コード例 #1
0
ファイル: Game2.cpp プロジェクト: afresgamer/FirstGame
void Game2Scene::ccTouchesBegan(CCSet *pTouches, CCEvent *pEvent)
{
	if (!m_isMoving)
	{
		m_isMoving = true;
		//タッチ初期値
		CCSize winSize = CCDirector::sharedDirector()->getWinSize();
		CCTouch *touch = (CCTouch *)pTouches->anyObject();
		CCPoint location = touch->getLocationInView();
		location = CCDirector::sharedDirector()->convertToGL(location);
		//スプライト呼び出し
		CCSprite *player = (CCSprite *)this->getChildByTag(4);
		//プレイヤーの移動範囲
		if (location.x  < 150 )
		{
			//プレイヤーの出現
			float Length = powf(location.x - player->getPositionX(), 2.0f) + powf(location.y - player->getPositionY(), 2.0f);
			float Duration = Length / winSize.width * 1.5f / speed;//移動に必要な時間
			//タッチイベント
			CCMoveTo* actionMove = CCMoveTo::create(Duration, location);
			actionMove->setTag(26);
			// actionMoveだけを止める
			player->stopActionByTag(26);
			player->runAction(actionMove);
		}		
	}
}
コード例 #2
0
//
// MoveTo
//
CCMoveTo* CCMoveTo::actionWithDuration(cocos2d::ccTime duration, cocos2d::CGPoint position)
{
	CCMoveTo *pMoveTo = new CCMoveTo();
	pMoveTo->initWithDuration(duration, position);
	pMoveTo->autorelease();

	return pMoveTo;
}
コード例 #3
0
//
// MoveTo
//
CCMoveTo* CCMoveTo::actionWithDuration(ccTime duration, const CCPoint& position)
{
	CCMoveTo *pMoveTo = new CCMoveTo();
	pMoveTo->initWithDuration(duration, position);
	pMoveTo->autorelease();

	return pMoveTo;
}
コード例 #4
0
//
// MoveTo
//
CCMoveTo* CCMoveTo::create(float duration, const CCPoint& position)
{
	CCMoveTo *pMoveTo = new CCMoveTo();
	pMoveTo->initWithDuration(duration, position);
	pMoveTo->autorelease();

	return pMoveTo;
}
コード例 #5
0
ファイル: GoBattleLayer.cpp プロジェクト: qjsy/QjGit
void GoBattleLayer::_callbackForAction() {
    CCMoveTo* pMoveTo = CCMoveTo::create(ANIMATION_DURING / 2, ccp(0.0f, 615.0f + m_pGameState->getBottomOffset()));
    pMoveTo->setTag(MOVEIN_TAG);
    m_pBgSprite->runAction(pMoveTo);

    /* 更新上阵武将列表 */
    updateHeroUi();
    
    m_isInScreen = true;
}
コード例 #6
0
ファイル: MapEventsNode.cpp プロジェクト: xuqin/tgp
void MapEventsNode::resumeMapAction()
{
	CCSize size = ToolsFun::sharedTools()->getSceneSize();
	float scale = size.height / 800.0f;
	m_tmxTiledMap->stopActionByTag(11123);
	m_pauseMove = false; 
	float time1 = m_mapHt/(m_speed);/*地图移动完所需时间*/
	CCMoveTo *moveTo = CCMoveTo::create(time1 * 1.0f/scale, ccp(0,-m_mapHt*1.0f/scale));
	moveTo->setTag(11123);
	m_tmxTiledMap->runAction(moveTo);
}
コード例 #7
0
CCObject* CCMoveTo::copyWithZone(CCZone *pZone)
{
	CCZone* pNewZone = NULL;
	CCMoveTo* pCopy = NULL;
	if(pZone && pZone->m_pCopyObject) 
	{
		//in case of being called at sub class
		pCopy = (CCMoveTo*)(pZone->m_pCopyObject);
	}
	else
	{
		pCopy = new CCMoveTo();
		pZone = pNewZone = new CCZone(pCopy);
	}

	CCActionInterval::copyWithZone(pZone);

	pCopy->initWithDuration(m_fDuration, m_endPosition);

	CC_SAFE_DELETE(pNewZone);
	return pCopy;
}
コード例 #8
0
ファイル: GoBattleLayer.cpp プロジェクト: qjsy/QjGit
void GoBattleLayer::restoreTouchUICompent() {
    /*恢复可见*/
    this->setVisible(true);
    
    if (m_pBgSprite->getActionByTag(MOVEOUT_TAG)) {
        m_pBgSprite->stopAllActions();
        m_pBgSprite->setPosition(ccp(0, 975.0f + m_pGameState->getBottomOffset()));
        CCMoveTo* pMoveTo = CCMoveTo::create(ANIMATION_DURING, ccp(0.0f, 615.0f + m_pGameState->getBottomOffset()));
        pMoveTo->setTag(MOVEIN_TAG);
        m_pBgSprite->runAction(pMoveTo);
        return;
    }
    
    if (!m_pBgSprite->getActionByTag(MOVEIN_TAG)) {
        CCMoveTo* pMoveTo = CCMoveTo::create(ANIMATION_DURING, ccp(0.0f, 615.0f + m_pGameState->getBottomOffset()));
        pMoveTo->setTag(MOVEIN_TAG);
        m_pBgSprite->runAction(pMoveTo);
    }
    
    /* 将谁调用武将列表标志置空,不置空会出错 */
    m_pGameState->setTagWhoCallHeroSel(WCH_NONE);
    m_isInScreen = true;
}
コード例 #9
0
void StageMapLayer::MoveMyPlayerToSelectedIndex(float deltaTime)
{
    const int StageMapPlayerActionTag = 37;
    const float speed = 100.f; // pixel per sec
    
    INT currentDestinationIndex = m_CurrentMyPlayerStageMapPointIndex+1;
    if( m_CurrentMyPlayerStageMapPointIndex < m_SelectedStageMapPointIndex )
    {
        currentDestinationIndex = m_CurrentMyPlayerStageMapPointIndex+1;
    }
    else if( m_CurrentMyPlayerStageMapPointIndex > m_SelectedStageMapPointIndex)
    {
        currentDestinationIndex = m_CurrentMyPlayerStageMapPointIndex-1;
    }
    else
    {
        ASSERT_DEBUG( m_CurrentMyPlayerStageMapPointIndex == m_SelectedStageMapPointIndex);
        currentDestinationIndex = m_SelectedStageMapPointIndex;
    }
    
    if( currentDestinationIndex<=0 )
    {
        currentDestinationIndex = 0;
    }
    else if( currentDestinationIndex >= m_StageMapPointList.size() )
    {
        currentDestinationIndex = m_SelectedStageMapPointIndex = m_StageMapPointList.size()-1;
    }

    StageMapPoint* destinationStageMapPoint = m_StageMapPointList[currentDestinationIndex];
    const CCPoint destination = destinationStageMapPoint->getPosition()+m_PlayerPositionOffset;
    if( m_CurrentMyPlayerStageMapPointIndex != m_SelectedStageMapPointIndex )
    {
        StageMapPoint* currentStageMapPoint = m_StageMapPointList[m_CurrentMyPlayerStageMapPointIndex];
        if( destinationStageMapPoint->getPositionX() - currentStageMapPoint->getPositionX() < 0 )
        {
            if( m_MyPlayer->IsFlipX() == true )
            {
                m_MyPlayer->FlipX(false);
            }
        }
        else if( destinationStageMapPoint->getPositionX() - currentStageMapPoint->getPositionX() > 0 )
        {
            if( m_MyPlayer->IsFlipX() == false )
            {
                m_MyPlayer->FlipX(true);
            }
        }
    }
    
    if( destination.getDistance(m_MyPlayer->getPosition()) >= speed*0.06f )
    {
        m_MyPlayer->setPosition( m_MyPlayer->getPosition() + (destination-m_MyPlayer->getPosition()).normalize() * speed * deltaTime );
        const float duration = destination.getDistance(m_MyPlayer->getPosition())/speed;
        CCMoveTo* moveAction = CCMoveTo::create(duration, destination);
        moveAction->setTag(StageMapPlayerActionTag);
        m_MyPlayer->stopActionByTag(StageMapPlayerActionTag);
        m_MyPlayer->runAction( moveAction );
    }
    else
    {
        m_CurrentMyPlayerStageMapPointIndex = currentDestinationIndex;
        m_MyPlayer->setZOrder(destinationStageMapPoint->getZOrder());

        if( m_CurrentMyPlayerStageMapPointIndex != m_SelectedStageMapPointIndex )
        {
            this->MoveMyPlayerToSelectedIndex(deltaTime);
        }
        else
        {
            m_MyPlayer->stopActionByTag(ActionType_Animation);
            m_MyPlayer->AnimateIdle();
        }
    }
}
コード例 #10
0
void StageMapLayer::SelectStageMapPoint(INT listIndex, BOOL withAnimation)
{
    if( listIndex <= 0 )
    {
        listIndex = 0;
    }
    ASSERT_DEBUG(m_StageMapPointList.size() > listIndex );
    INT oldIndex = m_SelectedStageMapPointIndex;
    
    m_SelectedStageMapPointIndex = listIndex;
    
    const CCSize winSize = CCDirector::sharedDirector()->getWinSize();
    
    StageMapPoint* stageMapPoint = m_StageMapPointList[listIndex];
    const StageLevel stageLevel = stageMapPoint->GetStageLevel();
    
    StageInfo* stageInfo = StageInfoDictionary::Instance().FindStageInfo(stageLevel);
    
    CCPoint destination = ccp(stageInfo->GetMapPosition().x, stageInfo->GetMapPosition().y)+m_PlayerPositionOffset;
    CCPoint mapDestination = ccp(m_MapBase->getPositionX(), winSize.height*0.5f+(-stageInfo->GetMapPosition().y));
    if( withAnimation == true )
    {
        CCCallFunc* jumpCall = CCCallFunc::create(m_MyPlayer, callfunc_selector(PlayerNode::AnimateWholeJump));
        CCDelayTime* jumpDelay = CCDelayTime::create(m_MyPlayer->GetWholeJumpAnimationPlayTime());
        CCSequence* jump = CCSequence::create(jumpCall, jumpDelay, nullptr);
        CCRepeatForever* repeatJump = CCRepeatForever::create(jump);
        repeatJump->setTag(ActionType_Animation);
        m_MyPlayer->stopActionByTag(ActionType_Animation);
        m_MyPlayer->runAction(repeatJump);
        
        const int StageMapPlayerActionTag = 37;
        this->MoveMyPlayerToSelectedIndex(0.f);
        
        CCMoveTo* moveMap = CCMoveTo::create(1.f, mapDestination);
        moveMap->setTag(StageMapPlayerActionTag);
        m_MapBase->stopActionByTag(StageMapPlayerActionTag);
        m_MapBase->runAction( moveMap );
    }
    else
    {
        m_CurrentMyPlayerStageMapPointIndex = m_SelectedStageMapPointIndex;
        m_MyPlayer->setPosition(destination);
        m_MapBase->setPosition(mapDestination);
        if( stageMapPoint !=nullptr )
        {
            m_MyPlayer->setZOrder(stageMapPoint->getZOrder());
        }

    }
    
    if( stageMapPoint !=nullptr )
    {
        stageMapPoint->SetFloatingMode(false);
    }
    if( oldIndex >= 0 && oldIndex < m_StageMapPointList.size() )
    {
        StageMapPoint* oldStageMapPoint = m_StageMapPointList[oldIndex];
        oldStageMapPoint->SetFloatingMode(true);
    }
    
    // To Do : PopUp Change
    m_MissionBox->Initialize(*stageInfo);
    m_TitleBox->Initialize(*stageInfo);
    
}
コード例 #11
0
ファイル: Duck.cpp プロジェクト: Ratel13/VitrumProjects
void Duck::update(float dt)
{
    if(currentState == kStateAlive)
    {
        
        if(!canEscape)
        {
            
            cuakSFX += dt;
            
            if(cuakSFX >= 1.5f)
            {
                SimpleAudioEngine::sharedEngine()->playEffect("cuak.mp3");
                cuakSFX = 0.0f;
            }
            
            
            if(getActionByTag(TAG_ACTION_MOVE) == NULL)
            {
                CCPoint newPosition;
                float distance, time;
                
                if(!_paths.empty())
                {
                    
                    DuckStateAnimation newState = kAnimationRight;
                    
                    newPosition = _paths[_paths.size() - 1];
                    _paths.pop_back();
                    
                    distance = ccpDistance(newPosition, getPosition());
                    time = distance / speed;
                    
                    float angle = atan2f(newPosition.y - getPositionY(), newPosition.x - getPositionX()) * 180 / PI + 180;
                    
                    
                    bool left = newPosition.x < getPositionX();
                    
                    if(left && angle < 180)
                        newState = kAnimationLeft;
                    else if(left && angle >= 180)
                        newState = kAnimationDLeft;
                    else if(!left && angle >= 180)
                        newState = kAnimationDRight;
                    
                    
                    if(newState != currentAnimation)
                    {
                        currentAnimation = newState;
                        _runAnimation();
                    }
                    
                    CCMoveTo* moveToAction = CCMoveTo::create(time, newPosition);
                    moveToAction->setTag(TAG_ACTION_MOVE);
                    runAction(moveToAction);
                    
                }
                else
                {
                    canEscape = true;
                    
                    if(getPositionY() < END_DUCK_Y)
                    {
                        
                        currentAnimation = kAnimationEscape;
                        _runAnimation();
                        
                        newPosition = ccp(getPositionX(), END_DUCK_Y);
                        
                        distance = ccpDistance(newPosition, getPosition());
                        time = distance / speed;
                        
                        CCMoveTo* moveToAction = CCMoveTo::create(time, newPosition);
                        moveToAction->setTag(TAG_ACTION_MOVE);
                        runAction(moveToAction);
                    }
                    
                }
                
            }
        }
    }
    
    if(canEscape && getPositionY() + getContentSize().height * 1.5f >= END_DUCK_Y)
    {
        speed -= SPEED_INCREMENT;
        reset();
    }
}