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Android实现消水果游戏代码分享

2019-12-12 04:29:55
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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 0.000001void 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truebool 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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