Example #1
0
bool EnemyController::withinReach(void)
{
	EnemyPlane* enemy = static_cast<EnemyPlane*>(IDManager::getPointer(_enemyName, ACTOR));
	double distance = enemy->getPosition().distance(FCKnowledge::getSingleton().getPlayerPosition());
	
	return distance < 100.0;
}
Example #2
0
void EnemyController::approach(void)
{
	EnemyPlane* enemy = static_cast<EnemyPlane*>(IDManager::getPointer(_enemyName, ACTOR));
	Ogre::Vector3 temp = FCKnowledge::getSingleton().getPlayerPosition() - enemy->getPosition();
	Ogre::Vector3 direction = temp * enemy->getAxis();
	//std::cout<<direction.x<<" "<<direction.y<<" "<<direction.z<<std::endl;
	if(direction.angleBetween(Ogre::Vector3::NEGATIVE_UNIT_Z) >= Ogre::Radian(Ogre::Degree(1)))
	{
		Ogre::Quaternion test = direction.getRotationTo(Ogre::Vector3::NEGATIVE_UNIT_Z);
		Ogre::Degree angle = enemy->getRotateLimit();
		
		double yawNum = test.getYaw().valueDegrees()/(angle*WORLD_UPDATE_INTERVAL).valueDegrees();
		yawNum = Ogre::Math::Clamp(yawNum, -1.0, 1.0);
		enemy->yaw(yawNum);

		double pitchNum = test.getPitch().valueDegrees()/(angle*WORLD_UPDATE_INTERVAL).valueDegrees();
		pitchNum = Ogre::Math::Clamp(pitchNum, -1.0, 1.0);
		enemy->pitch(pitchNum);
		
		double rollNum = test.getRoll().valueDegrees()/(angle*WORLD_UPDATE_INTERVAL).valueDegrees();
		rollNum = Ogre::Math::Clamp(rollNum, -1.0, 1.0);
		enemy->roll(rollNum);
		
	}
	else
	{
		enemy->yaw(0);
		enemy->pitch(0);
		enemy->roll(0);
	}
}
void EnemyPlaneLayer::enemyPlaneDeadCallBack(CCObject *obj)
{
	EnemyPlane* enemyPlane = dynamic_cast<EnemyPlane*>(obj);
	if(enemyPlane){
		enemyPlane->removeFromParent();
		enemyPlane->retrieve();
	}
}
Example #4
0
EnemyPlane* EnemyPlane::createWithSpriteFrameName(const char* spriteFrameName){
	EnemyPlane* pPlane = new EnemyPlane;
	if (pPlane&&pPlane->initWithSpriteFrameName(spriteFrameName)){
		pPlane->autorelease();
		return pPlane;
	}
	CC_SAFE_RELEASE(pPlane);
	return NULL;
}
Example #5
0
void MyBullet::hit(float dt)
{
	EnemyPlane *pEnemyPlane = EnemyPlane::getSharedEnemyPlane();
	for (int i = 0; i < m_pArrayOfBullet->count(); )
	{
		CCBullet *pCurBullet = (CCBullet*) m_pArrayOfBullet->objectAtIndex(i);
		if (pEnemyPlane->hitByBullet(pCurBullet, DEFAULT_POWER))
			isOver(pCurBullet);
		else
			i++;
	}
}
Example #6
0
void EditorWeapon::groupFireEnd() {
    EnemyPlane* plane = dynamic_cast<EnemyPlane*>(this->getParent()->getParent());
    if(plane && plane->m_isAutoFire && !plane->m_haveCallBack) {
        plane->m_haveCallBack = true;
        plane->runAction(Sequence::create(DelayTime::create(this->fireGroupInterval),CallFunc::create(CC_CALLBACK_0(EnemyPlane::StartFire,plane)), nullptr));
    }

    if(this->isOneTime) {
//        this->unscheduleUpdate();
        this->unschedule(CC_SCHEDULE_SELECTOR(EditorWeapon::mainLoop));
        this->removeFromParent();
    }
}
Example #7
0
void PlayerTrackBomb::SelectTarget()
{
	POSITION pos = list_->GetHeadPosition();

	while (pos != NULL)
	{
		EnemyPlane *p = (EnemyPlane *)list_->GetNext(pos);
		if (!p->GetLock())
		{
			p->Lock();
			plane_ = p;
			return;
		}
	}

	Killed();
}
Example #8
0
EnemyPlane*  EnemyPlane::create(DefaultPlane* const player_plane)
{
    EnemyPlane* pSprite = new EnemyPlane(player_plane);
    
    if (pSprite->initWithFile("enemyplane.png"))
    {
        pSprite->autorelease();
        
        pSprite->initOptions();
        
        pSprite->addEvents();
        
        pSprite->ChangeBehavoiur(player_plane);
        
        return pSprite;
    }
    CC_SAFE_DELETE(pSprite);
    return NULL;

}
Example #9
0
void EnemyController::fire(void)
{
	EnemyPlane* enemy = static_cast<EnemyPlane*>(IDManager::getPointer(_enemyName, ACTOR));
	enemy->fire();
	//std::cout << enemy->getName()<<std::endl;
}
void EnemyPlaneLayer::loadEnemys()
{
	//当一批飞机全部添加后,此批敌机没有被消灭干净前,不再增加下批敌机
	if((EnemyPlane::_enemyPlanes.count() > 0)){
		delayTimerCallLoadEnemys(1.0f);
		return;
	}
	static int batchIndex      = 0;                      //第几批敌机
	float aircraftTimeSum = 0;                           //每批敌机出场时间和
	//当前批敌机数组
	CCArray* batchEnemys = dynamic_cast<CCArray*>(m_enemyPlanesArray.objectAtIndex(batchIndex));
	CCObject* obj = NULL;
	CCARRAY_FOREACH(batchEnemys,obj){
		CCDictionary* enemyDict  = dynamic_cast<CCDictionary*>(obj);
		//当前敌机属性字典,获取敌机出场时间
		GameObjectPool* factory = EnemyPlaneFactory::shareEnemyPlaneFactory();
		EnemyPlane* enemyPlane = NULL;
		if(factory)
		{
			enemyPlane = dynamic_cast<EnemyPlane*>(factory->getObject(enemyDict));
			//调式用的全局敌机变量
			_enemyPlane = enemyPlane;
			//设置被碰撞粒子效果的文件名
			enemyPlane->setHitParticleName(NORMAL_HIT_PARTICLE_PLIST);
			//粒子效果的父层需要是非批渲染层
			enemyPlane->setBatchParticleNodesParent(this);

		//计算出场时间之和
		aircraftTimeSum += enemyPlane->getAircraftTime();
		//计算出场位置
		srand((unsigned) time(NULL));
		float t = enemyPlane->getScale();
		int t1 = rand();
		float widthRange = CCDirector::sharedDirector()->getWinSize().width - 
			enemyPlane->boundingBox().size.width * enemyPlane->getScale();
		float startPositionX = enemyPlane->boundingBox().size.width / 2 * enemyPlane->getScale() + rand() % int(widthRange);				
		float startPositionY = CCDirector::sharedDirector()->getWinSize().height  + 
			enemyPlane->boundingBox().size.height * enemyPlane->getScale() + 10;

		startPositionX = CCDirector::sharedDirector()->getWinSize().width / 2;
		enemyPlane->setPosition(ccp(startPositionX,startPositionY));

		enemyPlane->prepareFly();
		CCSpriteBatchNode* batchNode = AppConfig::shareAppConfig()->getGlobalBatchNode();
		enemyPlane->setBullteFlySpace(batchNode);
		batchNode->addChild(enemyPlane,ENEMY_PLANE_ZORDER);
		}
	}