Exemplo n.º 1
0
bool HeroSprite::init() {
	bool bRet = false;

	do {
		CC_BREAK_IF(!Sprite::initWithSpriteFrameName("heroStand_0001.png"));

		Size heroSize = this->getContentSize();
		PhysicsBody *body = PhysicsBody::createBox(heroSize-Size(0,16), PhysicsMaterial(0, 0, 0));
		body->setLinearDamping(0.0f);
		body->setDynamic(true);
		body->setGravityEnable(true);
		body->setTag(TAG_HERO_PHYS_BODY);
		body->setCategoryBitmask(1<<2);
		body->setContactTestBitmask(1<<0 | 1<<1);
		body->setMass(50);
		body->setRotationEnable(false);

		this->setPhysicsBody(body);

		mState = STATE_IDLE;
        mRunAnimate = NULL;
        mSmokeRunAnimate = NULL;

		bRet = true;
	} while(0);

	return bRet;
}
Exemplo n.º 2
0
void SpeedUpProtect::initBody()
{
	auto s = getContentSize();
	Vec2 vec[7] = 
	{
		Vec2(0,0),
		Vec2(s.width * 0.1, s.height * 0.4),
		Vec2(s.width * 0.26, s.height * 0.72),
		Vec2(s.width * 0.5, s.height),
		Vec2(s.width * 0.74, s.height * 0.72),
		Vec2(s.width * 0.9, s.height * 0.4),
		Vec2(s.width,0),
	};

	PhysicsBody* body = PhysicsBody::createPolygon(vec, 7, PHYSICSBODY_MATERIAL_DEFAULT, Vec2(-s.width*0.5,-s.height*0.5));
	body->setGravityEnable(false);
	body->setRotationEnable(false);
	body->setDynamic(false);
	body->setMass(10000000);
	body->setCategoryBitmask(SELF_SCOPE_CATEGORYBITMASK);
	body->setCollisionBitmask(SELF_SCOPE_COLLISIONBITMASK);
	body->setContactTestBitmask(SELF_SCOPE_CONTACTTESTBITMASK);
	setPhysicsBody(body);
	setInvincible(true);
	m_ContactPro.hurts = -Ene_Plane_Hp_max - 10;
}
Exemplo n.º 3
0
bool Monster::init()
{
	mutex = PTHREAD_MUTEX_INITIALIZER;
	status = DONE;
	auto snakeTexture = TextureCache::sharedTextureCache()->addImage(
			basic.getCString());
	float dWidth = snakeTexture->getContentSize().width / cntWidth;
	float dHeight = snakeTexture->getContentSize().height / cntHeight;

	this->setAnchorPoint(Vec2(0.5,32/dHeight));
	PhysicsBody *body = PhysicsBody::createBox(Size(60,60));
	body->setPositionOffset(Vec2(0,64/4-dHeight/4));
	body->setRotationEnable(false);
	body->setGravityEnable(false);
	body->setContactTestBitmask(0xffffffff);
	body->setCollisionBitmask(0xffffffff);
	this->setPhysicsBody(body);
	this->setTag(MONSTER);
	auto listener = EventListenerCustom::create("main_action",
			CC_CALLBACK_1(Monster::receive,this));
	_eventDispatcher->addEventListenerWithFixedPriority(listener, 1);
	return true;

	return false;
}
Exemplo n.º 4
0
bool guaiwu_js::init()
{
    //////////////////////////////
    // 1. super init first
    if ( !Layer::init() )
    {
        return false;
    }
    auto root_layer = CSLoader::createNode("LayerUI/Other/guaiwu.csb");
    addChild(root_layer);
    auto rooaby = root_layer->getChildByName<Node*>("FileNode_1")->getChildByName<Sprite*>("anim_guaiwu_zo0001_2");
    PhysicsBody* phybody = PhysicsBody::createBox(Size(rooaby->getContentSize().width-8, rooaby->getContentSize().height-20));
    phybody->setTag(400001);
    phybody->setMass(3000);
    phybody->setRotationEnable(false);
    phybody->setCategoryBitmask(0x01);
    phybody->setCollisionBitmask(0x02);
    phybody->setContactTestBitmask(0x01);
    phybody->setDynamic(true);
    rooaby->setPhysicsBody(phybody);
    guaiwu = CSLoader::createTimeline("Node/animation/guaiwujs.csb");
    guaiwu->gotoFrameAndPlay(0,35, true);
    root_layer->runAction(guaiwu);
    scheduleUpdate();
    //添加碰撞事件
    auto collisionlistener = EventListenerPhysicsContact::create();
    collisionlistener->onContactBegin =CC_CALLBACK_1(guaiwu_js::onCollisionBegin, this);
    collisionlistener->onContactSeparate = CC_CALLBACK_1(guaiwu_js::onContactSeparate,this);
    Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(collisionlistener, this);
    return true;
}
Exemplo n.º 5
0
void Person::addPhysics()
{
	auto size = (this->getBoundingBox()).size;
	log("%lf %lf", size.width, size.height);
	auto material = PhysicsMaterial(100.0f, 0.01f, 1.0f);
	if(_type == TYPE::HERO) size.width /= 2;
	PhysicsBody *body = PhysicsBody::createBox(Size(size.width,size.height),material);
//	body->addShape(PhysicsShapeBox::create(Size(size.width,size.height),material));
	body->setCategoryBitmask(_type);
	if(_type == TYPE::MONSTER) 
	{
		body->setCollisionBitmask(TYPE::MONSTER  | TYPE::BRICK | TYPE::GROUND | 
			TYPE::TANGH | TYPE::BULLET | TYPE::BOSS | TYPE::PLANK);
		body->setContactTestBitmask(TYPE::MONSTER | TYPE::HERO | TYPE::BRICK | 
			TYPE::TANGH | TYPE::BULLET | TYPE::BOSS);
	}
	else if(_type == TYPE::HERO)
	{
		body->setCollisionBitmask( TYPE::HERO | TYPE::GROUND | TYPE::TANGH | TYPE::PLANK);
		body->setContactTestBitmask(TYPE::MONSTER | TYPE::HERO | TYPE::GROUND | 
			TYPE::TANGH | TYPE::BULLET | TYPE::TRAP | TYPE::BOSS |
			TYPE::BULLETENEMY | TYPE::PLANK | TYPE::BUFF);
	}
	else if(_type == TYPE::BOSS)
	{
		body->setCollisionBitmask( TYPE::HERO | TYPE::GROUND | TYPE::BOSS | PLANK);
		body->setContactTestBitmask( TYPE::HERO | TYPE::GROUND | TYPE::BOSS);
	}
	body->setDynamic(true);
	body->setLinearDamping(0.0f);
	body->setRotationEnable(false);
	body->setGravityEnable(true);
	this->setPhysicsBody(body);
}
Exemplo n.º 6
0
void BoySprite::setPhysical() {
	// add the physical body
	PhysicsBody *body = PhysicsBody::create();
	body->addShape(NORMAL_SHAPE);
	body->setDynamic(true);
	body->setLinearDamping(0.0f);
	body->setRotationEnable(false);
	this->setPhysicsBody(body);
}
Exemplo n.º 7
0
void Hero::initPhysics() {
    PhysicsBody* pbody = nullptr;
    pbody = PhysicsBody::createBox(getSize());
    pbody->setDynamic(true);
    pbody->setRotationEnable(false);
    pbody->setMoment(0);
    pbody->setMass(0.8);
    pbody->setContactTestBitmask(1);
    pbody->setGravityEnable(false);
    getSprite()->setPhysicsBody(pbody);
    
    mEnableGravity = true;
    mEnableForceField = true;
}
Exemplo n.º 8
0
bool Buff::init(int type)
{
    char txt[100];
    _type = type;
    sprintf(txt, "buff%d.png", type);
    if (!Sprite::initWithFile(txt)) {
        return false;
    }
    this->setTag(TYPE::BUFF);
    auto size = (this->getBoundingBox()).size;
    auto material = PhysicsMaterial(100.0f, 0.01f, 1.0f);
    PhysicsBody *body = PhysicsBody::createBox(Size(size.width,size.height),material);
    //	body->addShape(PhysicsShapeBox::create(Size(size.width,size.height),material));
    body->setCategoryBitmask(TYPE::BUFF);
    body->setCollisionBitmask(0);
    body->setContactTestBitmask(TYPE::BUFF | TYPE::HERO);
    body->setDynamic(false);
    body->setRotationEnable(false);
    this->setPhysicsBody(body);
    return true;
}
Exemplo n.º 9
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 10
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;
}
Exemplo n.º 11
0
bool HelloWorld::init(PhysicsWorld* world,int _level)
{
    if ( !Layer::init() )
    {
        return false;
    } 
	level = _level;
	//NotificationCenter::getInstance()->addObserver(this, callfuncO_selector(HelloWorld::setLevel), "selectedLevel", NULL);
	dispatcher = Director::getInstance()->getEventDispatcher();

	preLoadMusic();
	playBgMusic();

	m_world = world;
	//m_world->setAutoStep(false);
	m_world->setGravity(Vect(0,-grivity));
	this->setAnchorPoint(Point(0,0));
    winSize = Director::getInstance()->getWinSize();
	visibleSize = Director::getInstance()->getVisibleSize();
	origin = Director::getInstance()->getVisibleOrigin();

	auto map1path = String::createWithFormat("%s%d%s","images/level",level,"/bg.png");
	map1 = Sprite::create(map1path->getCString());
	map1->setPosition(map1->getContentSize().width/2+origin.x, map1->getContentSize().height/2+origin.y);
	this->addChild(map1,1,MAP1_TAG);
	auto map2path = String::createWithFormat("%s%d%s", "images/level", level, "/bg.png");
	map2 = Sprite::create(map2path->getCString());
	map2->setPosition(map1->getContentSize().width+map2->getContentSize().width/2+origin.x, map2->getContentSize().height/2+origin.y);
	this->addChild(map2,1,MAP2_TAG);

	Sprite* edge1 = Sprite::create();
	edge1->setContentSize(visibleSize);
	PhysicsBody* edgeBody1 = PhysicsBody::createEdgeBox(visibleSize);
	edgeBody1->setDynamic(false);
	edgeBody1->setGravityEnable(false);
	edgeBody1->setMass(100000.0f);
	edgeBody1->getShape(0)->setRestitution(0.0f);
	edgeBody1->setContactTestBitmask(0xFF);
	edgeBody1->setCategoryBitmask(0x04);
	edgeBody1->setCollisionBitmask(0xFF);
	edgeBody1->getShape(0)->setTag(EDGE_TAG);
	edge1->setPhysicsBody(edgeBody1);
	edge1->setPosition(visibleSize.width/2,visibleSize.height/2);
	addChild(edge1,1,EDGEONE_TAG);

	Sprite* edge = Sprite::create();
	edge->setContentSize(visibleSize);
	PhysicsBody* edgeBody = PhysicsBody::createEdgeBox(Size(visibleSize.width,visibleSize.height/6));
	edgeBody->setDynamic(false);
	edgeBody->setGravityEnable(false);
	edgeBody->setMass(100000.0f);
	edgeBody->getShape(0)->setRestitution(0.0f);
	edgeBody->setContactTestBitmask(0xFF);
	edgeBody->setCategoryBitmask(0x04);
	edgeBody->setCollisionBitmask(0xFF);
	edgeBody->getShape(0)->setTag(EDGE_TAG);
	edge->setPhysicsBody(edgeBody);
	edge->setPosition(visibleSize.width / 2, visibleSize.height / 12);
	addChild(edge, 1, EDGE_TAG);


	Sprite* floor = Sprite::create();
	PhysicsBody* floorBody = PhysicsBody::createEdgeSegment(Point(0, visibleSize.height / 10), Point(visibleSize.width, visibleSize.height / 10));
	floorBody->setDynamic(false);
	floorBody->setGravityEnable(false);
	floorBody->getShape(0)->setRestitution(0.0f);
	floorBody->setMass(100000.0f);
	floorBody->setCategoryBitmask(0x0003);
	floorBody->setContactTestBitmask(0x0003);
	floorBody->setCollisionBitmask(0x0001);
	floor->setPosition(0, visibleSize.height / 10);
	floor->setPhysicsBody(floorBody);
	//this->addChild(floor,2,FLOOR_TAG);

	setEnemyFrameNumber();
	setPlayerFrameNumber();
	initDamage();

	player1 = new player();
	auto playerPath = String::createWithFormat("%s%d%s", "images/level", level, "/player.png");
	player1->sprite = Sprite::create(playerPath->getCString());
	PhysicsBody* playerBody = PhysicsBody::createBox(player1->sprite->getContentSize());
	playerBody->setRotationEnable(false);
	playerBody->getShape(0)->setRestitution(0.0f);
	playerBody->getShape(0)->setFriction(0.8f);
	playerBody->setMass(player1->mass);
	playerBody->setCollisionBitmask(0x04);
	playerBody->setCategoryBitmask(0x01);
	playerBody->setContactTestBitmask(0xFF);
	playerBody->getShape(0)->setTag(PLAYER_TAG);
	player1->sprite->setPhysicsBody(playerBody);
	player1->sprite->setPosition(player1->sprite->getContentSize().width/2+5, floor->getPositionY()+player1->sprite->getContentSize().height*3);
	addChild(player1->sprite,2,PLAYER_TAG);

	preLoadAnimation();

	auto backItem = MenuItemImage::create("images/CloseNormal.png", "images/CloseSelected.png", CC_CALLBACK_0(HelloWorld::backToChoseLevel, this));
	//auto pauseItem = MenuItemImage::create("CloseNormal.png", "CloseSelected.png", CC_CALLBACK_0(HelloWorld::pauseScene, this));
	auto popupItem = MenuItemImage::create("images/CloseNormal.png", "images/CloseSelected.png", CC_CALLBACK_0(HelloWorld::toPopup, this));
	//pauseItem->setPosition(-backItem->getContentSize().width,0);
	popupItem->setPosition(0,0);
	backItem->setPosition(backItem->getContentSize().width,0);

	auto backmenu = Menu::create(popupItem,backItem,NULL);
	backmenu->setPosition(visibleSize.width - backItem->getContentSize().width*2, visibleSize.height - backItem->getContentSize().height / 2);
	addChild(backmenu, 10);

	hpLayer = HPLayer::create();
	hpLayer->setPosition(0, visibleSize.height / 15 * 14);
	addChild(hpLayer, 2, HPLAYER_TAG);

	Vector<MenuItem*> attackLogoItems;
	MenuItemSprite* attackLogoItem;
	for (int i = 0; i < ATTACKNUMBER; i++){
		auto logoPath = String::createWithFormat("%s%d%s%d%s", "images/level", level, "/attack", i, "/logo.png");
		auto normalSprite = Sprite::create(logoPath->getCString());
		normalSprite->setOpacity(200);
		auto selectedSprite = Sprite::create(logoPath->getCString());
		attackLogoItem = MenuItemSprite::create(normalSprite, selectedSprite, CC_CALLBACK_0(player::setAttack, player1, i));
		attackLogoItem->setPosition(Vec2(0, -i*attackLogoItem->getContentSize().height));
		attackLogoItems.pushBack(attackLogoItem);

	}
	auto attackLogoMenu = Menu::createWithArray(attackLogoItems);
	attackLogoMenu->setPosition(visibleSize.width - attackLogoItem->getContentSize().width, visibleSize.height / 2 + 2 * attackLogoItem->getContentSize().height);
	addChild(attackLogoMenu, 10);


	onTouchEvent();
	onKeyBoardEvent();
	physicsEvent();
	EventCustom e("custom");
	dispatcher->dispatchEvent(&e);

	enemyComing(1.0f);
	

	this->schedule(schedule_selector(HelloWorld::enemyComing), 5.0f);
	this->schedule(schedule_selector(HelloWorld::enemyAttack), 2.0f);
	this->scheduleUpdate();
	
	log("init");
    return true;
}
Exemplo n.º 12
0
void SinglePlayerScene::setupPhysics()
{
    Size visibleSize = Director::getInstance()->getVisibleSize();

    float visibleHeight = visibleSize.height;
    PhysicsWorld* world = this->getScene()->getPhysicsWorld();
    world->setGravity(Vec2(0, (visibleHeight / 320.0f) * -98.0f));
    world->setSpeed(GAME_SPEED);

    world->setDebugDrawMask(DEBUGDRAW_OPTIONS);


    Vec2 takyanPos = _takyan->getPosition();
    PhysicsBody *takyanBody = PhysicsBody::createCircle(_takyan->getContentSize().width * BALL_RADIUS, PhysicsMaterial(0.01f, 1.0f, 1.0f)); //_takyan->getPhysicsBody();
    float takyanMass = takyanBody->getMass();
    float velocityLimit = takyanMass * 150.0f;
    takyanBody->setMass(takyanMass * 100.0f);
    takyanBody->setRotationEnable(false);
    takyanBody->setVelocityLimit(velocityLimit);
    _takyan->setPhysicsBody(takyanBody);

    PHYSICS_MASK(takyanBody, MASK_TAKYAN, MASK_BOUNDS | MASK_KICKER, MASK_BOUNDS | MASK_KICKER);

    Size takyanSize = _takyan->getContentSize();
    takyanSize.height *= 0.8f;

    PhysicsMaterial material(0.0025f, 0.0f, 1.0f);
    PhysicsBody *takyanTailBody = PhysicsBody::createCircle(takyanSize.width, material);
    takyanTailBody->setMass(takyanMass * 0.01);
    takyanTailBody->setRotationEnable(false);
    takyanTailBody->setLinearDamping(1.0f);
    takyanTailBody->setVelocityLimit(velocityLimit * 0.5f);
    _takyanTail->setPhysicsBody(takyanTailBody);

    PHYSICS_MASK(takyanTailBody, MASK_TAKYAN_TAIL, 0, MASK_FLOOR);

    Vec2 diff = _takyanTail->getPosition() - _takyan->getPosition();
    Vec2 anch1 = Vec2::ANCHOR_MIDDLE;
    Vec2 anch2 = Vec2::ANCHOR_MIDDLE;
    auto jointS = PhysicsJointLimit::construct(takyanBody, takyanTailBody, anch1, anch2, 0, diff.y);
    jointS->setCollisionEnable(false);
    world->addJoint(jointS);


    PhysicsBody *kickerBody = PhysicsBody::createCircle(_kicker->getContentSize().width * KICKER_RADIUS, PhysicsMaterial(1.0f, 1.0f, 1.0f)); //_kicker->getPhysicsBody();
    kickerBody->setDynamic(false);
    kickerBody->setEnable(false);
    _kicker->setPhysicsBody(kickerBody);

    PHYSICS_MASK(kickerBody, MASK_KICKER, MASK_TAKYAN, MASK_TAKYAN);

    int takyans = MASK_TAKYAN | MASK_TAKYAN_TAIL;

    auto floorBody = PhysicsBody::createBox(_floorBounds->getContentSize(), PhysicsMaterial(1.0f, 0.3f, 0.7f)); //_floorBounds->getPhysicsBody();
    floorBody->setDynamic(false);
    _floorBounds->setPhysicsBody(floorBody);
    PHYSICS_MASK(floorBody, MASK_BOUNDS, takyans, takyans);

    auto ceilingBody = PhysicsBody::createBox(_ceilingBounds->getContentSize(), PhysicsMaterial(1.0f, 0.3f, 0.7f));
    ceilingBody->setDynamic(false);
    _ceilingBounds->setPhysicsBody(ceilingBody);
    PHYSICS_MASK(ceilingBody, MASK_BOUNDS, MASK_TAKYAN, MASK_TAKYAN);

    Size wallSize = _leftWallBounds->getContentSize();
    wallSize.height *= 5.0f;

    auto leftWallBody = PhysicsBody::createBox(wallSize); //_leftWallBounds->getPhysicsBody();
    leftWallBody->setDynamic(false);
    _leftWallBounds->setPhysicsBody(leftWallBody);
    PHYSICS_MASK(leftWallBody, MASK_WALLS, takyans, MASK_TAKYAN);

    auto rightWallBody = PhysicsBody::createBox(wallSize); //_rightWallBounds->getPhysicsBody();
    rightWallBody->setDynamic(false);
    _rightWallBounds->setPhysicsBody(rightWallBody);
    PHYSICS_MASK(rightWallBody, MASK_WALLS, takyans, MASK_TAKYAN);
}