Cocos Studio ---------- 使用 C++ 开发游戏( 选门 )

选门游戏:

.h

 1 #ifndef __BOSS_TWO_SCENE_H__
 2 #define __BOSS_TWO_SCENE_H__
 3 
 4 #include "cocos2d.h"
 5 #include "iostream"
 6 
 7 // 对于错的图片名
 8 #define YesSprite "BossResources/BossTwo/yes.png"
 9 #define NoSprite "BossResources/BossTwo/no.png"
10 
11 using namespace std;
12 USING_NS_CC;
13 
14 
15 class BossTwo : public CCLayer{
16 
17 public:
18 
19     static CCScene* createScene();
20     virtual bool init();
21     CREATE_FUNC(BossTwo);
22 
23     void menuBackCallBack(CCObject* pSender);
24 
25     // 初始化成员变量
26     void initMemebers();
27 
28     // 添加门框和门
29     void addDoorAndFrame(int num);
30 
31     // 获取随机数,(start -- end)之间的
32     int getRandom(int start, int end);
33 
34     virtual void onEnter();
35     virtual void onExit();
36     virtual bool ccTouchBegan(CCTouch *touch, CCEvent *event);
37 
38     // 移除门
39     void removeCallBack(CCNode *pSender);
40 
41     // 添加对错图片
42     void addYesAndNoCallBack(CCNode *pSender);
43 
44     // 添加对错图片
45     void addYesAndNo(CCPoint position, string str);
46 
47 
48 private:
49 
50     CCSprite            *bg1;            // 背景
51     CCSize                size;            // 屏幕大小
52 
53     vector<string>        vecDoor;        // 门数组
54     vector<string>        vecDoorFrame;    // 门框数组
55     vector<string>        vecSmoke;        // 烟雾
56     int                    nSuccess;            // 存储第几个门是对的
57 
58 
59 };
60 
61 #endif //__BOSS_TWO_SCENE_H__

 

.cpp

  1 #include "BossTwo.h"
  2 
  3 
  4 //CCNode进入场景时调用  
  5 void BossTwo::onEnter()
  6 {
  7     CCDirector* pDirector = CCDirector::sharedDirector();
  8     pDirector->getTouchDispatcher()->addTargetedDelegate(this, 0, true);
  9     CCLayer::onEnter();
 10 }
 11 
 12 //CCNode退出场景时调用  
 13 void BossTwo::onExit()
 14 {
 15     CCDirector* pDirector = CCDirector::sharedDirector();
 16     pDirector->getTouchDispatcher()->removeDelegate(this);
 17     CCLayer::onExit();
 18 }
 19 
 20 
 21 CCScene* BossTwo::createScene(){
 22 
 23     CCScene *scene = CCScene::create();
 24     CCLayer *layer = BossTwo::create();
 25     scene->addChild( layer );
 26     return scene;
 27 
 28 }
 29 
 30 bool BossTwo::init(){
 31 
 32     if (!CCLayer::init()){
 33         return false;
 34     }
 35 
 36     srand(time(NULL));
 37 
 38     size = CCDirector::sharedDirector()->getVisibleSize();
 39 
 40     bg1 = CCSprite::create( "BossResources/BossTwo/bg1.png" );
 41     bg1->setPosition( CCPoint( size.width / 2, size.height / 2 ) );
 42     this->addChild(bg1);
 43 
 44     addDoorAndFrame(3);
 45 
 46     CCSprite *spriteNo = CCSprite::create("BossResources/BossTwo/error.png");
 47     CCSprite *spriteYes = CCSprite::create("BossResources/BossTwo/right.png");
 48 
 49     spriteNo->setPosition(CCPoint(size.width * 0.4, size.height * 0.9));
 50     spriteYes->setPosition(CCPoint(size.width * 0.6, size.height * 0.9));
 51 
 52     this->addChild(spriteYes, 10);
 53     this->addChild(spriteNo, 11);
 54 
 55     return true;
 56 
 57 }
 58 
 59 void BossTwo::initMemebers(){
 60 
 61     // 初始化门框
 62     vecDoorFrame.push_back("BossResources/BossTwo/errordoorframe1.png");
 63     vecDoorFrame.push_back("BossResources/BossTwo/errordoorframe2.png");
 64     vecDoorFrame.push_back("BossResources/BossTwo/rightdoorfame.png");
 65 
 66     // 初始化门
 67     vecDoor.push_back("BossResources/BossTwo/errordoor.png");
 68     vecDoor.push_back("BossResources/BossTwo/door.png");
 69     vecDoor.push_back("BossResources/BossTwo/door.png");
 70 
 71     // 初始化烟雾
 72     vecSmoke.push_back("BossResources/BossTwo/dayanwu.png");
 73     vecSmoke.push_back("BossResources/BossTwo/xiaoyanwu.png");
 74     vecSmoke.push_back("");
 75 
 76 }
 77 
 78 void BossTwo::addDoorAndFrame(int num){
 79 
 80     
 81     initMemebers();                                // 每次调用的时候都初始化一下数据
 82 
 83     int nums = num;                                // 中间变量
 84     
 85     for (int i = 0; i < num; i++)                // 添加num个门
 86     {
 87         
 88         int randoms = CCRANDOM_0_1() * nums;    // 获取随机数
 89 
 90         // 创建一个门框
 91         CCSprite *sprite = CCSprite::create(vecDoorFrame.at(randoms).c_str());
 92         CCSprite *sprite2 = CCSprite::create(vecDoor.at(randoms).c_str());
 93 
 94         CCSprite *sprite3;
 95         if (vecSmoke.at(randoms) == ""){
 96             sprite3 = CCSprite::create();
 97         }
 98         else{
 99             sprite3 = CCSprite::create(vecSmoke.at(randoms).c_str());
100         }
101         
102         sprite->setTag(100 + i);                            // 设置门框的tag为100 + i
103         
104         sprite2->setTag(200 + i);                            // 设置门的tag是200 + i
105         
106         sprite3->setTag(300 + i);                            // 设置烟雾的tag是300 + i
107 
108         sprite->setPosition(CCPoint(size.width / (num + 1) * (i + 1), size.height / 2.5));
109         
110         sprite2->setPosition(sprite->getPosition());        // 门的位置是在门框上的
111         
112         sprite3->setAnchorPoint(CCPoint(0.5, 0.0));            // 烟雾的锚点是下中部分
113         
114         sprite3->setPosition(CCPoint(                        // 烟雾的位置:门的上面
115             sprite2->getPositionX(),
116             sprite2->getPositionY() + sprite2->getContentSize().height / 2));
117 
118         // 将门框添加到场景中
119         this->addChild(sprite);
120         this->addChild(sprite2);
121         this->addChild(sprite3);
122 
123         CCLOG("---------- ===========", vecDoorFrame.at(randoms).c_str());
124         if (vecDoorFrame.at(randoms) == "BossResources/BossTwo/rightdoorfame.png"){
125             nSuccess = sprite->getTag();                    // 存储对的门的tag
126             CCLOG("---- tag = %d ----", sprite->getTag());
127         }
128 
129         // 删除门框数组中的值
130         vecDoorFrame.erase(vecDoorFrame.begin() + randoms);
131         vecDoor.erase(vecDoor.begin() + randoms);
132         vecSmoke.erase(vecSmoke.begin() + randoms);
133 
134         nums--;                                                // 随机数的取值减1
135 
136     }
137 
138 }
139 
140 // 获取随机数,这里没有用到
141 int BossTwo::getRandom(int start, int end){
142     float i = CCRANDOM_0_1() * (end - start + 1) + start;
143     return (int)i;
144 }
145 
146 // 返回按钮
147 void BossTwo::menuBackCallBack(CCObject* pSender){
148 
149 }
150 
151 
152 
153 bool BossTwo::ccTouchBegan(CCTouch *touch, CCEvent *event)
154 {
155     // 判断点击的是哪一个门框
156     for (int i = 100; i <= 102; i++)
157     {
158         CCSprite *sprite = dynamic_cast<CCSprite *>(this->getChildByTag(i));
159 
160         if (sprite->boundingBox().containsPoint(touch->getLocation()))
161         {
162             CCLOG("---- onTouchBegan ----  tag = %d", sprite->getTag());
163 
164             // 获取点击的门框的门
165             CCSprite *spriteDoor = dynamic_cast<CCSprite *>(this->getChildByTag(i + 100));
166             CCMoveBy *moveByDoor = CCMoveBy::create(0.5f, CCPoint(spriteDoor->getContentSize().width, 0));
167             spriteDoor->runAction(
168                 CCSequence::create(
169                 moveByDoor,
170                 CCDelayTime::create(0.3f),
171                 CCCallFuncN::create(spriteDoor, callfuncN_selector(BossTwo::removeCallBack)),
172                 NULL));
173 
174             // 判断点击的是否是正确的门
175             if (nSuccess == sprite->getTag()){
176                 CCLOG("---- you are right ----");
177                 addYesAndNo(sprite->getPosition(), YesSprite);
178             }
179             else
180             {
181                 CCLOG("---- you are error ----");
182                 addYesAndNo(sprite->getPosition(), NoSprite);
183             }
184         }
185 
186     }
187 
188     CCLog("BossTwo ccTouchBegan ");
189     return false;
190 }
191 
192 void BossTwo::addYesAndNo(CCPoint position, string str){
193 
194     CCSprite *sprite = CCSprite::create(str.c_str());
195     sprite->setPosition(position);
196     this->addChild(sprite , 100);
197 
198 }
199 
200 void BossTwo::removeCallBack(CCNode *pSender){
201     CCSprite *spriteDoor = dynamic_cast<CCSprite *>(pSender);
202     CCLOG("---- psender tag = %d ----", spriteDoor->getTag());
203     spriteDoor->removeFromParent();
204 
205 }
206 
207 void BossTwo::addYesAndNoCallBack(CCNode *pSender){
208     CCSprite *sprite = dynamic_cast<CCSprite *>(pSender);
209     CCLOG("---- psender tag = %d ----", sprite->getTag());
210     // 判断点击的是否是正确的门
211     if (nSuccess == sprite->getTag()){
212         CCLOG("---- you are right ----");
213         addYesAndNo(sprite->getPosition(), YesSprite);
214     }
215     else
216     {
217         CCLOG("---- you are error ----");
218         addYesAndNo(sprite->getPosition(), NoSprite);
219     }
220 }

 

 

效果图:

 

posted @ 2015-09-22 17:17  silent-bobo  阅读(498)  评论(0编辑  收藏  举报