昨天做了[关闭卡死的电脑]这个关卡今天要做的是点击绿色按钮100下,这游戏真的坑爹,看你能不能玩过关,哈哈哈。
这关做起来比较简单游戏逻辑也比较简单,直接上第二关的源代码,注意最后面又当天的源码下载
对了一起来看看今天的游戏效果
HistoryGame02.h 和 HistoryGame02.cpp
HistoryGame02.h
#ifndef __HistoryGame02_SCENE_H__
#define __HistoryGame02_SCENE_H__
#include "cocos2d.h"
#include <sstream>
USING_NS_CC;
class HistoryGame02 : public cocos2d::Layer
{
public:
static cocos2d::Scene* createScene();
virtual bool init();
//判断精灵是否点击
bool isInSprite(Touch *theTouch,Sprite *sp);
//点击
bool onTouchBegan(Touch *pTouch, Event *pEvent);
//游戏结束
void gameover(float over);
//游戏胜利
void gamewin(float win);
void menuCloseCallback(Object* pSender);
//绿色按你点击
void greeCallback(Object* pSender);
//红色按钮点击
void redCallback(Object* pSender);
CREATE_FUNC(HistoryGame02);
};
#endif // __HistoryGame02_SCENE_H__
HistoryGame02.cpp
#include "HistoryGame02.h"
#include "SWSpritePlayForTexturePacker.h"
#include "ScrollViewScene.h"
#include "CCEventDispatcher.h"
#include "CCEventListenerTouch.h"
USING_NS_CC;
static bool isClickGo;
//定义一个点击的次数
int clickCount = 100;
Scene* HistoryGame02::createScene()
{
isClickGo = true;
auto scene = Scene::create();
auto layer = HistoryGame02::create();
scene->addChild(layer);
return scene;
}
bool HistoryGame02::init()
{
if ( !Layer::init() )
{
return false;
}
//cocos2d-x3.0中的点击事件
auto dispatcher = Director::getInstance()->getEventDispatcher();
auto touchListener = EventListenerTouchOneByOne::create();
touchListener->onTouchBegan = CC_CALLBACK_2(HistoryGame02::onTouchBegan, this);
dispatcher->addEventListenerWithSceneGraphPriority(touchListener, this);
//加入背景
Size size = CCDirector::getInstance()->getWinSize();
SpriteFrameCache *cache = SpriteFrameCache::getInstance();
cache->addSpriteFramesWithFile("click_on_the_100_times.plist");
Sprite* sprite =Sprite::createWithSpriteFrameName("background.png");
sprite->setPosition(Point(size.width*0.5,size.height*0.5));
addChild(sprite);
//次数
String *ns = String::createWithFormat("%d",clickCount);
LabelTTF *scorettf = LabelTTF::create(ns->getCString(), "MarkerFelt-Thin", 80);
scorettf->setPosition(Point(size.width*0.5+110, size.height*0.5+120));
scorettf->setTag(107);
addChild(scorettf);
//两个按钮
MenuItemImage *greeItem = MenuItemImage::create();
greeItem->setNormalSpriteFrame(cache->spriteFrameByName("button_01.png"));
greeItem->setSelectedSpriteFrame(cache->spriteFrameByName("button_02.png"));
greeItem->initWithTarget(this, menu_selector(HistoryGame02::greeCallback));
greeItem->setPosition(Point(size.width*0.5-150, size.height*0.5-50));
greeItem->setTag(108);
MenuItemImage *redItem = MenuItemImage::create();
redItem->setNormalSpriteFrame(cache->spriteFrameByName("button_03.png"));
redItem->setSelectedSpriteFrame(cache->spriteFrameByName("button_04.png"));
redItem->initWithTarget(this, menu_selector(HistoryGame02::redCallback));
redItem->setPosition(Point(size.width*0.5+150, size.height*0.5-50));
redItem->setTag(109);
auto menu = Menu::create(greeItem,redItem, NULL);
menu->setPosition(Point::ZERO);
menu->setTag(110);
addChild(menu);
MenuItemImage *closeItem = MenuItemImage::create();
closeItem->setNormalSpriteFrame(cache->spriteFrameByName("back-1.png"));
closeItem->setSelectedSpriteFrame(cache->spriteFrameByName("back-2.png"));
closeItem->initWithTarget(this, menu_selector(HistoryGame02::menuCloseCallback));
closeItem->setPosition(Point(80,80));
auto menus = Menu::create(closeItem, NULL);
menus->setPosition(Point::ZERO);
this->addChild(menus, 1);
return true;
}
void HistoryGame02::menuCloseCallback(Object* pSender)
{
//释放没有用到过的缓冲
SpriteFrameCache *cache = CCSpriteFrameCache::getInstance();
cache->removeSpriteFramesFromFile("click_on_the_100_times.plist");
//实现
Director::getInstance()->replaceScene(CCTransitionFade::create(0.5, ScrollViewScene::create()));
}
void HistoryGame02::greeCallback(Object* pSender)
{
//绿色按钮点击
//当绿色按你点击的时候数字减1
clickCount--;
//更新显示的数据
String *ns = String::createWithFormat("%d",clickCount);
auto score = (LabelTTF *)getChildByTag(107);
score->setString(ns->getCString());
//判断当clickCount等于0的时候
if (0 >= clickCount) {
this->scheduleOnce(schedule_selector(HistoryGame02::gamewin), 0.1f);
}
//判断当数字小于20的时候开始随机交换两个按你的位置
if (clickCount<30) {
Size size = CCDirector::getInstance()->getWinSize();
//定义两个位置
int speed = CCRANDOM_0_1()*10;
if (speed/2 == 0) {
auto gree = (Menu *)getChildByTag(110)->getChildByTag(108);
gree->setPosition(Point(size.width*0.5-150, size.height*0.5-50));
auto red = (Menu *)getChildByTag(110)->getChildByTag(109);
red->setPosition(Point(size.width*0.5+150, size.height*0.5-50));
}else{
auto gree = (Menu *)getChildByTag(110)->getChildByTag(108);
gree->setPosition(Point(size.width*0.5+150, size.height*0.5-50));
auto red = (Menu *)getChildByTag(110)->getChildByTag(109);
red->setPosition(Point(size.width*0.5-150, size.height*0.5-50));
}
}
}
void HistoryGame02::redCallback(Object* pSender)
{
Size size = CCDirector::getInstance()->getWinSize();
auto sp_people2 = SWSpritePlayForTexturePacker::createPlay("blow_up",1, 3, 0.1f,true);
sp_people2->setPosition(Point(size.width*0.5+150, size.height*0.5-50));
sp_people2->setTag(106);
addChild(sp_people2);
this->scheduleOnce(schedule_selector(HistoryGame02::gameover), 1.0f);
}
bool HistoryGame02::onTouchBegan(Touch *pTouch, Event *pEvent){
if (isInSprite(pTouch, (Sprite *)this->getChildByTag(102))) {
//电线被点击
//隐藏当前播放动画,显示结束动画
Sprite *peo = (Sprite *)getChildByTag(101);
peo->setOpacity(0);
//加入人物的代码动画(显示等待)
Size size = CCDirector::getInstance()->getWinSize();
auto sp_people2 = SWSpritePlayForTexturePacker::createPlay("hero",5, 11, 0.5f,false);
sp_people2->setPosition(Point(size.width*0.5+150,size.height*0.5-20));
addChild(sp_people2);
this->scheduleOnce(schedule_selector(HistoryGame02::gameover), 3.0f);
return false;
}else if(isInSprite(pTouch, (Sprite *)this->getChildByTag(103))){
//按钮被点击
//隐藏当前播放动画,显示结束动画
Sprite *peo = (Sprite *)getChildByTag(104);
peo->setOpacity(0);
//加入人物的代码动画(显示等待)
Size size = CCDirector::getInstance()->getWinSize();
auto sp_people2 = SWSpritePlayForTexturePacker::createPlay("computerclose",1, 5, 0.5f,false);
sp_people2->setPosition(Point(size.width*0.5-245,size.height*0.5+68));
addChild(sp_people2);
this->scheduleOnce(schedule_selector(HistoryGame02::gamewin), 3.0f);
return false;
}
return false;
}
bool HistoryGame02::isInSprite(Touch *theTouch,Sprite *sp){
if (sp != NULL) {
//返回当前触摸位置得OpenGL坐标
Point touchPoint = theTouch->getLocation();
//将世界坐标转换为当前得父View的本地坐标
Point reallyPoint = this->getParent()->convertToNodeSpace(touchPoint);
//获取当前基于父View的坐标系
Rect rect = sp->boundingBox();
if (rect.containsPoint(reallyPoint)) {
//判断是否让用户再点击
if (isClickGo) {
isClickGo = false;
return true;
}else{
return false;
}
}
}
return false;
}
void HistoryGame02::gameover(float over){
auto spss = (Sprite *)getChildByTag(106);
spss->pause();
//游戏失败
Size size = CCDirector::getInstance()->getWinSize();
LayerColor *layer = LayerColor::create(Color4B(0, 0, 0, 200), size.width, size.height);
auto sp = Sprite::createWithSpriteFrameName("bg.png");
sp->setPosition(Point(size.width*0.5, size.height*0.5));
layer->addChild(sp);
LabelTTF *scorettf = LabelTTF::create("失败", "MarkerFelt-Thin", 60);
scorettf->setPosition(Point(size.width*0.5, size.height*0.5));
layer->addChild(scorettf);
this->addChild(layer);
}
void HistoryGame02::gamewin(float win){
Size size = CCDirector::getInstance()->getWinSize();
LayerColor *layer = LayerColor::create(Color4B(0, 0, 0, 200), size.width, size.height);
auto sp = Sprite::createWithSpriteFrameName("bg.png");
sp->setPosition(Point(size.width*0.5, size.height*0.5));
layer->addChild(sp);
LabelTTF *scorettf = LabelTTF::create("成功", "MarkerFelt-Thin", 60);
scorettf->setPosition(Point(size.width*0.5, size.height*0.5));
layer->addChild(scorettf);
this->addChild(layer);
}
好了这样简单的一关就做好了,大家继续努力