SimpleAudioEngine::SimpleAudioEngine()
{
    if (s_pEffectPlayer)
    {
        delete s_pEffectPlayer;
    }
    s_pEffectPlayer = new TSoundPlayer();

    if (s_pBackPlayer)
    {
        delete s_pBackPlayer;
    }
    s_pBackPlayer    = new SoundPlayer();
    setBackgroundMusicVolume(s_fBackgroundMusicVolume);

    if (s_pDataManager)
    {
        delete s_pDataManager;
    }
    s_pDataManager   = new SoundDataManager();
}
예제 #2
0
bool GameScene::init()
{
    if (!Layer::init())return false;
    
    
    initPlist();
    initEffect();
    
    //set game status
    Config::getInstance()->setGameSatus(ING);
    Config::getInstance()->setScore(0);//rest score
    
    //loding effect
    auto _SimpleAudioEngine = SimpleAudioEngine::getInstance();
    _SimpleAudioEngine->preloadEffect(air_shoot_effect1);
    _SimpleAudioEngine->preloadEffect(ship_explode_effect0);
    
    //init game map
    //init enemy type
    switch (levelNum)
    {
        case GAMEMAP1://0
            if (Config::getInstance()->getmusicState())
            {
                auto simpleAudio = SimpleAudioEngine::getInstance();
                simpleAudio->preloadBackgroundMusic(battle_bg_stage0);
                simpleAudio->setBackgroundMusicVolume(1.0f);
                simpleAudio->playBackgroundMusic(battle_bg_stage0, true);
            }
            addMap("Map1.png");
            levelScore = BOOS_LEVEL1;
            break;
        case GAMEMAP2://1
            if (Config::getInstance()->getmusicState())
            {
                auto simpleAudio = SimpleAudioEngine::getInstance();
                simpleAudio->preloadBackgroundMusic(battle_bg_stage1);
                simpleAudio->setBackgroundMusicVolume(1.0f);
                simpleAudio->playBackgroundMusic(battle_bg_stage1, true);
            }
            addMap("Map2.png");
            levelScore = BOOS_LEVEL2;
            //add particle
            Kit::addParticle(snow_plist, this, VisibleRect::top());
            break;
        case GAMEMAP3://2
            if (Config::getInstance()->getmusicState())
            {
                auto simpleAudio = SimpleAudioEngine::getInstance();
                simpleAudio->preloadBackgroundMusic(battle_bg_stage2);
                simpleAudio->setBackgroundMusicVolume(1.0f);
                simpleAudio->playBackgroundMusic(battle_bg_stage2, true);
            }
            addMap("Map3.png");
            levelScore = BOOS_LEVEL3;
            break;
            
        case GAMEMAP4://3
            if (Config::getInstance()->getmusicState())
            {
                auto simpleAudio = SimpleAudioEngine::getInstance();
                simpleAudio->preloadBackgroundMusic(battle_bg_stage2);
                simpleAudio->setBackgroundMusicVolume(1.0f);
                simpleAudio->playBackgroundMusic(battle_bg_stage2, true);
            }
            addMap("Map4.png");
            levelScore = BOOS_LEVEL4;
            //add fire paticle
            Kit::addParticle(battle_fire_bg_particle_plist, this, VisibleRect::top());
            break;
        default:
            log("there's no game map to do !");
            return false;
            break;
    }
    
    //add logo one top-left
    auto	logoShip = Sprite::createWithSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName(SHIP_FILE_NAME));
    float offset = logoShip->getContentSize().width / 2;
    logoShip->setScale(0.8f);
    auto winsize = Director::getInstance()->getWinSize();
    logoShip->setPosition(Vec2(offset, winsize.height - offset));
    this->addChild(logoShip, SHIP_Z_ORDER);
    
    
    
    //set life value  beside of logoShip
    Config::getInstance()->setShipLife(SHIP_LIFES);
    __String life("X");
    life.appendWithFormat("%02d", Config::getInstance()->getShipLife());
    lifeValue = Label::createWithSystemFont(life.getCString(), "Arial", 12);
    lifeValue->setPosition(Vec2(offset * 3, winsize.height - offset));
    lifeValue->setColor(Color3B::RED);
    this->addChild(lifeValue, SHIP_Z_ORDER);
    
    
    //add score
    __String tempscore("得分:");
    tempscore.appendWithFormat("%07d", Config::getInstance()->getScore());
    score = Label::createWithSystemFont(tempscore.getCString(), "Arial", 12);
    score->setPosition(Vec2(winsize.width - 45, winsize.height - offset));
    score->setColor(Color3B::RED);
    this->addChild(score, SHIP_Z_ORDER);
    
    
    
    
    ship = Ship::creatShip(this, 0, SHIP_LIFE_VALUE);
    auto initPosition = VisibleRect::center();
    ship->setPosition(Vec2(initPosition.x, initPosition.y - 120.0f));
    this->addChild(ship, SHIP_Z_ORDER);
    
    
    //add bone btn
    auto bone_btn_sprite = Sprite::create(btn_bone_res);
    bone_btn_sprite->setScale(0.8f);
    auto bone_btn = MenuItemSprite::create(bone_btn_sprite, nullptr, [&](Ref* _bone_btn){
        
        //处理炸弹效果
        log("bone released ......");
        
        //can shake
        auto j = JumpBy::create(0.5f, Vec2::ZERO, 5, 5);
        this->runAction(j);
        
        auto config = Config::getInstance();
        //remove enemy and bullet
        for (auto bullet : *config->enemy_bullet_list)
        {
            bullet->boneDestory();
        }
        
        for (auto enemy : *config->enemy_list)
        {
            //effect it
            log("effect it ......");
            enemy->boneDestory(this);
        }
        config->enemy_bullet_list->clear();
        config->enemy_list->clear();
        
    });
    auto menue = Menu::create(bone_btn, NULL);
    menue->setPosition(Vec2(35, 200));
    this->addChild(menue, BTN_BACK_Z_ORDER);
    menue->runAction(Kit::creatEaseSineInOut(100.0f));
    
    
    
    
    //add back btn
    auto btn_sprite = Sprite::createWithTexture(Director::getInstance()->getTextureCache()->addImage(btn_back_res));
    btn_sprite->setColor(Color3B(0, 245, 255));
    auto btn_back = MenuItemSprite::create(btn_sprite, nullptr, [&](Ref* item){
        auto menuSprite = (MenuItemSprite*)item;
        auto scale = ScaleBy::create(0.2f, 1.1);
        auto jumpToGameLevel = CallFunc::create([](){
            
            auto config=Config::getInstance();
            
            if (config->getmusicState()) SimpleAudioEngine::getInstance()->stopBackgroundMusic();// 停止当前背景音乐
            
            if (config->getmusicState())
            {
                SimpleAudioEngine::getInstance()->playBackgroundMusic(main_bg_stage1, true);
            }
          
            
            Director::getInstance()->replaceScene(TransitionFade::create(1.2f, GameLevelLayer::creatScene()));
        });
        
        //call back
        std::function<void()> releaseResources = [&](){
            this->releaseR();
        };
        menuSprite->runAction(Sequence::create(CallFunc::create(releaseResources), scale, scale->reverse(), jumpToGameLevel, NULL));
    });
    
    
    
    
    menue = Menu::create(btn_back, NULL);
    auto btn_back_position = VisibleRect::rightBottom();
    offset = btn_sprite->getContentSize().width / 2;
    menue->setPosition(Vec2(btn_back_position.x - 50, btn_back_position.y + 25));
    this->addChild(menue, BTN_BACK_Z_ORDER);
    menue->runAction(Kit::creatEaseSineInOut(100.0f));
    
    
    
    
    
    
    //添加敌机
    this->schedule(schedule_selector(GameScene::addEnemy), 2.0f, kRepeatForever, 1.2f);
    
    this->scheduleUpdate();
    
    //初始化地图移动
    this->scheduleOnce(schedule_selector(GameScene::initMoveMap), 1.2f);
    
    
    
    
    return true;
}