cocos2dx 打武器玩法实现
发布时间:2020-12-14 21:29:16 所属栏目:百科 来源:网络整理
导读:实现一个从空中飞来各种武器:飞镖,菜刀,斧头、刀子,还有各种蔬菜水果作为障碍物,所有东西飞向屏幕中央,主角站在正中心去躲避武器,武器打到身上会受到伤害,蔬菜水果不会,代码实现如下: .h文件 #ifndef __SCATTER_H__#define __SCATTER_H__#include "
实现一个从空中飞来各种武器:飞镖,菜刀,斧头、刀子,还有各种蔬菜水果作为障碍物,所有东西飞向屏幕中央,主角站在正中心去躲避武器,武器打到身上会受到伤害,蔬菜水果不会,代码实现如下:
.h文件 #ifndef __SCATTER_H__ #define __SCATTER_H__ #include "cocos2d.h" #include "Box2D/Box2D.h" #include "Characters/Hero.h" #include "Characters/Hero2.h" #include "Characters/Hero3.h" #include "Characters/Hero4.h" #include "global.h" class GameScene; #include "Scene/GameScene.h" USING_NS_CC; class SmritiShadow:public CCNode { public: ~SmritiShadow(); void draw(); CREATE_FUNC(SmritiShadow) bool init(); void onDraw(); static void reset(); void setTarget(CCSprite* spr,CCTexture2D* tex); static CCGLProgram * pg; CCSprite* target; CCTexture2D *texture2d; Vertex *Vertices; long pretime; int arrcount; GLuint vertexBuffer; GLuint indexBuffer; }; class BodyDef; class b2Body; namespace cocos2d { class GB2ShapeCache { public: // Static interface static GB2ShapeCache* sharedGB2ShapeCache(void); public: bool init(); void addShapesWithFile(const std::string &plist); void addFixturesToBody(b2Body *body,const std::string &shape); cocos2d::CCPoint anchorPointForShape(const std::string &shape); void reset(); float getPtmRatio() { return ptmRatio; } ~GB2ShapeCache() {} private: std::map<std::string,BodyDef *> shapeObjects; GB2ShapeCache(void) {} float ptmRatio; }; } class ContactListener : public b2ContactListener { public: void BeginContact(b2Contact* contact); void EndContact(b2Contact* contact); }; class Scatter:public CCNode { public: ~Scatter(); static Scatter* gthis; virtual void draw(); void onDraw(); CREATE_FUNC(Scatter) bool init(); void addNewSpriteWithCoords(CCPoint p); void addBullet(int dr); void update(float dt); void porr(); void setdifficulty(float df); void touchhandle(CCPoint curpt); void attackhandle(b2Body* b); void reset(); void delayremove(CCNode* node,void* param); void setHitct(int ct); void setOverListener(CCObject* pSelectorTarget,SEL_CallFunc win,SEL_CallFunc fail); CCObject* m_pSelector; ContactListener* contactListener; CCTexture2D *texture2d; SEL_CallFunc m_wsc,m_fsc; b2World *m_world; std::vector<b2Body*> m_bodies; void setoff(float x); Hero *hero; float m_level,m_levelf; long pretime,pretimef; float attackdelay; CCPoint attackpoint; int m_curhitcount,m_hitct; int isover,ispause,status; float speed; float xoff; float mindis; void actionOver(CCObject* node,void* param); std::map<CCSprite*,CCNode*> m_tars; long m_killemenynum; //杀敌数目 long m_levelscore;//关卡分数 long m_herohurttimes;//主角受伤次数 long m_goldNum; long m_combomnum; long m_maxcombom; long m_perfectnum; long m_greatenum; GameScene *m_s; int hurts[7]; void UpdateLevelData();//更新关卡分数和敌人数目 void PlayEffects(); }; #endif .cpp文件 #include "Scatter.h" #include "Scene/GameLayer.h" #include "Common/GameSound.h" #include "Common/Defines.h" #include "Common/Game.h" #include "Common/EnterStageDataExchange.h" #include "Modules/Archive.h" #include "SuckBlood.h" #include "GameLogic/GameLogic.h" class FixtureDef { public: FixtureDef() : next(NULL) {} ~FixtureDef() { delete next; delete fixture.shape; } FixtureDef *next; b2FixtureDef fixture; int callbackData; }; class BodyDef { public: BodyDef() : fixtures(NULL) {} ~BodyDef() { if (fixtures) delete fixtures; } FixtureDef *fixtures; CCPoint anchorPoint; }; static GB2ShapeCache *_sharedGB2ShapeCache = NULL; GB2ShapeCache* GB2ShapeCache::sharedGB2ShapeCache(void) { if (!_sharedGB2ShapeCache) { _sharedGB2ShapeCache = new GB2ShapeCache(); _sharedGB2ShapeCache->init(); } return _sharedGB2ShapeCache; } bool GB2ShapeCache::init() { return true; } void GB2ShapeCache::reset() { std::map<std::string,BodyDef *>::iterator iter; for (iter = shapeObjects.begin() ; iter != shapeObjects.end() ; ++iter) { delete iter->second; } shapeObjects.clear(); } void GB2ShapeCache::addFixturesToBody(b2Body *body,const std::string &shape) { std::map<std::string,BodyDef *>::iterator pos = shapeObjects.find(shape); assert(pos != shapeObjects.end()); BodyDef *so = (*pos).second; FixtureDef *fix = so->fixtures; while (fix) { body->CreateFixture(&fix->fixture); fix = fix->next; } } cocos2d::CCPoint GB2ShapeCache::anchorPointForShape(const std::string &shape) { std::map<std::string,BodyDef *>::iterator pos = shapeObjects.find(shape); assert(pos != shapeObjects.end()); BodyDef *bd = (*pos).second; return bd->anchorPoint; } void GB2ShapeCache::addShapesWithFile(const std::string &plist) { //const char *fullName = CCFileUtils::sharedFileUtils()->fullPathForFilename(plist.c_str()).c_str(); CCDictionary *dict = CCDictionary::createWithContentsOfFile(plist.c_str()); // not triggered - cocos2dx delivers empty dict if non was found CCAssert(dict != NULL,"Shape-file not found"); CCAssert(dict->count() != 0,"plist file empty or not existing"); CCDictionary *metadataDict = (CCDictionary *)dict->objectForKey("metadata"); int format = static_cast<CCString *>(metadataDict->objectForKey("format"))->intValue(); ptmRatio = static_cast<CCString *>(metadataDict->objectForKey("ptm_ratio"))->floatValue(); CCLOG("ptmRatio = %f",ptmRatio); CCAssert(format == 1,"Format not supported"); CCDictionary *bodyDict = (CCDictionary *)dict->objectForKey("bodies"); b2Vec2 vertices[b2_maxPolygonVertices]; CCDictElement *dictElem; std::string bodyName; CCDictionary *bodyData; //iterate body list CCDICT_FOREACH(bodyDict,dictElem ) { bodyData = (CCDictionary*)dictElem->getObject(); bodyName = dictElem->getStrKey(); BodyDef *bodyDef = new BodyDef(); bodyDef->anchorPoint = CCPointFromString(static_cast<CCString *>(bodyData->objectForKey("anchorpoint"))->getCString()); CCArray *fixtureList = (CCArray*)(bodyData->objectForKey("fixtures")); FixtureDef **nextFixtureDef = &(bodyDef->fixtures); //iterate fixture list CCObject *arrayElem; CCARRAY_FOREACH(fixtureList,arrayElem) { b2FixtureDef basicData; CCDictionary* fixtureData = (CCDictionary*)arrayElem; basicData.filter.categoryBits = static_cast<CCString *>(fixtureData->objectForKey("filter_categoryBits"))->intValue(); basicData.filter.maskBits = static_cast<CCString *>(fixtureData->objectForKey("filter_maskBits"))->intValue(); basicData.filter.groupIndex = static_cast<CCString *>(fixtureData->objectForKey("filter_groupIndex"))->intValue(); basicData.friction = static_cast<CCString *>(fixtureData->objectForKey("friction"))->floatValue(); basicData.density = static_cast<CCString *>(fixtureData->objectForKey("density"))->floatValue(); basicData.restitution = static_cast<CCString *>(fixtureData->objectForKey("restitution"))->floatValue(); basicData.isSensor = (bool)static_cast<CCString *>(fixtureData->objectForKey("isSensor"))->intValue(); CCString *cb = static_cast<CCString *>(fixtureData->objectForKey("userdataCbValue")); int callbackData = 0; if (cb) callbackData = cb->intValue(); std::string fixtureType = static_cast<CCString *>(fixtureData->objectForKey("fixture_type"))->m_sString; if (fixtureType == "POLYGON") { CCArray *polygonsArray = (CCArray *)(fixtureData->objectForKey("polygons")); CCObject *dicArrayElem; CCARRAY_FOREACH(polygonsArray,dicArrayElem) { FixtureDef *fix = new FixtureDef(); fix->fixture = basicData; // copy basic data fix->callbackData = callbackData; b2PolygonShape *polyshape = new b2PolygonShape(); int vindex = 0; CCArray *polygonArray = (CCArray*)dicArrayElem; assert(polygonArray->count() <= b2_maxPolygonVertices); CCObject *piter; CCARRAY_FOREACH(polygonArray,piter) { CCString *verStr = (CCString*)piter; CCPoint offset = CCPointFromString(verStr->getCString()); vertices[vindex].x = (offset.x / ptmRatio) ; vertices[vindex].y = (offset.y / ptmRatio) ; vindex++; } polyshape->Set(vertices,vindex); fix->fixture.shape = polyshape; // create a list *nextFixtureDef = fix; nextFixtureDef = &(fix->next); } } else if (fixtureType == "CIRCLE") { FixtureDef *fix = new FixtureDef(); fix->fixture = basicData; // copy basic data fix->callbackData = callbackData; CCDictionary *circleData = (CCDictionary *)fixtureData->objectForKey("circle"); b2CircleShape *circleShape = new b2CircleShape(); circleShape->m_radius = static_cast<CCString *>(circleData->objectForKey("radius"))->floatValue() / ptmRatio; CCPoint p = CCPointFromString(static_cast<CCString *>(circleData->objectForKey("position"))->getCString()); circleShape->m_p = b2Vec2(p.x / ptmRatio,p.y / ptmRatio); fix->fixture.shape = circleShape; // create a list *nextFixtureDef = fix; nextFixtureDef = &(fix->next); } else { CCAssert(0,"Unknown fixtureType"); } } // add the body element to the hash shapeObjects[bodyName] = bodyDef; } } const char* vertshader=" attribute vec4 a_position; attribute vec2 a_texCoord; attribute vec4 a_color; varying vec4 v_fragmentColor; varying vec2 v_texCoord; void main() { gl_Position = CC_MVPMatrix * a_position; v_fragmentColor = a_color; v_texCoord = a_texCoord; }"; const char* fragshader=" varying vec4 v_fragmentColor; varying vec2 v_texCoord; uniform sampler2D CC_Texture0; void main() { vec4 color=texture2D(CC_Texture0,v_texCoord); gl_FragColor =color*v_fragmentColor.a; }"; CCGLProgram * SmritiShadow::pg=0; void SmritiShadow::draw() { onDraw(); CCNode::draw(); } void SmritiShadow::onDraw() { struct timeval tv; gettimeofday(&tv,NULL); long ct=tv.tv_sec*1000000+tv.tv_usec; if(ct-pretime>50000) { pretime=ct; arrcount=0; for(int i=0;i<20;i+=4) { Vertices[i].Position[0]=Vertices[i+4].Position[0]; Vertices[i].Position[1]=Vertices[i+4].Position[1]; Vertices[i+1].Position[0]=Vertices[i+5].Position[0]; Vertices[i+1].Position[1]=Vertices[i+5].Position[1]; Vertices[i+2].Position[0]=Vertices[i+6].Position[0]; Vertices[i+2].Position[1]=Vertices[i+6].Position[1]; Vertices[i+3].Position[0]=Vertices[i+7].Position[0]; Vertices[i+3].Position[1]=Vertices[i+7].Position[1]; } CCSize sz=texture2d->getContentSize(); CCPoint pos=target->getPosition(); CCPoint midp=pos; CCSize sz1=target->getContentSize(); bool bfx=target->isFlipX(); bool bfy=target->isFlipY(); CCPoint ap=target->getAnchorPoint(); float rad=CC_DEGREES_TO_RADIANS(target->getRotation()); pos.x-=sz1.width*ap.x; pos.y-=sz1.height*ap.y; float s=sin(-rad); float c=cos(-rad); Vertices[20].Position[0]=c*pos.x-s*pos.y+(1-c)*midp.x+s*midp.y; Vertices[20].Position[1]=s*pos.x+c*pos.y-s*midp.x+(1-c)*midp.y; Vertices[21].Position[0]=c*(pos.x+sz.width)-s*pos.y+(1-c)*midp.x+s*midp.y; Vertices[21].Position[1]=s*(pos.x+sz.width)+c*pos.y-s*midp.x+(1-c)*midp.y; Vertices[22].Position[0]=c*pos.x-s*(pos.y+sz.height)+(1-c)*midp.x+s*midp.y; Vertices[22].Position[1]=s*pos.x+c*(pos.y+sz.height)-s*midp.x+(1-c)*midp.y; Vertices[23].Position[0]=c*(pos.x+sz.width)-s*(pos.y+sz.height)+(1-c)*midp.x+s*midp.y; Vertices[23].Position[1]=s*(pos.x+sz.width)+c*(pos.y+sz.height)-s*midp.x+(1-c)*midp.y; float tempx=0,tempy=0; if(bfx) { tempx=Vertices[20].Position[0]; tempy=Vertices[20].Position[1]; Vertices[20].Position[0]=Vertices[21].Position[0]; Vertices[20].Position[1]=Vertices[21].Position[1]; Vertices[21].Position[0]=tempx; Vertices[21].Position[1]=tempy; tempx=Vertices[22].Position[0]; tempy=Vertices[22].Position[1]; Vertices[22].Position[0]=Vertices[23].Position[0]; Vertices[22].Position[1]=Vertices[23].Position[1]; Vertices[23].Position[0]=tempx; Vertices[23].Position[1]=tempy; } if(bfy) { tempx=Vertices[20].Position[0]; tempy=Vertices[20].Position[1]; Vertices[20].Position[0]=Vertices[22].Position[0]; Vertices[20].Position[1]=Vertices[22].Position[1]; Vertices[22].Position[0]=tempx; Vertices[22].Position[1]=tempy; tempx=Vertices[21].Position[0]; tempy=Vertices[21].Position[1]; Vertices[21].Position[0]=Vertices[23].Position[0]; Vertices[21].Position[1]=Vertices[23].Position[1]; Vertices[23].Position[0]=tempx; Vertices[23].Position[1]=tempy; } for(int i=16;i>=0;i-=4) { if(Vertices[i].Position[0]==Vertices[20].Position[0]) { arrcount+=1; } } } float dst=771,src=1; glEnable(GL_BLEND); glBlendFunc(GL_ONE,GL_ONE); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); pg->use(); pg->setUniformsForBuiltins(); GLushort iarr[]={0,1,2,3,0+4,1+4,2+4,3+4,0+8,1+8,2+8,3+8,0+12,1+12,2+12,3+12,0+16,1+16,2+16,3+16}; glBindBuffer(GL_ARRAY_BUFFER,vertexBuffer); glBufferData(GL_ARRAY_BUFFER,sizeof(Vertex)*20,Vertices,GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,indexBuffer); glBufferData(GL_ELEMENT_ARRAY_BUFFER,sizeof(iarr),iarr,GL_STATIC_DRAW); GLint _positionLocation = glGetAttribLocation(pg->getProgram(),"a_position"); GLint _colorLocation = glGetAttribLocation(pg->getProgram(),"a_color"); GLint _textureLocation = glGetAttribLocation(pg->getProgram(),"a_texCoord"); GLint _textureUniform = glGetUniformLocation(pg->getProgram(),"CC_Texture0"); glEnableVertexAttribArray(_positionLocation); glEnableVertexAttribArray(_colorLocation); glEnableVertexAttribArray(_textureLocation); glVertexAttribPointer(_positionLocation,GL_FLOAT,GL_FALSE,sizeof(Vertex),(GLvoid*)offsetof(Vertex,Position)); glVertexAttribPointer(_colorLocation,4,Color)); glVertexAttribPointer(_textureLocation,TexCoord)); ccGLBindTexture2DN(0,texture2d->getName()); glUniform1i(_textureUniform,0); glDrawElements(GL_TRIANGLES,sizeof(iarr)/sizeof(GLushort)-arrcount*6,GL_UNSIGNED_SHORT,0); glDisable(GL_DEPTH_TEST); glBlendFunc(src,dst); glBindBuffer(GL_ARRAY_BUFFER,0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); } SmritiShadow::~SmritiShadow() { glDeleteBuffers(1,&vertexBuffer); glDeleteBuffers(1,&indexBuffer); delete[] Vertices; } void SmritiShadow::setTarget(CCSprite* spr,CCTexture2D* tex) { target=spr; texture2d=tex; CCSize sz=tex->getContentSize(); CCSize sz1=spr->getContentSize(); CCPoint pos=spr->getPosition(); CCPoint ap=target->getAnchorPoint(); pos.x-=sz1.width*ap.x; pos.y-=sz1.height*ap.y; for(int i=0;i<24;i+=4) { Vertices[i].Position[0]=pos.x; Vertices[i].Position[1]=pos.y; Vertices[i].Position[2]=0; Vertices[i+1].Position[0]=pos.x+sz.width; Vertices[i+1].Position[1]=pos.y; Vertices[i+1].Position[2]=0; Vertices[i+2].Position[0]=pos.x; Vertices[i+2].Position[1]=pos.y+sz.height; Vertices[i+2].Position[2]=0; Vertices[i+3].Position[0]=pos.x+sz.width; Vertices[i+3].Position[1]=pos.y+sz.height; Vertices[i+3].Position[2]=0; } } void SmritiShadow::reset() { if(pg) { pg->reset(); pg->initWithVertexShaderByteArray(vertshader,fragshader); pg->addAttribute(kCCAttributeNamePosition,kCCVertexAttrib_Position); pg->addAttribute(kCCAttributeNameColor,kCCVertexAttrib_Color); pg->addAttribute(kCCAttributeNameTexCoord,kCCVertexAttrib_TexCoords); pg->link(); pg->updateUniforms(); } } bool SmritiShadow::init() { struct timeval tv; gettimeofday(&tv,NULL); long ct=tv.tv_sec*1000000+tv.tv_usec; pretime=ct; arrcount=0; Vertices=new Vertex[4*6]; for(int i=0;i<24;i+=4) { Vertices[i].Color[3]=0.2*(i/4+1); Vertices[i].TexCoord[0]=0; Vertices[i].TexCoord[1]=1; Vertices[i+1].Color[3]=0.2*(i/4+1); Vertices[i+1].TexCoord[0]=1; Vertices[i+1].TexCoord[1]=1; Vertices[i+2].Color[3]=0.2*(i/4+1); Vertices[i+2].TexCoord[0]=0; Vertices[i+2].TexCoord[1]=0; Vertices[i+3].Color[3]=0.2*(i/4+1); Vertices[i+3].TexCoord[0]=1; Vertices[i+3].TexCoord[1]=0; } glGenBuffers( 1,&vertexBuffer ); glGenBuffers( 1,&indexBuffer ); texture2d=0; target=0; if(pg==0) { pg=new CCGLProgram(); pg->initWithVertexShaderByteArray(vertshader,fragshader); pg->link(); pg->updateUniforms(); } return true; } void ContactListener::BeginContact(b2Contact* contact) { b2Body* bodyA = contact->GetFixtureA()->GetBody(); b2Body* bodyB = contact->GetFixtureB()->GetBody(); CCSprite* spriteA = (CCSprite*)bodyA->GetUserData(); CCSprite* spriteB = (CCSprite*)bodyB->GetUserData(); if((int)spriteA==1) { int tag=spriteB->getTag()-500; int tag1=spriteB->getTag()-600; if((tag>=2&&tag<=4)||(tag1>=1&&tag1<=7)) { std::vector<b2Body*>::iterator iter=std::find(Scatter::gthis->m_bodies.begin(),Scatter::gthis->m_bodies.end(),bodyB); if(iter==Scatter::gthis->m_bodies.end()) Scatter::gthis->m_bodies.push_back(bodyB); } } if((int)spriteB==1) { int tag=spriteA->getTag()-500; int tag1=spriteA->getTag()-600; if((tag>=2&&tag<=4)||(tag1>=1&&tag1<=7)) { std::vector<b2Body*>::iterator iter=std::find(Scatter::gthis->m_bodies.begin(),bodyA); if(iter==Scatter::gthis->m_bodies.end()) Scatter::gthis->m_bodies.push_back(bodyA); } } } void ContactListener::EndContact(b2Contact* contact) { } Scatter* Scatter::gthis=0; void Scatter::draw() { CCNode::draw(); onDraw(); } void Scatter::onDraw() { } void Scatter::addNewSpriteWithCoords(CCPoint p) { std::string name; char sname[32]; int rd=rand()%4+1; sprintf(sname,"fruit%d",rd); name=sname; CCSprite *sprite = CCSprite::create((name+".png").c_str()); p.x+=xoff; sprite->setPosition(p); sprite->setTag(500+rd); addChild(sprite); b2BodyDef bodyDef; bodyDef.type = b2_dynamicBody; bodyDef.position.Set(p.x/32.0,p.y/32.0); bodyDef.userData = sprite; b2Body *body = m_world->CreateBody(&bodyDef); GB2ShapeCache *sc = GB2ShapeCache::sharedGB2ShapeCache(); sc->addFixturesToBody(body,sname); sprite->setAnchorPoint(sc->anchorPointForShape(sname)); b2Vec2 wd=body->GetWorldCenter(); body->SetAngularDamping(1.5); int dr=1; dr=p.x<480+xoff?1:-1; body->ApplyLinearImpulse(b2Vec2(dr*(10*m_level+rand()%10),2+rand()%10),b2Vec2(wd.x-0.1,wd.y+0.2)); } void Scatter::addBullet(int dr) { char sname[32]; int rd=rand()%6+1; sprintf(sname,"tool%d",rd); std::string name=sname; name=name+".png"; CCSprite *sprite = CCSprite::create(name.c_str()); float x=0,px=0; if(dr==1) { x=-140; px=20*m_level; sprite->setFlipX(true); } else { x=1100; px=-20*m_level; } float vh=10+rand()%290; if(rd==6||rd==7) { vh=0; } sprite->setTag(600+rd); CCPoint p=ccp(x,250+vh); sprite->setPosition(p); addChild(sprite,1); SmritiShadow* pp=SmritiShadow::create(); char tname[32]; sprintf(tname,"tool%d_s.png",rd); pp->setTarget(sprite,CCTextureCache::sharedTextureCache()->textureForKey(tname)); pp->setTag(10); addChild(pp); m_tars.insert(std::map<CCSprite*,CCNode*>::value_type(sprite,pp)); b2BodyDef bodyDef; bodyDef.type = b2_dynamicBody; bodyDef.position.Set((p.x+xoff)/32.0,p.y/32.0); bodyDef.userData = sprite; b2Body *body = m_world->CreateBody(&bodyDef); GB2ShapeCache *sc = GB2ShapeCache::sharedGB2ShapeCache(); sc->addFixturesToBody(body,sname); sprite->setAnchorPoint(sc->anchorPointForShape(sname)); b2Fixture* bf=body->GetFixtureList(); while(bf) { bf->SetSensor(true); bf=bf->GetNext(); } px*=body->GetMass(); b2Vec2 wd=body->GetWorldCenter(); body->SetGravityScale(0); body->SetAngularDamping(1.0); body->ApplyLinearImpulse(b2Vec2(px,-(vh/570.0)*abs(px)),b2Vec2(wd.x-0.2,wd.y+0.2)); } void Scatter::setdifficulty(float df) { m_level=df; } void Scatter::actionOver(CCObject* node,void* param) { CCNode* snode=(CCNode*)node; snode->removeFromParentAndCleanup(true); } void Scatter::porr() { if(ispause==0) { unscheduleUpdate(); ispause=1; } else { scheduleUpdate(); ispause=0; } } void Scatter::setHitct(int ct) { m_hitct=ct; } void Scatter::attackhandle(b2Body* b) { CCSprite* myActor = (CCSprite*)b->GetUserData(); int tag=myActor->getTag(); float ax=myActor->getPositionX(); CCRect rc1=myActor->boundingBox(); CCRect rc2 =hero->boundingBox(); rc2=CCRect(rc2.origin.x-rc2.size.width/3,rc2.origin.y,rc2.size.width*(1.0+2.0/3.0),rc2.size.height); //int dis=ccpDistance(hero->getPosition(),myActor->getPosition()); if(((attackpoint.x>480&&b->GetLinearVelocity().x<0)||(attackpoint.x<480&&b->GetLinearVelocity().x>0))&&((tag>600))&&rc1.intersectsRect(rc2)) { status=2; b->SetGravityScale(5); b2Vec2 wd=b->GetWorldCenter(); struct timeval now; gettimeofday(&now,NULL); srand(now.tv_sec*1000000+now.tv_usec); b2Vec2 bm=b->GetLinearVelocity(); int dr=1; if(bm.x>0) dr=-1; b->ApplyLinearImpulse(b2Vec2(dr*(80+rand()%20),20+rand()%70),wd.y+0.2)); b2Fixture* bf=b->GetFixtureList(); while(bf) { bf->SetSensor(false); bf=bf->GetNext(); } tag=tag-600; if(tag>3) myActor->setTag(0); attackdelay=0; GameSound::getGameSound()->PlaySoundsEffect(sound_hero_hero_hit1); char effectname[100]; if(EnterStageDataExchange::getInstance()->m_chaID==1) { CCArmatureDataManager::sharedArmatureDataManager()->addArmatureFileInfo("export/robot_hurt_effects/gx20.png","export/robot_hurt_effects/gx20.plist","export/robot_hurt_effects/gx2.ExportJson"); sprintf(effectname,"gx2"); } else if(EnterStageDataExchange::getInstance()->m_chaID==2) { CCArmatureDataManager::sharedArmatureDataManager()->addArmatureFileInfo("export/kaka_effects/gx100.png","export/kaka_effects/gx100.plist","export/kaka_effects/gx10.ExportJson"); sprintf(effectname,"gx10"); } else if(EnterStageDataExchange::getInstance()->m_chaID==3) { sprintf(effectname,"gx2"); } else if(EnterStageDataExchange::getInstance()->m_chaID==4) { CCArmatureDataManager::sharedArmatureDataManager()->addArmatureFileInfo("export/bruece_effects/ef070.png","export/bruece_effects/ef070.plist","export/bruece_effects/ef07.ExportJson"); sprintf(effectname,"ef07"); } // CCArmatureDataManager::sharedArmatureDataManager()->addArmatureFileInfo("export/robot_hurt_effects/gx20.png","export/robot_hurt_effects/gx2.ExportJson"); cocos2d::extension::CCArmature *armature = NULL; armature = cocos2d::extension::CCArmature::create(effectname); armature->getAnimation()->playByIndex(0); ccBlendFunc blend1; blend1.src = GL_ONE; //GL_ONE,GL_DST_ALPHA;GL_ONE_MINUS_DST_ALPHA blend1.dst = GL_ONE;//GL_ZERO;//GL_ONE_MINUS_SRC_ALPHA; armature->setBlendFunc(blend1); armature->setPosition(ccp(hero->getPositionX()+70,hero->getPositionY()+100)); if(EnterStageDataExchange::getInstance()->m_chaID!=4) { armature->setScale(2.0); } else { armature->setScale(1.0); } long rate_tag=10; switch(tag) { case 1: rate_tag=10; break; case 2: rate_tag=10; break; case 3: rate_tag=15; break; case 4: rate_tag=10; break; case 5: rate_tag=10; break; case 6: rate_tag=20; break; default: rate_tag=10; break; } bool Is_addblood=GameLogic::getGameLogic()->GetRandRate(rate_tag); CCPoint skpos; SuckBlood* suck=NULL; if(Is_addblood) { suck=SuckBlood::create(this); skpos=ccp(480+60,hero->getPositionY()+110); suck->runAction(CCSequence::create(CCDelayTime::create(1),CCRemoveSelf::create(true),0)); long addblood=random_range(5,15); long curhp=hero->GetHeroHP()+addblood; if(curhp>m_s->m_hero_HP) { curhp=m_s->m_hero_HP; } hero->SetHeroHP(curhp); } if(attackpoint.x<480) { skpos.x=480-60; if(EnterStageDataExchange::getInstance()->m_chaID!=4) { armature->setScale(-2.0); } else { armature->setScale(-1.0); } armature->setRotation(120); armature->setPosition(ccp(hero->getPositionX()-70,hero->getPositionY()+100)); // armature->setScale(-2.0); } this->addChild(armature,25); if(Is_addblood) suck->PlaySuck(skpos,ccp(480,230)); armature->getAnimation()->setMovementEventCallFunc(getParent(),movementEvent_selector(GameLayer::CCArmatureEndEventCall)); ++m_curhitcount; ++m_combomnum; UpdateLevelData();//更新关卡数据 if(m_curhitcount>=m_hitct&&isover==0) { isover=1; if(m_wsc) ((m_pSelector->*m_wsc))(); } } } void Scatter::touchhandle(CCPoint curpt) { if(isover||ispause||status==1) return ; status=1; attackdelay=0.3; attackpoint=curpt; hero->AttackType(); if(curpt.x<480) { hero->setFlipX(true); } else hero->setFlipX(false); } void Scatter::setOverListener(CCObject* pSelectorTarget,SEL_CallFunc fail) { m_pSelector=pSelectorTarget; m_wsc=win; m_fsc=fail; } void Scatter::setoff(float x) { xoff+=x; } void Scatter::update(float dt) { struct timeval now; gettimeofday(&now,NULL); long curtime=now.tv_sec*1000000+now.tv_usec; if(isover==0&&curtime-pretime>700000*(1.0/m_level)) { if(rand()%2) { if(rand()%50>25) addBullet(1); } else { if(rand()%50>25) addBullet(3); } pretime=curtime; } if(isover==0&&curtime-pretimef>500000*(1.0/m_levelf)) { if(rand()%3==1) { addNewSpriteWithCoords(CCPoint(rand()%200-200,400)); } else if(rand()%3==2) { addNewSpriteWithCoords(CCPoint(rand()%200+960,400)); } pretimef=curtime; } m_world->Step(0.0166670084,8,1);//0.0166670084 mindis=10000; if(attackdelay>0) { attackdelay-=dt; if(attackdelay<=0) status=0; } for (b2Body* b = m_world->GetBodyList(); b; b = b->GetNext()) { if (b->GetUserData() != NULL) { //Synchronize the AtlasSprites position and rotation with the corresponding body CCSprite* myActor = (CCSprite*)b->GetUserData(); if((int)myActor==1) continue; if(attackdelay>0.1) { attackhandle(b); } myActor->setPosition( CCPointMake( b->GetPosition().x * 32.0-xoff,b->GetPosition().y * 32.0) ); if(b->GetLinearVelocity().x!=0) { float ang=-1 * CC_RADIANS_TO_DEGREES(b->GetAngle()) ; myActor->setRotation(ang); } int tag=myActor->getTag(); float ax=myActor->getPositionX(); if((tag>600)) { float temp=abs(myActor->getPositionX()-480); if(temp<abs(mindis)) { mindis=myActor->getPositionX()-480; } //float dis=ccpDistance(hero->getPosition(),myActor->getPosition()); CCRect rc=hero->boundingBox(); rc=CCRect(rc.origin.x+rc.size.width*2.0/5.0,rc.origin.y,rc.size.width*(1.0-4.0/5.0),rc.size.height); CCRect rc1=myActor->boundingBox(); float gscale=b->GetGravityScale(); if(gscale!=5&&rc.intersectsRect(rc1)) { std::vector<b2Body*>::iterator iter=std::find(Scatter::gthis->m_bodies.begin(),b); if(iter==Scatter::gthis->m_bodies.end()) { cocos2d::extension::CCArmature *armature = NULL; armature = cocos2d::extension::CCArmature::create("djgx"); armature->getAnimation()->playByIndex(0); ccBlendFunc blend1; blend1.src = GL_ONE; //GL_ONE,GL_DST_ALPHA;GL_ONE_MINUS_DST_ALPHA blend1.dst = GL_ONE;//GL_ZERO;//GL_ONE_MINUS_SRC_ALPHA; armature->setBlendFunc(blend1); armature->setRotation(-80); armature->getAnimation()->setMovementEventCallFunc(this,movementEvent_selector(GameLayer::CCArmatureEndEventCall)); this->addChild(armature); if(b->GetLinearVelocity().x>0)//左边 { hero->setFlipX(true); armature->setPosition(ccp(hero->getPositionX()+20,hero->getPositionY()+70)); m_herohurttimes++;//主角受伤次数 } else if(b->GetLinearVelocity().x<0)//右边 { hero->setFlipX(false); armature->setPosition(ccp(hero->getPositionX()+60,hero->getPositionY()+70)); m_herohurttimes++;//主角受伤次数 } //受击 myActor->setTag(0); m_bodies.push_back(b); if(isover==0) { if(m_combomnum>m_maxcombom) { m_maxcombom=m_combomnum; } m_combomnum=0; int tid=tag-600; hero->hurtWithDamage(hurts[tid-1],3); float sct=((float)hero->GetHeroHP())/((float)m_s->m_hero_HP); m_s->_gameLayer->m_st->m_rate=sct; if(hero->GetHeroHP()<=0)//失败 { isover=1; if(m_fsc) ((m_pSelector->*m_fsc))(); } } } } } float acty=myActor->getPositionY(); if(b->IsAwake()==false||acty<-100) { std::vector<b2Body*>::iterator iter=std::find(Scatter::gthis->m_bodies.begin(),b); if(iter==Scatter::gthis->m_bodies.end()) m_bodies.push_back(b); } } } std::vector<b2Body*>::iterator iter=m_bodies.begin(); for(;iter!=m_bodies.end();iter++) { CCSprite* myActor = (CCSprite*)(*iter)->GetUserData(); std::map<CCSprite*,CCNode*>::iterator siter=m_tars.find(myActor); if(siter!=m_tars.end()) { siter->second->removeFromParentAndCleanup(true); m_tars.erase(siter); } int tag=myActor->getTag()-500; int tag1=myActor->getTag()-600; if(((tag>=2&&tag<=4)||(tag1>=1&&tag1<=3))) { if((*iter)->GetLinearVelocity().x!=0) { char name[32]; if(myActor->getTag()>600) { sprintf(name,"tool%d_1.png",tag1); } else sprintf(name,"fruit%d_1.png",tag); (*iter)->SetGravityScale(0); (*iter)->SetLinearVelocity(b2Vec2(0,0)); (*iter)->SetAngularVelocity(0); b2Fixture* bf=(*iter)->GetFixtureList(); while(bf) { bf->SetSensor(true); bf=bf->GetNext(); } CCTexture2D *tex=CCTextureCache::sharedTextureCache()->textureForKey(name); CCSize sz=tex->getContentSize(); myActor->setTexture(tex); myActor->setTextureRect(CCRect(0,sz.width,sz.height)); myActor->setRotation(0); myActor->runAction(CCSequence::create(CCDelayTime::create(3.0),CCCallFuncND::create(this,callfuncND_selector(Scatter::delayremove),0),0)); } } else { m_world->DestroyBody(*iter); myActor->removeFromParentAndCleanup(true); } } m_bodies.clear(); } void Scatter::delayremove(CCNode* node,void* param) { node->setTag(0); //node->removeFromParentAndCleanup(true); } Scatter::~Scatter() { delete m_world; delete contactListener; } void Scatter::reset() { isover=0; hero->idle(); Hero_Property hero_Property; long addblood=Game::GetInstance()->GetAddBloodNum(); hero_Property.m_nhero_HP=EnterStageDataExchange::getInstance()->m_hp+addblood; //读取数值表血量 //hero_Property.m_nhero_HP=10; //读取数值表血量 hero->SetHerProperty(hero_Property); } bool Scatter::init() { m_killemenynum=0; m_levelscore=0; m_herohurttimes=0; m_goldNum=0; m_maxcombom=m_combomnum=0; m_perfectnum=0; m_greatenum=0; for(int i=0;i<7;++i) { hurts[i]=1; } gthis=this; mindis=0; status=0; speed=0.5; m_wsc=0; attackdelay=0; m_fsc=0; m_levelf=m_level=1.0; m_curhitcount=0; m_hitct=10; xoff=0; isover=0; ispause=0; CCTextureCache::sharedTextureCache()->addImage("fruit2_1.png"); CCTextureCache::sharedTextureCache()->addImage("fruit3_1.png"); CCTextureCache::sharedTextureCache()->addImage("fruit4_1.png"); CCTextureCache::sharedTextureCache()->addImage("tool1_1.png"); CCTextureCache::sharedTextureCache()->addImage("tool2_1.png"); CCTextureCache::sharedTextureCache()->addImage("tool3_1.png"); char name[32]; for(int i=0;i<7;++i) { sprintf(name,i+1); CCTextureCache::sharedTextureCache()->addImage(name); } long type=rand()%4; //角色创建选择 switch(EnterStageDataExchange::getInstance()->m_chaID) //switch(3) { case 1: hero = Hero4::create(); //苏文 break; case 2: hero = Hero3::create(); //卡卡西 break; case 3: hero = Hero::create(); //女忍者 break; case 4: hero = Hero2::create(); //李小龙 break; default: hero = Hero::create(); break; } hero->setPosition(CCPoint(480,170)); hero->idle(); long daojuItemNum[10]={0}; for(int i=0;i<=4;i++) { daojuItemNum[i+1]=CArchive::GetInstance()->GetHeroNewV11PropertyInfo(i,1); } long skill_hp=0; if(daojuItemNum[2]>=1)//获得30点血量 { skill_hp=30; } Hero_Property hero_Property; long addblood=Game::GetInstance()->GetAddBloodNum(); hero_Property.m_nhero_HP=EnterStageDataExchange::getInstance()->m_hp+addblood+skill_hp; //读取数值表血量 // hero_Property.m_nhero_HP=10; //读取数值表血量 hero->SetHerProperty(hero_Property); addChild(hero,10); struct timeval now; gettimeofday(&now,NULL); pretimef=pretime=now.tv_sec*1000000+now.tv_usec; b2Vec2 gravity; gravity.Set(0.0f,-10.0f); m_world = new b2World(gravity); contactListener = new ContactListener; m_world->SetContactListener(contactListener); m_world->SetAllowSleeping(true); m_world->SetContinuousPhysics(true); { b2BodyDef bd; b2Body* m_ground = m_world->CreateBody(&bd); m_ground->SetUserData((void*)1); b2EdgeShape shape; shape.Set(b2Vec2(-150000.0f/32.0,170.0/32.0),b2Vec2((960.0f+150000.0)/32.0,170.0/32.0)); m_ground->CreateFixture(&shape,0.0f); shape.Set(b2Vec2(-150000.0f/32.0,900.0/32.0),900.0/32.0)); m_ground->CreateFixture(&shape,0.0f); /* shape.Set(b2Vec2(-15000.0/32.0,b2Vec2(-15000.0/32.0,900.0/32)); m_ground->CreateFixture(&shape,0.0f); shape.Set(b2Vec2((960.0+15000.0)/32,b2Vec2((960.0+15000.0)/32,0.0f);*/ } scheduleUpdate(); GB2ShapeCache::sharedGB2ShapeCache()->addShapesWithFile("sdefs.plist"); return true; } void Scatter::UpdateLevelData()//更新关卡分数和敌人数目 { m_killemenynum=m_curhitcount; m_levelscore+=1000; m_goldNum+=100; m_combomnum++; PlayEffects(); } void Scatter::PlayEffects() { CCArmatureDataManager::sharedArmatureDataManager()->addArmatureFileInfo("export/enemy_kill_anim/perfect0.png","export/enemy_kill_anim/perfect0.plist","export/enemy_kill_anim/perfect.ExportJson"); CCSize winsize=CCDirector::sharedDirector()->getWinSize(); if(hero->isFlipX()==false) { cocos2d::extension::CCArmature *armature = NULL; armature = cocos2d::extension::CCArmature::create("perfect"); armature->getAnimation()->playByIndex(0); long rand1=random_range(1,2); if(rand1==1) { m_perfectnum++; armature->getAnimation()->play("Animation1"); } else { m_greatenum++; armature->getAnimation()->play("Animation2"); } // armature->getAnimation()->play("Animation1"); long rand_posx=random_range(100,120); long rand_posy=random_range(65,100); armature->setPosition(ccp(winsize.width/2+rand_posx,winsize.height/2+rand_posy)); addChild(armature,25); armature->getAnimation()->setMovementEventCallFunc(this,movementEvent_selector(GameLayer::CCArmatureEndEventCall)); } else if(hero->isFlipX()==true) { cocos2d::extension::CCArmature *armature = NULL; armature = cocos2d::extension::CCArmature::create("perfect"); armature->getAnimation()->playByIndex(0); long rand1=random_range(1,2); if(rand1==1) { m_perfectnum++; armature->getAnimation()->play("Animation1"); } else { m_greatenum++; armature->getAnimation()->play("Animation2"); } long rand_posx=random_range(100,100); armature->setPosition(ccp(winsize.width/2-rand_posx,movementEvent_selector(GameLayer::CCArmatureEndEventCall)); } } (编辑:李大同) 【声明】本站内容均来自网络,其相关言论仅代表作者个人观点,不代表本站立场。若无意侵犯到您的权利,请及时与联系站长删除相关内容! |