Exemplo n.º 1
0
/** 碰撞开始事件
 *  @2015/12/16 11:28
 */
bool Level_1::onCollisionBegin(const cocos2d::PhysicsContact& contact)
{
    PhysicsBody* bodyA = contact.getShapeA()->getBody();
    PhysicsBody* bodyB = contact.getShapeB()->getBody();
    PhysicsBody* temp =nullptr;
    //log("A:%d B:%d",bodyA->getTag(),bodyB->getTag());
    if(bodyA->getTag() == 555555)
    {
        temp = bodyB;
        bodyB = bodyA;
        bodyA = temp;
        
    }

    if(bodyB->getTag() == 555555)
    {
        //log("A:%d",bodyA->getTag());
        //  100001     物理世界
        //  555555     主要车的
        //  300001     悬浮的物体
        //  400001     第一关的怪物
        //  600001     弹簧的物体
        
        
        if (bodyA->getTag()== 400001)
        {
            MainCar_R* car =(MainCar_R*)bodyB->getNode()->getParent()->getParent();
            //car->removeFromParent();
            car->setBodyEnable();
        }
        
        switch (bodyA->getTag()) {
            case 400001:
                log("第一关的怪物");
                bodyB->setEnabled(false);

                break;
                
            case 300001:
                log("悬浮的物体");
                break;
            
            case 600001:
                log("弹簧的物体");
                break;
                
            default:
                break;
        }
    }

    return true;
}
Exemplo n.º 2
0
// on "init" you need to initialize your instance
bool Level_5::init()
{
    //////////////////////////////
    // 1. super init first
    if ( !Layer::init() ){
        return false;
    }
    Size visibleSize = Director::getInstance()->getVisibleSize();
    Vec2 visiblePoint = Director::getInstance()->getVisibleOrigin();
    auto root_level_5 = CSLoader::createNode("Scene/LevelScene/Level_5.csb");
    root_level_5->setTag(100001);
    this->addChild(root_level_5);
    //设置物理 空心世界
    PhysicsBody* psworld =PhysicsBody::createEdgeBox(Size(visibleSize.width,visibleSize.height*1.2),PHYSICSBODY_MATERIAL_DEFAULT,2);
    psworld->setCategoryBitmask(0x01);
    psworld->setCollisionBitmask(0x01);
    psworld->setContactTestBitmask(0x01);
    root_level_5->setPhysicsBody(psworld);
    //火把
    Node* hb1 = root_level_5->getChildByName<Node*>("FileNode_1");
    //火把
    Node* hb2 = root_level_5->getChildByName<Node*>("FileNode_1_0");
    fire_x* fhb1 = fire_x::create();
    fhb1->setObject(hb1);
    addChild(fhb1);
    fire_x* fhb2 = fire_x::create();
    fhb2->setObject(hb2);
    addChild(fhb2);
    //完成退出
    Sprite* exitl5 = root_level_5->getChildByName<Sprite*>("img_next_27");
    //主要车
    Sprite* carl5 = root_level_5->getChildByName<Sprite*>("img_maincarbody_1");
    //按钮一
    Sprite* btnl5_1 = root_level_5->getChildByName<Sprite*>("btn_010001_50");
    //按钮二
    anim_l5_2 = root_level_5->getChildByName<Node*>("FileNode_2_kill");
    //按钮三
    Sprite* btnl5_3 = root_level_5->getChildByName<Sprite*>("btn_010001_50_0");
    //问题1
    Sprite* questionl4_1 = root_level_5->getChildByName<Sprite*>("anim_question0001_51_0");
    //问题2
    Sprite* questionl4_2 = root_level_5->getChildByName<Sprite*>("anim_question0001_51");
    //问题3
    Sprite* questionl4_3 = root_level_5->getChildByName<Sprite*>("anim_question0001_25");
    //怪物a
    Sprite* monsterl5_0 = root_level_5->getChildByName<Sprite*>("monster_18");
    //怪物
    Sprite* monsterl5_1 = root_level_5->getChildByName<Sprite*>("anim_guaiwu_1");
    //按钮二
    Sprite* monsterl5_2 = root_level_5->getChildByName<Sprite*>("btn_010001_22_0");
    //按钮二
    Sprite* monsterl5_3 = root_level_5->getChildByName<Sprite*>("btn_010001_22_0_0");
    //地面按钮
    Sprite* btngroundl5_2 = root_level_5->getChildByName<Sprite*>("btn_dicar0001_9");
    //地面右上
    Sprite* groundl5_1 = root_level_5->getChildByName<Sprite*>("td4_47_2");
    //地面下
    Sprite* groundl5_2 = root_level_5->getChildByName<Sprite*>("d1_3");
    //地面左上
    Sprite* groundl5_5 = root_level_5->getChildByName<Sprite*>("td4_47_1");
    //地面右上
    Sprite* groundl5_6 = root_level_5->getChildByName<Sprite*>("td4_47_3");
    //弹簧
    Sprite* sprs = root_level_5->getChildByName<Sprite*>("tur0001_47");
    //怪物门
    Sprite* gate = root_level_5->getChildByName<Sprite*>("d3_5");
    //yidong
    Sprite* move_17 = root_level_5->getChildByName<Sprite*>("move_17");
    //电网
    ParticleSystemQuad* particle_1 = root_level_5->getChildByName<ParticleSystemQuad*>("Particle_1");
    particle_1->setContentSize(Size(26.0f,200.0f));
    ToolsFunction::setPhyDynamicSpriteBox(move_17);
    ToolsFunction::setPhyDynamicSpriteBox(groundl5_1);
    ToolsFunction::setPhyDynamicSpriteBox(groundl5_2);
    ToolsFunction::setPhyDynamicSpriteBox(groundl5_5);
    ToolsFunction::setPhyDynamicSpriteBox(groundl5_6);
    
    //设置刚体
    PhysicsBody* psworld2 =PhysicsBody::createBox(Size(particle_1->getContentSize().width,particle_1->getContentSize().height));
    psworld2->setPositionOffset(Vec2(-13.0f, -110.0f));
    //火的碰撞掩码
    psworld2->setTag(PHY_TAG_KILL_FIRE);
    //设置触发 掩码
    psworld2->setContactTestBitmask(0x01);
    psworld2->setCollisionBitmask(0x02);
    psworld2->setDynamic(false);
    particle_1->setPhysicsBody(psworld2);
    
    //添加地面按钮
    Btn_Ground_1* btngr = Btn_Ground_1::create();
    btngr->setObj(btngroundl5_2);
    addChild(btngr);
    
    //创建主要UI界面
    mainui = MainUI::create();
    auto maincar_r = MainCar_R::create();
    mainui->setCar_R(maincar_r);
    maincar_r->setMainUI(mainui);
    maincar_r->setObj(carl5);
    addChild(maincar_r,10);
    addChild(mainui,3000);
    //退出
    Exit* eit = Exit::create();
    eit->setObj(exitl5);
    addChild(eit);
    
    Btn_QuestionSelect* qbs2 = Btn_QuestionSelect::create();
    qbs2->setObj(questionl4_1);
    qbs2->setIBtnMainUI(mainui, btngr);
    addChild(qbs2,30);
    //弹簧按按钮
    Btn_Standard* bs2 = Btn_Standard::create();
    bs2->setObj(btnl5_1);
    addChild(bs2,30);
    Btn_QuestionSelect* qbs3 = Btn_QuestionSelect::create();
    qbs3->setObj(questionl4_2);
    qbs3->setIBtnMainUI(mainui, bs2);
    addChild(qbs3,30);
    //怪物,门
    Btn_Standard* bs3 = Btn_Standard::create();
    bs3->setObj(btnl5_3);
    addChild(bs3,30);
    Btn_QuestionSelect* qbs4 = Btn_QuestionSelect::create();
    qbs4->setObj(questionl4_3);
    qbs4->setIBtnMainUI(mainui, bs3);
    addChild(qbs4,30);
    
    Layer* dlyer = Layer::create();
    dlyer->addChild(groundl5_5);
    addChild(dlyer);
    //怪物移动
    guaiwu_js* gu = guaiwu_js::create();
    gu->setGuanwu(monsterl5_1);
    gu->setMovePosition(monsterl5_2, monsterl5_3, 20.0f);
    addChild(gu);
    PhysicsBody* gua = PhysicsBody::createBox(monsterl5_0->getContentSize());
    gua->setTag(400030);
    gua->setRotationEnable(false);
    gua->setCategoryBitmask(0x01);
    gua->setCollisionBitmask(0x02);
    gua->setContactTestBitmask(0x01);
    gua->setDynamic(true);
    monsterl5_0->setPhysicsBody(gua);
    //添加力度
    bs2->getBtn()->addTouchEventListener([=](Ref* reft, Widget::TouchEventType type)
                                         {
                                             if (type==Widget::TouchEventType::ENDED) {
                                                 //bs2->PlayEffect();
                                                 //spr->addForce(Vec2(1000.0f, 1500.0f));
                                                 if (ismove) {
                                                     auto moveto = MoveTo::create(0.8f, Vec2(384.2f, move_17->getPosition().y));
                                                     move_17->runAction(moveto);
                                                     ismove = false;
                                                 }else{
                                                     auto moveto = MoveTo::create(0.8f, Vec2(159.2f, move_17->getPosition().y));
                                                     move_17->runAction(moveto);
                                                     ismove = true;
                                                 }
                                             }
                                         });
    //关门
    bs3->getBtn()->addTouchEventListener([=](Ref* reft, Widget::TouchEventType type)
                                         {
                                             if (type==Widget::TouchEventType::ENDED) {
                                                 bs2->PlayEffect();
                                                 auto scal = ScaleTo::create(1.0f, -1, 1);
                                                 gate->runAction(scal);
                                                 gua->setEnabled(false);
                                             }
                                         });
    //地面按钮
    btngr->onCallbackTest_2([=]()
                            {
                                if (particle_1) {
                                    particle_1->setVisible(false);
                                    particle_1->getPhysicsBody()->setEnabled(false);
                                }
                            });
    
    
    //怪物动画刚体
    Sprite* sprsphys = root_level_5->getChildByName<Sprite*>("btn_010001_22_1");
    sprsphys->setVisible(false);
    PhysicsBody* guaup = PhysicsBody::createBox(Size(sprsphys->getContentSize().width*1.5f,sprsphys->getContentSize().height));
    guaup->setTag(PHY_TAG_KILL_UP);
    guaup->setRotationEnable(false);
    guaup->setCategoryBitmask(0x01);
    guaup->setCollisionBitmask(0x02);
    guaup->setContactTestBitmask(0x01);
    guaup->setDynamic(true);
    sprsphys->setPhysicsBody(guaup);
    
    //播放怪物动画
    anim = CSLoader::createTimeline("Node/level_animation/l5_updown.csb");
    anim->gotoFrameAndPlay(0, 320, true);
    root_level_5->runAction(anim);
    //怪物下来
    anim->addFrameEndCallFunc(29, "a", [=]()
                              {
                                  guaup->setEnabled(true);
                              });
    //怪物下来
    anim->addFrameEndCallFunc(30, "b", [=]()
                              {
                                 guaup->setEnabled(true);
                              });
    //怪物下来
    anim->addFrameEndCallFunc(74, "c", [=]()
                              {
                                  guaup->setEnabled(false);
                              });
    //怪物下来
    anim->addFrameEndCallFunc(75, "d", [=]()
                              {
                                  guaup->setEnabled(false);
                              });
    scheduleUpdate();
    return true;
}
Exemplo n.º 3
0
// on "init" you need to initialize your instance
bool Level_2::init()
{
    //////////////////////////////
    // 1. super init first
    if ( !Layer::init() )
    {
        return false;
    }
    
    Size visibleSize = Director::getInstance()->getVisibleSize();
    Vec2 visiblePoint = Director::getInstance()->getVisibleOrigin();
    
    auto root_level_2 = CSLoader::createNode("Scene/LevelScene/Level_2.csb");
    root_level_2->setTag(100001);
    this->addChild(root_level_2);
    
    
    //设置物理 空心世界
    PhysicsBody* psworld =PhysicsBody::createEdgeBox(visibleSize*1.5,PHYSICSBODY_MATERIAL_DEFAULT,2);
    psworld->setCategoryBitmask(0x01);
    psworld->setCollisionBitmask(0x01);
    psworld->setContactTestBitmask(0x01);
    root_level_2->setPhysicsBody(psworld);
    
    
    //素材火把添加;
    auto hb1 = root_level_2->getChildByName<Sprite*>("FileNode_1_0");
    auto hb2 = root_level_2->getChildByName<Sprite*>("FileNode_1");
    
    //添加一个火把
    auto ohb1 = fire_x::create();
    ohb1->setObject(hb1);
    root_level_2->addChild(ohb1);
    //添加二个火把
    auto ohb2 = fire_x::create();
    ohb2->setObject(hb2);
    root_level_2->addChild(ohb2);
    
    //设置 物理世界里面的 静态 刚体
    Sprite* phys1 = root_level_2->getChildByName<Sprite*>("img_ground_04");
    Sprite* phys2 = root_level_2->getChildByName<Sprite*>("img_ground_05_25");
    Sprite* phys3 = root_level_2->getChildByName<Sprite*>("img_ground_06");
    ToolsFunction::setPhyDynamicSpriteBox(phys1);
    ToolsFunction::setPhyDynamicSpriteBox(phys2);
    ToolsFunction::setPhyDynamicSpriteBox(phys3);

    //设置多边形的 物理刚体
    Sprite* phys4 = root_level_2->getChildByName<Sprite*>("img_ground_03");
    //四个二维数组点 组成多边形
    Vec2 pa[4] = {
        Vec2(-phys4->getContentSize().width/2,-phys4->getContentSize().height/2),
        Vec2(-phys4->getContentSize().width/2,phys4->getContentSize().height/2-2),
        Vec2(-phys4->getContentSize().width/3+150 ,phys4->getContentSize().height/2-2),
        Vec2(phys4->getContentSize().width/2,-phys4->getContentSize().height/2)};
    auto aa = PhysicsBody::createPolygon(pa, 4);
    aa->setDynamic(false);
    aa->setLinearDamping(5000.0f);
    phys4->setPhysicsBody(aa);
    
    
    //退出的
    Sprite* ni1 = root_level_2->getChildByName<Sprite*>("img_next_27");
    auto nexit = Exit::create();
    nexit->setObj(ni1);
    addChild(nexit);

    //火的精灵
    Sprite* fire1 = root_level_2->getChildByName<Node*>("FileNode_6")->getChildByName<Sprite*>("anim_huo0001_1");
    //设置刚体
    PhysicsBody* psworld2 =PhysicsBody::createBox(Size(fire1->getContentSize().width-40,fire1->getContentSize().height-20));
    //火的碰撞掩码
    psworld2->setTag(PHY_TAG_KILL_FIRE);
    //设置触发 掩码
    psworld2->setContactTestBitmask(0x01);
    psworld2->setCollisionBitmask(0x02);
    psworld2->setDynamic(false);
    fire1->setPhysicsBody(psworld2);
    //帧动画 不能使用精灵运行帧动画
    auto fireh1 = CSLoader::createTimeline("Node/animation/L2_fire.csb");
    fireh1->gotoFrameAndPlay(0, 33, true);
    root_level_2->runAction(fireh1);

    
    //获取车的位置
    Sprite* mycar = root_level_2->getChildByName<Sprite*>("img_maincarbody_9");
    //创建主要UI界面
    mainui = MainUI::create();
    auto maincar = MainCar_R::create();
    mainui->setCar_R(maincar);
    maincar->setMainUI(mainui);
    maincar->setObj(mycar);
    addChild(maincar);
    addChild(mainui,3000);
    
    //添加第一个怪物
    //FileNode_5
    
    Node* jsa1 = root_level_2->getChildByName<Node*>("FileNode_5");
    
    Sprite* psa1 = root_level_2->getChildByName<Sprite*>("btn_010001_59_0_0");
    Sprite* psa2 = root_level_2->getChildByName<Sprite*>("btn_010001_59_0_0_0");
    Sprite* psa3 = root_level_2->getChildByName<Sprite*>("btn_010001_59_2");
    
    psa3->setVisible(false);
    
    //第一个怪物
    guaiwu_js* gw = guaiwu_js::create();
    gw->setGuanwu(jsa1);
    gw->setMovePosition(psa2, psa1, 18.0f);
    addChild(gw);
    
    
    
    //获取肉的精灵
    Sprite* rm = root_level_2->getChildByName<Sprite*>("s22_43");
    Sprite* r = root_level_2->getChildByName<Sprite*>("s23_50");
    r->setVisible(false);
    //设置肉的碰撞刚体
    PhysicsBody* phyr = PhysicsBody::createBox(Size(r->getContentSize().width/3,r->getContentSize().height-3));
    phyr->setEnabled(false);
    //设置触发 掩码
    phyr->setContactTestBitmask(0x01);
    phyr->setCollisionBitmask(0x02);
    phyr->setTag(400006);
    
    phyr->setRotationEnable(true);
    r->setPhysicsBody(phyr);
    
    //phyr->setCategoryBitmask(0x01);
    
    
    //火的按钮
    Sprite* h1 = root_level_2->getChildByName<Sprite*>("btn_010001_59_1");
    //实物的按钮
    Sprite* h2 = root_level_2->getChildByName<Sprite*>("btn_010001_59");
    //火的 问题 按钮
    Sprite* qh1 = root_level_2->getChildByName<Sprite*>("anim_question0001_60_0");
    //实物 问题 的按钮
    Sprite* qh2 = root_level_2->getChildByName<Sprite*>("anim_question0001_60");
    
    //按钮1
    Btn_Standard* hba1 =Btn_Standard::create();
    hba1->setObj(h1);
    addChild(hba1);
    hba1->getBtn()->addTouchEventListener([=](Ref* reft,Widget::TouchEventType type)
                                          {
                                              if (type ==Widget::TouchEventType::ENDED)
                                              {
                                                  hba1->PlayEffect();
                                                  //控制火的按钮
                                                  fireh1->gotoFrameAndPause(36);
                                                  fire1->getPhysicsBody()->setEnabled(false);
                                              }
                                          });
    
    //按钮2
    Btn_Standard* hba2 =Btn_Standard::create();
    hba2->setObj(h2);
    addChild(hba2);
    hba2->getBtn()->addTouchEventListener([=](Ref* reft,Widget::TouchEventType type)
                                          {
                                              if (type ==Widget::TouchEventType::ENDED)
                                              {
                                                  hba1->PlayEffect();
                                                //控制肉的按钮
                                                  //gw->setEat();
                                                  hba2->getBtn()->setEnabled(false);
                                                  rm->setVisible(false);
                                                  r->setVisible(true);
                                                  r->getPhysicsBody()->setEnabled(true);
                                                  gw->Reverse(r);
                                                  //更换怪物的移动位置
                                                  gw->setMovePosition(psa3, psa1, 68.0f);
                                              }
                                          });
    
    
    //第一个 按钮的 问题
    Btn_QuestionSelect* qhba1 = Btn_QuestionSelect::create();
    qhba1->setObj(qh1);
    qhba1->setIBtnMainUI(mainui, hba1);
    addChild(qhba1);
    
    //第二个 按钮的 问题
    Btn_QuestionSelect* qhba2 = Btn_QuestionSelect::create();
    qhba2->setObj(qh2);
    qhba2->setIBtnMainUI(mainui, hba2);
    addChild(qhba2);
    
    
    //添加地雷
    Node* nh2 = root_level_2->getChildByName<Node*>("FileNode_8");
    
    Bombed* bm = Bombed::create();
    bm->setObj(nh2);
    bm->setBombbri(phys3);
    addChild(bm);
    Sprite* qbh2 = root_level_2->getChildByName<Sprite*>("anim_question0001_61");
    //第二个 按钮的 问题
    Btn_QuestionSelect* qhbba2 = Btn_QuestionSelect::create();
    qhbba2->setObj(qbh2);
    qhbba2->setIBtnMainUI(mainui, bm);
    addChild(qhbba2);
    

    return true;
}