HelloWorldScene.cpp
1 #include "HelloWorldScene.h" 2 3 USING_NS_CC; 4 5 CCScene* HelloWorld::scene() 6 { 7 // 'scene' is an autorelease object 8 CCScene *scene = CCScene::create(); 9 10 // 'layer' is an autorelease object 11 HelloWorld *layer = HelloWorld::create(); 12 13 //添加一个背景颜色图层 14 CCSize s = CCDirector::sharedDirector()->getWinSize(); 15 16 CCLayer *colorlayer = CCLayerColor::create(ccc4(0x00, 0xff, 0xff, 0xff), s.width, s.height); 17 18 colorlayer->ignoreAnchorPointForPosition(false); 19 20 colorlayer->setPosition(s.width / 2, s.height / 2); 21 22 scene->addChild(colorlayer, 1, colorlayer->getTag()); 23 24 // add layer as a child to scene 25 //将主图层添加都背景图层中 26 colorlayer->addChild(layer); 27 28 // return the scene 29 return scene; 30 } 31 32 // on "init" you need to initialize your instance 33 bool HelloWorld::init() 34 { 35 ////////////////////////////// 36 // 1. super init first 37 if ( !CCLayer::init() ) 38 { 39 return false; 40 } 41 42 //取得屏幕的大小 43 screenSize = CCDirector::sharedDirector()->getVisibleSize(); 44 45 //初始化世界 46 initWorld(); 47 48 //添加小鸟、障碍物容器及地面 49 addBird(); 50 addBarContainer(); 51 addGround(); 52 53 //每隔一秒添加一组障碍物 54 scheduleUpdate(); 55 schedule(schedule_selector(HelloWorld::addBar), 1.0f); 56 57 //设置允许触摸 58 setTouchEnabled(true); 59 60 return true; 61 } 62 63 void HelloWorld::initWorld() 64 { 65 //重力加速度:纵向9.8,横向 0 66 world = new b2World(b2Vec2(0, -9.8f)); 67 //添加监视 68 world->SetContactListener(this); 69 } 70 71 void HelloWorld::startGame(float dt){ 72 scheduleUpdate(); 73 schedule(schedule_selector(HelloWorld::addBar), 1); 74 } 75 76 void HelloWorld::stopGame(){ 77 unscheduleUpdate(); 78 unschedule(schedule_selector(HelloWorld::addBar)); 79 } 80 81 82 void HelloWorld::addBird() 83 { 84 bird = B2Sprite::create("bird.png"); 85 CCSize size = bird->getContentSize(); 86 87 //添加小鸟 88 b2BodyDef bodyDef; 89 bodyDef.type = b2_dynamicBody; 90 bodyDef.position = b2Vec2(screenSize.width/2/RATIO, screenSize.height/2/RATIO); 91 b2Body * birdBody = world->CreateBody(&bodyDef); 92 93 //设置边界 94 b2PolygonShape birdShape; 95 birdShape.SetAsBox(size.width/2/RATIO, size.height/2/RATIO); 96 97 //碰撞 98 b2FixtureDef birdFixtureDef; 99 birdFixtureDef.shape= &birdShape; 100 birdBody->CreateFixture(&birdFixtureDef); 101 102 bird->setPTMRatio(RATIO); 103 bird->setB2Body(birdBody); 104 addChild(bird); 105 } 106 107 void HelloWorld::addBar(float dt) 108 { 109 float offset = -rand()%5; 110 111 //downbar 112 B2Sprite *downBar = B2Sprite::create("down_bar.png"); 113 CCSize downBarSize = downBar->getContentSize(); 114 115 b2BodyDef downBarBodyDef; 116 downBarBodyDef.type = b2_kinematicBody; 117 downBarBodyDef.position = b2Vec2(screenSize.width/RATIO + 2, downBarSize.height/RATIO/2 + offset); 118 downBarBodyDef.linearVelocity = b2Vec2(-5.0f, 0); 119 120 b2PolygonShape downBarShape; 121 downBarShape.SetAsBox(downBarSize.width/RATIO/2, downBarSize.height/RATIO/2); 122 123 b2FixtureDef downBarFixtureDef; 124 downBarFixtureDef.shape = &downBarShape; 125 126 b2Body *downBarBody = world->CreateBody(&downBarBodyDef); 127 downBarBody->CreateFixture(&downBarFixtureDef); 128 129 downBar->setB2Body(downBarBody); 130 downBar->setPTMRatio(RATIO); 131 132 //upbar 133 B2Sprite *upBar = B2Sprite::create("up_bar.png"); 134 CCSize upBarSize = upBar->getContentSize(); 135 136 b2BodyDef upBarBodyDef; 137 upBarBodyDef.type = b2_kinematicBody; 138 upBarBodyDef.position = b2Vec2(screenSize.width/RATIO + 2, upBarSize.height/RATIO/2 + offset + downBarSize.height/RATIO + 2.5f); 139 upBarBodyDef.linearVelocity = b2Vec2(-5, 0); 140 141 b2PolygonShape upBarShape; 142 upBarShape.SetAsBox(upBarSize.width/RATIO/2, upBarSize.height/RATIO/2); 143 144 b2FixtureDef upBarFixtureDef; 145 upBarFixtureDef.shape = &upBarShape; 146 147 b2Body *upBarBody = world->CreateBody(&upBarBodyDef); 148 upBarBody->CreateFixture(&upBarFixtureDef); 149 150 upBar->setB2Body(upBarBody); 151 upBar->setPTMRatio(RATIO); 152 153 barContainer->addChild(upBar); 154 barContainer->addChild(downBar); 155 } 156 157 void HelloWorld::addBarContainer() 158 { 159 //将所有的障碍物包裹在一个容器中 160 barContainer = CCSprite::create(); 161 addChild(barContainer); 162 } 163 164 void HelloWorld::addGround() 165 { 166 B2Sprite *ground = B2Sprite::create("ground.png"); 167 CCSize size = ground->getContentSize(); 168 169 b2BodyDef bDef; 170 bDef.type = b2_staticBody; 171 bDef.position = b2Vec2(size.width/2/RATIO, size.height/2/RATIO); 172 b2Body *groundBody = world->CreateBody(&bDef); 173 174 b2PolygonShape groundShape; 175 groundShape.SetAsBox(size.width/2/RATIO, size.height/2/RATIO); 176 177 b2FixtureDef groundFixtureDef; 178 groundFixtureDef.shape = &groundShape; 179 groundBody->CreateFixture(&groundFixtureDef); 180 181 ground->setPTMRatio(RATIO); 182 ground->setB2Body(groundBody); 183 addChild(ground); 184 } 185 186 void HelloWorld::update(float dt) 187 { 188 world->Step(dt, 8, 3); 189 190 CCSprite *sprite; 191 192 //取得世界中的所有的body 193 b2Body *node = world->GetBodyList(); 194 195 //遍历世界中的body 196 while(node) 197 { 198 b2Body *body = node; 199 node = node->GetNext(); 200 sprite = (CCSprite*)body->GetUserData(); 201 202 //超出屏幕左边界,销毁 203 if (body->GetPosition().x < -1) 204 { 205 if (sprite != NULL) 206 { 207 //在屏幕上清除 208 sprite->removeFromParent(); 209 } 210 //在内存中销毁 211 world->DestroyBody(body); 212 } 213 } 214 } 215 216 void HelloWorld::BeginContact(b2Contact *contact){ 217 //碰撞检测,有一个为鸟游戏就结束 218 if (contact->GetFixtureA()->GetBody()->GetUserData()==bird || contact->GetFixtureB()->GetBody()->GetUserData()==bird) 219 { 220 //游戏结束,弹出dialog 221 stopGame(); 222 CCMessageBox("Game Over", "Alert"); 223 } 224 } 225 226 void HelloWorld::ccTouchesBegan(CCSet *pTouches, CCEvent *pEvent) 227 { 228 //触碰屏幕时,小鸟向上运动,重力加速度:纵向 5,横向 0 229 bird->getB2Body()->SetLinearVelocity(b2Vec2(0, 5.0f)); 230 } 231 232 233 void HelloWorld::menuCloseCallback(CCObject* pSender) 234 { 235 #if (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) || (CC_TARGET_PLATFORM == CC_PLATFORM_WP8) 236 CCMessageBox("You pressed the close button. Windows Store Apps do not implement a close button.","Alert"); 237 #else 238 CCDirector::sharedDirector()->end(); 239 #if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS) 240 exit(0); 241 #endif 242 #endif 243 }
HelloWorldScene.h
1 #ifndef __HELLOWORLD_SCENE_H__ 2 #define __HELLOWORLD_SCENE_H__ 3 4 #include "cocos2d.h" 5 #include "Box2D\Box2D.h" 6 #include "B2Sprite.h" 7 8 #define RATIO 72.0f 9 10 class HelloWorld : public cocos2d::CCLayer,public b2ContactListener 11 { 12 public: 13 // Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone 14 virtual bool init(); 15 16 // there's no 'id' in cpp, so we recommend returning the class instance pointer 17 static cocos2d::CCScene* scene(); 18 19 // a selector callback 20 void menuCloseCallback(CCObject* pSender); 21 22 // implement the "static node()" method manually 23 CREATE_FUNC(HelloWorld); 24 25 virtual void ccTouchesBegan(CCSet *pTouches, CCEvent *pEvent); 26 virtual void BeginContact(b2Contact* contact); 27 28 virtual void update(float dt); 29 30 b2World *world; 31 B2Sprite *bird; 32 33 CCSize screenSize; 34 35 CCSprite *barContainer; 36 37 private: 38 void addBird(); 39 void addGround(); 40 void initWorld(); 41 void addBar(float dt); 42 void addBarContainer(); 43 void startGame(float dt); 44 void stopGame(); 45 }; 46 47 #endif // __HELLOWORLD_SCENE_H__