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. ball->setPosition(paddle->getPositionX(), PADDLE_ALTURA+BALL_SIZE+0.1);
  97. while (paddle->getPositionY() == 0.0)
  98. ball->setPosition(paddle->getPositionX(), PADDLE_ALTURA+BALL_SIZE+0.1);
  99. ball->throwBall();
  100. balls->addChild(ball, 21);
  101. }
  102. bool GameScene::onContactBegin(PhysicsContact& contact) {
  103. auto nodeA = contact.getShapeA()->getBody()->getNode();
  104. auto nodeB = contact.getShapeB()->getBody()->getNode();
  105. if (nodeA && nodeB && nodeA->getTag() != nodeB->getTag() && !over) {
  106. if (nodeB->getTag() > nodeA->getTag()) {
  107. auto tmp = nodeB;
  108. nodeB = nodeA;
  109. nodeA = tmp;
  110. }
  111. if (nodeA->getTag() == BALL_TAG) {
  112. last_touch = time(NULL);
  113. }
  114. // sempre B < A
  115. if (nodeB->getTag() == BLOCK_TAG) {
  116. auto audio = CocosDenshion::SimpleAudioEngine::getInstance();
  117. audio->playEffect("pipe.wav");
  118. nodeB->removeFromParentAndCleanup(true);
  119. } else if (nodeB->getTag() == INDESTRUCTIBLE_BLOCK_TAG) {
  120. if (nodeA->getTag() == BALL_TAG) {
  121. Ball* ball = (Ball*) nodeA;
  122. if (ball->superball) {
  123. nodeB->removeFromParentAndCleanup(true);
  124. ball->resetNormalball();
  125. }
  126. }
  127. auto audio = CocosDenshion::SimpleAudioEngine::getInstance();
  128. audio->playEffect("metal.wav");
  129. } else if (nodeB->getTag() == BOTTOM_TAG && nodeA->getTag() == BALL_TAG) {
  130. caseBallCollision(nodeA);
  131. } else if (nodeB->getTag() == CORE_TAG && nodeA->getTag() == BALL_TAG) {
  132. caseBallCore(nodeB, nodeA);
  133. } else if (nodeB->getTag() == BALL_TAG && nodeA->getTag() == CORE_TAG) {
  134. caseBallCore(nodeA, nodeB);
  135. } else if (nodeB->getTag() == SAVE_TAG && nodeA->getTag() == PADDLE_TAG) {
  136. caseSaveLevel(nodeB);
  137. } else if (nodeB->getTag() == THREE_BALLS_TAG && nodeA->getTag() == PADDLE_TAG) {
  138. caseTripleBalls(nodeB);
  139. } else if (nodeB->getTag() == SUPERBALL_TAG && nodeA->getTag() == PADDLE_TAG) {
  140. caseSuperBall(nodeB);
  141. } else if (nodeB->getTag() == PADDLE_BALL_TAG && nodeA->getTag() == PADDLE_TAG) {
  142. caseRaqueteBall(nodeB);
  143. } else if (nodeB->getTag() == SAVE_TAG && nodeA->getTag() == BOTTOM_TAG) {
  144. nodeB->removeFromParentAndCleanup(true);
  145. } else if (nodeB->getTag() == THREE_BALLS_TAG && nodeA->getTag() == BOTTOM_TAG) {
  146. nodeB->removeFromParentAndCleanup(true);
  147. } else if (nodeB->getTag() == PADDLE_BALL_TAG && nodeA->getTag() == BOTTOM_TAG) {
  148. nodeB->removeFromParentAndCleanup(true);
  149. } else if (nodeB->getTag() == SUPERBALL_TAG && nodeA->getTag() == BOTTOM_TAG) {
  150. nodeB->removeFromParentAndCleanup(true);
  151. }
  152. }
  153. return true;
  154. }
  155. void GameScene::caseBallCollision (Node *ball) {
  156. auto audio = CocosDenshion::SimpleAudioEngine::getInstance();
  157. audio->playEffect("bomb.wav");
  158. ParticleSun* m_emitter = ParticleSun::create();
  159. m_emitter->setPosition(ball->getPosition());
  160. m_emitter->setDuration(1);
  161. addChild(m_emitter);
  162. ball->removeFromParentAndCleanup(true);
  163. if (balls->getChildrenCount() == 0) {
  164. over = true;
  165. removeBallsAndPowersUP ();
  166. auto text = Label::createWithTTF(MSG_OVER, FONT, 40);
  167. text->setPosition(width/2, height/2);
  168. addChild(text);
  169. auto menu_item_start = MenuItemFont::create(MSG_RESTART, CC_CALLBACK_1(GameScene::NextLevel, this));
  170. menu_item_start->setFontNameObj(FONT);
  171. menu_item_start->setPosition(text->getPosition());
  172. menu_item_start->setPositionY(menu_item_start->getPositionY()-50);
  173. auto *menu = Menu::create(menu_item_start, NULL);
  174. menu->setPosition(Point(0, 0));
  175. addChild(menu, 30);
  176. }
  177. }
  178. void GameScene::caseBallCore (Node *core, Node *ball) {
  179. auto scaleBy = ScaleBy::create(1.0f, 20.0f);
  180. core->getPhysicsBody()->setEnabled(false);
  181. core->runAction(scaleBy);
  182. auto audio = CocosDenshion::SimpleAudioEngine::getInstance();
  183. audio->playEffect("win.wav");
  184. auto callbackRotate = CallFunc::create([=](){
  185. level = level + 1;
  186. auto menu_item_start = MenuItemFont::create(MSG_NEXT_LEVEL, CC_CALLBACK_1(GameScene::NextLevel, this));
  187. menu_item_start->setFontNameObj(FONT);
  188. menu_item_start->setPosition(Point(width / 2, (height / 2)));
  189. auto *menu = Menu::create(menu_item_start, NULL);
  190. menu->setPosition(Point(0, 0));
  191. addChild(menu, 30);
  192. });
  193. // create a sequence with the actions and callbacks
  194. auto seq = Sequence::create(scaleBy, callbackRotate, nullptr);
  195. core->runAction(seq);
  196. removeBallsAndPowersUP();
  197. }
  198. void GameScene::caseSaveLevel(Node *powerup_ball) {
  199. UserDefault *userdata = UserDefault::getInstance();
  200. userdata->setIntegerForKey("level", level);
  201. userdata->setDoubleForKey("time", (double) time(NULL));
  202. userdata->flush();
  203. alert(MSG_LEVEL_SAVED);
  204. powerup_ball->removeFromParentAndCleanup(true);
  205. }
  206. void GameScene::NextLevel(Ref *pSender) {
  207. auto scene = GameScene::createScene(level);
  208. Director::getInstance()->replaceScene(scene);
  209. }
  210. void GameScene::setLevel(int level) {
  211. this->level = level;
  212. char level_text[256];
  213. sprintf(level_text,"Level %d", level);
  214. auto text = Label::createWithTTF(level_text, FONT, 30);
  215. text->setAnchorPoint(Vec2());
  216. text->setPosition(10, 10);
  217. addChild(text);
  218. }
  219. // Power-up: salva o nível atual
  220. void GameScene::saveLevel() {
  221. if (over) return;
  222. if (rand_0_1() < DROP_LEVEL_SAVE)
  223. createPowerUpBody(COLOR_green, SAVE_TAG);
  224. delayCallback(CC_CALLBACK_0(GameScene::saveLevel, this));
  225. }
  226. // Power-up: deixa 3 bolas na tela ao invés de 1
  227. void GameScene::tripleBallsAppearance() {
  228. if (over) return;
  229. double delta = (time(NULL)-last_touch);
  230. if (rand_0_1() < delta*DROP_TRIPLE_BALL ){
  231. last_touch = time(NULL);
  232. if (balls->getChildrenCount() < 3)
  233. createPowerUpBody(COLOR_pink, THREE_BALLS_TAG);
  234. }
  235. delayCallback(CC_CALLBACK_0(GameScene::tripleBallsAppearance, this));
  236. }
  237. void GameScene::caseTripleBalls(Node *powerup_ball) {
  238. alert(MSG_TRIPE_BALLS);
  239. while (!over && balls->getChildrenCount() < 3)
  240. addAndThrowBall();
  241. powerup_ball->removeFromParentAndCleanup(true);
  242. }
  243. void GameScene::paddleBallAppearance() {
  244. if (over) return;
  245. if (rand_0_1() < DROP_PADDLE_BALL && over == false)
  246. createPowerUpBody(COLOR_blue, PADDLE_BALL_TAG);
  247. delayCallback(CC_CALLBACK_0(GameScene::paddleBallAppearance, this));
  248. }
  249. /* Power-up/down: 50% de chance de dobrar o tamanho da paddle,
  250. e 50% de chance de diminuir seu tamanho pela metade.
  251. Para não ficar muito fácil/difícil, impusemos tamanho mínimo/máximo da paddle.
  252. */
  253. void GameScene::caseRaqueteBall(Node *powerup_ball) {
  254. if (!over) {
  255. if (rand_0_1() < 0.5) {
  256. alert(MSG_DOUBLE_PADDLE);
  257. paddle->doubleSize();
  258. } else {
  259. alert(MSG_HALF_PADDLE);
  260. paddle->halfSize();
  261. }
  262. }
  263. powerup_ball->removeFromParentAndCleanup(true);
  264. }
  265. void GameScene::alert(std::string text) {
  266. if (!over) {
  267. auto display_label = Label::createWithTTF(text, FONT, 40);
  268. display_label->setPosition(width/2, height/2);
  269. addChild(display_label);
  270. display_label->runAction(FadeOut::create(3));
  271. }
  272. }
  273. // Power-up: deixa 3 bolas na tela ao invés de 1
  274. void GameScene::superBallAppearance() {
  275. if (over) return;
  276. if (rand_0_1() < DROP_SUPER_BALL)
  277. createPowerUpBody(COLOR_orange, SUPERBALL_TAG);
  278. delayCallback(CC_CALLBACK_0(GameScene::superBallAppearance, this));
  279. }
  280. void GameScene::caseSuperBall(Node *powerup_ball) {
  281. if (over) return;
  282. alert(MSG_SUPER_BALL);
  283. Vector<Node *> balls_vector = balls->getChildren();
  284. Ball* ball = (Ball*) balls_vector.at(0);
  285. ball->setSuperball();
  286. powerup_ball->removeFromParentAndCleanup(true);
  287. }
  288. void GameScene::removeBallsAndPowersUP () {
  289. balls->removeAllChildrenWithCleanup(true);
  290. power_ups->removeAllChildrenWithCleanup(true);
  291. paddle->removeFromParentAndCleanup(true);
  292. }
  293. void GameScene::createPowerUpBody(Color4B color, int tag) {
  294. auto ball_draw = DrawNode::create();
  295. ball_draw->drawDot(Vec2(0, 0), BALL_SIZE/3.0, Color4F(color));
  296. auto material = PhysicsMaterial(0.0f, 1.0f, 0.0f);
  297. auto physicsBody = PhysicsBody::createCircle(BALL_SIZE/3.0, material);
  298. physicsBody->setGravityEnable(true);
  299. physicsBody->setVelocity(Vec2(0,0));
  300. physicsBody->setLinearDamping(0.0);
  301. physicsBody->setMass(1.0f);
  302. physicsBody->setContactTestBitmask(0xFFFFFFFF);
  303. physicsBody->setGroup(-1);
  304. ball_draw->addComponent(physicsBody);
  305. ball_draw->setTag(tag);
  306. ball_draw->setPosition(width * rand_0_1(), height);
  307. power_ups->addChild(ball_draw, 20);
  308. }
  309. void GameScene::delayCallback(const std::function<void ()> &func) {
  310. auto delta = POWER_UP_INTERVAL/4.0 * rand_minus1_1();
  311. auto delay = DelayTime::create(POWER_UP_INTERVAL+delta);
  312. CallFunc *runCallback = CallFunc::create(func);
  313. auto seq = Sequence::create(delay, runCallback, nullptr);
  314. runAction(seq);
  315. }