GameScene.cpp 13 KB

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  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. CallFunc *runCallback_superball = CallFunc::create(CC_CALLBACK_0(GameScene::superBallAppearance, layer));
  51. layer->runAction(seq_save_level);
  52. layer->runAction(runCallback_triple_balls);
  53. layer->runAction(runCallback_paddle_ball);
  54. layer->runAction(runCallback_superball);
  55. layer->addAndThrowBall();
  56. return scene;
  57. }
  58. // on "init" you need to initialize your instance
  59. bool GameScene::init() {
  60. //////////////////////////////
  61. // 1. super init first
  62. if ( !Layer::init() ) {
  63. return false;
  64. }
  65. over = false;
  66. last_touch = time(NULL);
  67. FileUtils::getInstance()->addSearchPath("res");
  68. auto audio = CocosDenshion::SimpleAudioEngine::getInstance();
  69. audio->preloadEffect("pipe.wav");
  70. audio->preloadEffect("metal.wav");
  71. audio->preloadEffect("bomb.wav");
  72. audio->preloadEffect("win.wav");
  73. auto visibleSize = Director::getInstance()->getVisibleSize();
  74. width = visibleSize.width;
  75. height = visibleSize.height;
  76. Vec2 origin = Director::getInstance()->getVisibleOrigin();
  77. // Adiona o fundo
  78. auto bg = LayerColor::create(COLOR_back);
  79. addChild(bg);
  80. paddle = Paddle::create();
  81. paddle->setPositionX(width/2);
  82. paddle->listen(width);
  83. addChild(paddle);
  84. // Registra evento de contato de objetos
  85. auto contactListener = EventListenerPhysicsContact::create();
  86. contactListener->onContactBegin = CC_CALLBACK_1(GameScene::onContactBegin, this);
  87. _eventDispatcher->addEventListenerWithSceneGraphPriority(contactListener, this);
  88. balls = Node::create();
  89. addChild(balls, 21);
  90. power_ups = Node::create();
  91. addChild(power_ups, 20);
  92. return true;
  93. }
  94. void GameScene::addAndThrowBall() {
  95. Ball* ball = Ball::create();
  96. while (paddle->getPositionX() == 0.0);
  97. ball->setPosition(paddle->getPositionX(), PADDLE_ALTURA+BALL_SIZE+0.1);
  98. ball->throwBall();
  99. balls->addChild(ball, 21);
  100. }
  101. bool GameScene::onContactBegin(PhysicsContact& contact) {
  102. auto nodeA = contact.getShapeA()->getBody()->getNode();
  103. auto nodeB = contact.getShapeB()->getBody()->getNode();
  104. if (nodeA && nodeB && nodeA->getTag() != nodeB->getTag() && !over) {
  105. if (nodeB->getTag() > nodeA->getTag()) {
  106. auto tmp = nodeB;
  107. nodeB = nodeA;
  108. nodeA = tmp;
  109. }
  110. if (nodeA->getTag() == BALL_TAG) {
  111. last_touch = time(NULL);
  112. }
  113. // sempre B < A
  114. if (nodeB->getTag() == BLOCK_TAG) {
  115. auto audio = CocosDenshion::SimpleAudioEngine::getInstance();
  116. audio->playEffect("pipe.wav");
  117. nodeB->removeFromParentAndCleanup(true);
  118. } else if (nodeB->getTag() == INDESTRUCTIBLE_BLOCK_TAG) {
  119. if (nodeA->getTag() == BALL_TAG) {
  120. Ball* ball = (Ball*) nodeA;
  121. if (ball->superball) {
  122. nodeB->removeFromParentAndCleanup(true);
  123. ball->resetNormalball();
  124. }
  125. }
  126. auto audio = CocosDenshion::SimpleAudioEngine::getInstance();
  127. audio->playEffect("metal.wav");
  128. } else if (nodeB->getTag() == BOTTOM_TAG && nodeA->getTag() == BALL_TAG) {
  129. caseBallCollision(nodeA);
  130. } else if (nodeB->getTag() == CORE_TAG && nodeA->getTag() == BALL_TAG) {
  131. caseBallCore(nodeB, nodeA);
  132. } else if (nodeB->getTag() == BALL_TAG && nodeA->getTag() == CORE_TAG) {
  133. caseBallCore(nodeA, nodeB);
  134. } else if (nodeB->getTag() == SAVE_TAG && nodeA->getTag() == PADDLE_TAG) {
  135. caseSaveLevel(nodeB);
  136. } else if (nodeB->getTag() == THREE_BALLS_TAG && nodeA->getTag() == PADDLE_TAG) {
  137. caseTripleBalls(nodeB);
  138. } else if (nodeB->getTag() == SUPERBALL_TAG && nodeA->getTag() == PADDLE_TAG) {
  139. caseSuperBall(nodeB);
  140. } else if (nodeB->getTag() == PADDLE_BALL_TAG && nodeA->getTag() == PADDLE_TAG) {
  141. caseRaqueteBall(nodeB);
  142. } else if (nodeB->getTag() == SAVE_TAG && nodeA->getTag() == BOTTOM_TAG) {
  143. nodeB->removeFromParentAndCleanup(true);
  144. } else if (nodeB->getTag() == THREE_BALLS_TAG && nodeA->getTag() == BOTTOM_TAG) {
  145. nodeB->removeFromParentAndCleanup(true);
  146. } else if (nodeB->getTag() == PADDLE_BALL_TAG && nodeA->getTag() == BOTTOM_TAG) {
  147. nodeB->removeFromParentAndCleanup(true);
  148. } else if (nodeB->getTag() == SUPERBALL_TAG && nodeA->getTag() == BOTTOM_TAG) {
  149. nodeB->removeFromParentAndCleanup(true);
  150. }
  151. }
  152. return true;
  153. }
  154. void GameScene::caseBallCollision (Node *ball) {
  155. auto audio = CocosDenshion::SimpleAudioEngine::getInstance();
  156. audio->playEffect("bomb.wav");
  157. ParticleSun* m_emitter = ParticleSun::create();
  158. m_emitter->setPosition(ball->getPosition());
  159. m_emitter->setDuration(1);
  160. addChild(m_emitter);
  161. ball->removeFromParentAndCleanup(true);
  162. if (balls->getChildrenCount() == 0) {
  163. over = true;
  164. removeBallsAndPowersUP ();
  165. auto text = Label::createWithTTF(MSG_OVER, FONT, 40);
  166. text->setPosition(width/2, height/2);
  167. addChild(text);
  168. auto menu_item_start = MenuItemFont::create(MSG_RESTART, CC_CALLBACK_1(GameScene::NextLevel, this));
  169. menu_item_start->setFontNameObj(FONT);
  170. menu_item_start->setPosition(text->getPosition());
  171. menu_item_start->setPositionY(menu_item_start->getPositionY()-50);
  172. auto *menu = Menu::create(menu_item_start, NULL);
  173. menu->setPosition(Point(0, 0));
  174. addChild(menu, 30);
  175. }
  176. }
  177. void GameScene::caseBallCore (Node *core, Node *ball) {
  178. auto scaleBy = ScaleBy::create(1.0f, 20.0f);
  179. core->getPhysicsBody()->setEnabled(false);
  180. core->runAction(scaleBy);
  181. auto audio = CocosDenshion::SimpleAudioEngine::getInstance();
  182. audio->playEffect("win.wav");
  183. auto callbackRotate = CallFunc::create([=](){
  184. level = level + 1;
  185. auto menu_item_start = MenuItemFont::create(MSG_NEXT_LEVEL, CC_CALLBACK_1(GameScene::NextLevel, this));
  186. menu_item_start->setFontNameObj(FONT);
  187. menu_item_start->setPosition(Point(width / 2, (height / 2)));
  188. auto *menu = Menu::create(menu_item_start, NULL);
  189. menu->setPosition(Point(0, 0));
  190. addChild(menu, 30);
  191. });
  192. // create a sequence with the actions and callbacks
  193. auto seq = Sequence::create(scaleBy, callbackRotate, nullptr);
  194. core->runAction(seq);
  195. removeBallsAndPowersUP();
  196. }
  197. void GameScene::caseSaveLevel(Node *powerup_ball) {
  198. UserDefault *userdata = UserDefault::getInstance();
  199. userdata->setIntegerForKey("level", level);
  200. userdata->setDoubleForKey("time", (double) time(NULL));
  201. userdata->flush();
  202. alert(MSG_LEVEL_SAVED);
  203. powerup_ball->removeFromParentAndCleanup(true);
  204. }
  205. void GameScene::NextLevel(Ref *pSender) {
  206. auto scene = GameScene::createScene(level);
  207. Director::getInstance()->replaceScene(scene);
  208. }
  209. void GameScene::setLevel(int level) {
  210. this->level = level;
  211. char level_text[256];
  212. sprintf(level_text,"Level %d", level);
  213. auto text = Label::createWithTTF(level_text, FONT, 30);
  214. text->setAnchorPoint(Vec2());
  215. text->setPosition(10, 10);
  216. addChild(text);
  217. }
  218. // Power-up: salva o nível atual
  219. void GameScene::saveLevel() {
  220. if (over) return;
  221. if (rand_0_1() < DROP_LEVEL_SAVE)
  222. createPowerUpBody(COLOR_green, SAVE_TAG);
  223. delayCallback(CC_CALLBACK_0(GameScene::saveLevel, this));
  224. }
  225. // Power-up: deixa 3 bolas na tela ao invés de 1
  226. void GameScene::tripleBallsAppearance() {
  227. if (over) return;
  228. double delta = (time(NULL)-last_touch);
  229. if (rand_0_1() < delta*DROP_TRIPLE_BALL ){
  230. last_touch = time(NULL);
  231. if (balls->getChildrenCount() < 3)
  232. createPowerUpBody(COLOR_pink, THREE_BALLS_TAG);
  233. }
  234. delayCallback(CC_CALLBACK_0(GameScene::tripleBallsAppearance, this));
  235. }
  236. void GameScene::caseTripleBalls(Node *powerup_ball) {
  237. alert(MSG_TRIPE_BALLS);
  238. while (!over && balls->getChildrenCount() < 3)
  239. addAndThrowBall();
  240. powerup_ball->removeFromParentAndCleanup(true);
  241. }
  242. void GameScene::paddleBallAppearance() {
  243. if (over) return;
  244. if (rand_0_1() < DROP_PADDLE_BALL && over == false)
  245. createPowerUpBody(COLOR_blue, PADDLE_BALL_TAG);
  246. delayCallback(CC_CALLBACK_0(GameScene::paddleBallAppearance, this));
  247. }
  248. /* Power-up/down: 50% de chance de dobrar o tamanho da paddle,
  249. e 50% de chance de diminuir seu tamanho pela metade.
  250. Para não ficar muito fácil/difícil, impusemos tamanho mínimo/máximo da paddle.
  251. */
  252. void GameScene::caseRaqueteBall(Node *powerup_ball) {
  253. if (!over) {
  254. if (rand_0_1() < 0.5) {
  255. alert(MSG_DOUBLE_PADDLE);
  256. paddle->doubleSize();
  257. } else {
  258. alert(MSG_HALF_PADDLE);
  259. paddle->halfSize();
  260. }
  261. }
  262. powerup_ball->removeFromParentAndCleanup(true);
  263. }
  264. void GameScene::alert(std::string text) {
  265. if (!over) {
  266. auto display_label = Label::createWithTTF(text, FONT, 40);
  267. display_label->setPosition(width/2, height/2);
  268. addChild(display_label);
  269. display_label->runAction(FadeOut::create(3));
  270. }
  271. }
  272. // Power-up: deixa 3 bolas na tela ao invés de 1
  273. void GameScene::superBallAppearance() {
  274. if (over) return;
  275. if (rand_0_1() < DROP_SUPER_BALL)
  276. createPowerUpBody(COLOR_orange, SUPERBALL_TAG);
  277. delayCallback(CC_CALLBACK_0(GameScene::superBallAppearance, this));
  278. }
  279. void GameScene::caseSuperBall(Node *powerup_ball) {
  280. if (over) return;
  281. alert(MSG_SUPER_BALL);
  282. Vector<Node *> balls_vector = balls->getChildren();
  283. Ball* ball = (Ball*) balls_vector.at(0);
  284. ball->setSuperball();
  285. powerup_ball->removeFromParentAndCleanup(true);
  286. }
  287. void GameScene::removeBallsAndPowersUP () {
  288. balls->removeAllChildrenWithCleanup(true);
  289. power_ups->removeAllChildrenWithCleanup(true);
  290. paddle->removeFromParentAndCleanup(true);
  291. }
  292. void GameScene::createPowerUpBody(Color4B color, int tag) {
  293. auto ball_draw = DrawNode::create();
  294. ball_draw->drawDot(Vec2(0, 0), BALL_SIZE/3.0, Color4F(color));
  295. auto material = PhysicsMaterial(0.0f, 1.0f, 0.0f);
  296. auto physicsBody = PhysicsBody::createCircle(BALL_SIZE/3.0, material);
  297. physicsBody->setGravityEnable(true);
  298. physicsBody->setVelocity(Vec2(0,0));
  299. physicsBody->setLinearDamping(0.0);
  300. physicsBody->setMass(1.0f);
  301. physicsBody->setContactTestBitmask(0xFFFFFFFF);
  302. physicsBody->setGroup(-1);
  303. ball_draw->addComponent(physicsBody);
  304. ball_draw->setTag(tag);
  305. ball_draw->setPosition(width * rand_0_1(), height);
  306. power_ups->addChild(ball_draw, 20);
  307. }
  308. void GameScene::delayCallback(const std::function<void ()> &func) {
  309. auto delta = POWER_UP_INTERVAL/4.0 * rand_minus1_1();
  310. auto delay = DelayTime::create(POWER_UP_INTERVAL+delta);
  311. CallFunc *runCallback = CallFunc::create(func);
  312. auto seq = Sequence::create(delay, runCallback, nullptr);
  313. runAction(seq);
  314. }