コード例 #1
0
ファイル: BZStageCommon.cpp プロジェクト: sparkma/Buzzle
void BZStageCommon::onEnter()
{
	GUARD_FUNCTION();

	CAStage::onEnter();

	if (_debug_info)
	{
		CCSize size = CAWorld::getScreenSize();
		size.width *= 0.9f;
#if defined(_DEBUG)
		size.height = 18 * 9;
#else
		size.height = 18 * 4;
#endif
		//_pInfo = CCLabelTTF::labelWithString(" ", size, kCCTextAlignmentLeft, "Arial", 16);
		_pInfo = CCLabelTTF::create(" ", "Arial", 18.0f, size, kCCTextAlignmentLeft);
		_pInfo->setAnchorPoint(ccp(0.0f, 0.0f));
		_pInfo->setPosition( ccp(0, 20) );
		_pInfo->setVertexZ(99);
		ccColor3B cc;
		cc.r = 255; cc.g = 0; cc.b = 0;
		_pInfo->setColor(cc);
		_pInfo->setOpacity(0x9b);
		this->addChild(_pInfo, 10000);
		_pInfo->retain();
	}
}
コード例 #2
0
ファイル: BZGame.cpp プロジェクト: sparkma/Buzzle
/// Game
BZGame::BZGame(CAStageLayer* player) : BZBoard(player)
{
	GUARD_FUNCTION();

	_name = "na";

	_nCounter = 0;

	_nScore = 0;
	_typesCount = 0;
	if (_typesCount < BLOCK_TYPES) _types[_typesCount++] = "bubble_a";	else _Assert(false);
	if (_typesCount < BLOCK_TYPES) _types[_typesCount++] = "bubble_b";	else _Assert(false);
	if (_typesCount < BLOCK_TYPES) _types[_typesCount++] = "bubble_c";	else _Assert(false);
	if (_typesCount < BLOCK_TYPES) _types[_typesCount++] = "bubble_d";	else _Assert(false);
	if (_typesCount < BLOCK_TYPES) _types[_typesCount++] = "bubble_e";	else _Assert(false);

	//_types[_typesCount++] = "bird";
	_nGameStatesCount = 0;
	memset(_oldGameStates, 0, sizeof(_oldGameStates));

	setState(GS_Idle);

	_timeLastBorn = 0;

	//_VerifyClass(this);
}
コード例 #3
0
void BZStagePlayLayerHome::onStateBegin(CAState* from, void* param) 
{
	GUARD_FUNCTION();

	const string& fname = from->getFullName();
	if (0) ;
	else _HANDLE_STATE(idle, if (_bFirstRun) { this->setConditionResult("*****@*****.**", true); _bFirstRun = false; })
	else _HANDLE_STATE(mode_fadein, (void)0)
コード例 #4
0
ファイル: BZSpriteButton.cpp プロジェクト: sparkma/Buzzle
void BZSpriteButton::_setAnimateState(EAnimateState s)
{
	GUARD_FUNCTION();
	_animateState = s;
	if (BS_Idle == s)
	{
		_touchState = TS_None;
	}
	_Debug("button %s -> %d", this->getModName().c_str(), s);
}
コード例 #5
0
ファイル: BZGame.cpp プロジェクト: sparkma/Buzzle
BZBubble* BZGame::_onUpdateBlock(BZBlock* pblock)
{
	GUARD_FUNCTION();

	pblock->onUpdate();
	if (_canBoom(pblock))
	{
		return pblock->booom();
	}
	return null;
}
コード例 #6
0
BZStagePlayLayerGamePlay::BZStagePlayLayerGamePlay(CAStage* pstage, CAStageLayer* playerParent) : CAStageLayer(pstage, playerParent)
{
	GUARD_FUNCTION();

	_Trace("%s allocated", __FUNCTION__);
	_nScore = -1;
	_nLevel = 0;
	_pgame = null;

	_pgame = null;
	_score = null;
	_level = null;

	_NullGetters();
}
コード例 #7
0
ファイル: BZSpriteButton.cpp プロジェクト: sparkma/Buzzle
void BZSpriteButton::onTouched(CAEventTouch* pEvent) 
{
	if (!_bEnabled)
		return;

	GUARD_FUNCTION();

	switch (pEvent->state())
	{
	case kTouchStateGrabbed:
		_Debug("button %s touch grabbed", this->getModName().c_str());
		if (_animateState == BS_Idle || _animateState == BS_Animated)
		{
			_Debug("button %s press", this->getModName().c_str());
			_touchState |= TS_Down;
			_setAnimateState(BS_Animating);
			setState(ButtonPose_Pressed, true);
			CASpriteModelPose* ppose = this->getCurrentPose();
			if (ppose->name() != ButtonPose_Pressed)
			{
				_onPressedAnimationFinished();
			}
		}
		else if (_animateState == BS_Animating)
		{
			//do nothing
		}
		break;
	case kTouchStateUngrabbed:
		_Debug("button %s touch ungrabbed", this->getModName().c_str());
		if (_animateState == BS_Idle)
		{
		}
		else if (_animateState == BS_Animating)
		{
			_Debug("button %s touch up flag", this->getModName().c_str());
			_touchState |= TS_Up;
		}
		else if (_animateState == BS_Animated)
		{
			_Debug("button %s touch end, onclick", this->getModName().c_str());
			if (_bEnabled) _onClick();
		}
		break;
	}
}
コード例 #8
0
CAStage* TSWorld::createStage(const char* _name)
{
	GUARD_FUNCTION();

	string name = _name;
	CAStage* ps = NULL;
	if (name == _stage_play)
	{
		GUARD_FIELD(stage_play);
		ps = new TSStagePlay(_name);
	}
	else if (name == _stage_logo)
	{
		GUARD_FIELD(stage_logo);
		ps = new TSStageLogo(_name);
	}
	/*
	else if (name == _stage_menu)
	{
		GUARD_FIELD(stage_menu);
		ps = new TSStageMenu(_name);
	}
	else if (name == _stage_help)
	{
		GUARD_FIELD(stage_help);
		ps = new TSStageHelp(_name);
	}
	else if (name == _stage_options)
	{
		GUARD_FIELD(stage_options);
		ps = new TSStageOptions(_name);
	}
	else if (name == _stage_credits)
	{
		GUARD_FIELD(stage_credits);
		ps = new TSStageCredits(_name);
	}
	*/
	else if (name == _stage_test)
	{
		GUARD_FIELD(stage_test);
		ps = new TSStageTest(_name);
	}

	return ps;
}
コード例 #9
0
/* 
这里生成的 sprite 是全局的,可能任何Stage, 任何Layer都会使用。
这里不对他们的坐标等具象化东西进行初始化。
*/
CASprite* TSWorld::createSprite(CAStageLayer* player, const char* _name)
{
	GUARD_FUNCTION();

	CASprite* pspr = null;
	string name = _name;
	//if (player->stage()->name() == _stage_play)
	{
		//if (player->name() == _layer_game)
		{
			if (name == "player")
			{
				GUARD_FIELD(player);
				pspr = new TSSpritePlayer(player, name.c_str());
			}
			/*
			else if (name == "bubble")
			{
				GUARD_FIELD(bubble);
				pspr = new TSSpriteBubble(player, name.c_str()); 
			}
			*/
			else if (name.find("button") == 0 || 0)
			{
				GUARD_FIELD(bubble);
				pspr = new TSSpriteButton(player, name.c_str()); 
			}
			else
			{
				GUARD_FIELD(common_sprite);
				pspr = new TSSpriteCommon(player, name.c_str()); 
				//_Assert(false);
			}
		}
	}
	
	//_Trace("sprite [%s] created, p=%p", name.c_str(), pspr);

	return pspr;
}
コード例 #10
0
ファイル: BZGame.cpp プロジェクト: sparkma/Buzzle
void BZGame::loadData()
{
	GUARD_FUNCTION();

	string str = CAUserData::sharedUserData().getString(_name.c_str());
	size_t len = str.length();
	len = (len + 16) * 3 / 4;
	unsigned char* pb = new unsigned char[len];
	unsigned int olen = CAString::str2bin(str, pb, len);
	_Assert(olen <= len);
	CADataBuf buf(pb, len);
	delete [] pb;

	ccTime time;
	buf >> str;	_Assert(str == "1.0");
	buf >> str; _Assert(str == _name);
	buf >> time; _timeLastBorn = this->getTimeNow() - time;
	buf >> _lastBubble;
	//buf >> _nLevel;
	buf >> _nScore;

	//_Assert(null != _pboard);
	BZBoard::loadData(buf);
}
コード例 #11
0
ファイル: BZGame.cpp プロジェクト: sparkma/Buzzle
void BZGame::createBoard(const CCPoint& ptBoardAnchor, int rows, int cols, float bubblesize)
{
	GUARD_FUNCTION();
	BZBoard::setParams(ptBoardAnchor, rows, cols, bubblesize);
}
コード例 #12
0
void BZStagePlayLayerGamePlay::onEnter()
{
	GUARD_FUNCTION();

	CAStageLayer::onEnter();
}
コード例 #13
0
void BZStagePlayLayerGamePlay::onStateBegin(CAState* from, void* param) 
{
	GUARD_FUNCTION();

	const string& fname = from->getFullName();
	_state = fname;

	if (0) ;
	else if (CAString::startWith(fname, "root.idle"))		//_onStateBeginIdle(from);
	{
		GUARD_FIELD(field);
		//this->setIsVisible(false);
		_NullGetters();
		removeAllTimelines();
	}
	else if (CAString::startWith(fname, "root.create"))		//_onStateBeginFadein(from);
	{
		GUARD_FIELD(field);
		//this->stage()->resetTimer();
		//this->stage()->setOffset(ccp(0, 0), 0);
		activeAllTimelines();
	}
	else if (CAString::startWith(fname, "root.fadein"))		//_onStateBeginFadein(from);
	{
		GUARD_FIELD(root_fadin);
		_InitGetters();

		string strScore = _settings.getString("score_spr");
		float fScoreScale = _settings.getFloat("score_scale");
		CCPoint ptScore = _settings.getPoint("score_pos");
		CAWorld::percent2view(ptScore);
		CCSize sizeScore = _settings.getSize("score_size");
		CAWorld::percent2view(sizeScore);

		string strLevel = _settings.getString("level_spr");
		float fLevelScale = _settings.getFloat("level_scale");
		CCPoint ptLevel = _settings.getPoint("level_pos");
		CAWorld::percent2view(ptLevel);
		CCSize sizeLevel = _settings.getSize("level_size");
		CAWorld::percent2view(sizeLevel);

		_score = new BZGroupNumber(this, strScore);
		_score->setLayout(+1, ptScore, sizeScore, fScoreScale);
		_score->setChangeType(NCM_Near, NCO_Left);

		_level = new BZGroupNumber(this, strLevel);
		_level->setLayout(+1, ptLevel, sizeLevel, fLevelScale);
		_level->setChangeType(NCM_Near, NCO_Left);

		_pstage->setFocus(this);
	}
	else if (CAString::startWith(fname, "root.levelup"))	
	{
		GUARD_FIELD(field);
		//stage()->setOffset(CCPointZero, 0);
	}
	else if (CAString::startWith(fname, "root.running"))	//_onStateBeginRunning(from);
	{
		GUARD_FIELD(field);
		_initGame();
	}
	else if (fname == "root.pause")
	{
		GUARD_FIELD(field);
		CAStageLayer* pl = this->getSubLayer("game.play.pause");
		_Assert(pl);
		pl->setConditionResult("*****@*****.**", true);
		_pstage->setFocus(pl);
		pause();
	}
	else if (CAString::startWith(fname, "root.restart"))
	{
		GUARD_FIELD(field);
		resume();
		if (null != _pgame)
		{
			_pgame->release();
			_pgame = null;
		}
		CAWorld::sharedWorld().gameenv().setString("how", "newgame");
		_pstage->setFocus(this);
	}
	else if (CAString::startWith(fname, "root.quit"))
	{
		GUARD_FIELD(field);
		//wait plPause's state in idle
		//_pstage->setFocus(this);
		resume();
		if (null != _pgame)
		{
			_pgame->release();
			_pgame = null;
		}
		//_initGame();
		this->_playerParent->onEvent(new CAEventCommand(this, "play.finished"));
	}
	else if (CAString::startWith(fname, "root.resume"))
	{
		GUARD_FIELD(field);
		//wait plPause's state in idle
		_pstage->setFocus(this);
		resume();
	}
	else if (CAString::startWith(fname, "root.save_quit"))
	{
		GUARD_FIELD(field);
		resume();
		if (null != _pgame)
		{
			_pgame->saveData();
			_pgame->release();
			_pgame = null;
		}
		//_initGame();
		this->_playerParent->onEvent(new CAEventCommand(this, "play.finished"));
	}
	else if (CAString::startWith(fname, "root.over"))	
	{
		GUARD_FIELD(field);
		//show game over message
		//save record here
	}
	else if (CAString::startWith(fname, "root.fadeout"))
	{
		GUARD_FIELD(field);
		//show fadeout effects
		//transite to idle
		if (_score)
		{
			_score->release();
			_score = null;
		}
		if (_level)
		{
			_level->release();
			_level = null;
		}
	}
	else ;
};
コード例 #14
0
CAStageLayer* TSWorld::createLayer(CAStage* pstage, CAStageLayer* playerParent, const char* _name)
{
	GUARD_FUNCTION();

	string name = "";
	
	if (playerParent)
	{
	//	name += playerParent->name();
	}
	name += _name;

	if (pstage->name() == _stage_play)
	{
		if (name == _layer_game)
		{
			GUARD_FIELD(layer_game);
			return new TSStagePlayLayerGame(pstage, playerParent);
		}
		else if (name == _layer_game_prepare)
		{
			GUARD_FIELD(layer_game_prepare);
			return new TSStagePlayLayerGamePrepare(pstage, playerParent);
		}
		else if (name == _layer_game_prepare_quit)
		{
			GUARD_FIELD(layer_game_prepare_quit);
			return new TSStagePlayLayerGamePrepareQuit(pstage, playerParent);
		}
		else if (name == _layer_game_play)
		{
			GUARD_FIELD(layer_game_play);
			return new TSStagePlayLayerGamePlay(pstage, playerParent);
		}
		else if (name == _layer_game_shop)
		{
			GUARD_FIELD(layer_game_shop);
			return new TSStagePlayLayerGameShop(pstage, playerParent);
		}
		else if (name == _layer_game_play_pause)
		{
			GUARD_FIELD(layer_game_play_pause);
			return new TSStagePlayLayerGamePlayPause(pstage, playerParent);
		}
		/*
		else if (name == _layer_game_background) 
		{
			GUARD_FIELD(layer_back);
			return new TSStagePlayLayerGameBackground(pstage, playerParent);
		}
		else if (name == _layer_game_doodads1)
		{
			GUARD_FIELD(layer_doodads1);
			return new TSStagePlayLayerGameDoodads1(pstage, playerParent);
		}
		else if (name == _layer_game_play_dialog)
		{
			GUARD_FIELD(layer_game_play_dialog);
			return new TSStagePlayLayerGamePlayDialog(pstage, playerParent);
		}
		else if (name == _layer_game_doodads2) 
		{
			GUARD_FIELD(layer_doodads2);
			return new TSStagePlayLayerGameDoodads2(pstage, playerParent);
		}
		*/
		else
		{
			_Assert(false);
		}
	}
	else if (pstage->name() == _stage_logo)
	{
		if (name == _layer_logo)
		{
			GUARD_FIELD(layer_logo);
			return new TSStageLogoLayerMain(pstage, playerParent);
		}
	}
	/*
	else if (pstage->name() == _stage_menu)
	{
		if (name == _layer_menu)
		{
			GUARD_FIELD(layer_menu);
			return new TSStageMenuLayerMain(pstage, playerParent);
		}
	}
	else if (pstage->name() == _stage_help)
	{
		if (name == _layer_help)
		{
			GUARD_FIELD(layer_help);
			return new TSStageHelpLayerMain(pstage, playerParent);
		}
	}
	else if (pstage->name() == _stage_options)
	{
		if (name == _layer_options)
		{
			GUARD_FIELD(layer_options);
			return new TSStageOptionsLayerMain(pstage, playerParent);
		}
	}
	else if (pstage->name() == _stage_credits)
	{
		if (name == _layer_credits)
		{
			GUARD_FIELD(layer_credits);
			return new TSStageCreditsLayerMain(pstage, playerParent);
		}
	}
	*/
	else if (pstage->name() == _stage_test)
	{
		if (name == _layer_test)
		{
			GUARD_FIELD(layer_test);
			return new TSStageTestLayerTest(pstage, playerParent);
		}
		else if (name == _layer_test_bubbles)
		{
			GUARD_FIELD(layer_test_bubbles);
			return new TSStageTestLayerTestBubbles(pstage, playerParent);
		}
	}
	_Assert(false);

	return NULL;
}