点击精灵区域消除,点击其他区域创建新精灵。(模拟放置炸弹,及引爆)

前端之家收集整理的这篇文章主要介绍了点击精灵区域消除,点击其他区域创建新精灵。(模拟放置炸弹,及引爆)前端之家小编觉得挺不错的,现在分享给大家,也给大家做个参考。

.h文件

#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__

#include "cocos2d.h"
using namespace cocos2d;
class HelloWorld : public cocos2d::CCLayer
{
public:
    // Here's a difference. Method 'init' in cocos2d-x returns bool,instead of returning 'id' in cocos2d-iphone
    virtual bool init();  

    // there's no 'id' in cpp,so we recommend returning the class instance pointer
    static cocos2d::CCScene* scene();
    
    // a selector callback
    void menuCloseCallback(CCObject* pSender);
    
    // implement the "static node()" method manually
    CREATE_FUNC(HelloWorld);
    
    virtual void onEnter();
    virtual void onExit();
    virtual bool ccTouchBegan(CCTouch *pTouch,CCEvent *pEvent);
    void update();
    CCSprite* pSprite;
    bool first_touch = 1;
    int i = 0;
    bool createnewobject(int i,CCPoint location);
    
};

#endif // __HELLOWORLD_SCENE_H__

.cpp
#include "HelloWorldScene.h"

USING_NS_CC;

CCScene* HelloWorld::scene()
{
    // 'scene' is an autorelease object
    CCScene *scene = CCScene::create();
    
    // 'layer' is an autorelease object
    HelloWorld *layer = HelloWorld::create();

    // add layer as a child to scene
    scene->addChild(layer);

    // return the scene
    return scene;
}

// on "init" you need to initialize your instance
bool HelloWorld::init()
{
    //////////////////////////////
    // 1. super init first
    if ( !CCLayer::init() )
    {
        return false;
    }
    
    CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize();
    CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin();

    /////////////////////////////
    // 2. add a menu item with "X" image,which is clicked to quit the program
    //    you may modify it.

    // add a "close" icon to exit the progress. it's an autorelease object
    CCMenuItemImage *pCloseItem = CCMenuItemImage::create(
                                        "CloseNormal.png","CloseSelected.png",this,menu_selector(HelloWorld::menuCloseCallback));
    
	pCloseItem->setPosition(ccp(origin.x + visibleSize.width - pCloseItem->getContentSize().width/2,origin.y + pCloseItem->getContentSize().height/2));

    // create menu,it's an autorelease object
    CCMenu* pMenu = CCMenu::create(pCloseItem,NULL);
    pMenu->setPosition(CCPointZero);
    this->addChild(pMenu,1);
    

    
    /////////////////////////////
    // 3. add your codes below...

    // add a label shows "Hello World"
    // create and initialize a label
    /*
    
    CCLabelTTF* pLabel = CCLabelTTF::create("Hello World","Arial",24);
    
    // position the label on the center of the screen
    pLabel->setPosition(ccp(origin.x + visibleSize.width/2,origin.y + visibleSize.height - pLabel->getContentSize().height));

    // add the label as a child to this layer
    this->addChild(pLabel,1);

    // add "HelloWorld" splash screen"
    CCSprite* pSprite = CCSprite::create("HelloWorld.png");

    // position the sprite on the center of the screen
    pSprite->setPosition(ccp(visibleSize.width/2 + origin.x,visibleSize.height/2 + origin.y));

    // add the sprite as a child to this layer
    this->addChild(pSprite,0);
     */
    //this->schedule(schedule_selector(HelloWorld::update),3,5,1);
    
    return true;
}


void HelloWorld::menuCloseCallback(CCObject* pSender)
{
    CCDirector::sharedDirector()->end();

#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
    exit(0);
#endif
}

void HelloWorld::onEnter()
{
    CCLayer::onEnter();
    this->setTouchEnabled(true);
    CCDirector::sharedDirector()->getTouchDispatcher()->addTargetedDelegate(this,true);
}

void HelloWorld::onExit()
{
    CCLayer::onExit();
    CCDirector::sharedDirector()->getTouchDispatcher()->removeDelegate(this);
}

bool HelloWorld::ccTouchBegan(CCTouch *pTouch,CCEvent* pEvent)
{
 //取坐标
    CCPoint touchloaction = pTouch->getLocation();
    
    CCPoint location = convertToNodeSpace(touchloaction);
    
    CCLog("NodeLocacion is x=%f y=%f",location.x,location.y);

    //第一次触摸创建一个精灵
    //再次触摸输出坐标信息,判断是否点中该精灵,如果点中:输出“击中物体”;删除该精灵; 如果没有点中:输出“没有击中物体”,在该位置新建一个精灵
    
    if (first_touch)
    {
        createnewobject(i,location);
        first_touch =0;
    }
    else
    {
        
        CCRect pobject = pSprite->boundingBox();
        
        bool flag = pobject.containsPoint(location);
        
        if (flag) {
            CCLog("hit the object");
            removeChildByTag(i);
            first_touch = 1;
        }
        else
        {
            CCLog("miss the object");
            removeChildByTag(i);
            i++;
            createnewobject(i,location);
            
        }
        
    }
   
    return false;
}

bool HelloWorld::createnewobject(int i,CCPoint location)
{
    pSprite = CCSprite::create("Icon-72.png");
    
    //pSprite->setPosition(ccp(visibleSize.width/2,visibleSize.height/2));
    
    pSprite->setPosition(ccp(location.x,location.y));
    
    this->addChild(pSprite,i);
    
    // move the psprite
    
    
    CCMoveBy* move1 = CCMoveBy::create(2,ccp(200,150));
    //CCMoveTo* move2 = move1->reverse();
    CCMoveBy* move2 = CCMoveBy::create(3,ccp(-200,-150));
    CCScaleTo* pScale= CCScaleTo::create(5,pSprite->getScale()*2);
    CCSequence* seq = CCSequence::create(move1,move2,NULL);
    CCSpawn* spa = CCSpawn::create(seq,pScale);
    CCRepeatForever* req =CCRepeatForever::create(spa);
    pSprite->runAction(req);
    return true;
}

void HelloWorld::update()
{
    CCLog("i am ok");
    
    
}

猜你在找的Cocos2d-x相关文章