#include "PopStarLayer.h"
#include "GameLevel.h"
#include "GameScene.h"
#include "Star.h"
#include "PopStarDataMgr.h"
#include "PopStarState.h"
#include "StartLayer.h"
#include "PopStar.h"
USING_NS_CC;
namespace
{
const int STAR_WIDTH = 48;
const int STAR_HEIGHT = 48;
}
PopStar::PopStar(PopStarLayer* layer)
{
gameLayer = layer;
//ZeroMemory(stars, sizeof(Star*) * ROW_NUM * COL_NUM);
memset(stars, 0, sizeof(Star*) * ROW_NUM * COL_NUM);
elapsedTime = 0;
currentState = NULL;
init();
}
PopStar::~PopStar()
{
for (int row = 0; row < ROW_NUM; ++row)
{
for (int col = 0; col < COL_NUM; ++col)
{
Star* star = stars[row][col];
if (stars[row][col])
{
gameLayer->removeChild(stars[row][col]);
stars[row][col] = NULL;
}
}
}
if (currentState)
{
delete currentState;
currentState = NULL;
}
gameLayer = NULL;
}
PopStar* PopStar::create(PopStarLayer* layer)
{
PopStar* pRet = new PopStar(layer);
if (pRet)
{
pRet->autorelease();
}
else
{
CC_SAFE_DELETE(pRet);
}
return pRet;
}
bool PopStar::init()
{
if (!CCNode::init())
{
return false;
}
if (!gameLayer)
{
return false;
}
for (int row = 0; row < ROW_NUM; ++row)
{
for (int col = 0; col < COL_NUM; ++col)
{
int index = (rand() % 5) + 1;
Star* star = Star::create(index);
if (star)
{
star->setScale(1.5);
star->setPos(ccp(STAR_WIDTH*col + STAR_WIDTH/2, STAR_HEIGHT*row + STAR_HEIGHT/2 + row*20+col*5));
star->setDestPos(ccp(STAR_WIDTH*col + STAR_WIDTH/2, STAR_HEIGHT*row + STAR_HEIGHT/2));
gameLayer->addChild(star);
stars[row][col] = star;
}
}
}
int level = getPopStarDataMgr().getLevel();
gameLayer->onGuiEvent(EVENT_UPDATE_LEVEL, level);
int score = getPopStarDataMgr().getScore();
gameLayer->onGuiEvent(EVENT_UPDATE_SCORE, score);
int historyScore = getPopStarDataMgr().getHistoryScore();
gameLayer->onGuiEvent(EVENT_UPDATE_TOTAL_HISTORY_SCORE, historyScore);
int historyLevelScore = getPopStarDataMgr().getHistoryLevelScoreByLevel(level);
gameLayer->onGuiEvent(EVENT_UPDATE_LEVEL_HISTORY_SCORE, historyLevelScore);
int targetScore = getPopStarDataMgr().getTargetScoreByLevel(level);
gameLayer->onGuiEvent(EVENT_UPDATE_TARGET_SCORE, targetScore);
currentState = new GameInitState(this);
return true;
}
void PopStar::onClick(const cocos2d::CCPoint& pos)
{
int row = pos.y / STAR_HEIGHT;
int col = pos.x / STAR_WIDTH;
if (row >= ROW_NUM || col >= COL_NUM)
{
return;
}
Star* star = stars[row][col];
if (!star)
{
return;
}
if (star->isHighLight())
{
// 高亮则消除
this->onReduce();
gameLayer->onGuiEvent(EVENT_UPDATE_REDUCE_SCORE, 0);
}
else
{
// 选中则高亮
SelectStar selectStar;
selectStar.row = row;
selectStar.col = col;
selectStar.star = star;
this->onSelect(selectStar);
}
}
void PopStar::setScore(int score)
{
if (!gameLayer)
{
return;
}
getPopStarDataMgr().setScore(score);
gameLayer->onGuiEvent(EVENT_UPDATE_SCORE, score);
}
void PopStar::setLevel(int level)
{
if (!gameLayer)
{
return;
}
getPopStarDataMgr().setLevel(level);
gameLayer->onGuiEvent(EVENT_UPDATE_LEVEL, level);
}
void PopStar::setHistoryScore(int score)
{
if (!gameLayer)
{
return;
}
getPopStarDataMgr().setHistoryScore(score);
gameLayer->onGuiEvent(EVENT_UPDATE_TOTAL_HISTORY_SCORE, score);
}
void PopStar::setHistoryLevelScore(int score)
{
if (!gameLayer)
{
return;
}
int level = getPopStarDataMgr().getLevel();
getPopStarDataMgr().setHistoryLevelScore(level, score);
gameLayer->onGuiEvent(EVENT_UPDATE_LEVEL_HISTORY_SCORE, score);
}
void PopStar::setTargetScore(int score)
{
if (!gameLayer)
{
return;
}
gameLayer->onGuiEvent(EVENT_UPDATE_TARGET_SCORE, score);
}
void PopStar::onUpdate(float delta)
{
for (int row = 0; row < ROW_NUM; ++row)
{
for (int col = 0; col < COL_NUM; ++col)
{
Star* star = stars[row][col];
if (star)
{
star->onUpdate(delta);
}
}
}
if (currentState)
{
currentState->execute(delta);
}
}
bool PopStar::isLevelEnd()
{
for (int row = 0; row < ROW_NUM; ++row)
{
for (int col = 0; col < COL_NUM; ++col)
{
Star* star = stars[row][col];
if (star == NULL)
{
continue;
}
int checkRow = row + 1;
if (checkRow < ROW_NUM)
{
Star* checkStar = stars[checkRow][col];
if ( checkStar && (star->getIndex() == checkStar->getIndex()) )
{
return false;
}
}
int checkCol = col + 1;
if (checkCol < COL_NUM)
{
Star* checkStar = stars[row][checkCol];
if ( checkStar && (star->getIndex() == checkStar->getIndex()) )
{
return false;
}
}
}
}
return true;
}
bool PopStar::isGameOver()
{
int gameLevel = getPopStarDataMgr().getLevel();
int needScore = getPopStarDataMgr().getTargetScoreByLevel(gameLevel);
int curScore = getPopStarDataMgr().getScore();
return (curScore < needScore);
}
void PopStar::changeState(PopStarState* newState)
{
if (!currentState || !newState)
{
return;
}
// 调用现有状态的退出方法
currentState->exit();
// 改变状态到新状态
currentState = newState;
// 调用新状态的进入方法
currentState->enter();
}
bool PopStar::isInitFinish()
{
Star* star = stars[ROW_NUM-1][COL_NUM-1];
if (star)
{
CCPoint pos = star->getPosition();
CCPoint destPos = star->getDestPos();
if ( pos.equals(destPos) )
{
return true;
}
}
return false;
}
void PopStar::onReduce()
{
if (!gameLayer)
{
return;
}
int num = selectStars.size();
int score = getPopStarDataMgr().getScore() + getPopStarDataMgr().getScoreByReduceNum(num);
setScore(score);
StarListIter iter;
for (iter = selectStars.begin(); iter != selectStars.end(); ++iter)
{
gameLayer->removeChild(iter->star);
stars[iter->row][iter->col] = NULL;
}
selectStars.clear();
// 竖直调整
for (int row = 0; row < ROW_NUM; ++row)
{
for (int col = 0; col < COL_NUM; ++col)
{
int tempRow = row;
Star* star = stars[row][col];
if (star)
{
continue;
}
else
{
while (!star && (tempRow < ROW_NUM))
{
star = stars[tempRow][col];
if (star)
{
break;
}
++tempRow;
}
if (star)
{
stars[row][col] = stars[tempRow][col];
stars[tempRow][col] = NULL;
}
}
}
}
while (isNeedHoriAdjust())
{
int endCol = getCheckEndCol();
for (int col = 0; col <= endCol; ++col)
{
if (!stars[0][col])
{
for (int i = col; i < endCol; ++i)
{
for (int row = 0; row < ROW_NUM; ++row)
{
stars[row][i] = stars[row][i+1];
}
}
for (int row = 0; row < ROW_NUM; ++row)
{
stars[row][endCol] = NULL;
}
break;
}
}
}
// 刷新位置
for (int row = 0; row < ROW_NUM; ++row)
{
for (int col = 0; col < COL_NUM; ++col)
{
Star* star = stars[row][col];
if (star)
{
star->setDestPos(ccp(STAR_WIDTH*col + STAR_WIDTH/2, STAR_HEIGHT*row + STAR_HEIGHT/2));
}
}
}
if (isLevelEnd())
{
int num = getLeftStarNum();
int score = getPopStarDataMgr().getScore() + getPopStarDataMgr().getScoreByLeftNum(num);
setScore(score);
int historyScore = getPopStarDataMgr().getHistoryScore();
if (score > historyScore)
{
setHistoryScore(score);
}
int level = getPopStarDataMgr().getLevel();
int historyLevelScore = getPopStarDataMgr().getHistoryLevelScoreByLevel(level);
if (score > historyLevelScore)
{
setHistoryLevelScore(score);
}
if (isGameOver()) // 游戏结束
{
changeState( new GameOverState(this) );
}
else // 下一等级
{
changeState( new GamePassLevelState(this) );
}
}
}
void PopStar::onSelect(const SelectStar& selectStar)
{
clearSelectStars();
std::map<int, Star*> checkList;
checkList.insert(std::make_pair(selectStar.row*REVERSE_NUM+selectStar.col, selectStar.star));
int index = selectStar.star->getIndex();
while (!checkList.empty())
{
std::map<int, Star*>::iterator iter;
for (iter = checkList.begin(); iter != checkList.end(); )
{
int row = iter->first/REVERSE_NUM;
int col = iter->first%REVERSE_NUM;
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cocos2dx 消灭星星源码-popStar (105个子文件)
all-wcprops 2KB
all-wcprops 720B
all-wcprops 630B
all-wcprops 331B
all-wcprops 312B
all-wcprops 89B
PopStar.cpp 11KB
Star.cpp 5KB
PopStarDataMgr.cpp 4KB
PopStarLayer.cpp 4KB
PopStarState.cpp 2KB
GameLevel.cpp 2KB
StartLayer.cpp 1KB
AppDelegate.cpp 1KB
GameScene.cpp 594B
main.cpp 591B
Thumbs.db 15KB
Thumbs.db 15KB
Thumbs.db 13KB
entries 3KB
entries 1KB
entries 1KB
entries 645B
entries 526B
entries 202B
popStar.vcxproj.filters 2KB
format 2B
format 2B
format 2B
format 2B
format 2B
format 2B
PopStar.h 1KB
PopStarState.h 1KB
PopStarLayer.h 1KB
AppDelegate.h 955B
PopStarDataMgr.h 882B
Star.h 603B
GameLevel.h 571B
StartLayer.h 468B
main.h 267B
GameScene.h 209B
HelloWorld.png 136KB
popstar_start.png 107KB
popstar_bg.png 8KB
CloseNormal.png 6KB
CloseSelected.png 5KB
00010.png 5KB
green.png 5KB
yellow.png 5KB
purple.png 5KB
red.png 5KB
blue.png 5KB
popStar.sln 4KB
arial.ttf.svn-base 760KB
HelloWorld.png.svn-base 136KB
Marker Felt.ttf.svn-base 25KB
Thumbs.db.svn-base 15KB
PopStar.cpp.svn-base 11KB
Thumbs.db.svn-base 8KB
popstar_bg.png.svn-base 8KB
Thumbs.db.svn-base 7KB
CloseNormal.png.svn-base 6KB
CloseSelected.png.svn-base 5KB
00010.png.svn-base 5KB
green.png.svn-base 5KB
yellow.png.svn-base 5KB
purple.png.svn-base 5KB
red.png.svn-base 5KB
blue.png.svn-base 5KB
Star.cpp.svn-base 5KB
PopStarDataMgr.cpp.svn-base 4KB
PopStarLayer.cpp.svn-base 3KB
PopStarState.cpp.svn-base 2KB
GameLevel.cpp.svn-base 2KB
StartLayer.cpp.svn-base 2KB
PopStar.h.svn-base 1KB
AppDelegate.cpp.svn-base 1KB
PopStarState.h.svn-base 1KB
PopStarLayer.h.svn-base 1KB
AppDelegate.h.svn-base 955B
PopStarDataMgr.h.svn-base 882B
Star.h.svn-base 603B
GameScene.cpp.svn-base 594B
GameLevel.h.svn-base 571B
StartLayer.h.svn-base 468B
GameScene.h.svn-base 209B
Thumbs.db.svn-base 53B
00010.png.svn-base 53B
arial.ttf.svn-base 53B
Marker Felt.ttf.svn-base 53B
yellow.png.svn-base 53B
red.png.svn-base 53B
purple.png.svn-base 53B
blue.png.svn-base 53B
green.png.svn-base 53B
Thumbs.db.svn-base 53B
HelloWorld.png.svn-base 53B
Thumbs.db.svn-base 53B
CloseSelected.png.svn-base 53B
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