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HelloWorldScene.cpp
306 lines (262 loc) · 8.85 KB
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HelloWorldScene.cpp
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#include "HelloWorldScene.h"
#include "CardSprite.h"
USING_NS_CC;
Scene* HelloWorld::createScene()
{
auto scene = Scene::create();
auto layer = HelloWorld::create();
scene->addChild(layer);
return scene;
}
bool HelloWorld::init()
{
if ( !Layer::init() )
{
return false;
}
auto touchListener=EventListenerTouchOneByOne::create();
touchListener->onTouchBegan=CC_CALLBACK_2(HelloWorld::onTouchBegan,this);
touchListener->onTouchEnded=CC_CALLBACK_2(HelloWorld::onTouchEnded,this);
_eventDispatcher->addEventListenerWithSceneGraphPriority(touchListener,this);
//加入游戏的背景颜色
auto layerColorBG = cocos2d::LayerColor::create(cocos2d::Color4B(180,170,160,255));
this->addChild(layerColorBG);
Size visibleSize = Director::getInstance()->getVisibleSize();
//创建卡片
createCardSprite(visibleSize);
//创建2张自动生成卡片
autoCreateCardNumber();
autoCreateCardNumber();
//在上方加入游戏的分数
//加入“分数”label
auto labelTTFCardNumberName = LabelTTF::create("SCORE","HiraKakuProN-W6",40);
labelTTFCardNumberName->setPosition(Point(visibleSize.width/3,visibleSize.height-50));
this->addChild(labelTTFCardNumberName);
//加入具体的分数
labelTTFCardNumber = LabelTTF::create("0","HiraKakuProN-w6",50);
labelTTFCardNumber->setPosition(Point(visibleSize.width-400,visibleSize.height-50));
this->addChild(labelTTFCardNumber);
score=0;
return true;
}
//事件监听回调:触摸开始
bool HelloWorld::onTouchBegan(cocos2d::Touch *touch, cocos2d::Event *unused_event)
{
//获取触摸的X轴和Y轴
Point touchPoint = touch->getLocation(); //获取OpenGL坐标(即cocos2d-x坐标,原点在左下角)
touch->getLocationInView();
firstX=touchPoint.x;
firstY=touchPoint.y;
return true;
}
//事件监听回调:触摸结束
void HelloWorld::onTouchEnded(cocos2d::Touch *touch, cocos2d::Event *unused_event)
{
//获取X轴和Y轴的移动范围
Point touchPoint=touch->getLocation(); //获取OpenGL坐标(即cocos2d-x坐标,原点在左下角)
endX=firstX - touchPoint.x;
endY=firstY - touchPoint.y;
//判断X轴和Y轴的移动距离,如果X轴的绝对值大,则向左右滑动,如果Y轴的绝对值大,则向上下滑动
if(abs(endX) > abs(endY))
{
//手势向左右
//判断向左还是向右
if(endX+5>0)
{
//向左
doLeft();
//判断游戏是否还能继续
doCheckGameOver();
}
else
{
//向右
doRight();
//判断游戏是否还能继续
doCheckGameOver();
}
}
else
{
//手势向上下
//判断手势向上还是向下
if(endY+5>0)
{
//向下
doDown();
//判断游戏是否还能继续
doCheckGameOver();
}
else
{
//向上
doUp();
//判断游戏是否还能继续
doCheckGameOver();
}
}
}
//滑向上下左右的方法
bool HelloWorld::doUp(){
bool isdo = false;
for (int x = 0; x < 4; x++) {
for (int y = 3; y >= 0; y--) {
for (int y1 = y - 1; y1 >= 0; y1--) {
if (cardArr[x][y1]->getNumber() > 0) {
if (cardArr[x][y]->getNumber() <= 0) {
cardArr[x][y]->setNumber(cardArr[x][y1]->getNumber());
cardArr[x][y1]->setNumber(0);
y++;
isdo = true;
}else if(cardArr[x][y]->getNumber() == cardArr[x][y1]->getNumber()){
cardArr[x][y]->setNumber(cardArr[x][y]->getNumber()*2);
cardArr[x][y1]->setNumber(0);
//改变分数
score += cardArr[x][y]->getNumber();
log("doUp");
log(String::createWithFormat("%i",cardArr[x][y]->getNumber())->getCString());
labelTTFCardNumber->setString(String::createWithFormat("%i",score)->getCString());
isdo = true;
}
break;
}
}
}
}
return isdo;
}
bool HelloWorld::doDown(){
bool isdo = false;
for (int x = 0; x < 4; x++) {
for (int y = 0; y < 4; y++) {
for (int y1 = y + 1; y1 < 4; y1++) {
if (cardArr[x][y1]->getNumber() > 0) {
if (cardArr[x][y]->getNumber() <= 0) {
cardArr[x][y]->setNumber(cardArr[x][y1]->getNumber());
cardArr[x][y1]->setNumber(0);
y--;
isdo = true;
}else if(cardArr[x][y]->getNumber() == cardArr[x][y1]->getNumber()){
cardArr[x][y]->setNumber(cardArr[x][y]->getNumber()*2);
cardArr[x][y1]->setNumber(0);
//改变分数
score += cardArr[x][y]->getNumber();
log("doDown");
log(String::createWithFormat("%i",cardArr[x][y]->getNumber())->getCString());
labelTTFCardNumber->setString(String::createWithFormat("%i",score)->getCString());
isdo = true;
}
break;
}
}
}
}
return isdo;
}
bool HelloWorld::doLeft(){
bool isdo = false;
for (int y = 0; y < 4; y++) {
for (int x = 0; x < 4; x++) {
for (int x1 = x + 1; x1 < 4; x1++) {
if (cardArr[x1][y]->getNumber() > 0) {
if (cardArr[x][y]->getNumber() <= 0) {
cardArr[x][y]->setNumber(cardArr[x1][y]->getNumber());
cardArr[x1][y]->setNumber(0);
x--;
isdo = true;
}else if(cardArr[x][y]->getNumber() == cardArr[x1][y]->getNumber()){
cardArr[x][y]->setNumber(cardArr[x][y]->getNumber()*2);
cardArr[x1][y]->setNumber(0);
//改变分数
score += cardArr[x][y]->getNumber();
log("doLeft");
log(String::createWithFormat("%i",cardArr[x][y]->getNumber())->getCString());
labelTTFCardNumber->setString(String::createWithFormat("%i",score)->getCString());
isdo = true;
}
break;
}
}
}
}
return isdo;
}
bool HelloWorld::doRight(){
bool isdo = false;
for (int y = 0; y < 4; y++) {
for (int x = 3; x >= 0; x--) {
for (int x1 = x - 1; x1 >= 0; x1--) {
if (cardArr[x1][y]->getNumber() > 0) {
if (cardArr[x][y]->getNumber() <= 0) {
cardArr[x][y]->setNumber(cardArr[x1][y]->getNumber());
cardArr[x1][y]->setNumber(0);
x++;
isdo = true;
}else if(cardArr[x][y]->getNumber() == cardArr[x1][y]->getNumber()){
cardArr[x][y]->setNumber(cardArr[x][y]->getNumber()*2);
cardArr[x1][y]->setNumber(0);
//改变分数
score += cardArr[x][y]->getNumber();
log("doRight");
log(String::createWithFormat("%i",cardArr[x][y]->getNumber())->getCString());
labelTTFCardNumber->setString(String::createWithFormat("%i",score)->getCString());
isdo = true;
}
break;
}
}
}
}
return isdo;
}
//创建卡片
void HelloWorld::createCardSprite(cocos2d::Size size)
{
//求出单元格的宽度和高度
int unitSize = (size.height-128)/4;
//4*4的单元格
for(int i=0; i<4; i++)
{
for(int j=0; j<4; j++)
{
CardSprite* card = CardSprite::createCardSprite(0, unitSize, unitSize, unitSize*i+200, unitSize*j+20);
addChild(card);
//把卡片加入到数组中
cardArr[i][j] = card;
}
}
}
//自动生成卡片
void HelloWorld::autoCreateCardNumber()
{
int i = CCRANDOM_0_1()*4;
int j = CCRANDOM_0_1()*4;
//判断是否这个位置已存在卡片
if(cardArr[i][j]->getNumber() > 0){
autoCreateCardNumber();
}else{
cardArr[i][j]->setNumber(CCRANDOM_0_1()*10 < 1 ? 4: 2);
}
}
//判断游戏是否还能继续
void HelloWorld::doCheckGameOver(){
bool isGameOver = true;
for (int y = 0; y < 4; y++) {
for (int x = 0; x < 4; x++) {
if (cardArr[x][y]->getNumber() == 0||
(x>0&&(cardArr[x][y]->getNumber() == cardArr[x-1][y]->getNumber()))||
(x<3&&(cardArr[x][y]->getNumber() == cardArr[x+1][y]->getNumber()))||
(y>0&&(cardArr[x][y]->getNumber() == cardArr[x][y-1]->getNumber()))||
(y<3&&(cardArr[x][y]->getNumber() == cardArr[x][y+1]->getNumber()))) {
isGameOver = false;
}
}
}
if (isGameOver) {
//游戏结束,重新开始游戏
log("游戏结束");
Director::getInstance()->replaceScene(TransitionFade::create(1, HelloWorld::createScene()));
}else{
autoCreateCardNumber();
}
}