Android实现消水果游戏代码分享

消水果游戏大家都玩过吧,今天小编给大家分享实现消水果游戏的代码,废话不多说了,具体代码如下所示:

#include "InGameScene.h" #include "PauseLayer.h" #include "ScoreScene.h" #include "AppDelegate.h" extern "C" { void showAds() { } void hideAds() { } } using namespace cocos2d; using namespace CocosDenshion; bool InGameScene::isPaused = false; unsigned int InGameScene::level = 1; unsigned int InGameScene::background = 1; unsigned int InGameScene::bomb = 2; const unsigned int InGameScene::randomDrop[8] = {0, 5, 2, 7, 1, 4, 3, 6}; const char *InGameScene::strMode[3] = {"Simple", "Normal", "Expert"}; const unsigned int InGameScene::limitTime[3] = {60, 60, 60}; const unsigned int InGameScene::baseScore[3] = {20, 50, 100}; const unsigned int InGameScene::limitScore[3] = {6000, 10000, 12000}; const unsigned int InGameScene::limitFireball[3] = {100, 70, 30}; const unsigned int InGameScene::limitCrazy[3] = {8, 10, 6}; void InGameScene::reset() { InGameScene::isPaused = false; } InGameScene::InGameScene() : m_nDiamondScale(1.0f) , m_nMagicCount(0) , m_pMagicProgress(NULL) , m_nTime(0) , m_nScore(0) , m_nTempScore(0) , m_nDiamondRow(0) , m_nDiamondLine(0) , m_bIsReadyGoEnd(false) , m_pPause(NULL) , m_pDiamondBatchNode(NULL) , m_pRemovedDiamond(NULL) , m_pScoreLable(NULL) , m_pTimerBar(NULL) , m_pMoveLable(NULL) , m_pTargetLable(NULL) , m_bFireballMode(false) , m_bError(false) , m_nTimeCount(0) , m_nCrazyCount(0) , m_bIsCrazyMode(false) , m_nDiamondCount(0) , m_pEffectDict(NULL) , m_startType(-1) , m_moveStatus(-1) , moves_number_(0) { } InGameScene::~InGameScene() { CC_SAFE_RELEASE_NULL(m_pPause); CC_SAFE_RELEASE_NULL(m_pMagicProgress); CC_SAFE_RELEASE_NULL(m_pMoveLable); CC_SAFE_RELEASE_NULL(m_pTargetLable); CC_SAFE_RELEASE_NULL(m_pTimerBar); CC_SAFE_RELEASE_NULL(m_pScoreLable); CC_SAFE_RELEASE_NULL(m_pDiamondBatchNode); CC_SAFE_RELEASE_NULL(m_pRemovedDiamond); CC_SAFE_RELEASE_NULL(m_pEffectDict); } void InGameScene::onEnter() { Image::setPVRImagesHavePremultipliedAlpha(true); this->setTouchEnabled(true); Layer::onEnter(); } void InGameScene::onExit() { Layer::onExit(); } Scene *InGameScene::scene() { Scene *scene = NULL; do { scene = Scene::create(); CC_BREAK_IF(! scene); InGameScene *layer = InGameScene::create(); CC_BREAK_IF(! layer); scene->addChild(layer); } while (0); return scene; } bool InGameScene::init() { bool bRet = false; do { CC_BREAK_IF(! Layer::init()); auto listener = EventListenerTouchOneByOne::create(); listener->setSwallowTouches(false); listener->onTouchBegan = CC_CALLBACK_2(InGameScene::onTouchBegan, this); listener->onTouchEnded = CC_CALLBACK_2(InGameScene::onTouchEnded, this); listener->onTouchMoved = CC_CALLBACK_2(InGameScene::onTouchMoved, this); _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this); hideAds(); InGameScene::isPaused = false; m_nDiamondRowMax = 8; m_nDiamondLineMax = 9; m_nDiamondScale = 1.12f; InGameScene::level = UserDefault::getInstance()->getIntegerForKey("level"); m_nDiamondCount = InGameScene::level + 3; if (m_nDiamondCount < 3 || m_nDiamondCount > 5) { break; } m_nTime = InGameScene::limitTime[InGameScene::level]; m_nTime = 1200; Size winSize = Director::getInstance()->getWinSize(); auto sp = Sprite::create("gui/df.png"); addChild(sp, -3); sp->setPosition(Vec2(winSize.width / 2, winSize.height / 2)); auto sp_top = Sprite::create("gui/top_bar.png"); addChild(sp_top, 3); sp_top->setPosition(Vec2(winSize.width / 2, 1280 - 97)); m_pRemovedDiamond = __Array::create(); m_pRemovedDiamond->retain(); SpriteFrameCache::getInstance()->addSpriteFramesWithFile("effects/effects-800x_port_mdpi.plist"); m_pScoreLable = Label::createWithCharMap("gui/white_font.png", 25, 29, '0'); m_pScoreLable->retain(); m_pScoreLable->setString("0"); m_pScoreLable->setPosition(Vec2(583, 1280-55)); this->addChild(m_pScoreLable, 100); m_pMoveLable = Label::createWithCharMap("gui/white_font.png", 25, 29, '0'); m_pMoveLable->retain(); m_pMoveLable->setPosition(Vec2(583, 1280-140)); m_pMoveLable->setString("50"); addChild(m_pMoveLable,100); m_pTargetLable = Label::createWithCharMap("gui/white_font.png", 25, 29, '0'); m_pTargetLable->retain(); m_pTargetLable->setPosition(Vec2(116, 1280-58)); m_pTargetLable->setString("1000"); addChild(m_pTargetLable,100); //创建暂停按钮 auto *pPauseItem = MenuItemImage::create("gui/game_stop.png", "gui/game_stop.png", this, menu_selector(InGameScene::menuPauseCallback)); pPauseItem->setPosition(Vec2(46, 1280-142)); Menu *pMenu = Menu::create(pPauseItem, NULL); CC_BREAK_IF(! pMenu); pMenu->setPosition(Vec2::ZERO); this->addChild(pMenu, 200); SpriteFrameCache::getInstance()->addSpriteFramesWithFile("gems/gemTexture-800x_port_mdpi.plist"); m_pDiamondBatchNode = SpriteBatchNode::create("gems/gemTexture-800x_port_mdpi.png"); m_pDiamondBatchNode->retain(); this->addChild(m_pDiamondBatchNode); this->playReadyGo(); this->addFirstDiamond(); this->scheduleUpdate(); m_pEffectDict = __Dictionary::create(); m_pEffectDict->retain(); drawBg(); bRet = true; } while (0); return bRet; } void InGameScene::playReadyGo() { if (UserDefault::getInstance()->getBoolForKey("isEffectEnabled", false)) { SimpleAudioEngine()->playEffect("sounds/readyGo.ogg"); } LabelTTF *readyGo = LabelTTF::create("Ready", "fonts/Verdana Bold.ttf", 60.0f); readyGo->setPosition(Vec2(400, 750)); this->addChild(readyGo); readyGo->setScale(0.1f); readyGo->runAction(Sequence::create( CCScaleTo::create(1.1f, 1.0f), DelayTime::create(.3f), CallFuncN::create(this, callfuncN_selector(InGameScene::readyCallback)), NULL)); } void InGameScene::readyCallback(Node *pSender) { LabelTTF *p = (LabelTTF *)pSender; p->setFontSize(65.f); p->setString("Go!!!"); p->runAction(Sequence::create( DelayTime::create(.7f), CallFuncN::create(this, callfuncN_selector(InGameScene::goCallback)), NULL)); } void InGameScene::goCallback(Node *pSender) { this->removeChild(pSender); } void InGameScene::addFirstDiamond() { SpriteFrameCache::getInstance()->addSpriteFramesWithFile("gems/gemTexture-800x_port_mdpi.plist"); this->schedule(schedule_selector(InGameScene::addDiamond), 1.2f / (m_nDiamondRowMax * m_nDiamondLineMax)); } Vec2 InGameScene::getPositionByRowAndLine(int row, int line) { float x = CELL_WIDTH * row + OFFSET_X; float y = CELL_HEIGHT * line + OFFSET_Y; return Vec2(x, y); } void InGameScene::addDiamond(float delta) { int diamondType = rand() % 5; Diamond *pDiamond = Diamond::createWithSpriteFrameName(Diamond::TypeStr[diamondType]); pDiamond->setType(diamondType); pDiamond->setPosition(Vec2(CELL_WIDTH * randomDrop[m_nDiamondRow] + 50, 1280 + CELL_HEIGHT)); pDiamond->setScale(0.9); m_pDiamondBatchNode->addChild(pDiamond); pDiamond->setMoving(true); pDiamond->runAction(Sequence::create( MoveTo::create(.25f, Vec2(CELL_WIDTH * randomDrop[m_nDiamondRow] + OFFSET_X, CELL_HEIGHT * m_nDiamondLine + OFFSET_Y)), CallFuncN::create(this, callfuncN_selector(InGameScene::addEndCallback)), NULL)); m_pDiamond[m_nDiamondLine][randomDrop[m_nDiamondRow]] = pDiamond; if (++m_nDiamondRow == m_nDiamondRowMax) { m_nDiamondRow = 0; ++m_nDiamondLine; } if (m_nDiamondLine == m_nDiamondLineMax) { m_bIsReadyGoEnd = true; //首次播放宝石掉落动画结束 this->unschedule(schedule_selector(InGameScene::addDiamond)); //宝石添加动画结束 if (! InGameScene::isPaused) { // m_pTimerBar->runAction(MoveTo::create(float(InGameScene::limitTime[InGameScene::level]), Vec2(-380, 95))); // this->schedule(schedule_selector(InGameScene::updateTime), 1.0f); //开始计时 } } } void InGameScene::drawBg() { for(auto line = 0; line < m_nDiamondLineMax; line++) { for(auto row = 0; row < 7; row++) { auto sp1 = Sprite::create("gui/b1.png"); auto sp2 = Sprite::create("gui/b2.png"); if(line%2 == 0) { if(row%2 == 0) { sp1->setPosition(getPositionByRowAndLine(row, line)); sp2->setVisible(false); } else { sp2->setPosition(getPositionByRowAndLine(row, line)); sp1->setVisible(false); } } else { if(row%2 == 0) { sp2->setPosition(getPositionByRowAndLine(row, line)); sp1->setVisible(false); } else { sp1->setPosition(getPositionByRowAndLine(row, line)); sp2->setVisible(false); } } addChild(sp1, BG_ODER); addChild(sp2, BG_ODER); } } } #define PAN 0.000001 void InGameScene::DrawLine() { auto line = Sprite::create("gui/line.png"); line->setPosition(last_position); line->setAnchorPoint(Vec2(1, 0.5)); addChild(line, -1); m_lineObjs.push_back(line); if (fabs(last_position.x - cur_position.x) < PAN) { if (last_position.y - cur_position.y > 1.0f) { // 向下 line->setRotation(270); } else { line->setRotation(90); } } else if(fabs(last_position.y - cur_position.y) < PAN) { if (last_position.x - cur_position.x < 1.0f) { line->setRotation(180); } } else { if (last_position.x - cur_position.x < 1.0f) { if (last_position.y - cur_position.y < 1.0f) { line->setRotation(135); } else { line->setRotation(225); } } else { if (last_position.y - cur_position.y < 1.0f) { line->setRotation(45); } else { line->setRotation(315); } } } } bool InGameScene::isNearby(int line, int row, int _type) { if (line > 0 && m_pDiamond[line-1][row]->getType() == _type) { return true; } if (line < m_nDiamondLineMax -1 && m_pDiamond[line+1][row]->getType() == _type) { return true; } if (row > 0 && m_pDiamond[line][row-1]->getType() == _type) { return true; } if (row < m_nDiamondRowMax - 1&& m_pDiamond[line][row+1]->getType() == _type) { return true; } if (line >0 && row > 3 && m_pDiamond[line-1][row-4]->getType() == _type) { return true; } if (line > 0&& row > 1 && m_pDiamond[line-1][row-2]->getType() == _type) { return true; } if (line < m_nDiamondLineMax && row < m_nDiamondRowMax - 2 && m_pDiamond[line+1][row+2]->getType() == _type) { return true; } if (line < m_nDiamondLineMax && row < m_nDiamondRowMax - 4 && m_pDiamond[line+1][row+4]->getType() == _type) { return true; } return false; } void InGameScene::onTouchMoved(Touch *pTouch, Event *pEvent) { if (m_moveStatus==0) { return; } if(m_startType != -1) { return; } log("c"); Vec2 location = pTouch->getLocationInView(); location = Director::getInstance()->convertToGL(location); for (int line = 0; line < m_nDiamondLineMax; ++line) { for (int row = 0; row < m_nDiamondRowMax; ++row) { if(!m_pDiamond[line][row]) { continue; } if ((m_pDiamond[line][row])->boundingBox().containsPoint(location)) { // 还在原来的格子里 if (m_pRemovedDiamond->containsObject(m_pDiamond[line][row])) { return; } ssize_t count = m_pRemovedDiamond->count(); if(count > 0) { // 颜色不是一样的 if (m_pDiamond[line][row]->getType() != m_startType) { log("-- line end -- line(%d),row(%d)",line,row); m_moveStatus = 0; return; } // if (!isNearby(line, row, m_startType)) // { // // return; // } cur_position = getPositionByRowAndLine(row, line); DrawLine(); last_position = cur_position; m_pDiamond[line][row]->setScale(1.05); } else { } // 将自己加入到队列中去 m_pDiamond[line][row]->setTag(line * m_nDiamondRowMax + row); m_pRemovedDiamond->addObject(m_pDiamond[line][row]); } } } log("c-end"); } bool InGameScene::onTouchBegan(Touch *pTouch, Event *pEvent) { if (! m_bIsReadyGoEnd) { return true; } if(m_startType != -1) { return true; } log("a"); m_lineObjs.clear(); m_pRemovedDiamond->removeAllObjects(); m_moveStatus = -1; Vec2 location = pTouch->getLocationInView(); location = Director::getInstance()->convertToGL(location); log("b"); for (int line = 0; line < m_nDiamondLineMax; ++line) { for (int row = 0; row < m_nDiamondRowMax; ++row) { if (m_pDiamond[line][row] && (! m_pDiamond[line][row]->getMoving())) { if ((m_pDiamond[line][row])->boundingBox().containsPoint(location)) { m_startType = m_pDiamond[line][row]->getType(); last_position = getPositionByRowAndLine(row, line); log("m_starType %d",m_startType); return true; } } } } log("a-end"); return true; } void InGameScene::onTouchEnded(Touch *pTouch, Event *pEvent) { m_moveStatus = -1; m_startType = -1; log("d"); if(!handleSelectedDiamond()) { log("sdf"); return; } for(auto sp : m_lineObjs) { sp->removeFromParent(); } m_lineObjs.clear(); removeSelectedDiamond(); schedule(schedule_selector(InGameScene::addRemovedDiamond), 1/40); restoreOriginalDiamond(); log("d--end"); } void InGameScene::findSameDiamond(int type) { m_pRemovedDiamond->removeAllObjects(); for (int line = 0; line < m_nDiamondLineMax; ++line) { for (int row = 0; row < m_nDiamondRowMax; ++row) { Diamond *diamond = m_pDiamond[line][row]; if (diamond && (! diamond->getMoving())) { if (diamond->getType() == type) { if (! m_pRemovedDiamond->containsObject(diamond)) { diamond->setTag(line * m_nDiamondRowMax + row); //用tag记录下可能被删除的宝石的位置 m_pRemovedDiamond->addObject(diamond); } } } } } } //如果点击的宝石少于3个,则返回false,等于或多于3个则返回true bool InGameScene::handleSelectedDiamond() { auto count = m_pRemovedDiamond->count(); if (count < 2) { m_nCrazyCount = 0; if (m_bIsCrazyMode) { m_bIsCrazyMode = false; this->removeFireModeFlame(); } return false; } playJumpScore(count); return true; } //-------------播放连击动画---------------// void InGameScene::playCombAnimation(unsigned int combCount) { LabelTTF *comb = LabelTTF::create(__String::createWithFormat("Combo %d+", combCount)->getCString(), "fonts/Verdana Bold.ttf", 60.0f); comb->setPosition(Vec2(400, 750)); comb->setColor(ccc3(0, 255, 255)); this->addChild(comb); comb->setScale(0.1f); comb->runAction(Sequence::create( CCScaleTo::create(.5f, 1.0f), DelayTime::create(.2f), CallFuncN::create(this, callfuncN_selector(InGameScene::removeCombCallback)), NULL)); } void InGameScene::removeCombCallback(Node *pSender) { this->removeChild(pSender); } //-------------播放连击动画-END--------------// void InGameScene::update(float delta) { ++m_nTimeCount; // 计数,大概60次是一秒的时间 if (m_nTimeCount > 75) //未在限定时间内完成连击,连击失败 { if (m_bIsCrazyMode) { m_bIsCrazyMode = false; this->removeFireModeFlame(); } } // if (m_nCrazyCount > InGameScene::limitCrazy[InGameScene::level]) // { // m_bIsCrazyMode = true; // m_nTimeCount = .0f; // m_nCrazyCount = 0; // this->playFireModeFlame(); // } } void InGameScene::displayErrorDiamond() { m_bError = true; Diamond *removed = NULL; Ref *pObj = NULL; CCARRAY_FOREACH(m_pRemovedDiamond, pObj) { removed = (Diamond *)pObj; CC_BREAK_IF(! removed); removed->setDisplayFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName( Diamond::TypeBwStr[removed->getType()])); } } void InGameScene::restoreOriginalDiamond() { if (m_bError) { m_bError = false; Diamond *removed = NULL; Ref *pObj = NULL; CCARRAY_FOREACH(m_pRemovedDiamond, pObj) { removed = (Diamond *)pObj; CC_BREAK_IF(! removed); removed->setDisplayFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName( Diamond::TypeStr[removed->getType()])); } } } //启动分数跳动增加的动画 void InGameScene::playJumpScore(int count) { m_nTempScore = InGameScene::baseScore[InGameScene::level] * count + 2 * (count - 3); //2*(count-3)宝石超过3个的奖励分 m_nScore += m_nTempScore; this->schedule(schedule_selector(InGameScene::playJumpScoreUpdate), 0.4f / 60); } //分数跳动增加的动画 void InGameScene::playJumpScoreUpdate(float delta) { if (m_nTempScore < 0) { __String *strScore = __String::createWithFormat("%d", m_nScore); m_pScoreLable->setString(strScore->getCString()); this->unschedule(schedule_selector(InGameScene::playJumpScoreUpdate)); return; } __String *strScore = __String::createWithFormat("%d", m_nScore - m_nTempScore); m_pScoreLable->setString(strScore->getCString()); m_nTempScore -= InGameScene::baseScore[InGameScene::level] / 5; } //播放删除宝石时的动画 void InGameScene::playDiamondExplosion(const Vec2 pos) { Vector<SpriteFrame * > diamondExplosionNormalFrame; for (int i = 1; i < 10; ++i) { SpriteFrame *frame = SpriteFrameCache::getInstance()->getSpriteFrameByName(__String::createWithFormat("gem_explosion_normal%d.png", i)->getCString()); diamondExplosionNormalFrame.pushBack(frame); } Animation *diamondAnimation = Animation::createWithSpriteFrames(diamondExplosionNormalFrame, 0.05f); Sprite *explosion = Sprite::createWithSpriteFrameName("gem_explosion_normal1.png"); explosion->setPosition(pos); this->addChild(explosion); //播放完消失时的动画 explosion->runAction(Sequence::create( Animate::create(diamondAnimation), //播放完消失时的动画后,删除它 CallFuncN::create(this, callfuncN_selector(InGameScene::removeExplosionCallback)), NULL)); } //删除宝石消失时的动画 void InGameScene::removeExplosionCallback(Node *pSender) { this->removeChild(pSender, true); } //--------------点击宝石后的查询、移除、填充等处理--START-------------// void InGameScene::findSelectedDiamond(int line, int row) { m_pRemovedDiamond->removeAllObjects(); // 递归查询相邻颜色相同的宝石 findSelectedDiamond(line, row, m_pDiamond[line][row]->getType()); } //递归查出所有颜色一样且紧挨一起的宝石,并记录在m_pRemovedDiamond中 void InGameScene::findSelectedDiamond(int line, int row, int type) { if (line < 0 || line == m_nDiamondLineMax || row < 0 || row == m_nDiamondRowMax) { return; } Diamond *diamond = m_pDiamond[line][row]; if (diamond && (! diamond->getMoving())) { if (diamond->getType() == type) { if (! m_pRemovedDiamond->containsObject(diamond)) { diamond->setTag(line * m_nDiamondRowMax + row); //用tag记录下可能被删除的宝石的位置 m_pRemovedDiamond->addObject(diamond); findSelectedDiamond(line, row - 1, type); //递归左侧 findSelectedDiamond(line, row + 1, type); //递归右侧 findSelectedDiamond(line + 1, row, type); //递归上侧 findSelectedDiamond(line - 1, row, type); //递归下侧 } } } } void InGameScene::removeSelectedDiamond() { Diamond *removed = NULL; Ref *pObj = NULL; CCARRAY_FOREACH(m_pRemovedDiamond, pObj) { removed = (Diamond *)pObj; if (removed == NULL) { continue; } this->playDiamondExplosion(removed->getPosition()); int tag = removed->getTag(); int line = tag / m_nDiamondRowMax, row = tag % m_nDiamondRowMax; m_pDiamondBatchNode->removeChild(removed, true); m_pDiamond[line][row] = NULL; } } //补齐被删掉的宝石 void InGameScene::addRemovedDiamond(float delta) { int toLine, toRow; for (toLine = 0; toLine < m_nDiamondLineMax; ++toLine) { for (toRow = 0; toRow < m_nDiamondRowMax; ++toRow) { if (m_pDiamond[toLine][toRow] == NULL) //被删除掉的宝石的位置,即要掉落的目的地 { int fromLine; for (fromLine = toLine + 1; fromLine < m_nDiamondLineMax; ++fromLine) { //被删除宝石的上方第一个存在,并处于固定状态,即没有在移动中的宝石 if (m_pDiamond[fromLine][toRow]) { //播放宝石被添加时掉落的效果 if (m_pDiamond[fromLine][toRow]->getMoving()) { m_pDiamond[fromLine][toRow]->stopAllActions(); } m_pDiamond[fromLine][toRow]->setMoving(true); m_pDiamond[fromLine][toRow]->runAction(Sequence::create( MoveTo::create(0.25f, Vec2(100 * toRow + 50, 100 * toLine + 220)), CallFuncN::create(this, callfuncN_selector(InGameScene::addEndCallback)), NULL)); m_pDiamond[toLine][toRow] = m_pDiamond[fromLine][toRow]; m_pDiamond[fromLine][toRow] = NULL; return; } } if (fromLine == m_nDiamondLineMax) { int diamondType = rand() % 5; Diamond *pDiamond = Diamond::createWithSpriteFrameName(Diamond::TypeStr[diamondType]); pDiamond->setType(diamondType); pDiamond->setScale(0.9 ); //宝石放大,减少宝石间的间隙,才会彼此紧挨着 pDiamond->setPosition(Vec2(100 * toRow + 50, 1280 + 100)); m_pDiamondBatchNode->addChild(pDiamond, 2); //播放宝石被添加时掉落的效果 pDiamond->setMoving(true); pDiamond->runAction(Sequence::create( MoveTo::create(.25f, Vec2(100 * toRow + 50, 100 * toLine + 220)), CallFuncN::create(this, callfuncN_selector(InGameScene::addEndCallback)), NULL)); //记录每个宝石的指针 m_pDiamond[toLine][toRow] = pDiamond; } return; } } } if ((toLine == m_nDiamondLineMax) && (toRow == m_nDiamondRowMax)) { this->unschedule(schedule_selector(InGameScene::addRemovedDiamond)); m_moveStatus = -1; if (m_bFireballMode) { m_bFireballMode = false; } } } //宝石添加时滑动效果结束时,即宝石达到目的地时,计数减一,全部到达目的地时计数为零 void InGameScene::addEndCallback(Node *pSender) { ((Diamond *)pSender)->setMoving(false); } //--------------点击宝石后的查询、移除、填充等处理--END-------------// //-----------------游戏计时和处理相关方法--START---------------// //时间一秒秒慢慢减少的效果,并时间将结束时,播放响应效果 void InGameScene::updateTime(float dt) { //m_pTimeLable->setString(__String::createWithFormat("%02d", --m_nTime)->getCString()); switch (m_nTime) { case 9: if (UserDefault::getInstance()->getBoolForKey("isEffectEnabled", false)) { SimpleAudioEngine()->playEffect("sounds/Countdown.ogg"); } break; case 10: // m_pTimerBar->setDisplayFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("timerBar2.png")); break; case 5: // m_pTimerBar->setDisplayFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("timerBar3.png")); break; case 1: //时间到了,显示Time's Up { this->unschedule(schedule_selector(InGameScene::updateTime)); LabelTTF *timeUp = LabelTTF::create("Time's Up", "fonts/Verdana Bold.ttf", 50.f); timeUp->setPosition(Vec2(400, 650)); this->addChild(timeUp); timeUp->runAction(Sequence::create( CCScaleTo::create(1.0f, 1.3f), CCCallFunc::create(this, callfunc_selector(InGameScene::timeUpCallback)), NULL)); } break; } //随机时间产生炸弹 if (rand() % 60 < 3) { this->changeDiamondToBomb(); } } //时间到后,跳转到相应场景 void InGameScene::timeUpCallback() { UserDefault::getInstance()->setIntegerForKey("LastScore", m_nScore); if (m_nScore >= (int)(InGameScene::limitScore[InGameScene::level])) { ++InGameScene::background; //胜利后可切到下一个场景 if (InGameScene::background > 4) { InGameScene::background = 1; } UserDefault::getInstance()->setBoolForKey("isPass", true); // 判断是否超过了最高分 __String *highScore = __String::createWithFormat("HighScore%d", InGameScene::level); if (m_nScore > UserDefault::getInstance()->getIntegerForKey(highScore->getCString(), -1)) { InGameScene::background = 5; UserDefault::getInstance()->setIntegerForKey(highScore->getCString(), m_nScore); //Scene *pScene = LevelUpScene::scene(); //Director::getInstance()->replaceScene(pScene); //return; } } else { UserDefault::getInstance()->setBoolForKey("isPass", false); } showAds(); //显示广告 Scene *pScene = ScoreScene::scene(); Director::getInstance()->replaceScene(pScene); } //-----------------游戏计时和处理相关方法--END---------------// void InGameScene::changeDiamondToBomb() { int row = -1, line = -1; do { row = RANDOM_RANGE(0, m_nDiamondRowMax - 0.01); line = RANDOM_RANGE(0, m_nDiamondLineMax - 0.01); } while (m_pDiamond[line][row] == NULL || m_pDiamond[line][row]->getBomb()); m_pDiamond[line][row]->setDisplayFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName( Diamond::BombTypeStr[m_pDiamond[line][row]->getType()])); m_pDiamond[line][row]->setBomb(true); m_pDiamond[line][row]->runAction(Sequence::create( DelayTime::create(1.5f), //1.5秒后把炸弹的贴图换回为宝石钻石 CallFuncN::create(this, callfuncN_selector(InGameScene::restoreBombToDiamondCallback)), NULL)); } void InGameScene::restoreBombToDiamondCallback(Node *pSender) { Diamond *p = (Diamond *)pSender; if (p) { p->setDisplayFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName(Diamond::TypeStr[p->getType()])); p->setBomb(false); } } //-----------累积火球特效进度--START---------------// void InGameScene::runStepFireball(unsigned int count, bool reset) { // if (m_pMagicProgress) // { // if (reset) //重新计数 // { // m_nMagicCount = 0; // m_pMagicProgress->runAction(CCProgressTo::create(0.1f, 0)); // return; // } // // unsigned int limit = InGameScene::limitFireball[InGameScene::level]; // // if (count > (limit - m_nMagicCount)) // { // m_pMagicProgress->runAction(Sequence::create( // CCProgressTo::create(0.3f, 100.0f), // CCCallFunc::create(this, callfunc_selector(InGameScene::addFireballCallback)),//随机放置Magic宝石 // CCProgressTo::create(0.1f, 0), // NULL)); // m_nMagicCount = 0; // } // else // { // m_nMagicCount += count; // float percent = 100 * m_nMagicCount / limit; // m_pMagicProgress->runAction(CCProgressTo::create(10 * (count / limit), percent)); // } // } } void InGameScene::addFireballCallback() { int row = -1, line = -1; do { row = RANDOM_RANGE(0, m_nDiamondRowMax - 0.01); line = RANDOM_RANGE(0, m_nDiamondLineMax - 0.01); } while (m_pDiamond[line][row] == NULL || m_pDiamond[line][row]->getFireball()); //一颗钻石在火焰中燃烧的动画 Vector<SpriteFrame * >fireBallFrame; for (int i = 1; i < 9; ++i) { __String *str = __String::createWithFormat("diamond_fireball%d.png", i); SpriteFrame *p = SpriteFrameCache::getInstance()->getSpriteFrameByName(str->getCString()); fireBallFrame.pushBack(p); } Animation *fireBallAnimation = Animation::createWithSpriteFrames(fireBallFrame, 0.05f); Animate *fireBallAnimate = Animate::create(fireBallAnimation); m_pDiamond[line][row]->setFireball(true); m_pDiamond[line][row]->runAction(Sequence::create( CCRepeat::create(fireBallAnimate, 4), //宝石燃烧播放次数,大概一秒多的时间后恢复 CallFuncN::create(this, callfuncN_selector(InGameScene::removeFireballCallback)), NULL)); } void InGameScene::removeFireballCallback(Node *pSender) { Diamond *p = (Diamond *)pSender; if (p) { p->setFireball(false); p->setDisplayFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName(Diamond::TypeStr[p->getType()])); } } //-----------累积火球特效进度--END---------------// //-----------播放火球掉落特效,并删除对应一列宝石-START------------// void InGameScene::playFireballAnimation(int line, int row) { m_nFireballline = m_nDiamondRowMax; m_nFireballRow = row; if (UserDefault::getInstance()->getBoolForKey("isEffectEnabled", false)) { SimpleAudioEngine()->playEffect("sounds/Special_Event_fireball.ogg"); } this->schedule(schedule_selector(InGameScene::removeLineDiamond), 0.06f); this->playFireballAnimation(m_pDiamond[line][row]); } //火球特效中,删除火球对应的一列宝石 void InGameScene::removeLineDiamond(float delta) { if (m_pDiamond[m_nFireballline][m_nFireballRow]) { m_pDiamondBatchNode->removeChild(m_pDiamond[m_nFireballline][m_nFireballRow], true); m_pDiamond[m_nFireballline][m_nFireballRow] = NULL; } if (--m_nFireballline == -1) { this->unschedule(schedule_selector(InGameScene::removeLineDiamond)); } } //火球特效中,播放火球特效 void InGameScene::playFireballAnimation(Diamond *diamond) { SpriteFrameCache::getInstance()->addSpriteFramesWithFile("effects/fireball0-800x_port_mdpi.plist"); SpriteFrameCache::getInstance()->addSpriteFramesWithFile("effects/fireball1-800x_port_mdpi.plist"); Vector<SpriteFrame *> fireballFrame; for (int i = 1; i < 17; ++i) { __String *fileName = __String::createWithFormat("fireball_down%d.png", i); SpriteFrame *p = SpriteFrameCache::getInstance()->getSpriteFrameByName(fileName->getCString()); fireballFrame.pushBack(p); } auto animation = Animation::createWithSpriteFrames(fireballFrame, 0.06f); auto *fireball = Sprite::createWithSpriteFrameName("fireball_down1.png"); fireball->setPosition(Vec2(diamond->getPositionX() + 35, 580)); this->addChild(fireball); fireball->runAction(Sequence::create( Animate::create(animation), CallFuncN::create(this, callfuncN_selector(InGameScene::addRemovedDiamondCallback)), NULL)); } //火球特效中,特效结束后清理工作 void InGameScene::addRemovedDiamondCallback(Node *pSender) { this->removeChild(pSender); this->schedule(schedule_selector(InGameScene::addRemovedDiamond), 1 / 40); } //-----------播放火球掉落特效,并删除对应一列宝石-END------------// //------------暂停按钮功能------------------// void InGameScene::menuPauseCallback(Ref *pSender) { InGameScene::isPaused = true; showAds(); //暂停游戏时显示广告 //暂停时间更新 //m_pTimerBar->stopAllActions(); //m_pTimeLable->stopAllActions(); this->unscheduleUpdate(); //暂停时间更新 this->unschedule(schedule_selector(InGameScene::updateTime)); //弹出暂停框 m_pPause = PauseLayer::create(); m_pPause->retain(); this->addChild(m_pPause); //启动暂停时间的更新函数,等待回复 this->schedule(schedule_selector(InGameScene::updatePaused), 1 / 60); } //在暂停页面时,此函数等待恢复标志,并恢复相应效果 void InGameScene::updatePaused(float delta) { if (! InGameScene::isPaused) { hideAds(); //结束暂停时,隐藏广告 this->unschedule(schedule_selector(InGameScene::updatePaused)); this->removeChild(m_pPause); CC_SAFE_RELEASE_NULL(m_pPause); InGameScene::level = UserDefault::getInstance()->getIntegerForKey("level"); m_nDiamondCount = InGameScene::level + 3; //m_pTimerBar->runAction(MoveTo::create(float(m_nTime), Vec2(-380, 95))); this->scheduleUpdate(); this->schedule(schedule_selector(InGameScene::updateTime), 1.0f); } } //------------暂停按钮功能-END-----------------// //-------------播放四周燃烧的火焰特效---------------// void InGameScene::playFireModeFlame() { SpriteFrameCache::getInstance()->addSpriteFramesWithFile("effects/firemode-800x_port_mdpi.plist"); //down Vector<SpriteFrame *> animationFrame1; char str[64] = {0}; for (int i = 1; i < 7; ++i) { sprintf(str, "firemodeFlameDown%d.png", i); SpriteFrame *p = SpriteFrameCache::getInstance()->getSpriteFrameByName(str); animationFrame1.pushBack(p); } Animation *animation1 = Animation::createWithSpriteFrames(animationFrame1, 0.12f); Sprite *p1 = Sprite::createWithSpriteFrameName("emptyPixelFireMode.png"); p1->setAnchorPoint(Vec2(0.5f, .0f)); p1->setPosition(Vec2(400, 0)); p1->setTag(2001); this->addChild(p1); p1->runAction(RepeatForever::create(Animate::create(ani

时间: 2024-09-09 01:04:40

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