GameScene.cpp 16 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 "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. #ifdef DEBUG
  18. scene->getPhysicsWorld()->setDebugDrawMask(PhysicsWorld::DEBUGDRAW_ALL);
  19. #endif
  20. GameScene* layer = GameScene::create();
  21. scene->addChild(layer);
  22. // the edge of the screen
  23. auto body = PhysicsBody::createEdgeBox(visibleSize, PhysicsMaterial(0.0f, 1.0f, 0.0f));
  24. auto edgeNode = Node::create();
  25. edgeNode->setPosition(Point(visibleSize.width/2,visibleSize.height/2));
  26. body->setDynamic(false);
  27. edgeNode->setPhysicsBody(body);
  28. scene->addChild(edgeNode);
  29. // bottom edge
  30. auto bottom_body = PhysicsBody::createEdgeBox(Size(visibleSize.width, 0));
  31. auto bottomNode = Node::create();
  32. bottomNode->setPosition(Point(visibleSize.width/2, 0));
  33. bottom_body->setDynamic(false);
  34. bottomNode->setTag(BOTTOM_TAG);
  35. bottom_body->setContactTestBitmask(0xFFFFFFFF);
  36. bottomNode->setPhysicsBody(bottom_body);
  37. layer->addChild(bottomNode);
  38. auto blocks = BlocksLayer::create();
  39. blocks->setLevel(level);
  40. blocks->setPosition(visibleSize.width/2, visibleSize.height);
  41. layer->addChild(blocks, 20);
  42. layer->setLevel(level);
  43. // inicializa os callbacks dos power ups/downs
  44. auto delay_save_level = DelayTime::create(10.0);
  45. CallFunc *runCallback_save_level = CallFunc::create(CC_CALLBACK_0(GameScene::saveLevel, layer));
  46. auto seq_save_level = Sequence::create(delay_save_level, runCallback_save_level, nullptr);
  47. CallFunc *runCallback_triple_balls = CallFunc::create(CC_CALLBACK_0(GameScene::tripleBallsAppearance, layer));
  48. auto seq_triple_balls = Sequence::create(runCallback_triple_balls, nullptr);
  49. CallFunc *runCallback_raquete_ball = CallFunc::create(CC_CALLBACK_0(GameScene::raqueteBallAppearance, layer));
  50. auto seq_raquete_ball = Sequence::create(runCallback_raquete_ball, nullptr);
  51. layer->runAction(seq_save_level);
  52. layer->runAction(seq_triple_balls);
  53. layer->runAction(seq_raquete_ball);
  54. layer->addAndThrowBall();
  55. return scene;
  56. }
  57. // on "init" you need to initialize your instance
  58. bool GameScene::init() {
  59. //////////////////////////////
  60. // 1. super init first
  61. if ( !Layer::init() ) {
  62. return false;
  63. }
  64. this->over = false;
  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. this->width = visibleSize.width;
  74. this->height = visibleSize.height;
  75. Vec2 origin = Director::getInstance()->getVisibleOrigin();
  76. // Adiona o fundo
  77. auto bg = LayerColor::create(COLOR_back);
  78. this->addChild(bg);
  79. raquete = DrawNode::create();
  80. raquete_size = PADDLE_WIDTH;
  81. float py = PADDLE_HEIGHT/2.0;
  82. float pxl = - PADDLE_WIDTH/2;
  83. float pxr = PADDLE_WIDTH/2;
  84. raquete->drawSegment(Vec2(pxl, py), Vec2(pxr, py), py, Color4F(COLOR_grey));
  85. raquete->setPositionX(visibleSize.width/2);
  86. raquete->setPositionY(PADDLE_ALTURA);
  87. auto bsize = Size(PADDLE_WIDTH+PADDLE_HEIGHT, PADDLE_HEIGHT);
  88. auto physicsBody = PhysicsBody::createBox(bsize, PhysicsMaterial(0.1f, 1.0f, 0.0f));
  89. physicsBody->setPositionOffset(Vec2(0, PADDLE_HEIGHT/2));
  90. physicsBody->setGravityEnable(false);
  91. physicsBody->setDynamic(false);
  92. physicsBody->setContactTestBitmask(0xFFFFFFFF);
  93. raquete->setTag(RACKET_TAG);
  94. raquete->addComponent(physicsBody);
  95. this->addChild(raquete);
  96. auto listener1 = EventListenerTouchOneByOne::create();
  97. // trigger when you push down
  98. listener1->onTouchBegan = [=](Touch* touch, Event* event){
  99. raquete->setPositionX(touch->getLocation().x);
  100. float px = touch->getLocation().x;
  101. if (px >= PADDLE_WIDTH/2 && px < visibleSize.width - PADDLE_WIDTH/2)
  102. raquete->setPositionX(touch->getLocation().x);
  103. return true; // if you are consuming it
  104. };
  105. // trigger when moving touch
  106. listener1->onTouchMoved = [=](Touch* touch, Event* event){
  107. float px = touch->getLocation().x;
  108. if (px >= PADDLE_WIDTH/2 && px <= visibleSize.width - PADDLE_WIDTH/2)
  109. raquete->setPositionX(touch->getLocation().x);
  110. };
  111. // Add listener
  112. _eventDispatcher->addEventListenerWithSceneGraphPriority(listener1, this);
  113. // Evento no contato das bolas
  114. auto contactListener = EventListenerPhysicsContact::create();
  115. contactListener->onContactBegin = CC_CALLBACK_1(GameScene::onContactBegin, this);
  116. _eventDispatcher->addEventListenerWithSceneGraphPriority(contactListener, this);
  117. balls = Node::create();
  118. this->addChild(balls, 21);
  119. return true;
  120. }
  121. void GameScene::addAndThrowBall() {
  122. auto visibleSize = Director::getInstance()->getVisibleSize();
  123. Ball* ball = Ball::create();
  124. ball->setPosition(visibleSize.width / 2, PADDLE_ALTURA+BALL_SIZE);
  125. ball->throwBall();
  126. balls->addChild(ball, 21);
  127. }
  128. bool GameScene::onContactBegin(PhysicsContact& contact) {
  129. auto nodeA = contact.getShapeA()->getBody()->getNode();
  130. auto nodeB = contact.getShapeB()->getBody()->getNode();
  131. if (nodeA && nodeB && nodeA->getTag() != nodeB->getTag()) {
  132. //CCLOG("%d %d", nodeB->getTag(), nodeA->getTag());
  133. if (nodeB->getTag() > nodeA->getTag()) {
  134. auto tmp = nodeB;
  135. nodeB = nodeA;
  136. nodeA = tmp;
  137. }
  138. // sempre B < A
  139. if (nodeB->getTag() == BLOCK_TAG) {
  140. auto audio = CocosDenshion::SimpleAudioEngine::getInstance();
  141. audio->playEffect("pipe.wav");
  142. nodeB->removeFromParentAndCleanup(true);
  143. } else if (nodeB->getTag() == INDESTRUCTIBLE_BLOCK_TAG) {
  144. auto audio = CocosDenshion::SimpleAudioEngine::getInstance();
  145. audio->playEffect("metal.wav");
  146. } else if (nodeB->getTag() == BOTTOM_TAG && nodeA->getTag() == BALL_TAG) {
  147. caseBallCollision(nodeA);
  148. } else if (nodeB->getTag() == CORE_TAG && nodeA->getTag() == BALL_TAG) {
  149. caseBallCore(nodeB, nodeA);
  150. } else if (nodeB->getTag() == BALL_TAG && nodeA->getTag() == CORE_TAG) {
  151. caseBallCore(nodeA, nodeB);
  152. } else if (nodeB->getTag() == SAVE_TAG && nodeA->getTag() == RACKET_TAG) {
  153. caseSaveLevel(nodeB);
  154. } else if (nodeB->getTag() == THREE_BALLS_TAG && nodeA->getTag() == RACKET_TAG) {
  155. caseTripleBalls(nodeB);
  156. } else if (nodeB->getTag() == RACKET_BALL_TAG && nodeA->getTag() == RACKET_TAG) {
  157. caseRaqueteBall(nodeB);
  158. } else if (nodeB->getTag() == SAVE_TAG && nodeA->getTag() == BOTTOM_TAG) {
  159. nodeB->removeFromParentAndCleanup(true);
  160. } else if (nodeB->getTag() == THREE_BALLS_TAG && nodeA->getTag() == BOTTOM_TAG) {
  161. nodeB->removeFromParentAndCleanup(true);
  162. } else if (nodeB->getTag() == RACKET_BALL_TAG && nodeA->getTag() == BOTTOM_TAG) {
  163. nodeB->removeFromParentAndCleanup(true);
  164. }
  165. }
  166. return true;
  167. }
  168. void GameScene::caseBallCollision (Node *ball) {
  169. auto audio = CocosDenshion::SimpleAudioEngine::getInstance();
  170. audio->playEffect("bomb.wav");
  171. ParticleSun* m_emitter = ParticleSun::create();
  172. m_emitter->setPosition(ball->getPosition());
  173. m_emitter->setDuration(1);
  174. this->addChild(m_emitter);
  175. ball->removeFromParentAndCleanup(true);
  176. if (balls->getChildrenCount() == 0) {
  177. this->over = true;
  178. auto visibleSize = Director::getInstance()->getVisibleSize();
  179. auto text = Label::createWithTTF("Game Over...", FONT, 40);
  180. text->setPosition(visibleSize.width/2, visibleSize.height/2);
  181. this->addChild(text);
  182. UserDefault *userdata = UserDefault::getInstance();
  183. level = userdata->getIntegerForKey("level", 0);
  184. auto menu_item_start = MenuItemFont::create("Restart", CC_CALLBACK_1(GameScene::NextLevel, this));
  185. menu_item_start->setPosition(text->getPosition());
  186. menu_item_start->setPositionY(menu_item_start->getPositionY()-50);
  187. auto *menu = Menu::create(menu_item_start, NULL);
  188. menu->setPosition(Point(0, 0));
  189. this->addChild(menu, 30);
  190. balls->removeFromParentAndCleanup(true);
  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 GameScene::caseSaveLevel(Node *powerup_ball) {
  213. UserDefault *userdata = UserDefault::getInstance();
  214. userdata->setIntegerForKey("level", this->level);
  215. userdata->setDoubleForKey("time", (double) time(NULL));
  216. userdata->flush();
  217. powerup_ball->removeFromParentAndCleanup(true);
  218. }
  219. void GameScene::NextLevel(Ref *pSender) {
  220. auto scene = GameScene::createScene(this->level + 1);
  221. Director::getInstance()->replaceScene(scene);
  222. }
  223. void GameScene::setLevel(int level) {
  224. this->level = level;
  225. char level_text[256];
  226. sprintf(level_text,"Level %d", this->level);
  227. auto text = Label::createWithTTF(level_text, FONT, 30);
  228. text->setAnchorPoint(Vec2());
  229. text->setPosition(10, 10);
  230. this->addChild(text);
  231. }
  232. // Power-up: salva o nível atual
  233. void GameScene::saveLevel() {
  234. if (rand_0_1() < DROP_LEVEL_SAVE && this->over == false){
  235. Size visibleSize = Director::getInstance()->getVisibleSize();
  236. auto ball_draw = DrawNode::create();
  237. ball_draw->drawDot(Vec2(0, 0), BALL_SIZE/3.0, Color4F(COLOR_green));
  238. auto physicsBody = PhysicsBody::createCircle(BALL_SIZE/3.0, PhysicsMaterial(0.0f, 1.0f, 0.0f));
  239. physicsBody->setGravityEnable(true);
  240. physicsBody->setVelocity(Vec2(0,0));
  241. physicsBody->setLinearDamping(0.0);
  242. physicsBody->setMass(1.0f);
  243. physicsBody->setContactTestBitmask(0xFFFFFFFF);
  244. physicsBody->setGroup(-1);
  245. ball_draw->addComponent(physicsBody);
  246. ball_draw->setTag(SAVE_TAG);
  247. ball_draw->setPosition(visibleSize.width * rand_0_1(), visibleSize.height);
  248. this->addChild(ball_draw);
  249. }
  250. auto delay = DelayTime::create(rand_0_1()*10.0+3.0);
  251. CallFunc *runCallback = CallFunc::create(CC_CALLBACK_0(GameScene::saveLevel, this));
  252. auto seq = Sequence::create(delay, runCallback, nullptr);
  253. this->runAction(seq);
  254. }
  255. // Power-up: deixa 3 bolas na tela ao invés de 1
  256. void GameScene::tripleBallsAppearance() {
  257. if (rand_0_1() < DROP_TRIPLE_BALL && this->over == false){
  258. Size visibleSize = Director::getInstance()->getVisibleSize();
  259. auto ball_draw = DrawNode::create();
  260. ball_draw->drawDot(Vec2(0, 0), BALL_SIZE/3.0, Color4F(COLOR_pink));
  261. auto physicsBody = PhysicsBody::createCircle(BALL_SIZE/3.0, PhysicsMaterial(0.0f, 1.0f, 0.0f));
  262. physicsBody->setGravityEnable(true);
  263. physicsBody->setVelocity(Vec2(0,0));
  264. physicsBody->setLinearDamping(0.0);
  265. physicsBody->setMass(1.0f);
  266. physicsBody->setContactTestBitmask(0xFFFFFFFF);
  267. physicsBody->setGroup(-1);
  268. ball_draw->addComponent(physicsBody);
  269. ball_draw->setTag(THREE_BALLS_TAG);
  270. ball_draw->setPosition(visibleSize.width * rand_0_1(), visibleSize.height);
  271. this->addChild(ball_draw);
  272. }
  273. auto delay = DelayTime::create(rand_0_1()*10.0);
  274. CallFunc *runCallback = CallFunc::create(CC_CALLBACK_0(GameScene::tripleBallsAppearance, this));
  275. auto seq = Sequence::create(delay, runCallback, nullptr);
  276. this->runAction(seq);
  277. }
  278. void GameScene::caseTripleBalls(Node *powerup_ball) {
  279. alert(MSG_TRIPE_BALLS);
  280. powerup_ball->removeFromParentAndCleanup(true);
  281. }
  282. void GameScene::raqueteBallAppearance() {
  283. if (rand_0_1() < DROP_RACKET_BALL && this->over == false){
  284. Size visibleSize = Director::getInstance()->getVisibleSize();
  285. auto ball_draw = DrawNode::create();
  286. ball_draw->drawDot(Vec2(0, 0), BALL_SIZE/3.0, Color4F(COLOR_blue));
  287. auto physicsBody = PhysicsBody::createCircle(BALL_SIZE/3.0, PhysicsMaterial(0.0f, 1.0f, 0.0f));
  288. physicsBody->setGravityEnable(true);
  289. physicsBody->setVelocity(Vec2(0,0));
  290. physicsBody->setLinearDamping(0.0);
  291. physicsBody->setMass(1.0f);
  292. physicsBody->setContactTestBitmask(0xFFFFFFFF);
  293. physicsBody->setGroup(-1);
  294. ball_draw->addComponent(physicsBody);
  295. ball_draw->setTag(RACKET_BALL_TAG);
  296. ball_draw->setPosition(visibleSize.width * rand_0_1(), visibleSize.height);
  297. this->addChild(ball_draw);
  298. }
  299. auto delay = DelayTime::create(rand_0_1()*10.0);
  300. CallFunc *runCallback = CallFunc::create(CC_CALLBACK_0(GameScene::raqueteBallAppearance, this));
  301. auto seq = Sequence::create(delay, runCallback, nullptr);
  302. this->runAction(seq);
  303. }
  304. /* Power-up/down: 50% de chance de dobrar o tamanho da raquete,
  305. e 50% de chance de diminuir seu tamanho pela metade.
  306. Para não ficar muito fácil/difícil, impusemos tamanho mínimo/máximo da raquete.
  307. */
  308. void GameScene::caseRaqueteBall(Node *powerup_ball) {
  309. if (!over) {
  310. char power_text[256];
  311. if (rand_0_1() < 0.5) {
  312. if (raquete_size <= PADDLE_WIDTH * 4) {
  313. sprintf(power_text, "Doubled racket size!");
  314. raquete_size *= 2;
  315. }
  316. }
  317. else {
  318. if (raquete_size >= PADDLE_WIDTH / 4) {
  319. sprintf(power_text, "Doubled racket size!");
  320. raquete_size /= 2;
  321. }
  322. }
  323. Size visibleSize = Director::getInstance()->getVisibleSize();
  324. auto text = Label::createWithTTF(power_text, FONT, 40);
  325. text->setPosition(visibleSize.width/2, visibleSize.height/2 + 2);
  326. this->addChild(text);
  327. text->runAction(FadeOut::create(3));
  328. //cria uma nova raquete e substitui a antiga raquete
  329. auto new_raquete = DrawNode::create();
  330. float py = PADDLE_HEIGHT/2.0;
  331. float pxl = - raquete_size/2;
  332. float pxr = raquete_size/2;
  333. new_raquete->drawSegment(Vec2(pxl, py), Vec2(pxr, py), py, Color4F(COLOR_grey));
  334. new_raquete->setPositionX(raquete->getPositionX());
  335. new_raquete->setPositionY(PADDLE_ALTURA);
  336. auto bsize = Size(raquete_size+PADDLE_HEIGHT, PADDLE_HEIGHT);
  337. auto physicsBody = PhysicsBody::createBox(bsize, PhysicsMaterial(0.1f, 1.0f, 0.0f));
  338. physicsBody->setPositionOffset(Vec2(0, PADDLE_HEIGHT/2));
  339. physicsBody->setGravityEnable(false);
  340. physicsBody->setDynamic(false);
  341. physicsBody->setContactTestBitmask(0xFFFFFFFF);
  342. new_raquete->setTag(RACKET_TAG);
  343. new_raquete->addComponent(physicsBody);
  344. raquete->removeFromParentAndCleanup(true);
  345. raquete = new_raquete;
  346. this->addChild(raquete);
  347. }
  348. powerup_ball->removeFromParentAndCleanup(true);
  349. }
  350. void GameScene::alert(std::string text) {
  351. if (!this->over) {
  352. auto display_label = Label::createWithTTF(text, FONT, 40);
  353. display_label->setPosition(this->width/2, this->height/2);
  354. this->addChild(display_label);
  355. display_label->runAction(FadeOut::create(3));
  356. }
  357. }