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GameScene.cpp
175 lines (149 loc) · 5.24 KB
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GameScene.cpp
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#include "GameScene.h"
#include "Definitions.h"
USING_NS_CC;
Scene* GameScene::createScene()
{
// 'scene' is an autorelease object
auto scene = Scene::createWithPhysics();
scene->getPhysicsWorld()->setGravity(Vec2(0, 0));
// 'layer' is an autorelease object
auto layer = GameScene::create();
// add layer as a child to scene
scene->addChild(layer);
// return the scene
return scene;
}
// on "init" you need to initialize your instance
bool GameScene::init()
{
//////////////////////////////
// 1. super init first
if (!Layer::init())
{
return false;
}
Size visibleSize = Director::getInstance()->getVisibleSize();
Vec2 origin = Director::getInstance()->getVisibleOrigin();
//set background
auto backgroundSprite = Sprite::create("Background.jpg");
backgroundSprite->setPosition(Point(visibleSize.width / 2 + origin.x, visibleSize.height / 2 + origin.y));
//set food
food = Sprite::create("Food.png");
srand(time(NULL));
auto random = rand() % 370 + 30;
auto random2 = rand() % 270 + 30;
food->setPosition(Point(random, random2));
auto foodBody = PhysicsBody::createCircle(food->getContentSize().width / 2);
foodBody->setCollisionBitmask(FOOD_COLLISION_BITMASK);
foodBody->setContactTestBitmask(true);
food->setPhysicsBody(foodBody);
//set snake particle
snake = Sprite::create("snake.png");
snake->setPosition(this->getBoundingBox().getMidX(), this->getBoundingBox().getMidY());
auto snakeBody = PhysicsBody::createCircle(snake->getContentSize().width / 2);
snakeBody->setCollisionBitmask(SNAKE_COLLISION_BITMASK);
snakeBody->setContactTestBitmask(true);
snake->setPhysicsBody(snakeBody);
snakeParts.push_back(snake);
snakeParts.front()->setPosition(100, 100);
selectSched = schedule_selector(GameScene::update);
//create the sprites
this->addChild(backgroundSprite, 0);
this->addChild(food, 1);
this->addChild(snakeParts.front(), 2);
auto eventListener = EventListenerKeyboard::create();
eventListener->onKeyPressed = CC_CALLBACK_2(GameScene::updateDirection, this);
this->getEventDispatcher()->addEventListenerWithSceneGraphPriority(eventListener, this);
auto contactListener = EventListenerPhysicsContact::create();
contactListener->onContactBegin = CC_CALLBACK_1(GameScene::onContactBegin, this);
this->getEventDispatcher()->addEventListenerWithSceneGraphPriority(contactListener, this);
this->schedule(selectSched, 0.1);
return true;
}
void GameScene::update(float dt) {
x = snakeParts.front()->getPositionX();
y = snakeParts.front()->getPositionY();
for (unsigned int i = snakeParts.size() - 1; i > 0; i--) {
snakeParts[i]->setPosition(snakeParts[i - 1]->getPositionX(), snakeParts[i - 1]->getPositionY());
snakeParts[i]->setTexture(snakeParts[i - 1]->getTexture());
}
switch (direction) {
case LEFT:
snakeParts.front()->setPosition(x - 15, y);
break;
case RIGHT:
snakeParts.front()->setPosition(x + 15, y);
break;
case UP:
snakeParts.front()->setPosition(x, y + 15);
break;
case DOWN:
snakeParts.front()->setPosition(x, y - 15);
break;
}
snakeParts.front()->setTexture(CCTextureCache::sharedTextureCache()->addImage("snake.png"));
for (unsigned int i = 1; i < snakeParts.size(); i++) {
if (snakeParts[i]->getPosition() == snakeParts.front()->getPosition()) {
Director::getInstance()->end();
}
}
if (snakeParts.front()->getPositionX() >= 450 || snakeParts.front()->getPositionX() <= 20 || snakeParts.front()->getPositionY() >= 320 || snakeParts.front()->getPositionY() <= 0) {
Director::getInstance()->end();
}
}
void GameScene::updateDirection(EventKeyboard::KeyCode keyCode, Event* event) {
switch (keyCode) {
case EventKeyboard::KeyCode::KEY_LEFT_ARROW:
case EventKeyboard::KeyCode::KEY_A:
if (direction != RIGHT)
direction = LEFT;
break;
case EventKeyboard::KeyCode::KEY_RIGHT_ARROW:
case EventKeyboard::KeyCode::KEY_D:
if (direction != LEFT)
direction = RIGHT;
break;
case EventKeyboard::KeyCode::KEY_UP_ARROW:
case EventKeyboard::KeyCode::KEY_W:
if (direction != DOWN)
direction = UP;
break;
case EventKeyboard::KeyCode::KEY_DOWN_ARROW:
case EventKeyboard::KeyCode::KEY_S:
if (direction != UP)
direction = DOWN;
break;
}
};
bool GameScene::onContactBegin(cocos2d::PhysicsContact &contact) {
PhysicsBody *a = contact.getShapeA()->getBody();
PhysicsBody *b = contact.getShapeB()->getBody();
if ( (SNAKE_COLLISION_BITMASK == a->getCollisionBitmask() && FOOD_COLLISION_BITMASK == b->getCollisionBitmask()) ||
(SNAKE_COLLISION_BITMASK == b->getCollisionBitmask() && FOOD_COLLISION_BITMASK == a->getCollisionBitmask()) ) {
srand(time(NULL));
auto random = rand() % 370 + 30;
auto random2 = rand() % 270 + 30;
auto moveTo = MoveTo::create(0, Vec2(random, random2));
food->runAction(moveTo);
int tempX = snakeParts.back()->getPositionX();
int tempY = snakeParts.back()->getPositionY();
Sprite* tempSprite = Sprite::create("snake.png");
switch (direction) {
case LEFT:
tempSprite->setPosition(tempX + 10, tempY);
break;
case RIGHT:
tempSprite->setPosition(tempX - 10, tempY);
break;
case UP:
tempSprite->setPosition(tempX, tempY + 10);
break;
case DOWN:
tempSprite->setPosition(tempX, tempY - 10);
break;
}
this->addChild(tempSprite);
snakeParts.push_back(tempSprite);
}
return true;
}