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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