Cocos2dx_有限状态机_2

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#ifndef __STATE_H__
#define __STATE_H__

class Monkey;

class State
{
public:
	virtual void execute(Monkey *mk) = 0;
};

#endif
#ifndef __STOPSTATE_H__
#define __STOPSTATE_H__

#include "State.h"
#include "Monkey.h"
#include "TrunState.h"

class StopState : public State
{
public:
	virtual void execute(Monkey *mk);
};

#endif

#include "StopState.h"

void StopState::execute(Monkey *mk)
{
	if (mk->isStopTimeOut())
	{
		mk->changeState(new TrunState());
		mk->walk();
	}
}

#ifndef __TRUNSTATE_H__
#define __TRUNSTATE_H__

#include "State.h"
#include "Monkey.h"
#include "WalkState.h"

class TrunState : public State
{
	virtual void execute(Monkey *mk);
};

#endif

#include "TrunState.h"

void TrunState::execute(Monkey *mk)
{
	mk->changeState(new WalkState());
	mk->walk();
}

#ifndef __WALKSTATE_H__
#define __WALKSTATE_H__

#include "State.h"
#include "Monkey.h"
#include "StopState.h"
#include "TrunState.h"

class WalkState : public State
{
	virtual void execute(Monkey *mk);
};

#endif

#include "WalkState.h"

void WalkState::execute(Monkey *mk)
{
	mk->walk();
	if (mk->isWalkOutBorder())
	{
		mk->changeState(new TrunState());
		mk->trun();
	}
	else if (mk->isWalkTimeOut())
	{
		mk->changeState(new StopState());
		mk->stop();
	}
}

#ifndef __MONKEY_H__
#define __MONKEY_H__

#include "cocos2d.h"
#include <time.h>

#include "State.h"
#include "StopState.h"
#include "WalkState.h"
#include "TrunState.h"

using namespace std;
using namespace cocos2d;

#define MAX_STOP_TIME  10
#define MAX_WALK_TIME  20

#define MAX_WALK_DIST  100 

enum MonkeyState
{
	stStop,stWalk,stTrun,};

class Monkey : public Node
{
public:
	Monkey();
	CREATE_FUNC(Monkey);

	//override
	virtual bool init();
	virtual void update(float delta);

	void changeState(State *newState);
	void stop();
	void walk();
	void trun();

	bool isStopTimeOut();
	bool isWalkTimeOut();
	bool isWalkOutBorder();
private:
	Sprite* sp;
	State *_curState;
	time_t _curTime;

	int _curPos;
	int _curStep;
};

#endif

#include "Monkey.h"

Monkey::Monkey()
{
}

bool Monkey::init()
{
	if (!Node::init())
	{
		return false;
	}

	this->_curPos = 0;
	this->_curStep = 1;
	this->_curState = NULL;

	this->changeState(new WalkState());
	this->scheduleUpdate();

	this->sp = Sprite::create("eraser.png");
	sp:setPosition(Vec2(0,0));
	this->addChild(this->sp);

	return true;
}

void Monkey::update(float delta)
{
	if (this->_curState)
	{
		this->_curState->execute(this);
	}
}

void Monkey::changeState(State *newState)
{
	State *oldState = this->_curState;
	this->_curState = newState;
	if (oldState)
	{
		delete oldState;
	}
	this->_curTime = time(0);
}

void Monkey::stop()
{
	log("stop()");
}

void Monkey::walk()
{
	this->_curPos += this->_curStep;
	this->sp->setPosition(Vec2(this->_curPos*0.5,0));
	log("walk(): pos=%d",this->_curPos);
}

void Monkey::trun()
{
	this->_curStep *= -1;
	log("turn(): step=%d",this->_curStep);
}

bool Monkey::isStopTimeOut()
{
	return (time(0) - this->_curTime > MAX_STOP_TIME);
}

bool Monkey::isWalkTimeOut()
{
	return (time(0) - this->_curTime > MAX_WALK_TIME);
}

bool Monkey::isWalkOutBorder()
{
	return (this->_curPos > MAX_WALK_DIST || this->_curPos < -MAX_WALK_DIST);
}

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