Exemple #1
0
// Creates an instance of Player
// @param png - The path to the PNG representation of the sprite
// @param plist - The path to the PLIST representation of the sprite
Player* Player::create()
{
	// Create an instance of Player
	Player* playerSprite = new Player();

	// Reset travelled distance
	playerSprite->setDistanceTravelled(0);

	// Get resource loader instance
	ResourceLoader resLoader = ResourceLoader::getInstance();

	// Get running animation
	Vector<SpriteFrame*> runningAnimation = resLoader.getAnimation(PLAYER_ANIMATION_RUNNING);

	// Generate player movement sprites
	if (playerSprite->initWithSpriteFrame(runningAnimation.at(0)))
	{
		auto animation = Animation::createWithSpriteFrames(runningAnimation);

		// Set delay between frames
		animation->setDelayPerUnit(PLAYER_SPRITE_DELAY_RUNNING);

		//Create running action
		auto runningAction = RepeatForever::create(Animate::create(animation));

		//Set tag for action
		runningAction->setTag(PLAYER_ANIMATION_RUNNING);

		// Run animation forever
		playerSprite->runAction(runningAction);

		// Set properties
		playerSprite->autorelease();
		playerSprite->initOptions();
		playerSprite->setScale(Director::getInstance()->getWinSize().width * 1.8 / 800);
		playerSprite->scheduleUpdate();

		// Add weapon
		Weapon* weapon = Weapon::create();
		playerSprite->setWeapon(weapon);

		//Create physical body
		auto spriteBody = PhysicsBody::createBox(playerSprite->boundingBox().size, PhysicsMaterial(1.0f, 0.5f, 0.5f));
		spriteBody->setAngularVelocityLimit(0.0f);
		spriteBody->setMass(1);
		spriteBody->setCollisionBitmask(PLAYER_COLLISION_BITMASK);
		spriteBody->setContactTestBitmask(true);
		playerSprite->setPhysicsBody(spriteBody);
		
		// Return
		return playerSprite;
	}

	CC_SAFE_DELETE(playerSprite);
	return NULL;
}
Exemple #2
0
void Player::update(float delta)
{
	CCLOG(to_string(this->getPosition().y).c_str());
	distanceTravelled++;
	framePassed--;

	if (this->getPhysicsBody()->getVelocity().y > 1000)
	{
		this->getPhysicsBody()->setVelocity(Vec2(this->getPhysicsBody()->getVelocity().x, 0));
	}
	if (this->getPosition().y < Director::getInstance()->getWinSize().height / GROUND_PERCENTAGE_FOR_BOX)
	{
		this->getPhysicsBody()->setVelocity(Vec2(this->getPhysicsBody()->getVelocity().x, 0));
		this->setPosition(Vec2(this->getPosition().x, Director::getInstance()->getWinSize().height / GROUND_PERCENTAGE_FOR_BOX));
	}
	if (this->currentAction != Action::RUNNING 
		&& this->getPhysicsBody()->getVelocity().y > -1.0f
		&& this->getPhysicsBody()->getVelocity().y < 1.0f)
	{
		// Get resource loader instance
		ResourceLoader resLoader = ResourceLoader::getInstance();

		// Get running animation
		Vector<SpriteFrame*> runningAnimation = resLoader.getAnimation(PLAYER_ANIMATION_RUNNING);

		auto animation = Animation::createWithSpriteFrames(runningAnimation);
		animation->setDelayPerUnit(PLAYER_SPRITE_DELAY_RUNNING);
		auto runningAction = RepeatForever::create(Animate::create(animation));
		runningAction->setTag(PLAYER_ANIMATION_RUNNING);
		this->runAction(runningAction);

		this->currentAction = Action::RUNNING;
	}

	if ((isKeyPressed(EventKeyboard::KeyCode::KEY_LEFT_ARROW) || isKeyPressed(EventKeyboard::KeyCode::KEY_A)) &&(bossMode))
	{
		this->getPhysicsBody()->applyImpulse(Vect(-((Director::getInstance()->getWinSize().height - 600)/32 + 25), 0));
	}

	if ((isKeyPressed(EventKeyboard::KeyCode::KEY_RIGHT_ARROW) || isKeyPressed(EventKeyboard::KeyCode::KEY_D)) &&(bossMode))
	{
		this->getPhysicsBody()->applyImpulse(Vect(((Director::getInstance()->getWinSize().height - 600) / 32 + 25), 0));
	}

	if (invurnerableTime != 0)
		invurnerableTime--;

	if (invurnerable && invurnerableTime == 0)
		invurnerable = false;

}
Exemple #3
0
// Jump action of the Player
// Creates an animation , smooth jumping, and possibility of double-jumping if
// jump key is pressed during this action.
// Sets action to JUMPING
void Player::jump()
{
	// Set current action to JUMPING
	this->currentAction = Action::JUMPING;

	//Stop running animation and replace the sprite png to the jumping one
	this->getActionManager()->removeActionByTag(PLAYER_ANIMATION_RUNNING, this);

	//TODO: Insert the jumping animation instead of a single frame

	// Get resource loader instance
	ResourceLoader resLoader = ResourceLoader::getInstance();

	// Get running animation
	Vector<SpriteFrame*> runningAnimation = resLoader.getAnimation(PLAYER_ANIMATION_RUNNING);
	this->setDisplayFrame(runningAnimation.at(1));

	//JUMP
	//this->getPhysicsBody()->applyImpulse(Vect(0, Director::getInstance()->getWinSize().height *500.0 / 600));
	this->getPhysicsBody()->applyImpulse(Vect(0, (Director::getInstance()->getWinSize().height - 600)/3.5 + 500));


}