消水果游戏大家都玩过吧,今天小编给大家分享实现消水果游戏的代码,废话不多说了,具体代码如下所示: #include "InGameScene.h" #include "Pa
消水果游戏大家都玩过吧,今天小编给大家分享实现消水果游戏的代码,废话不多说了,具体代码如下所示:
#include "InGameScene.h"
#include "PauseLayer.h"
#include "ScoreScene.h"
#include "AppDelegate.h"
extern "C"
{
void showAds()
{
}
void hideads()
{
}
}
using namespace cocos2d;
using namespace CocosDenshion;
bool InGameScene::isPaused = false;
unsigned int InGameScene::level = 1;
unsigned int InGameScene::background = 1;
unsigned int InGameScene::bomb = 2;
const unsigned int InGameScene::randomDrop[8] = {0, 5, 2, 7, 1, 4, 3, 6};
const char *InGameScene::strMode[3] = {"Simple", "NORMal", "Expert"};
const unsigned int InGameScene::limitTime[3] = {60, 60, 60};
const unsigned int InGameScene::baseScore[3] = {20, 50, 100};
const unsigned int InGameScene::limitScore[3] = {6000, 10000, 12000};
const unsigned int InGameScene::limitFireball[3] = {100, 70, 30};
const unsigned int InGameScene::limitCrazy[3] = {8, 10, 6};
void InGameScene::reset()
{
InGameScene::isPaused = false;
}
InGameScene::InGameScene()
: m_nDiamondScale(1.0f)
, m_nMagicCount(0)
, m_pMagicProgress(NULL)
, m_nTime(0)
, m_nScore(0)
, m_nTempScore(0)
, m_nDiamondRow(0)
, m_nDiamondLine(0)
, m_bIsReadyGoEnd(false)
, m_pPause(NULL)
, m_pDiamondBatchnode(NULL)
, m_pRemovedDiamond(NULL)
, m_pScoreLable(NULL)
, m_pTimerBar(NULL)
, m_pMoveLable(NULL)
, m_pTargetLable(NULL)
, m_bFireballMode(false)
, m_bError(false)
, m_nTimeCount(0)
, m_nCrazyCount(0)
, m_bIsCrazyMode(false)
, m_nDiamondCount(0)
, m_pEffectDict(NULL)
, m_startType(-1)
, m_moveStatus(-1)
, moves_number_(0)
{
}
InGameScene::~InGameScene()
{
CC_SAFE_RELEASE_NULL(m_pPause);
CC_SAFE_RELEASE_NULL(m_pMagicProgress);
CC_SAFE_RELEASE_NULL(m_pMoveLable);
CC_SAFE_RELEASE_NULL(m_pTargetLable);
CC_SAFE_RELEASE_NULL(m_pTimerBar);
CC_SAFE_RELEASE_NULL(m_pScoreLable);
CC_SAFE_RELEASE_NULL(m_pDiamondBatchNode);
CC_SAFE_RELEASE_NULL(m_pRemovedDiamond);
CC_SAFE_RELEASE_NULL(m_pEffectDict);
}
void InGameScene::onEnter()
{
Image::setPVRImagesHavePremultipliedAlpha(true);
this->setTouchEnabled(true);
Layer::onEnter();
}
void InGameScene::onExit()
{
Layer::onExit();
}
Scene *InGameScene::scene()
{
Scene *scene = NULL;
do
{
scene = Scene::create();
CC_BREAK_IF(! scene);
InGameScene *layer = InGameScene::create();
CC_BREAK_IF(! layer);
scene->addChild(layer);
}
while (0);
return scene;
}
bool InGameScene::init()
{
bool bRet = false;
do
{
CC_BREAK_IF(! Layer::init());
auto listener = EventListenerTouchOneByOne::create();
listener->setSwallowTouches(false);
listener->onTouchBegan = CC_CALLBACK_2(InGameScene::onTouchBegan, this);
listener->onTouchEnded = CC_CALLBACK_2(InGameScene::onTouchEnded, this);
listener->onTouchMoved = CC_CALLBACK_2(InGameScene::onTouchMoved, this);
_eventDispatcher->addEventListenerWithSceneGraPHPriority(listener, this);
hideAds();
InGameScene::isPaused = false;
m_nDiamondRowMax = 8;
m_nDiamondLineMax = 9;
m_nDiamondScale = 1.12f;
InGameScene::level = UserDefault::getInstance()->getIntegerForKey("level");
m_nDiamondCount = InGameScene::level + 3;
if (m_nDiamondCount < 3 || m_nDiamondCount > 5)
{
break;
}
m_nTime = InGameScene::limitTime[InGameScene::level];
m_nTime = 1200;
Size winSize = Director::getInstance()->getWinSize();
auto sp = Sprite::create("gui/df.png");
addChild(sp, -3);
sp->setPosition(Vec2(winSize.width / 2, winSize.height / 2));
auto sp_top = Sprite::create("gui/top_bar.png");
addChild(sp_top, 3);
sp_top->setPosition(Vec2(winSize.width / 2, 1280 - 97));
m_pRemovedDiamond = __Array::create();
m_pRemovedDiamond->retain();
SpriteFrameCache::getInstance()->addSpriteFramesWithFile("effects/effects-800x_port_mdpi.plist");
m_pScoreLable = Label::createWithCharMap("gui/white_font.png", 25, 29, '0');
m_pScoreLable->retain();
m_pScoreLable->setString("0");
m_pScoreLable->setPosition(Vec2(583, 1280-55));
this->addChild(m_pScoreLable, 100);
m_pMoveLable = Label::createWithCharMap("gui/white_font.png", 25, 29, '0');
m_pMoveLable->retain();
m_pMoveLable->setPosition(Vec2(583, 1280-140));
m_pMoveLable->setString("50");
addChild(m_pMoveLable,100);
m_pTargetLable = Label::createWithCharMap("gui/white_font.png", 25, 29, '0');
m_pTargetLable->retain();
m_pTargetLable->setPosition(Vec2(116, 1280-58));
m_pTargetLable->setString("1000");
addChild(m_pTargetLable,100);
//创建暂停按钮
auto *pPauseItem = MenuItemImage::create("gui/game_stop.png", "gui/game_stop.png", this, menu_selector(InGameScene::menuPauseCallback));
pPauseItem->setPosition(Vec2(46, 1280-142));
Menu *pMenu = Menu::create(pPauseItem, NULL);
CC_BREAK_IF(! pMenu);
pMenu->setPosition(Vec2::ZERO);
this->addChild(pMenu, 200);
SpriteFrameCache::getInstance()->addSpriteFramesWithFile("gems/gemTexture-800x_port_mdpi.plist");
m_pDiamondBatchNode = SpriteBatchNode::create("gems/gemTexture-800x_port_mdpi.png");
m_pDiamondBatchNode->retain();
this->addChild(m_pDiamondBatchNode);
this->playReadyGo();
this->addFirstDiamond();
this->scheduleUpdate();
m_pEffectDict = __Dictionary::create();
m_pEffectDict->retain();
drawBg();
bRet = true;
}
while (0);
return bRet;
}
void InGameScene::playReadyGo()
{
if (UserDefault::getInstance()->getBoolForKey("isEffectEnabled", false))
{
SimpleAudioEngine()->playEffect("sounds/readyGo.ogg");
}
LabelTTF *readyGo = LabelTTF::create("Ready", "fonts/Verdana Bold.ttf", 60.0f);
readyGo->setPosition(Vec2(400, 750));
this->addChild(readyGo);
readyGo->setScale(0.1f);
readyGo->runAction(Sequence::create(
CCScaleTo::create(1.1f, 1.0f),
DelayTime::create(.3f),
CallFuncN::create(this, callfuncN_selector(InGameScene::readyCallback)),
NULL));
}
void InGameScene::readyCallback(Node *pSender)
{
LabelTTF *p = (LabelTTF *)pSender;
p->setFontSize(65.f);
p->setString("Go!!!");
p->runAction(Sequence::create(
DelayTime::create(.7f),
CallFuncN::create(this, callfuncN_selector(InGameScene::goCallback)),
NULL));
}
void InGameScene::goCallback(Node *pSender)
{
this->removeChild(pSender);
}
void InGameScene::addFirstDiamond()
{
SpriteFrameCache::getInstance()->addSpriteFramesWithFile("gems/gemTexture-800x_port_mdpi.plist");
this->schedule(schedule_selector(InGameScene::aDDDiamond), 1.2f / (m_nDiamondRowMax * m_nDiamondLineMax));
}
Vec2 InGameScene::getPositionByRowAndLine(int row, int line)
{
float x = CELL_WIDTH * row + OFFSET_X;
float y = CELL_HEIGHT * line + OFFSET_Y;
return Vec2(x, y);
}
void InGameScene::addDiamond(float delta)
{
int diamondType = rand() % 5;
Diamond *pDiamond = Diamond::createWithSpriteFrameName(Diamond::TypeStr[diamondType]);
pDiamond->setType(diamondType);
pDiamond->setPosition(Vec2(CELL_WIDTH * randomDrop[m_nDiamondRow] + 50, 1280 + CELL_HEIGHT));
pDiamond->setScale(0.9);
m_pDiamondBatchNode->addChild(pDiamond);
pDiamond->setMoving(true);
pDiamond->runAction(Sequence::create(
MoveTo::create(.25f, Vec2(CELL_WIDTH * randomDrop[m_nDiamondRow] + OFFSET_X, CELL_HEIGHT * m_nDiamondLine + OFFSET_Y)),
CallFuncN::create(this, callfuncN_selector(InGameScene::addEndCallback)),
NULL));
m_pDiamond[m_nDiamondLine][randomDrop[m_nDiamondRow]] = pDiamond;
if (++m_nDiamondRow == m_nDiamondRowMax)
{
m_nDiamondRow = 0;
++m_nDiamondLine;
}
if (m_nDiamondLine == m_nDiamondLineMax)
{
m_bIsReadyGoEnd = true; //首次播放宝石掉落动画结束
this->unschedule(schedule_selector(InGameScene::addDiamond)); //宝石添加动画结束
if (! InGameScene::isPaused)
{
// m_pTimerBar->runAction(MoveTo::create(float(InGameScene::limitTime[InGameScene::level]), Vec2(-380, 95)));
// this->schedule(schedule_selector(InGameScene::updateTime), 1.0f); //开始计时
}
}
}
void InGameScene::drawBg()
{
for(auto line = 0; line < m_nDiamondLineMax; line++)
{
for(auto row = 0; row < 7; row++)
{
auto sp1 = Sprite::create("gui/b1.png");
auto sp2 = Sprite::create("gui/b2.png");
if(line%2 == 0)
{
if(row%2 == 0)
{
sp1->setPosition(getPositionByRowAndLine(row, line));
sp2->setVisible(false);
}
else
{
sp2->setPosition(getPositionByRowAndLine(row, line));
sp1->setVisible(false);
}
}
else
{
if(row%2 == 0)
{
sp2->setPosition(getPositionByRowAndLine(row, line));
sp1->setVisible(false);
}
else
{
sp1->setPosition(getPositionByRowAndLine(row, line));
sp2->setVisible(false);
}
}
addChild(sp1, BG_ODER);
addChild(sp2, BG_ODER);
}
}
}
#define PAN 0.000001
void InGameScene::DrawLine()
{
auto line = Sprite::create("gui/line.png");
line->setPosition(last_position);
line->setAnchorPoint(Vec2(1, 0.5));
addChild(line, -1);
m_lineObjs.push_back(line);
if (fabs(last_position.x - cur_position.x) < PAN) {
if (last_position.y - cur_position.y > 1.0f)
{
// 向下
line->setRotation(270);
}
else
{
line->setRotation(90);
}
}
else if(fabs(last_position.y - cur_position.y) < PAN)
{
if (last_position.x - cur_position.x < 1.0f) {
line->setRotation(180);
}
}
else
{
if (last_position.x - cur_position.x < 1.0f)
{
if (last_position.y - cur_position.y < 1.0f)
{
line->setRotation(135);
}
else
{
line->setRotation(225);
}
}
else
{
if (last_position.y - cur_position.y < 1.0f)
{
line->setRotation(45);
}
else
{
line->setRotation(315);
}
}
}
}
bool InGameScene::isNearby(int line, int row, int _type)
{
if (line > 0 && m_pDiamond[line-1][row]->getType() == _type)
{
return true;
}
if (line < m_nDiamondLineMax -1 && m_pDiamond[line+1][row]->getType() == _type)
{
return true;
}
if (row > 0 && m_pDiamond[line][row-1]->getType() == _type)
{
return true;
}
if (row < m_nDiamondRowMax - 1&& m_pDiamond[line][row+1]->getType() == _type)
{
return true;
}
if (line >0 && row > 3 && m_pDiamond[line-1][row-4]->getType() == _type)
{
return true;
}
if (line > 0&& row > 1 && m_pDiamond[line-1][row-2]->getType() == _type)
{
return true;
}
if (line < m_nDiamondLineMax && row < m_nDiamondRowMax - 2 && m_pDiamond[line+1][row+2]->getType() == _type)
{
return true;
}
if (line < m_nDiamondLineMax && row < m_nDiamondRowMax - 4 && m_pDiamond[line+1][row+4]->getType() == _type)
{
return true;
}
return false;
}
void InGameScene::onTouchMoved(Touch *pTouch, Event *pEvent)
{
if (m_moveStatus==0)
{
return;
}
if(m_startType != -1)
{
return;
}
log("c");
Vec2 location = pTouch->getLocationInView();
location = Director::getInstance()->convertToGL(location);
for (int line = 0; line < m_nDiamondLineMax; ++line)
{
for (int row = 0; row < m_nDiamondRowMax; ++row)
{
if(!m_pDiamond[line][row])
{
continue;
}
if ((m_pDiamond[line][row])->boundingBox().containsPoint(location))
{
// 还在原来的格子里
if (m_pRemovedDiamond->containsObject(m_pDiamond[line][row]))
{
return;
}
ssize_t count = m_pRemovedDiamond->count();
if(count > 0)
{
// 颜色不是一样的
if (m_pDiamond[line][row]->getType() != m_startType)
{
log("-- line end -- line(%d),row(%d)",line,row);
m_moveStatus = 0;
return;
}
// if (!isNearby(line, row, m_startType))
// {
//
// return;
// }
cur_position = getPositionByRowAndLine(row, line);
DrawLine();
last_position = cur_position;
m_pDiamond[line][row]->setScale(1.05);
}
else
{
}
// 将自己加入到队列中去
m_pDiamond[line][row]->setTag(line * m_nDiamondRowMax + row);
m_pRemovedDiamond->addObject(m_pDiamond[line][row]);
}
}
}
log("c-end");
}
bool InGameScene::onTouchBegan(Touch *pTouch, Event *pEvent)
{
if (! m_bIsReadyGoEnd)
{
return true;
}
if(m_startType != -1)
{
return true;
}
log("a");
m_lineObjs.clear();
m_pRemovedDiamond->removeAllObjects();
m_moveStatus = -1;
Vec2 location = pTouch->getLocationInView();
location = Director::getInstance()->convertToGL(location);
log("b");
for (int line = 0; line < m_nDiamondLineMax; ++line)
{
for (int row = 0; row < m_nDiamondRowMax; ++row)
{
if (m_pDiamond[line][row] && (! m_pDiamond[line][row]->getMoving()))
{
if ((m_pDiamond[line][row])->boundingBox().containsPoint(location))
{
m_startType = m_pDiamond[line][row]->getType();
last_position = getPositionByRowAndLine(row, line);
log("m_starType %d",m_startType);
return true;
}
}
}
}
log("a-end");
return true;
}
void InGameScene::onTouchEnded(Touch *pTouch, Event *pEvent)
{
m_moveStatus = -1;
m_startType = -1;
log("d");
if(!handleSelectedDiamond())
{
log("sdf");
return;
}
for(auto sp : m_lineObjs)
{
sp->removeFromParent();
}
m_lineObjs.clear();
removeSelectedDiamond();
schedule(schedule_selector(InGameScene::addRemovedDiamond), 1/40);
restoreOriginalDiamond();
log("d--end");
}
void InGameScene::findSameDiamond(int type)
{
m_pRemovedDiamond->removeAllObjects();
for (int line = 0; line < m_nDiamondLineMax; ++line)
{
for (int row = 0; row < m_nDiamondRowMax; ++row)
{
Diamond *diamond = m_pDiamond[line][row];
if (diamond && (! diamond->getMoving()))
{
if (diamond->getType() == type)
{
if (! m_pRemovedDiamond->containsObject(diamond))
{
diamond->setTag(line * m_nDiamondRowMax + row); //用tag记录下可能被删除的宝石的位置
m_pRemovedDiamond->addObject(diamond);
}
}
}
}
}
}
//如果点击的宝石少于3个,则返回false,等于或多于3个则返回true
bool InGameScene::handleSelectedDiamond()
{
auto count = m_pRemovedDiamond->count();
if (count < 2)
{
m_nCrazyCount = 0;
if (m_bIsCrazyMode)
{
m_bIsCrazyMode = false;
this->removeFireModeFlame();
}
return false;
}
playJumpScore(count);
return true;
}
//-------------播放连击动画---------------//
void InGameScene::playCombAnimation(unsigned int combCount)
{
LabelTTF *comb = LabelTTF::create(__String::createWithFormat("Combo %d+", combCount)->getCString(), "fonts/Verdana Bold.ttf", 60.0f);
comb->setPosition(Vec2(400, 750));
comb->setColor(ccc3(0, 255, 255));
this->addChild(comb);
comb->setScale(0.1f);
comb->runAction(Sequence::create(
CCScaleTo::create(.5f, 1.0f),
DelayTime::create(.2f),
CallFuncN::create(this, callfuncN_selector(InGameScene::removeCombCallback)),
NULL));
}
void InGameScene::removeCombCallback(Node *pSender)
{
this->removeChild(pSender);
}
//-------------播放连击动画-END--------------//
void InGameScene::update(float delta)
{
++m_nTimeCount; // 计数,大概60次是一秒的时间
if (m_nTimeCount > 75) //未在限定时间内完成连击,连击失败
{
if (m_bIsCrazyMode)
{
m_bIsCrazyMode = false;
this->removeFireModeFlame();
}
}
// if (m_nCrazyCount > InGameScene::limitCrazy[InGameScene::level])
// {
// m_bIsCrazyMode = true;
// m_nTimeCount = .0f;
// m_nCrazyCount = 0;
// this->playFireModeFlame();
// }
}
void InGameScene::displayErrorDiamond()
{
m_bError = true;
Diamond *removed = NULL;
Ref *pObj = NULL;
CCARRAY_FOREACH(m_pRemovedDiamond, pObj)
{
removed = (Diamond *)pObj;
CC_BREAK_IF(! removed);
removed->setDisplayFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName(
Diamond::TypeBwStr[removed->getType()]));
}
}
void InGameScene::restoreOriginalDiamond()
{
if (m_bError)
{
m_bError = false;
Diamond *removed = NULL;
Ref *pObj = NULL;
CCARRAY_FOREACH(m_pRemovedDiamond, pObj)
{
removed = (Diamond *)pObj;
CC_BREAK_IF(! removed);
removed->setDisplayFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName(
Diamond::TypeStr[removed->getType()]));
}
}
}
//启动分数跳动增加的动画
void InGameScene::playJumpScore(int count)
{
m_nTempScore = InGameScene::baseScore[InGameScene::level] * count + 2 * (count - 3); //2*(count-3)宝石超过3个的奖励分
m_nScore += m_nTempScore;
this->schedule(schedule_selector(InGameScene::playJumpScoreUpdate), 0.4f / 60);
}
//分数跳动增加的动画
void InGameScene::playJumpScoreUpdate(float delta)
{
if (m_nTempScore < 0)
{
__String *strScore = __String::createWithFormat("%d", m_nScore);
m_pScoreLable->setString(strScore->getCString());
this->unschedule(schedule_selector(InGameScene::playJumpScoreUpdate));
return;
}
__String *strScore = __String::createWithFormat("%d", m_nScore - m_nTempScore);
m_pScoreLable->setString(strScore->getCString());
m_nTempScore -= InGameScene::baseScore[InGameScene::level] / 5;
}
//播放删除宝石时的动画
void InGameScene::playDiamondExplosion(const Vec2 pos)
{
Vector<SpriteFrame * > diamondExplosionNormalFrame;
for (int i = 1; i < 10; ++i)
{
SpriteFrame *frame = SpriteFrameCache::getInstance()->getSpriteFrameByName(__String::createWithFormat("gem_explosion_normal%d.png", i)->getCString());
diamondExplosionNormalFrame.pushBack(frame);
}
Animation *diamondAnimation = Animation::createWithSpriteFrames(diamondExplosionNormalFrame, 0.05f);
Sprite *explosion = Sprite::createWithSpriteFrameName("gem_explosion_normal1.png");
explosion->setPosition(pos);
this->addChild(explosion);
//播放完消失时的动画
explosion->runAction(Sequence::create(
Animate::create(diamondAnimation),
//播放完消失时的动画后,删除它
CallFuncN::create(this, callfuncN_selector(InGameScene::removeExplosionCallback)),
NULL));
}
//删除宝石消失时的动画
void InGameScene::removeExplosionCallback(Node *pSender)
{
this->removeChild(pSender, true);
}
//--------------点击宝石后的查询、移除、填充等处理--START-------------//
void InGameScene::findSelectedDiamond(int line, int row)
{
m_pRemovedDiamond->removeAllObjects();
// 递归查询相邻颜色相同的宝石
findSelectedDiamond(line, row, m_pDiamond[line][row]->getType());
}
//递归查出所有颜色一样且紧挨一起的宝石,并记录在m_pRemovedDiamond中
void InGameScene::findSelectedDiamond(int line, int row, int type)
{
if (line < 0 || line == m_nDiamondLineMax || row < 0 || row == m_nDiamondRowMax)
{
return;
}
Diamond *diamond = m_pDiamond[line][row];
if (diamond && (! diamond->getMoving()))
{
if (diamond->getType() == type)
{
if (! m_pRemovedDiamond->containsObject(diamond))
{
diamond->setTag(line * m_nDiamondRowMax + row); //用tag记录下可能被删除的宝石的位置
m_pRemovedDiamond->addObject(diamond);
findSelectedDiamond(line, row - 1, type); //递归左侧
findSelectedDiamond(line, row + 1, type); //递归右侧
findSelectedDiamond(line + 1, row, type); //递归上侧
findSelectedDiamond(line - 1, row, type); //递归下侧
}
}
}
}
void InGameScene::removeSelectedDiamond()
{
Diamond *removed = NULL;
Ref *pObj = NULL;
CCARRAY_FOREACH(m_pRemovedDiamond, pObj)
{
removed = (Diamond *)pObj;
if (removed == NULL)
{
continue;
}
this->playDiamondExplosion(removed->getPosition());
int tag = removed->getTag();
int line = tag / m_nDiamondRowMax, row = tag % m_nDiamondRowMax;
m_pDiamondBatchNode->removeChild(removed, true);
m_pDiamond[line][row] = NULL;
}
}
//补齐被删掉的宝石
void InGameScene::addRemovedDiamond(float delta)
{
int toLine, toRow;
for (toLine = 0; toLine < m_nDiamondLineMax; ++toLine)
{
for (toRow = 0; toRow < m_nDiamondRowMax; ++toRow)
{
if (m_pDiamond[toLine][toRow] == NULL) //被删除掉的宝石的位置,即要掉落的目的地
{
int fromLine;
for (fromLine = toLine + 1; fromLine < m_nDiamondLineMax; ++fromLine)
{
//被删除宝石的上方第一个存在,并处于固定状态,即没有在移动中的宝石
if (m_pDiamond[fromLine][toRow])
{
//播放宝石被添加时掉落的效果
if (m_pDiamond[fromLine][toRow]->getMoving())
{
m_pDiamond[fromLine][toRow]->stopAllActions();
}
m_pDiamond[fromLine][toRow]->setMoving(true);
m_pDiamond[fromLine][toRow]->runAction(Sequence::create(
MoveTo::create(0.25f, Vec2(100 * toRow + 50, 100 * toLine + 220)),
CallFuncN::create(this, callfuncN_selector(InGameScene::addEndCallback)),
NULL));
m_pDiamond[toLine][toRow] = m_pDiamond[fromLine][toRow];
m_pDiamond[fromLine][toRow] = NULL;
return;
}
}
if (fromLine == m_nDiamondLineMax)
{
int diamondType = rand() % 5;
Diamond *pDiamond = Diamond::createWithSpriteFrameName(Diamond::TypeStr[diamondType]);
pDiamond->setType(diamondType);
pDiamond->setScale(0.9 ); //宝石放大,减少宝石间的间隙,才会彼此紧挨着
pDiamond->setPosition(Vec2(100 * toRow + 50, 1280 + 100));
m_pDiamondBatchNode->addChild(pDiamond, 2);
//播放宝石被添加时掉落的效果
pDiamond->setMoving(true);
pDiamond->runAction(Sequence::create(
MoveTo::create(.25f, Vec2(100 * toRow + 50, 100 * toLine + 220)),
CallFuncN::create(this, callfuncN_selector(InGameScene::addEndCallback)),
NULL));
//记录每个宝石的指针
m_pDiamond[toLine][toRow] = pDiamond;
}
return;
}
}
}
if ((toLine == m_nDiamondLineMax) && (toRow == m_nDiamondRowMax))
{
this->unschedule(schedule_selector(InGameScene::addRemovedDiamond));
m_moveStatus = -1;
if (m_bFireballMode)
{
m_bFireballMode = false;
}
}
}
//宝石添加时滑动效果结束时,即宝石达到目的地时,计数减一,全部到达目的地时计数为零
void InGameScene::addEndCallback(Node *pSender)
{
((Diamond *)pSender)->setMoving(false);
}
//--------------点击宝石后的查询、移除、填充等处理--END-------------//
//-----------------游戏计时和处理相关方法--START---------------//
//时间一秒秒慢慢减少的效果,并时间将结束时,播放响应效果
void InGameScene::updateTime(float dt)
{
//m_pTimeLable->setString(__String::createWithFormat("%02d", --m_nTime)->getCString());
switch (m_nTime)
{
case 9:
if (UserDefault::getInstance()->getBoolForKey("isEffectEnabled", false))
{
SimpleAudioEngine()->playEffect("sounds/Countdown.ogg");
}
break;
case 10:
// m_pTimerBar->setDisplayFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("timerBar2.png"));
break;
case 5:
// m_pTimerBar->setDisplayFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("timerBar3.png"));
break;
case 1: //时间到了,显示Time's Up
{
this->unschedule(schedule_selector(InGameScene::updateTime));
LabelTTF *timeUp = LabelTTF::create("Time's Up", "fonts/Verdana Bold.ttf", 50.f);
timeUp->setPosition(Vec2(400, 650));
this->addChild(timeUp);
timeUp->runAction(Sequence::create(
CCScaleTo::create(1.0f, 1.3f),
CCCallFunc::create(this, callfunc_selector(InGameScene::timeUpCallback)),
NULL));
}
break;
}
//随机时间产生炸弹
if (rand() % 60 < 3)
{
this->changeDiamondToBomb();
}
}
//时间到后,跳转到相应场景
void InGameScene::timeUpCallback()
{
UserDefault::getInstance()->setIntegerForKey("LastScore", m_nScore);
if (m_nScore >= (int)(InGameScene::limitScore[InGameScene::level]))
{
++InGameScene::background; //胜利后可切到下一个场景
if (InGameScene::background > 4)
{
InGameScene::background = 1;
}
UserDefault::getInstance()->setBoolForKey("isPass", true);
// 判断是否超过了最高分
__String *highScore = __String::createWithFormat("HighScore%d", InGameScene::level);
if (m_nScore > UserDefault::getInstance()->getIntegerForKey(highScore->getCString(), -1))
{
InGameScene::background = 5;
UserDefault::getInstance()->setIntegerForKey(highScore->getCString(), m_nScore);
//Scene *pScene = LevelUpScene::scene();
//Director::getInstance()->replaceScene(pScene);
//return;
}
}
else
{
UserDefault::getInstance()->setBoolForKey("isPass", false);
}
showAds(); //显示广告
Scene *pScene = ScoreScene::scene();
Director::getInstance()->replaceScene(pScene);
}
//-----------------游戏计时和处理相关方法--END---------------//
void InGameScene::changeDiamondToBomb()
{
int row = -1, line = -1;
do
{
row = RANDOM_RANGE(0, m_nDiamondRowMax - 0.01);
line = RANDOM_RANGE(0, m_nDiamondLineMax - 0.01);
}
while (m_pDiamond[line][row] == NULL || m_pDiamond[line][row]->getBomb());
m_pDiamond[line][row]->setDisplayFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName(
Diamond::BombTypeStr[m_pDiamond[line][row]->getType()]));
m_pDiamond[line][row]->setBomb(true);
m_pDiamond[line][row]->runAction(Sequence::create(
DelayTime::create(1.5f), //1.5秒后把炸弹的贴图换回为宝石钻石
CallFuncN::create(this, callfuncN_selector(InGameScene::restoreBombToDiamondCallback)),
NULL));
}
void InGameScene::restoreBombToDiamondCallback(Node *pSender)
{
Diamond *p = (Diamond *)pSender;
if (p)
{
p->setDisplayFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName(Diamond::TypeStr[p->getType()]));
p->setBomb(false);
}
}
//-----------累积火球特效进度--START---------------//
void InGameScene::runStepFireball(unsigned int count, bool reset)
{
// if (m_pMagicProgress)
// {
// if (reset) //重新计数
// {
// m_nMagicCount = 0;
// m_pMagicProgress->runAction(CCProgressTo::create(0.1f, 0));
// return;
// }
//
// unsigned int limit = InGameScene::limitFireball[InGameScene::level];
//
// if (count > (limit - m_nMagicCount))
// {
// m_pMagicProgress->runAction(Sequence::create(
// CCProgressTo::create(0.3f, 100.0f),
// CCCallFunc::create(this, callfunc_selector(InGameScene::addFireballCallback)),//随机放置Magic宝石
// CCProgressTo::create(0.1f, 0),
// NULL));
// m_nMagicCount = 0;
// }
// else
// {
// m_nMagicCount += count;
// float percent = 100 * m_nMagicCount / limit;
// m_pMagicProgress->runAction(CCProgressTo::create(10 * (count / limit), percent));
// }
// }
}
void InGameScene::addFireballCallback()
{
int row = -1, line = -1;
do
{
row = RANDOM_RANGE(0, m_nDiamondRowMax - 0.01);
line = RANDOM_RANGE(0, m_nDiamondLineMax - 0.01);
}
while (m_pDiamond[line][row] == NULL || m_pDiamond[line][row]->getFireball());
//一颗钻石在火焰中燃烧的动画
Vector<SpriteFrame * >fireBallFrame;
for (int i = 1; i < 9; ++i)
{
__String *str = __String::createWithFormat("diamond_fireball%d.png", i);
SpriteFrame *p = SpriteFrameCache::getInstance()->getSpriteFrameByName(str->getCString());
fireBallFrame.pushBack(p);
}
Animation *fireBallAnimation = Animation::createWithSpriteFrames(fireBallFrame, 0.05f);
Animate *fireBallAnimate = Animate::create(fireBallAnimation);
m_pDiamond[line][row]->setFireball(true);
m_pDiamond[line][row]->runAction(Sequence::create(
CCRepeat::create(fireBallAnimate, 4), //宝石燃烧播放次数,大概一秒多的时间后恢复
CallFuncN::create(this, callfuncN_selector(InGameScene::removeFireballCallback)),
NULL));
}
void InGameScene::removeFireballCallback(Node *pSender)
{
Diamond *p = (Diamond *)pSender;
if (p)
{
p->setFireball(false);
p->setDisplayFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName(Diamond::TypeStr[p->getType()]));
}
}
//-----------累积火球特效进度--END---------------//
//-----------播放火球掉落特效,并删除对应一列宝石-START------------//
void InGameScene::playFireballAnimation(int line, int row)
{
m_nFireballline = m_nDiamondRowMax;
m_nFireballRow = row;
if (UserDefault::getInstance()->getBoolForKey("isEffectEnabled", false))
{
SimpleAudioEngine()->playEffect("sounds/Special_Event_fireball.ogg");
}
this->schedule(schedule_selector(InGameScene::removeLineDiamond), 0.06f);
this->playFireballAnimation(m_pDiamond[line][row]);
}
//火球特效中,删除火球对应的一列宝石
void InGameScene::removeLineDiamond(float delta)
{
if (m_pDiamond[m_nFireballline][m_nFireballRow])
{
m_pDiamondBatchNode->removeChild(m_pDiamond[m_nFireballline][m_nFireballRow], true);
m_pDiamond[m_nFireballline][m_nFireballRow] = NULL;
}
if (--m_nFireballline == -1)
{
this->unschedule(schedule_selector(InGameScene::removeLineDiamond));
}
}
//火球特效中,播放火球特效
void InGameScene::playFireballAnimation(Diamond *diamond)
{
SpriteFrameCache::getInstance()->addSpriteFramesWithFile("effects/fireball0-800x_port_mdpi.plist");
SpriteFrameCache::getInstance()->addSpriteFramesWithFile("effects/fireball1-800x_port_mdpi.plist");
Vector<SpriteFrame *> fireballFrame;
for (int i = 1; i < 17; ++i)
{
__String *fileName = __String::createWithFormat("fireball_down%d.png", i);
SpriteFrame *p = SpriteFrameCache::getInstance()->getSpriteFrameByName(fileName->getCString());
fireballFrame.pushBack(p);
}
auto animation = Animation::createWithSpriteFrames(fireballFrame, 0.06f);
auto *fireball = Sprite::createWithSpriteFrameName("fireball_down1.png");
fireball->setPosition(Vec2(diamond->getPositionX() + 35, 580));
this->addChild(fireball);
fireball->runAction(Sequence::create(
Animate::create(animation),
CallFuncN::create(this, callfuncN_selector(InGameScene::addRemovedDiamondCallback)),
NULL));
}
//火球特效中,特效结束后清理工作
void InGameScene::addRemovedDiamondCallback(Node *pSender)
{
this->removeChild(pSender);
this->schedule(schedule_selector(InGameScene::addRemovedDiamond), 1 / 40);
}
//-----------播放火球掉落特效,并删除对应一列宝石-END------------//
//------------暂停按钮功能------------------//
void InGameScene::menuPauseCallback(Ref *pSender)
{
InGameScene::isPaused = true;
showAds(); //暂停游戏时显示广告
//暂停时间更新
//m_pTimerBar->stopAllActions();
//m_pTimeLable->stopAllActions();
this->unscheduleUpdate();
//暂停时间更新
this->unschedule(schedule_selector(InGameScene::updateTime));
//弹出暂停框
m_pPause = PauseLayer::create();
m_pPause->retain();
this->addChild(m_pPause);
//启动暂停时间的更新函数,等待回复
this->schedule(schedule_selector(InGameScene::updatePaused), 1 / 60);
}
//在暂停页面时,此函数等待恢复标志,并恢复相应效果
void InGameScene::updatePaused(float delta)
{
if (! InGameScene::isPaused)
{
hideAds(); //结束暂停时,隐藏广告
this->unschedule(schedule_selector(InGameScene::updatePaused));
this->removeChild(m_pPause);
CC_SAFE_RELEASE_NULL(m_pPause);
InGameScene::level = UserDefault::getInstance()->getIntegerForKey("level");
m_nDiamondCount = InGameScene::level + 3;
//m_pTimerBar->runAction(MoveTo::create(float(m_nTime), Vec2(-380, 95)));
this->scheduleUpdate();
this->schedule(schedule_selector(InGameScene::updateTime), 1.0f);
}
}
//------------暂停按钮功能-END-----------------//
//-------------播放四周燃烧的火焰特效---------------//
void InGameScene::playFireModeFlame()
{
SpriteFrameCache::getInstance()->addSpriteFramesWithFile("effects/firemode-800x_port_mdpi.plist");
//down
Vector<SpriteFrame *> animationFrame1;
char str[64] = {0};
for (int i = 1; i < 7; ++i)
{
sprintf(str, "firemodeFlameDown%d.png", i);
SpriteFrame *p = SpriteFrameCache::getInstance()->getSpriteFrameByName(str);
animationFrame1.pushBack(p);
}
Animation *animation1 = Animation::createWithSpriteFrames(animationFrame1, 0.12f);
Sprite *p1 = Sprite::createWithSpriteFrameName("emptyPixelFireMode.png");
p1->setAnchorPoint(Vec2(0.5f, .0f));
p1->setPosition(Vec2(400, 0));
p1->setTag(2001);
this->addChild(p1);
p1->runAction(RepeatForever::create(Animate::create(animation1)));
//right
Vector<SpriteFrame *> animationFrame2;
for (int i = 1; i < 7; ++i)
{
sprintf(str, "firemodeFlameSide%d.png", i);
auto *p = SpriteFrameCache::getInstance()->getSpriteFrameByName(str);
animationFrame2.pushBack(p);
}
Animation *animation2 = Animation::createWithSpriteFrames(animationFrame2, 0.12f);
Sprite *p2 = Sprite::createWithSpriteFrameName("emptyPixelFireMode.png");
p2->setAnchorPoint(Vec2(1.0f, 0.5f));
p2->setPosition(Vec2(800, 640));
p2->setTag(2002);
this->addChild(p2);
p2->runAction(RepeatForever::create(Animate::create(animation2)));
//left
Vector<SpriteFrame *> animationFrame21;
for (int i = 1; i < 7; ++i)
{
sprintf(str, "firemodeFlameSide%d.png", i);
auto p = SpriteFrameCache::getInstance()->getSpriteFrameByName(str);
animationFrame21.pushBack(p);
}
Animation *animation21 = Animation::createWithSpriteFrames(animationFrame21, 0.12f);
Sprite *p21 = Sprite::createWithSpriteFrameName("emptyPixelFireMode.png");
p21->setFlipX(true);
p21->setAnchorPoint(Vec2(.0f, 0.5f));
p21->setPosition(Vec2(0, 640));
p21->setTag(2003);
this->addChild(p21);
p21->runAction(RepeatForever::create(Animate::create(animation21)));
//top
Vector<SpriteFrame *> animationFrame3;
for (int i = 1; i < 9; ++i)
{
sprintf(str, "firemodeFlameTop%d.png", i);
SpriteFrame *p = SpriteFrameCache::getInstance()->getSpriteFrameByName(str);
animationFrame3.pushBack(p);
}
Animation *animation3 = Animation::createWithSpriteFrames(animationFrame3, 0.12f);
Sprite *p3 = Sprite::createWithSpriteFrameName("emptyPixelFireMode.png");
p3->setAnchorPoint(Vec2(0.5f, 1.0f));
p3->setPosition(Vec2(400, 1280));
p3->setTag(2004);
this->addChild(p3);
p3->runAction(RepeatForever::create(Animate::create(animation3)));
//播放火燃烧音效
unsigned int id = SimpleAudioEngine()->playEffect("sounds/Speed_Mode_atmosphere.ogg", true);
m_pEffectDict->setObject(__String::createWithFormat("%d", id), "sounds/Speed_Mode_atmosphere");
}
void InGameScene::removeFireModeFlame()
{
//停止火燃烧音效
unsigned int id = m_pEffectDict->valueForKey("sounds/Speed_Mode_atmosphere")->uintValue();
SimpleAudioEngine()->stopEffect(id);
this->removeChildByTag(2001);
this->removeChildByTag(2002);
this->removeChildByTag(2003);
this->removeChildByTag(2004);
}
//-------------播放四周燃烧的火焰特效-END--------------//
//-------------在双倍火焰模式时,点击宝石显示的"+2"贴图-------------//
void InGameScene::displayDoubleScore()
{
SpriteFrameCache::getInstance()->addSpriteFramesWithFile("gems/gemTexture-800x_port_mdpi.plist");
Sprite *doubleScore = Sprite::createWithSpriteFrameName("time_bonus.png");
doubleScore->setPosition(Vec2(400, 750));
this->addChild(doubleScore);
doubleScore->setScale(0.3f);
doubleScore->runAction(Sequence::create(
CCScaleTo::create(.5f, 1.5f),
DelayTime::create(.6f),
CallFuncN::create(this, callfuncN_selector(InGameScene::removeDoubleScoreCallback)),
NULL));
}
void InGameScene::removeDoubleScoreCallback(Node *pSender)
{
this->removeChild(pSender);
}
//-------------在双倍火焰模式时,点击宝石显示的"+2"贴图-END------------//
您可能感兴趣的文章:Android 重力传感器在游戏开发中的应用Android开发之经典游戏贪吃蛇Android实战打飞机游戏之子弹生成与碰撞以及爆炸效果(5)Android实战打飞机游戏之怪物(敌机)类的实现(4)Android游戏开发之碰撞检测(矩形碰撞、圆形碰撞、像素碰撞)
--结束END--
本文标题: Android实现消水果游戏代码分享
本文链接: https://www.lsjlt.com/news/23129.html(转载时请注明来源链接)
有问题或投稿请发送至: 邮箱/279061341@qq.com QQ/279061341
下载Word文档到电脑,方便收藏和打印~
2024-01-21
2023-10-28
2023-10-28
2023-10-27
2023-10-27
2023-10-27
2023-10-27
回答
回答
回答
回答
回答
回答
回答
回答
回答
回答
0