balls = DelayTime::create(10.0);
  42. CallFunc *runCallback_triple_balls = CallFunc::create(CC_CALLBACK_0(GameScene::tripleBallsAppearance, layer));
  43. auto seq_triple_balls = Sequence::create(delay_triple_balls, runCallback_triple_balls, nullptr);
  44. auto delay_raquete_ball = DelayTime::create(5.0);
  45. CallFunc *runCallback_raquete_ball = CallFunc::create(CC_CALLBACK_0(GameScene::raqueteBallAppearance, layer));
  46. auto seq_raquete_ball = Sequence::create(delay_raquete_ball, runCallback_raquete_ball, nullptr);
  47. layer->runAction(seq_save_level);
  48. layer->runAction(seq_triple_balls);
  49. layer->runAction(seq_raquete_ball);
  50. return scene;
  51. }
  52. // on "init" you need to initialize your instance
  53. bool GameScene::init() {
  54. //////////////////////////////
  55. // 1. super init first
  56. if ( !Layer::init() ) {
  57. return false;
  58. }
  59. this->over = false;
  60. // https://www.freesound.org/people/schademans/sounds/13290/
  61. FileUtils::getInstance()->addSearchPath("res");
  62. auto audio = CocosDenshion::SimpleAudioEngine::getInstance();
  63. audio->preloadEffect("pipe.wav");
  64. audio->preloadEffect("metal.wav");
  65. audio->preloadEffect("bomb.wav");
  66. audio->preloadEffect("win.wav");
  67. auto visibleSize = Director::getInstance()->getVisibleSize();
  68. Vec2 origin = Director::getInstance()->getVisibleOrigin();
  69. // Adiona o fundo
  70. auto bg = LayerColor::create(COLOR_back);
  71. this->addChild(bg);
  72. auto ball = Ball::create();
  73. ball->setPosition(visibleSize.width / 2, RAQUETE_ALTURA+BALL_SIZE);
  74. ball->throwBall();
  75. this->addChild(ball, 21);
  76. // Inicialmente tem 1 bola
  77. ball_count = 1;
  78. raquete = DrawNode::create();
  79. raquete_size = RAQUETE_WIDTH;
  80. float py = RAQUETE_HEIGHT/2.0;
  81. float pxl = - RAQUETE_WIDTH/2;
  82. float pxr = RAQUETE_WIDTH/2;
  83. raquete->drawSegment(Vec2(pxl, py), Vec2(pxr, py), py, Color4F(COLOR_grey));
  84. raquete->setPositionX(visibleSize.width/2);
  85. raquete->setPositionY(RAQUETE_ALTURA);
  86. auto bsize = Size(RAQUETE_WIDTH+RAQUETE_HEIGHT, RAQUETE_HEIGHT);
  87. auto physicsBody = PhysicsBody::createBox(bsize, PhysicsMaterial(0.1f, 1.0f, 0.0f));
  88. physicsBody->setPositionOffset(Vec2(0, RAQUETE_HEIGHT/2));
  89. physicsBody->setGravityEnable(false);
  90. physicsBody->setDynamic(false);
  91. physicsBody->setContactTestBitmask(0xFFFFFFFF);
  92. raquete->setTag(RACKET_TAG);
  93. raquete->addComponent(physicsBody);
  94. this->addChild(raquete);
  95. auto listener1 = EventListenerTouchOneByOne::create();
  96. // trigger when you push down
  97. listener1->onTouchBegan = [=](Touch* touch, Event* event){
  98. raquete->setPositionX(touch->getLocation().x);
  99. float px = touch->getLocation().x;
  100. if (px >= RAQUETE_WIDTH/2 && px < visibleSize.width - RAQUETE_WIDTH/2)
  101. raquete->setPositionX(touch->getLocation().x);
  102. return true; // if you are consuming it
  103. };
  104. // trigger when moving touch
  105. listener1->onTouchMoved = [=](Touch* touch, Event* event){
  106. float px = touch->getLocation().x;
  107. if (px >= RAQUETE_WIDTH/2 && px <= visibleSize.width - RAQUETE_WIDTH/2)
  108. raquete->setPositionX(touch->getLocation().x);
  109. };
  110. // Add listener
  111. _eventDispatcher->addEventListenerWithSceneGraphPriority(listener1, this);
  112. // the edge of bottom
  113. auto body = PhysicsBody::createEdgeBox(Size(visibleSize.width, 0));
  114. auto edgeNode = Node::create();
  115. edgeNode->setPosition(Point(visibleSize.width/2, 0));
  116. body->setDynamic(false);
  117. edgeNode->setTag(BOTTOM_TAG);
  118. body->setContactTestBitmask(0xFFFFFFFF);
  119. edgeNode->setPhysicsBody(body);
  120. this->addChild(edgeNode);
  121. // Evento no contato das bolas
  122. auto contactListener = EventListenerPhysicsContact::create();
  123. contactListener->onContactBegin = CC_CALLBACK_1(GameScene::onContactBegin, this);
  124. _eventDispatcher->addEventListenerWithSceneGraphPriority(contactListener, this);
  125. return true;
  126. }
  127. bool GameScene::onContactBegin(PhysicsContact& contact) {
  128. auto nodeA = contact.getShapeA()->getBody()->getNode();
  129. auto nodeB = contact.getShapeB()->getBody()->getNode();
  130. if (nodeA && nodeB && nodeA->getTag() != nodeB->getTag()) {
  131. //CCLOG("%d %d", nodeB->getTag(), nodeA->getTag());
  132. if (nodeB->getTag() > nodeA->getTag()) {
  133. auto tmp = nodeB;
  134. nodeB = nodeA;
  135. nodeA = tmp;
  136. }
  137. // sempre B < A
  138. if (nodeB->getTag() == BLOCK_TAG) {
  139. auto audio = CocosDenshion::SimpleAudioEngine::getInstance();
  140. audio->playEffect("pipe.wav");
  141. nodeB->removeFromParentAndCleanup(true);
  142. } else if (nodeB->getTag() == INDESTRUCTIBLE_BLOCK_TAG) {
  143. auto audio = CocosDenshion::SimpleAudioEngine::getInstance();
  144. audio->playEffect("metal.wav");
  145. } else if (nodeB->getTag() == BOTTOM_TAG && nodeA->getTag() == BALL_TAG) {
  146. caseBallCollision(nodeA);
  147. } else if (nodeB->getTag() == CORE_TAG && nodeA->getTag() == BALL_TAG) {
  148. caseBallCore(nodeB, nodeA);
  149. } else if (nodeB->getTag() == BALL_TAG && nodeA->getTag() == CORE_TAG) {
  150. caseBallCore(nodeA, nodeB);
  151. } else if (nodeB->getTag() == SAVE_TAG && nodeA->getTag() == RACKET_TAG) {
  152. caseSaveLevel(nodeB);
  153. } else if (nodeB->getTag() == THREE_BALLS_TAG && nodeA->getTag() == RACKET_TAG) {
  154. caseTripleBalls(nodeB);
  155. } else if (nodeB->getTag() == RACKET_BALL_TAG && nodeA->getTag() == RACKET_TAG) {
  156. caseRaqueteBall(nodeB);
  157. } else if (nodeB->getTag() == SAVE_TAG && nodeA->getTag() == BOTTOM_TAG) {
  158. nodeB->removeFromParentAndCleanup(true);
  159. } else if (nodeB->getTag() == THREE_BALLS_TAG && nodeA->getTag() == BOTTOM_TAG) {
  160. nodeB->removeFromParentAndCleanup(true);
  161. } else if (nodeB->getTag() == RACKET_BALL_TAG && nodeA->getTag() == BOTTOM_TAG) {
  162. nodeB->removeFromParentAndCleanup(true);
  163. }
  164. }
  165. return true;
  166. }
  167. void GameScene::caseBallCollision (Node *ball) {
  168. // Destrói a bola que tocou o fundo
  169. ball_count--;
  170. auto audio = CocosDenshion::SimpleAudioEngine::getInstance();
  171. audio->playEffect("bomb.wav");
  172. ParticleSun* m_emitter = ParticleSun::create();
  173. m_emitter->setPosition(ball->getPosition());
  174. m_emitter->setDuration(1);
  175. this->getScene()->addChild(m_emitter);
  176. ball->removeFromParentAndCleanup(true);
  177. if (ball_count == 0) {
  178. this->over = true;
  179. auto visibleSize = Director::getInstance()->getVisibleSize();
  180. auto text = Label::createWithTTF("Game Over...", "fonts/Marker Felt.ttf", 40);
  181. text->setPosition(visibleSize.width/2, visibleSize.height/2);
  182. this->addChild(text);
  183. UserDefault *userdata = UserDefault::getInstance();
  184. level = userdata->getIntegerForKey("level", 0);
  185. auto menu_item_start = MenuItemFont::create("Restart", CC_CALLBACK_1(GameScene::NextLevel, this));
  186. menu_item_start->setPosition(text->getPosition());
  187. menu_item_start->setPositionY(menu_item_start->getPositionY()-50);
  188. auto *menu = Menu::create(menu_item_start, NULL);
  189. menu->setPosition(Point(0, 0));
  190. this->addChild(menu, 30);
  191. }
  192. }
  193. void GameScene::caseBallCore (Node *core, Node *ball) {
  194. auto scaleBy = ScaleBy::create(1.0f, 20.0f);
  195. core->getPhysicsBody()->setEnabled(false);
  196. core->runAction(scaleBy);
  197. auto audio = CocosDenshion::SimpleAudioEngine::getInstance();
  198. audio->playEffect("win.wav");
  199. auto callbackRotate = CallFunc::create([=](){
  200. auto visibleSize = Director::getInstance()->getVisibleSize();
  201. auto menu_item_start = MenuItemFont::create("Next Level", CC_CALLBACK_1(GameScene::NextLevel, this));
  202. menu_item_start->setPosition(Point(visibleSize.width / 2, (visibleSize.height / 2)));
  203. auto *menu = Menu::create(menu_item_start, NULL);
  204. menu->setPosition(Point(0, 0));
  205. this->addChild(menu, 30);
  206. });
  207. // create a sequence with the actions and callbacks
  208. auto seq = Sequence::create(scaleBy, callbackRotate, nullptr);
  209. core->runAction(seq);
  210. ball->removeFromParentAndCleanup(true);
  211. }
  212. void caseSaveLevel(Node *powerup_ball) {
  213. if (!over) {
  214. Size visibleSize = Director::getInstance()->getVisibleSize();
  215. // Salva o nivel!
  216. UserDefault *userdata = UserDefault::getInstance();
  217. userdata->setIntegerForKey("level", this->level);
  218. userdata->setDoubleForKey("time", (double) time(NULL));
  219. userdata->flush();
  220. auto text = Label::createWithTTF("Level Saved!", "fonts/Marker Felt.ttf", 40);
  221. text->setPosition(visibleSize.width/2, visibleSize.height/2);
  222. this->addChild(text);
  223. text->runAction(FadeOut::create(3));
  224. }
  225. powerup_ball->removeFromParentAndCleanup(true);
  226. }
  227. void GameScene::NextLevel(Ref *pSender) {
  228. auto scene = GameScene::createScene(this->level + 1);
  229. Director::getInstance()->replaceScene(scene);
  230. //Director::getInstance()->end();
  231. }
  232. void GameScene::setLevel(int level) {
  233. this->level = level;
  234. char level_text[256];
  235. sprintf(level_text,"Level %d", this->level);
  236. auto text = Label::createWithTTF(level_text, "fonts/Marker Felt.ttf", 30);
  237. text->setAnchorPoint(Vec2());
  238. text->setPosition(10, 10);
  239. this->addChild(text);
  240. }
  241. // Power-up: salva o nível atual
  242. void GameScene::saveLevel() {
  243. if (rand_0_1() < DROP_LEVEL_SAVE && this->over == false){
  244. Size visibleSize = Director::getInstance()->getVisibleSize();
  245. auto ball_draw = DrawNode::create();
  246. ball_draw->drawDot(Vec2(0, 0), BALL_SIZE/3.0, Color4F(COLOR_green));
  247. auto material = PHYSICSBODY_MATERIAL_DEFAULT;
  248. material.density = 0.0f;
  249. material.restitution = 1.0f;
  250. material.friction = 0.0f; //set friction here
  251. auto physicsBody = PhysicsBody::createCircle(BALL_SIZE/3.0, material);
  252. physicsBody->setGravityEnable(true);
  253. physicsBody->setVelocity(Vec2(0,0));
  254. physicsBody->setLinearDamping(0.0);
  255. physicsBody->setMass(1.0f);
  256. physicsBody->setContactTestBitmask(0xFFFFFFFF);
  257. physicsBody->setGroup(-1);
  258. ball_draw->addComponent(physicsBody);
  259. ball_draw->setTag(SAVE_TAG);
  260. ball_draw->setPosition(visibleSize.width * rand_0_1(), visibleSize.height);
  261. this->addChild(ball_draw);
  262. }
  263. auto delay = DelayTime::create(rand_0_1()*10.0+3.0);
  264. CallFunc *runCallback = CallFunc::create(CC_CALLBACK_0(GameScene::saveLevel, this));
  265. auto seq = Sequence::create(delay, runCallback, nullptr);
  266. this->runAction(seq);
  267. }
  268. // Power-up: deixa 3 bolas na tela ao invés de 1
  269. void GameScene::tripleBallsAppearance() {
  270. if (rand_0_1() < DROP_TRIPLE_BALL && this->over == false){
  271. Size visibleSize = Director::getInstance()->getVisibleSize();
  272. auto ball_draw = DrawNode::create();
  273. ball_draw->drawDot(Vec2(0, 0), BALL_SIZE/3.0, Color4F(COLOR_pink));
  274. auto material = PHYSICSBODY_MATERIAL_DEFAULT;
  275. material.density = 0.0f;
  276. material.restitution = 1.0f;
  277. material.friction = 0.0f;
  278. auto physicsBody = PhysicsBody::createCircle(BALL_SIZE/3.0, material);
  279. physicsBody->setGravityEnable(true);
  280. physicsBody->setVelocity(Vec2(0,0));
  281. physicsBody->setLinearDamping(0.0);
  282. physicsBody->setMass(1.0f);
  283. physicsBody->setContactTestBitmask(0xFFFFFFFF);
  284. physicsBody->setGroup(-1);
  285. ball_draw->addComponent(physicsBody);
  286. ball_draw->setTag(THREE_BALLS_TAG);
  287. ball_draw->setPosition(visibleSize.width * rand_0_1(), visibleSize.height);
  288. this->addChild(ball_draw);
  289. }
  290. auto delay = DelayTime::create(rand_0_1()*10.0);
  291. CallFunc *runCallback = CallFunc::create(CC_CALLBACK_0(GameScene::tripleBallsAppearance, this));
  292. auto seq = Sequence::create(delay, runCallback, nullptr);
  293. this->runAction(seq);
  294. }
  295. void GameScene::caseTripleBalls(Node *powerup_ball) {
  296. if (!over) {
  297. Size visibleSize = Director::getInstance()->getVisibleSize();
  298. auto text = Label::createWithTTF("Triple Balls!", "fonts/Marker Felt.ttf", 40);
  299. text->setPosition(visibleSize.width/2, visibleSize.height/2 + 2);
  300. this->addChild(text);
  301. text->runAction(FadeOut::create(3));
  302. // cria as bolas e as adiciona no cenário
  303. for (int i = ball_count; i < 3; i++, ball_count++) {
  304. auto ball = Ball::create();
  305. ball->setPosition(raquete->getPositionX(), RAQUETE_ALTURA+BALL_SIZE+i);
  306. ball->throwBall();
  307. this->addChild(ball, 21);
  308. }
  309. }
  310. powerup_ball->removeFromParentAndCleanup(true);
  311. }
  312. void GameScene::raqueteBallAppearance() {
  313. if (rand_0_1() < DROP_RACKET_BALL && this->over == false){
  314. Size visibleSize = Director::getInstance()->getVisibleSize();
  315. auto ball_draw = DrawNode::create();
  316. ball_draw->drawDot(Vec2(0, 0), BALL_SIZE/3.0, Color4F(COLOR_blue));
  317. auto material = PHYSICSBODY_MATERIAL_DEFAULT;
  318. material.density = 0.0f;
  319. material.restitution = 1.0f;
  320. material.friction = 0.0f;
  321. auto physicsBody = PhysicsBody::createCircle(BALL_SIZE/3.0, material);
  322. physicsBody->setGravityEnable(true);
  323. physicsBody->setVelocity(Vec2(0,0));
  324. physicsBody->setLinearDamping(0.0);
  325. physicsBody->setMass(1.0f);
  326. physicsBody->setContactTestBitmask(0xFFFFFFFF);
  327. physicsBody->setGroup(-1);
  328. ball_draw->addComponent(physicsBody);
  329. ball_draw->setTag(RACKET_BALL_TAG);
  330. ball_draw->setPosition(visibleSize.width * rand_0_1(), visibleSize.height);
  331. this->addChild(ball_draw);
  332. }
  333. auto delay = DelayTime::create(rand_0_1()*10.0);
  334. CallFunc *runCallback = CallFunc::create(CC_CALLBACK_0(GameScene::raqueteBallAppearance, this));
  335. auto seq = Sequence::create(delay, runCallback, nullptr);
  336. this->runAction(seq);
  337. }
  338. /* Power-up/down: 50% de chance de dobrar o tamanho da raquete,
  339. e 50% de chance de diminuir seu tamanho pela metade.
  340. Para não ficar muito fácil/difícil, impusemos tamanho mínimo/máximo da raquete.
  341. */
  342. void GameScene::caseRaqueteBall(Node *powerup_ball) {
  343. if (!over) {
  344. char* power_text = "";
  345. if (rand_0_1() < 0.5) {
  346. if (raquete_size <= RAQUETE_WIDTH * 4) {
  347. power_text = "Doubled racket size!";
  348. raquete_size *= 2;
  349. }
  350. }
  351. else {
  352. if (raquete_size >= RAQUETE_WIDTH / 4) {
  353. power_text = "Halved racket size!";
  354. raquete_size /= 2;
  355. }
  356. }
  357. Size visibleSize = Director::getInstance()->getVisibleSize();
  358. auto text = Label::createWithTTF(power_text, "fonts/Marker Felt.ttf", 40);
  359. text->setPosition(visibleSize.width/2, visibleSize.height/2 + 2);
  360. this->addChild(text);
  361. text->runAction(FadeOut::create(3));
  362. //cria uma nova raquete e substitui a antiga raquete
  363. auto new_raquete = DrawNode::create();
  364. float py = RAQUETE_HEIGHT/2.0;
  365. float pxl = - raquete_size/2;
  366. float pxr = raquete_size/2;
  367. new_raquete->drawSegment(Vec2(pxl, py), Vec2(pxr, py), py, Color4F(COLOR_grey));
  368. new_raquete->setPositionX(raquete->getPositionX());
  369. new_raquete->setPositionY(RAQUETE_ALTURA);
  370. auto bsize = Size(raquete_size+RAQUETE_HEIGHT, RAQUETE_HEIGHT);
  371. auto physicsBody = PhysicsBody::createBox(bsize, PhysicsMaterial(0.1f, 1.0f, 0.0f));
  372. physicsBody->setPositionOffset(Vec2(0, RAQUETE_HEIGHT/2));
  373. physicsBody->setGravityEnable(false);
  374. physicsBody->setDynamic(false);
  375. physicsBody->setContactTestBitmask(0xFFFFFFFF);
  376. new_raquete->setTag(RACKET_TAG);
  377. new_raquete->addComponent(physicsBody);
  378. raquete->removeFromParentAndCleanup(true);
  379. raquete = new_raquete;
  380. this->addChild(raquete);
  381. }
  382. powerup_ball->removeFromParentAndCleanup(true);
  383. }