Android实现消水果游戏代码分享
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2024-02-29 18:01:40
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"
#incl...
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------------//
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