// Reset the platforms as they move off the screen void GameScene::resetPlatforms(void) { // CCLog("resetPlatforms"); currentPlatformY = -1; // Set the current platform y to -1 so it gets initialized currentPlatformTag = kPlatformsStartTag; // set starting platform currentMaxPlatformStep = 60.0f; // maximum space between platforms currentBonusPlatformIndex = 0; currentBonusType = 0; platformCount = 0; coin100Count = kBonusStartTag+30; coin50Count = kBonusStartTag; coinJumpCount = kBonusStartTag+60; while(currentPlatformTag < kPlatformsStartTag + kNumPlatforms) { resetPlatform(); currentPlatformTag++; // coin50Count++; // coin100Count++; // coinJumpCount++; // if (coin50Count == (kBonusStartTag + kNumCoines)) // { // coin50Count--; // } // if (coin100Count == (kBonusStartTag + kNumCoines+30)) // { // coin100Count--; // // } // if (coinJumpCount == (kBonusStartTag + kNumCoines + 60)) // { // coinJumpCount--; // } } }
// Reset the platforms as they move off the screen void GameScene::resetPlatforms(void) { CCLog("resetPlatforms"); currentPlatformY = -1; // Set the current platform y to -1 so it gets initialized currentPlatformTag = kPlatformsStartTag; // set starting platform currentMaxPlatformStep = 60.0f; // maximum space between platforms currentBonusPlatformIndex = 0; currentBonusType = 0; platformCount = 0; while(currentPlatformTag < kPlatformsStartTag + kNumPlatforms) { resetPlatform(); currentPlatformTag++; } }
void GameScene::step(float dt) { // CCLog("Game::step"); // Return if game suspended if(gameSuspended) return; // Get the bird sprite CCSprite *bird = (CCSprite*)getChildByTag(kBird); // Update the player x position based on velocity and delta time bird_pos.x += bird_vel.x * dt; // Flip the player based on it's x velocity and current looking direction if(bird_vel.x < -30.0f && birdLookingRight) { birdLookingRight = false; bird->setScaleX(-1.0f); } else if (bird_vel.x > 30.0f && !birdLookingRight) { birdLookingRight = true; bird->setScaleX(1.0f); } // Calculate the max and min x values for the bird // based on the screen and bird widths CCSize bird_size = bird->getContentSize(); float max_x = (float)CCDirector::sharedDirector()->getWinSize().width - bird_size.width/2; float min_x = bird_size.width/2; // Limit the bird position based on max and min values allowed if(bird_pos.x>max_x) bird_pos.x = max_x; if(bird_pos.x<min_x) bird_pos.x = min_x; // Update the bird velocity based on acceleration and time bird_vel.y += bird_acc.y * dt; // Update the bird y positin based on velocity and time bird_pos.y += bird_vel.y * dt; //////////////////////////////////////////////////////////////////////////// // Handle the bonus scoring CCSprite *bonus = (CCSprite*)getChildByTag(kBonusStartTag+currentBonusType); // If bonus is visible then see if the bird is within range to get the bonus if(bonus->isVisible() ) { CCPoint bonus_pos = bonus->getPosition(); float range = 20.0f; // If the player is within range of the bonus value then award the prize if(bird_pos.x > bonus_pos.x - range && bird_pos.x < bonus_pos.x + range && bird_pos.y > bonus_pos.y - range && bird_pos.y < bonus_pos.y + range ) { // Update score based on bonus switch(currentBonusType) { case kBonus5: score += 5000; break; case kBonus10: score += 10000; break; case kBonus50: score += 50000; break; case kBonus100: score += 100000; break; } // Build the score string to display char scoreStr[10] = {0}; sprintf(scoreStr, "%d", score); CCLabelBMFont* scoreLabel = (CCLabelBMFont*) getChildByTag(kScoreLabel); scoreLabel->setString(scoreStr); // Highlight the score with some actions to celebrate the bonus win CCActionInterval* a1 = CCScaleTo::create(0.2f, 1.5f, 0.8f); CCActionInterval* a2 = CCScaleTo::create(0.2f, 1.0f, 1.0f); scoreLabel->runAction(CCSequence::create(a1, a2, a1, a2, a1, a2, NULL)); // Reset the bonus to another platform resetBonus(); } } // If the bird has stopped moving then make it jump from the platform it is on int t; if(bird_vel.y < 0) { t = kPlatformsStartTag; // Search through all the platforms and compare the birds position with the platfor position for(t; t < kPlatformsStartTag + kNumPlatforms; t++) { CCSprite *platform = (CCSprite*)getChildByTag(t); CCSize platform_size = platform->getContentSize(); CCPoint platform_pos = platform->getPosition(); max_x = platform_pos.x - platform_size.width/2 - 10; min_x = platform_pos.x + platform_size.width/2 + 10; float min_y = platform_pos.y + (platform_size.height+bird_size.height)/2 - kPlatformTopPadding; if(bird_pos.x > max_x && bird_pos.x < min_x && bird_pos.y > platform_pos.y && bird_pos.y < min_y) { jump(); break; // Can only jump from one platform at a time to break out of the loop } } // If the bird has fallen below the screen then game over if(bird_pos.y < - bird_size.height/2) { // [self showHighscores]; <== NEED TO IMPLEMENT THE HIGHTSCORE resetBird(); // Highscore not implmented yet so just keep on going. } } else if ( bird_pos.y > ((float)CCDirector::sharedDirector()->getWinSize().height / 2)) { // If bird position is greater than the middle of the screen then move the platforms // the difference between the bird y position and middle point of the screen float delta = bird_pos.y - ((float)CCDirector::sharedDirector()->getWinSize().height / 2); // Set the bird y position to the middle of the screen bird_pos.y = (float)CCDirector::sharedDirector()->getWinSize().height / 2; // Move the current platform y by the delta amount currentPlatformY -= delta; // Move the clouds vertically and reset if necessary t = kCloudsStartTag; for (t; t < kCloudsStartTag + kNumClouds; t++) { CCSprite *cloud = (CCSprite*) getChildByTag(t); CCPoint pos = cloud->getPosition(); // Calculate new position for cloud pos.y -= delta * cloud->getScaleY() * 0.8f; // If the cloud is off the screen then need to reset this cloud else set its new position if (pos.y < -cloud->getContentSize().height/2) { currentCloudTag = t; resetCloud(); } else { // Update the new y position for the cloud. cloud->setPosition(pos); } } // Move the platforms vertically and reset if necessary t = kPlatformsStartTag; for (t; t < kPlatformsStartTag + kNumPlatforms; t++) { CCSprite *platform = (CCSprite*)getChildByTag(t); CCPoint pos = platform->getPosition(); // Calculate new position for platform pos = ccp(pos.x, pos.y - delta); // If the platform is off the screen then reset the platform else set its new position if(pos.y < - platform->getContentSize().height/2) { currentPlatformTag = t; resetPlatform(); } else { platform->setPosition(pos); } } // If the bonus is visible then adjust it's y position if(bonus->isVisible()) { CCPoint pos = bonus->getPosition(); // Calculate new position of bonus pos.y -= delta; // If the bonus is off the screen then reset the bonus else set its new position if(pos.y < -bonus->getContentSize().height/2 ) { resetBonus(); } else { bonus->setPosition(pos); } } // Update score based on how much the bird has moved score += (int)delta; // Display the new score value char scoreStr[10] = {0}; sprintf(scoreStr, "%d", score); CCLabelBMFont* scoreLabel = (CCLabelBMFont*) getChildByTag(kScoreLabel); scoreLabel->setString(scoreStr); } // Set the birds position bird->setPosition(bird_pos); }
void GameScene::step(float dt) { particles_counter += dt; if (particles_counter > 0.15) { particles->setEmissionRate(0); } // Return if game suspended if(gameSuspended) return; // Get the jumper sprite CCSprite *jumper = (CCSprite*)getChildByTag(kjumper); // Update the player x position based on velocity and delta time jumper_pos.x += jumper_vel.x * dt; jumper->setRotation(jumper_vel.x); // Flip the player based on it's x velocity and current looking direction if(jumper_vel.x < -30.0f && jumperLookingRight) { jumperLookingRight = false; jumper->setScaleX(-1.0f); } else if (jumper_vel.x > 30.0f && !jumperLookingRight) { jumperLookingRight = true; jumper->setScaleX(1.0f); } // Calculate the max and min x values for the jumper // based on the screen and jumper widths CCSize jumper_size = jumper->getContentSize(); // float max_x = (float)CCDirector::sharedDirector()->getWinSize().width - jumper_size.width/2; // float min_x = jumper_size.width/2; // Limit the jumper position based on max and min values allowed // if(jumper_pos.x>max_x) jumper_pos.x = max_x; // if(jumper_pos.x<min_x) jumper_pos.x = min_x; float max_x = (float)CCDirector::sharedDirector()->getWinSize().width + jumper_size.width/2.0; float min_x = -jumper_size.width/2.0; // Limit the character position based on max and min values allowed if(jumper_pos.x>max_x) jumper_pos.x = jumper_size.width/2.0; if(jumper_pos.x<min_x) jumper_pos.x = (float)CCDirector::sharedDirector()->getWinSize().width - jumper_size.width/2.0; // Update the jumper velocity based on acceleration and time // if (isPowerPicked) // { // jumper_vel.y += (jumper_acc.y * dt)*3; // } // else { jumper_vel.y += jumper_acc.y * dt; } // Update the jumper y positin based on velocity and time jumper_pos.y += jumper_vel.y * dt; //////////////////////////////////////////////////////////////////////////// // Handle the bonus scoring float delta = jumper_pos.y - ((float)CCDirector::sharedDirector()->getWinSize().height / 2); // If bonus is visible then see if the jumper is within range to get the bonus // If the jumper has stopped moving then make it jump from the platform it is on int t; if(jumper_vel.y < 0) { t = kPlatformsStartTag; // Search through all the platforms and compare the jumpers position with the platfor position for(t; t < kPlatformsStartTag + kNumPlatforms; t++) { CCSprite *platform = (CCSprite*)getChildByTag(t); CCSize platform_size = platform->getContentSize(); CCPoint platform_pos = platform->getPosition(); max_x = platform_pos.x - platform_size.width/2 - 2; min_x = platform_pos.x + platform_size.width/2 + 2; float min_y = platform_pos.y + (platform_size.height+jumper_size.height)/2 - kPlatformTopPadding; if(jumper_pos.x > (max_x) && jumper_pos.x < (min_x) && jumper_pos.y > platform_pos.y && jumper_pos.y < min_y) { if (platform->getTag() == kKillerPlatformTag) { coin50Platform = 12; coin100Platform = 15; coinJumpPlatform = 25; SharedData::getSharedInstance()->gameover_Text = "Gameover"; CCScene *pScene = GameOverScene::scene(); CCDirector::sharedDirector()->pushScene(pScene); this->unscheduleAllSelectors(); } else { jump(); break; // Can only jump from one platform at a time to break out of the loop } } } // If the jumper has fallen below the screen then game over if(jumper_pos.y < - jumper_size.height/2) { coin50Platform = 12; coin100Platform = 15; coinJumpPlatform = 25; SharedData::getSharedInstance()->gameover_Text = "Gameover"; CCScene *pScene = GameOverScene::scene(); CCDirector::sharedDirector()->pushScene(pScene); this->unscheduleAllSelectors(); // resetjumper(); } } else if ( jumper_pos.y > ((float)CCDirector::sharedDirector()->getWinSize().height / 2)) { // If jumper position is greater than the middle of the screen then move the platforms // the difference between the jumper y position and middle point of the screen resetTree(); // Set the jumper y position to the middle of the screen jumper_pos.y = (float)CCDirector::sharedDirector()->getWinSize().height / 2; // Move the current platform y by the delta amount currentPlatformY -= delta; // Move the clouds vertically and reset if necessary t = kCloudsStartTag; for (t; t < kCloudsStartTag + kNumClouds; t++) { CCSprite *cloud = (CCSprite*) getChildByTag(t); CCPoint pos = cloud->getPosition(); // Calculate new position for cloud pos.y -= delta * cloud->getScaleY() * 0.8f; // If the cloud is off the screen then need to reset this cloud else set its new position if (pos.y < -cloud->getContentSize().height/2) { currentCloudTag = t; resetCloud(); } else { // Update the new y position for the cloud. cloud->setPosition(pos); } } // Move the platforms vertically and reset if necessary t = kPlatformsStartTag; int t_coin = kBonusStartTag; for (t; t < kPlatformsStartTag + kNumPlatforms; t++) { CCSprite *platform = (CCSprite*)getChildByTag(t); CCPoint pos = platform->getPosition(); // Calculate new position for platform pos = ccp(pos.x, pos.y - delta); // If the platform is off the screen then reset the platform else set its new position if(pos.y < - platform->getContentSize().height/2) { currentPlatformTag = t; resetPlatform(); } else { platform->setPosition(pos); } } //move particle system if (particles) { CCPoint pos = particles->getPosition(); pos.y -= delta; particles->setPosition(pos); } // If the bonus is visible then adjust it's y position // Update score based on how much the jumper has moved score += (int)delta*0.3 ; // if (score >= target_Score) // { // SharedData::getSharedInstance()->gameover_Text = "Level Cleared"; // CCScene *pScene = GameOverScene::scene(); // CCDirector::sharedDirector()->pushScene(pScene); // this->unscheduleAllSelectors(); // } // Display the new score value char scoreStr[10] = {0}; sprintf(scoreStr, "%d", score); CCLabelTTF* scoreLabel = (CCLabelTTF*) getChildByTag(kScoreLabel); scoreLabel->setString(scoreStr); int t_coins = kBonusStartTag; for (t_coins; t_coins < (kNumCoines + kBonusStartTag); t_coins++) { //////////////////////////////////////////////////////////////////////////// // Handle the coin scoring CCSprite *coin = (CCSprite*)getChildByTag(t_coins); // If coin is visible then see if the character is within range to get the coin if(coin->isVisible() ) { CCPoint coin_pos = coin->getPosition(); float range = 30.0f; CCPoint pos = coin->getPosition(); { // Calculate new position of coin pos.y -= delta; // If the coin is off the screen then reset the coin else set its new position if(pos.y < -coin->getContentSize().height/2 ) { // resetCoin(); } else { coin->setPosition(pos); } } } } t_coins = kBonusStartTag+30; for (t_coins; t_coins < (kNumCoines + kBonusStartTag+30); t_coins++) { //////////////////////////////////////////////////////////////////////////// // Handle the coin scoring CCSprite *coin = (CCSprite*)getChildByTag(t_coins); // If coin is visible then see if the character is within range to get the coin if(coin->isVisible() ) { CCPoint coin_pos = coin->getPosition(); float range = 30.0f; CCPoint pos = coin->getPosition(); { // Calculate new position of coin pos.y -= delta; // If the coin is off the screen then reset the coin else set its new position if(pos.y < -coin->getContentSize().height/2 ) { // resetCoin(); } else { coin->setPosition(pos); } } } } t_coins = kBonusStartTag+60; for (t_coins; t_coins < (kNumCoines + kBonusStartTag+60); t_coins++) { //////////////////////////////////////////////////////////////////////////// // Handle the coin scoring CCSprite *coin = (CCSprite*)getChildByTag(t_coins); // If coin is visible then see if the character is within range to get the coin if(coin->isVisible() ) { CCPoint coin_pos = coin->getPosition(); float range = 30.0f; CCPoint pos = coin->getPosition(); { // Calculate new position of coin pos.y -= delta; // If the coin is off the screen then reset the coin else set its new position if(pos.y < -coin->getContentSize().height/2 ) { // resetCoin(); } else { coin->setPosition(pos); } } } } } int t_coins = kBonusStartTag; for (t_coins; t_coins < (kNumCoines + kBonusStartTag); t_coins++) { //////////////////////////////////////////////////////////////////////////// // Handle the coin scoring CCSprite *coin = (CCSprite*)getChildByTag(t_coins); // If coin is visible then see if the character is within range to get the coin if(coin->isVisible() ) { CCPoint coin_pos = coin->getPosition(); float range = 30.0f; // If the player is within range of the coin value then award the prize if(jumper_pos.x > coin_pos.x - range && jumper_pos.x < coin_pos.x + range && jumper_pos.y > coin_pos.y - range && jumper_pos.y < coin_pos.y + range ) { // Build the score string to display char scoreStr[10] = {0}; score += 50; sprintf(scoreStr, "%d", score); CCLabelTTF* scoreLabel = (CCLabelTTF*) getChildByTag(kScoreLabel); scoreLabel->setString(scoreStr); coin->setVisible(false); } } } t_coins = kBonusStartTag+30; for (t_coins; t_coins < (kNumCoines + kBonusStartTag+30); t_coins++) { //////////////////////////////////////////////////////////////////////////// // Handle the coin scoring CCSprite *coin = (CCSprite*)getChildByTag(t_coins); // If coin is visible then see if the character is within range to get the coin if(coin->isVisible() ) { CCPoint coin_pos = coin->getPosition(); float range = 30.0f; // If the player is within range of the coin value then award the prize if(jumper_pos.x > coin_pos.x - range && jumper_pos.x < coin_pos.x + range && jumper_pos.y > coin_pos.y - range && jumper_pos.y < coin_pos.y + range ) { // Build the score string to display char scoreStr[10] = {0}; score += 100; sprintf(scoreStr, "%d", score); CCLabelTTF* scoreLabel = (CCLabelTTF*) getChildByTag(kScoreLabel); scoreLabel->setString(scoreStr); coin->setVisible(false); } } } t_coins = kBonusStartTag+60; for (t_coins; t_coins < (kNumCoines + kBonusStartTag+60); t_coins++) { //////////////////////////////////////////////////////////////////////////// // Handle the coin scoring CCSprite *coin = (CCSprite*)getChildByTag(t_coins); // If coin is visible then see if the character is within range to get the coin if(coin->isVisible() ) { CCPoint coin_pos = coin->getPosition(); float range = 30.0f; // If the player is within range of the coin value then award the prize if(jumper_pos.x > coin_pos.x - range && jumper_pos.x < coin_pos.x + range && jumper_pos.y > coin_pos.y - range && jumper_pos.y < coin_pos.y + range ) { // Build the score string to display this->powerPicked(); coin->setVisible(false); } } } for (int i = kTree1Tag; i <= kTree3Tag; i++) { float delta = jumper_pos.y - ((float)CCDirector::sharedDirector()->getWinSize().height / 2); CCSprite * tree = (CCSprite *)this->getChildByTag(i); if ( jumper_pos.y > ((float)CCDirector::sharedDirector()->getWinSize().height / 2)) { tree->setPosition(ccp(tree->getPosition().x,tree->getPosition().y-delta)); } if (tree->getPosition().y <= -0.5*CCDirector::sharedDirector()->getWinSize().height ) { float posY; if (i == kTree1Tag) { CCSprite * temp = (CCSprite *)this->getChildByTag(kTree3Tag); posY = temp->getPosition().y + temp->getContentSize().height*0.99; tree->setPosition(ccp(CCDirector::sharedDirector()->getWinSize().width*0.5, posY)); } else if (i == kTree2Tag) { CCSprite * temp = (CCSprite *)this->getChildByTag(kTree1Tag); posY = temp->getPosition().y + temp->getContentSize().height*0.99; tree->setPosition(ccp(CCDirector::sharedDirector()->getWinSize().width*0.5, posY)); } else if (i == kTree3Tag) { CCSprite * temp = (CCSprite *)this->getChildByTag(kTree2Tag); posY = temp->getPosition().y + temp->getContentSize().height*0.99; tree->setPosition(ccp(CCDirector::sharedDirector()->getWinSize().width*0.5, posY)); } } } for (int i = kTree11Tag; i <= kTree33Tag; i++) { float delta = jumper_pos.y - ((float)CCDirector::sharedDirector()->getWinSize().height / 2); CCSprite * tree = (CCSprite *)this->getChildByTag(i); if ( jumper_pos.y > ((float)CCDirector::sharedDirector()->getWinSize().height / 2)) { tree->setPosition(ccp(tree->getPosition().x,tree->getPosition().y-delta*0.1)); } if (tree->getPosition().y <= -0.5*CCDirector::sharedDirector()->getWinSize().height ) { float posY; if (i == kTree11Tag) { CCSprite * temp = (CCSprite *)this->getChildByTag(kTree33Tag); posY = temp->getPosition().y + temp->getContentSize().height*0.99; tree->setPosition(ccp(CCDirector::sharedDirector()->getWinSize().width*0.5, posY)); } else if (i == kTree22Tag) { CCSprite * temp = (CCSprite *)this->getChildByTag(kTree11Tag); posY = temp->getPosition().y + temp->getContentSize().height*0.99; tree->setPosition(ccp(CCDirector::sharedDirector()->getWinSize().width*0.5, posY)); } else if (i == kTree33Tag) { CCSprite * temp = (CCSprite *)this->getChildByTag(kTree22Tag); posY = temp->getPosition().y + temp->getContentSize().height*0.99; tree->setPosition(ccp(CCDirector::sharedDirector()->getWinSize().width*0.5, posY)); } } } // Set the jumpers position jumper->setPosition(jumper_pos); }