void GuessSpellItem::onFlipFinished(CCNode *node,void *data)
{
    CardSprite *card = (CardSprite*)node;
    card->setVertexZ(0);
    if(m_won) {
        const std::vector<std::string> &props = ResourceMgr::getInstance()->propsNames();
        std::string anim,first;
        anim = props[m_selectNum];
        anim += "exec";
        first = anim;
        ResourceMgr::getInstance()->getFrameSpriteFirstFrame(first);
        m_anim = new BasAnimSprite(anim,first);
        if(m_anim->isLoaded()) {
            m_anim->setAnimFinishCB(this,callfuncND_selector(GuessSpellItem::onAnimFinished));
            CCSprite *front = card->frontSprite();
            CCSize size = front->getContentSize();
            front->addChild(m_anim);
            m_anim->setAnchorPoint(ccp(0.5,0.5));
            m_anim->setPosition(ccp(size.width/2,size.height/2));
            m_anim->playInLoop(1);
            CCSize animSize = m_anim->getContentSize();
            m_anim->setScale(size.width / animSize.width);
            m_won = false;
        } else {
            delete m_anim;
            m_anim = 0;
        }
    }
}
Пример #2
0
void HelloWorld::okNetworks()
{
    //uodate the score to the server
    
    //flip the poker card
    CardSprite *pcardRight = (CardSprite*)this->getChildByTag(RIGHTPOKERTAG);
    CardSprite *pcardLeft = (CardSprite*)this->getChildByTag(LEFTPOKERTAG);
    pcardRight->openCard();
    pcardLeft->openCard();
    
    //find the winer and update score
    char *temp = new char[64];
    
    if (_myNumber > _compuerNumber) {
        
        sprintf(temp, "%d",_myNumber);
        
        std::string myscore = temp;
        
        cocos2d::extension::CCHttpRequest* request = new cocos2d::extension::CCHttpRequest();
        
        
        std::string str1 = "http://localhost/gen.php?";
        std::string str2 = str1+"password="******"ok");
        cocos2d::extension::CCHttpClient::getInstance()->send(request);
        request->release();
    }
    

}
void GuessSpellItem::closeAllCard()
{
    for(unsigned int i = 0; i < m_cards.size(); i++) {
        CardSprite *card = (CardSprite*)m_cards[i]->getNode();
        if(!card->isClosed()) {
            card->setVertexZ(m_anchorWidth / 10);
            card->closeCard();
        }
    }
}
Пример #4
0
CardSprite* CardSprite::create(GameScene *gameScene, int level)
{
    CardSprite *pSprite = new CardSprite();
    if (pSprite && pSprite->init(gameScene, level))
    {
        pSprite->autorelease();
        return pSprite;
    }
    CC_SAFE_DELETE(pSprite);
    return NULL;
}
Пример #5
0
CardSprite* CardSprite::create(int value, const CCSize& size)
{
	CardSprite* cardSprite = new CardSprite();
	if (cardSprite && cardSprite->init(value, size))
	{
		cardSprite->autorelease();
		return cardSprite;
	}
	CC_SAFE_DELETE(cardSprite);
	return NULL;
}
Пример #6
0
CardSprite* CardSprite::createWithFrame(CCSpriteFrame *pSpriteFrame)
{
    CardSprite *sprite = new CardSprite();
    
    if (sprite&&sprite->initWithSpriteFrame(pSpriteFrame))
    {
        sprite->autorelease();
        return sprite;
    }
    
    return NULL;
}
Пример #7
0
CardSprite* CardSprite::createCardSprite(int number, int wight, int height, float CardSpriteX, float CardSpriteY)
{
	//这里是创建一个自定义精灵类,格式很规范化
	CardSprite *enemy = new CardSprite();
	if (enemy && enemy->init())
	{
		enemy->autorelease();
		enemy->enemyInit(number,wight,height,CardSpriteX,CardSpriteY);
		return enemy;
	}
	CC_SAFE_DELETE(enemy);

	return NULL;
}
Пример #8
0
CardSprite* CardSprite::createCardSprite(int number, int wight, int height, Point position)
{
	//这里是创建一个自定义精灵类,格式很规范化
	CardSprite *card = new CardSprite();
	if (card && card->init())
	{
		card->autorelease();
		card->initCard(number,wight,height,position);
		return card;
	}
	CC_SAFE_DELETE(card);
    
	return NULL;
}
Пример #9
0
void TLMienNam::createCards(PositionIndex positionIndex, int tag){
    
    Size visibleSize = Director::getInstance()->getVisibleSize();
    Vec2 origin = Director::getInstance()->getVisibleOrigin();
    double cardScale = this->cardScale();
    
    auto card = this->getCard();
    CardSprite* cardSprite = CardSprite::create(card, positionIndex);
    
    Size cardSize = Size(cardSprite->getContentSize().width * cardScale,
                         cardSprite->getContentSize().height * cardScale);
    
    cardSprite->setPosition(Vec2(origin.x+visibleSize.width/2,
                                 origin.y + visibleSize.height/2));
    cardSprite->setScaleX(cardScale);
    cardSprite->setScaleY(cardScale);
    cardSprite->setTag(tag);
    
    auto delay = DelayTime::create(1.5f);
    MoveTo* moveTo;
    
    moveTo = MoveTo::create(0.5f,
                            Vec2(origin.x + visibleSize.width/2 + (positionIndex.x-6) * cardSize.width/3,
                            origin.y + 50 +cardSize.height/2 ));
    
    auto sequence = Sequence::create(delay,moveTo, NULL);
    cardSprite->runAction(sequence);
    
    this->card_tag.push_back(cardSprite);
}
void GuessSpellItem::onCardClicked(CCNode *node,void *data)
{
    if(!m_isGuessing)
        return;
    SoundMgr::getInstance()->playEffect(SoundEnum::BTN_EFFECT_NORMAL);
    FSizeCCNodeDelegate *click = dynamic_cast<FSizeCCNodeDelegate*>(node);
    if(click == 0)
        return;
    CardSprite *card = (CardSprite*)click->getNode();
    card->setVertexZ(m_anchorWidth / 10);
    card->openCard();
    int num = click->getTag();
    if(num == m_selectNum) {
        //success
        m_won = true;
        sendGift();
    } else {
        //failed
        m_won = false;
        startTimePool();
    }
    m_isGuessing = false;
}
Пример #11
0
// on "init" you need to initialize your instance
bool Game::init()
{
    //////////////////////////////
    // 1. super init first
    if ( !CCLayer::init() )
    {
        return false;
    }

    loadBg();
    loadCards();
    
    CCSize size = CCDirector::sharedDirector()->getWinSize();
    char name[20];

     CCSpriteFrameCache* cache =CCSpriteFrameCache::sharedSpriteFrameCache();
    CCArray * sArr = CCArray::create();
    for(int i=1;i<14;i++){
        sprintf(name,"FP%d.BMP",i);
        CCSpriteFrame* frame =cache->spriteFrameByName(name);
        
        CardSprite* sprite =CardSprite::createWithFrame(frame);
        sprite->setPosition(ccp(-50,-50));
        sprite->setTag(i);
        sArr->addObject(sprite);
        addChild(sprite);
    }
    CCObject* pObj;
    int i=1;
    CCARRAY_FOREACH(sArr, pObj)
    {
        CardSprite* cs = (CardSprite*)pObj;
     	CCActionInterval *actionTo = CCMoveTo::create(4.0f,
                                                      ccp(140+i*25,size.height/4));
        cs->runAction(actionTo);
        i++;
    }
void GuessSpellItem::init(int dummy)
{
    if(m_itemInited)
        return;
    float srate = CCDirector::sharedDirector()->getWinSize().height / 1280.0;
    if(1) {
        float height = m_anchorHeight * 0.75;
        float width = m_anchorWidth / 5;

        const std::vector<std::string> props = ResourceMgr::getInstance()->propsNames();
        m_selectNum = rand() % props.size();
        std::vector<int> runNums;
        runNums.push_back(rand() % props.size());
        runNums.push_back(rand() % props.size());
        runNums.push_back(rand() % props.size());
        runNums[rand() % runNums.size()] = m_selectNum;

        if(1) {
            //selected spell position
            CCSprite *posSprite = CCSprite::createWithSpriteFrameName("guessspellpos.png");
            CCSize posSize = posSprite->getContentSize();
            m_posDele = new BasNodeDelegateWidget(posSprite,CCSizeMake(posSize.width * srate,posSize.height * srate));
            this->addChild(m_posDele);
            m_posDele->setTop("parent",uilib::Top);
            m_posDele->setLeft("parent",uilib::Left);
            m_posDele->setTopMargin(25);
            m_posDele->setLeftMargin(25);

            std::string icon = props[m_selectNum];
            icon += ".png";
            m_selIcon = CCSprite::createWithSpriteFrameName(icon.data());
            m_selDele = new FSizeCCNodeDelegate(m_selIcon,CCSizeMake(60,60));
            m_selDele->setCanTouch(true);
            m_selDele->setClickCB(this,callfuncND_selector(GuessSpellItem::onSpellClicked));
            m_posDele->addChild(m_selDele);
            m_selDele->setCenterIn("parent");
        }
        for(unsigned int i = 0; i < runNums.size(); i++) {
            CardSprite *card = new CardSprite(CCSizeMake(width,height),0.5);
            card->setFlipListener(this,callfuncND_selector(GuessSpellItem::onFlipFinished));
            card->setCards("cardfg.png","cardbg.png");
            FSizeCCNodeDelegate *dele = new FSizeCCNodeDelegate(card,CCSizeMake(width,height));
            dele->setCanTouch(true);
            dele->setTag(runNums[i]);
            dele->setClickCB(this,callfuncND_selector(GuessSpellItem::onCardClicked));
            m_cards.push_back(dele);
            this->addChild(dele);
        }
        FSizeCCNodeDelegate *mid = m_cards[1];
        FSizeCCNodeDelegate *left = m_cards[0];
        FSizeCCNodeDelegate *right = m_cards[2];
        mid->setCenterIn("parent");
        left->setRight(mid->getName(),uilib::Left);
        left->setRightMargin(10);
        left->setVertical("parent",0.5);

        right->setLeft(mid->getName(),uilib::Right);
        right->setLeftMargin(10);
        right->setVertical("parent",0.5);

        m_isGuessing = true;
    }
    if(1) {
        //count downer
        std::stringstream ss;
        ss << "Time:" << m_interval;
        m_countDowner = CCLabelBMFont::create(ss.str().data(),"fonts/uifont24.fnt");
        m_countDowner->setVisible(false);
        FSizeCCNodeDelegate *dele = new FSizeCCNodeDelegate(m_countDowner);
        this->addChild(dele);
        dele->setTop(m_posDele->getName(),uilib::Bottom);
        dele->setTopMargin(10);
        dele->setHorizontal(m_posDele->getName(),0.5);
    }
    m_itemInited = true;
}
Пример #13
0
// on "init" you need to initialize your instance
bool HelloWorld::init()
{
    //////////////////////////////
    // 1. super init first
    if ( !CCLayer::init() )
    {
        return false;
    }
    
    this->setTouchEnabled(true);
    /////////////////////////////
    // 2. add a menu item with "X" image, which is clicked to quit the program
    //    you may modify it.
    
    // add a "close" icon to exit the progress. it's an autorelease object
    CCMenuItemImage *pCloseItem = CCMenuItemImage::create(
                                                          "CloseNormal.png",
                                                          "CloseSelected.png",
                                                          this,
                                                          menu_selector(HelloWorld::menuCloseCallback) );
    pCloseItem->setPosition(MENU_POSITION_CLOSE );
    
    // create menu, it's an autorelease object
    CCMenu* pMenu = CCMenu::create(pCloseItem, NULL);
    pMenu->setPosition( CCPointZero );
    this->addChild(pMenu, 1);
    
    // create gen menu
    CCMenuItemImage *ptestItem1 = CCMenuItemImage::create("gen.png", "gen.png",this,menu_selector(HelloWorld::menuOfGen));
    
    ptestItem1->setPosition(MENU_POSITION_GEN);
    CCMenu *ptestMenu1 = CCMenu::create(ptestItem1,NULL);
    ptestMenu1->setPosition(CCPointZero);
    this->addChild(ptestMenu1,5);
    
    
    /////////////////////////////
    // 3. add your codes below...
    
 
    // create label of pokers
    
    _pRightPoker = CCLabelAtlas::create("0123456789", "bignumber.png", 36, 80, '0') ;
    _pLeftPoker = CCLabelAtlas::create("0123456789", "bignumber.png", 36, 80, '0') ;
    
    _pRightPoker->setPosition(LABEL_POSITION_RIGHTPOKER);
    _pLeftPoker->setPosition( LABEL_POSITION_LEFTPOKER);
    
    _pLeftPoker->setString("");
    _pRightPoker->setString("");
    
    this->addChild(_pRightPoker,10);
    this->addChild(_pLeftPoker,11);
    
    //create label of Wins
    _pWins = CCLabelTTF::create("0","Marker Felt",50);
    _pWins->setPosition(LABEL_POSITION_WINS);
    this->addChild(_pWins);
    
    //create label of mynumber
    _pMyNumberLabel = CCLabelAtlas::create("0123456789", "scorenumber.png", 34, 60, '0') ;
    
    _pMyNumberLabel->setPosition( LABEL_POSITION_MYNUMBER);
    
    
    _pMyNumberLabel->setString("98");

    this->addChild(_pMyNumberLabel, 1);
    
    // add my number sprite
    CCSprite *pScore = CCSprite::create("scoreframe.png");
    pScore->setPosition(SPRITE_POSITION_SCORE);
    pScore->setTag(SCORETAG);
    
    this->addChild(pScore);
    
    // add two poker sprites
    CardSprite *pPokerLeftSide = CardSprite::create("poker.png","poker.png",1,callfuncN_selector(HelloWorld::flipLeftCard),this);
    CardSprite *pPokerRightSide = CardSprite::create("poker.png","poker.png",1,callfuncN_selector(HelloWorld::flipRightCard),this);
    
    pPokerLeftSide->setPosition(SPRITE_POSITION_LEFTPOKER);
    pPokerRightSide->setPosition(SPRITE_POSITION_RIGHTPOKER);
    pPokerLeftSide->setTag(LEFTPOKERTAG);
    pPokerRightSide->setTag(RIGHTPOKERTAG);
    
    this->addChild(pPokerRightSide, 1);
    this->addChild(pPokerLeftSide, 2);
    
    
    // add get and ok item for action 
    CCSprite *getItem = CCSprite::create("get.png");
    getItem->setPosition(SPRITE_POSITION_GET);
    getItem->setTag(GETTAG);
    
    CCSprite *okItem = CCSprite::create("ok.png");
    okItem->setPosition(SPRITE_POSITION_OK);
    okItem->setTag(OKTAG);
    
    this->addChild(getItem);
    this->addChild(okItem);
    
    return true;
}
Пример #14
0
// Animation loop
void DisplayIntro::loop()
{
  int no = mCards.size();
  // Catch no card error
  if (no<1) return;

  // Retrieve theme data
  KConfigGroup cardconfig = thememanager()->config(QLatin1String( "card" ));
  double card_width       = cardconfig.readEntry("width", 1.0);
  KConfigGroup config     = thememanager()->config(id());
  QPointF start_shift     = config.readEntry("start-shift", QPointF(1.0,1.0));
  QPointF start_pos       = config.readEntry("start-pos", QPointF(1.0,1.0));
  double time_clear_in    = config.readEntry("time-clear-in", 1.0);
  double time_clear_out   = config.readEntry("time-clear-out", 1.0);
  double aspectRatio      = thememanager()->aspectRatio();


  // Display the intro text delayed
  if (mAnimCnt == 2  && mState == Putting && !mTextShown)
  {
    mTextShown = true;
    QString s1 = i18nc("Title of the game - line 1", "Lieutenant Skat");
    QString s2 = i18nc("Title of the game - line 2", "for");
    QString s3 = i18nc("Title of the game - line 3", "K D E");

    // Text sprite title foreground
    TextSprite* text1a = new TextSprite(s1, QLatin1String( "name-front" ), mTheme, scene());
    mSprites.append(text1a);
    text1a->show();

    // Text sprite title background
    TextSprite* text1b = new TextSprite(s1, QLatin1String( "name-back" ), mTheme, scene());
    mSprites.append(text1b);
    text1b->show();

    // Text sprite title foreground
    TextSprite* text2a = new TextSprite(s2, QLatin1String( "for-front" ), mTheme, scene());
    mSprites.append(text2a);
    text2a->show();

    // Text sprite title background
    TextSprite* text2b = new TextSprite(s2, QLatin1String( "for-back" ), mTheme, scene());
    mSprites.append(text2b);
    text2b->show();

    // Text sprite title foreground
    TextSprite* text3a = new TextSprite(s3, QLatin1String( "kde-front" ), mTheme, scene());
    mSprites.append(text3a);
    text3a->show();

    // Text sprite title background
    TextSprite* text3b = new TextSprite(s3, QLatin1String( "kde-back" ), mTheme, scene());
    mSprites.append(text3b);
    text3b->show();
  }

  // Display a card
  if (mAnimCnt < no && mState == Putting)
  {
    double factor = double(mAnimCnt)/double(no-1);
    double fsin = sin(factor*M_PI);

    CardSprite* sprite = mCards[mAnimCnt];

    QPointF pos;
    if (mAnimCnt %2 == 0)
    {
      pos  = QPointF(start_pos.x(), start_pos.y());
      pos += QPointF(start_shift.x() * fsin, start_shift.y() * factor);
    }
    else
    {
      pos  = QPointF(1.0-start_pos.x()-card_width, start_pos.y());
      pos += QPointF(-start_shift.x() * fsin, start_shift.y() * factor);
    }
    sprite->setBackside();
    sprite->setPosition(pos);
    sprite->setZValue(50+mAnimCnt);
    sprite->show();
    mAnimCnt++;
  }
  // Change state to turning
  else if (mState == Putting)
  {
    mState   = Turning;
    mAnimCnt = 0;
  }
  // Turn cards
  else if (mAnimCnt < no && mState == Turning)
  {
    CardSprite* sprite = mCards[mAnimCnt];
    sprite->setTurning(true);
    mAnimCnt++;
  }
  // Change state to waiting
  else if (mState == Turning)
  {
    mState   = Waiting;
    mAnimCnt = 0;
  }
  // Wait
  else if (mAnimCnt < WAIT_CNT && mState == Waiting)
  {
    mAnimCnt++;
  }
  // Change state to clearing the board
  else if (mState == Waiting)
  {
    mState   = Clearing;
    mAnimCnt = 0;
  }
  // Clear the board, step 1
  else if (mAnimCnt == 0 && mState == Clearing)
  {
    for (int i=0; i<no; i++)
    {
      CardSprite* sprite = mCards[i];
      sprite->setMove(QPointF((1.0-card_width)/2.0, (1.0/aspectRatio-card_width)/2.0), time_clear_in);
    }
    mAnimCnt++;
  }
  // Clear the board, step 2
  else if (mAnimCnt < 30 && mState == Clearing)
  {
    mAnimCnt++;
  }
  // Clear the board, step 3 and change state to waiting
  else if (mState == Clearing)
  {
    for (int i=0; i<no; i++)
    {
      double r = 1.0;
      double x = r*cos(double(i)/double(no-1)*M_PI*2.0) + 0.5;
      double y = r*sin(double(i)/double(no-1)*M_PI*2.0) + 0.5;
      CardSprite* sprite = mCards[i];
      sprite->setMove(QPointF(x,y/aspectRatio), time_clear_out);
    }
    mState = Waiting2;
    mAnimCnt = 0;
  }
  // Wait
  else if (mAnimCnt < WAIT_CNT && mState == Waiting2)
  {
    mAnimCnt++;
  }
  // Restart cycle
  else if (mState == Waiting2)
  {
    for (int i=0; i<no; i++)
    {
      CardSprite* sprite = mCards[i];
      sprite->stop();
    }

    mState   = Putting;
    mAnimCnt = 0;
  }

}