Пример #1
0
        private void resetGame()
        {
            _rocket.Position = new CCPoint(_screenSize.Width * 0.5f, _screenSize.Height * 0.1f);
            _rocket.Opacity  = 255;
            _rocket.Visible  = true;
            _rocket.reset();

            _cometInterval      = 4;
            _cometTimer         = 0;
            _timeBetweenPickups = 0.0f;

            _score             = 0;
            _scoreDisplay.Text = String.Format("{0}", _score);

            _lineContainer.reset();

            //TODO: shuffle grid cells
            //random_shuffle(_grid.begin(), _grid.end());

            _gridIndex = 0;

            resetStar();

            _warp.StopSystem();

            _running = true;

            CCSimpleAudioEngine.SharedEngine.PlayBackgroundMusic("music/background", true);
            CCSimpleAudioEngine.SharedEngine.StopAllEffects();
            CCSimpleAudioEngine.SharedEngine.PlayEffect("music/rocket", true);
        }
Пример #2
0
        public void createParticles()
        {
            _jet = new CCParticleSystemQuad("jet.plist");
            _jet.SourcePosition = new CCPoint(-_rocket._radius * 0.8f, 0);
            _jet.Angle          = 180;
            _jet.StopSystem();
            AddChild(_jet, kBackground);

            _boom = new CCParticleSystemQuad("boom.plist");
            _boom.StopSystem();
            AddChild(_boom, kForeground);

            _comet = new CCParticleSystemQuad("comet.plist");
            _comet.StopSystem();
            _comet.Position = new CCPoint(0, _screenSize.Height * 0.6f);
            _comet.Visible  = false;
            AddChild(_comet, kForeground);

            _pickup = new CCParticleSystemQuad("plink.plist");
            _pickup.StopSystem();
            AddChild(_pickup, kMiddleground);

            _warp          = new CCParticleSystemQuad("warp.plist");
            _warp.Position = _rocket.Position;
            AddChild(_warp, kBackground);

            _star = new CCParticleSystemQuad("star.plist");
            _star.StopSystem();
            _star.Visible = false;
            AddChild(_star, kBackground, kSpriteStar);
        }
Пример #3
0
        public void killPlayer()
        {
            CCSimpleAudioEngine.SharedEngine.StopBackgroundMusic();
            CCSimpleAudioEngine.SharedEngine.StopAllEffects();
            CCSimpleAudioEngine.SharedEngine.PlayEffect("music/shipBoom");

            _boom.Position = _rocket.Position;
            _boom.ResetSystem();
            _rocket.Visible = false;
            _jet.StopSystem();             // ->stopSystem();
            _lineContainer._lineType = lineTypes.LINE_NONE;

            _running          = false;
            _state            = gamestates.kGameOver;
            _gameOver.Visible = true;
            _pauseBtn.Visible = false;
        }
Пример #4
0
        public void createParticlesAsync()
        {
            isLoading = true;


            var label = new CCLabelTtf("Loading...", "MarkerFelt", 22);

            label.Position = _screenSize.Center;
            label.Position = new CCPoint(_screenSize.Center.X, _screenSize.Height * 0.75f);

            label.Visible = false;
            label.Name    = "Loading";
            AddChild(label, 10);

            var scale = new CCScaleBy(0.3f, 2);

            label.RunActions(new CCDelayTime(1.0f), new CCShow());
            label.RepeatForever(scale, scale.Reverse());



            CCParticleSystemCache.SharedParticleSystemCache.AddParticleSystemAsync("jet.plist",

                                                                                   (jetConfig) =>
            {
                _jet = new CCParticleSystemQuad(jetConfig);
                _jet.SourcePosition = new CCPoint(-_rocket._radius * 0.8f, 0);
                _jet.Angle          = 180;
                _jet.StopSystem();
                AddChild(_jet, kBackground);

                loadedParticleSystems++;
                updateLoading();
            });

            CCParticleSystemCache.SharedParticleSystemCache.AddParticleSystemAsync("boom.plist",

                                                                                   (boomConfig) =>
            {
                _boom = new CCParticleSystemQuad(boomConfig);
                _boom.StopSystem();
                AddChild(_boom, kForeground);
                loadedParticleSystems++;
                updateLoading();
            });

            CCParticleSystemCache.SharedParticleSystemCache.AddParticleSystemAsync("comet.plist",

                                                                                   (cometConfig) =>
            {
                _comet = new CCParticleSystemQuad(cometConfig);
                _comet.StopSystem();
                _comet.Position = new CCPoint(0, _screenSize.Height * 0.6f);
                _comet.Visible  = false;
                AddChild(_comet, kForeground);
                loadedParticleSystems++;
                updateLoading();
            });


            CCParticleSystemCache.SharedParticleSystemCache.AddParticleSystemAsync("star.plist",

                                                                                   (starConfig) =>
            {
                _star = new CCParticleSystemQuad(starConfig);
                _star.StopSystem();
                _star.Visible = false;
                AddChild(_star, kBackground, kSpriteStar);
                loadedParticleSystems++;
                updateLoading();
            });

            CCParticleSystemCache.SharedParticleSystemCache.AddParticleSystemAsync("plink.plist",

                                                                                   (plinkConfig) =>
            {
                _pickup = new CCParticleSystemQuad(plinkConfig);
                _pickup.StopSystem();
                AddChild(_pickup, kMiddleground);
                loadedParticleSystems++;
                updateLoading();
            });


            CCParticleSystemCache.SharedParticleSystemCache.AddParticleSystemAsync("warp.plist",

                                                                                   (warpConfig) =>
            {
                _warp          = new CCParticleSystemQuad(warpConfig);
                _warp.Position = _rocket.Position;
                AddChild(_warp, kBackground);
                loadedParticleSystems++;
                updateLoading();
            });
        }
Пример #5
0
        public override void Update(float dt)
        {
            base.Update(dt);

            if (!_running)
            {
                return;
            }

            if (_lineContainer._lineType != lineTypes.LINE_NONE)
            {
                _lineContainer._tip = _rocket.Position;
            }

            //track collision with sides
            if (_rocket.collidedWithSides())
            {
                _lineContainer._lineType = lineTypes.LINE_NONE;
            }

            _rocket.Update(dt);

            //update jet particle so it follow rocket
            if (!_jet.IsActive)
            {
                _jet.ResetSystem();
            }

            _jet.RotationX = _rocket.RotationX;
            _jet.RotationY = _rocket.RotationY;


            _jet.Position = _rocket.Position;
            //_jet->setRotation(_rocket->getRotation());
            //_jet->setPosition(_rocket->getPosition());


            //update timers
            _cometTimer += dt;
            float newY;

            if (_cometTimer > _cometInterval)
            {
                _cometTimer = 0;
                if (_comet.Visible == false)
                {
                    _comet.PositionX = 0;

                    newY = CCRandom.Float_0_1() / (RAND_MAX / _screenSize.Height * 0.6f) + _screenSize.Height * 0.2f;

                    if (newY > _screenSize.Height * 0.9f)
                    {
                        newY = _screenSize.Height * 0.9f;
                    }

                    _comet.PositionY = newY;
                    _comet.Visible   = true;
                    _comet.ResetSystem();
                }
            }

            if (_comet.Visible)
            {
                //collision with comet
                if ((float)Math.Pow(_comet.PositionX - _rocket.PositionX, 2) +
                    (float)Math.Pow(_comet.PositionY - _rocket.PositionY, 2) <= (float)Math.Pow(_rocket._radius, 2))
                {
                    if (_rocket.Visible)
                    {
                        killPlayer();
                    }
                }
                _comet.PositionX = _comet.PositionX + 50 * dt;
                if (_comet.PositionX > _screenSize.Width * 1.5f)
                {
                    _comet.StopSystem();
                    _comet.Visible = false;
                }
            }

            _lineContainer.Update(dt);
            _rocket.Opacity = (byte)(_lineContainer._energy * 255);

            //collision with planets
            int        count = _planets.Count;
            GameSprite planet;

            for (int i = 0; i < count; i++)
            {
                planet = _planets[i];

                if ((float)Math.Pow(planet.PositionX - _rocket.PositionX, 2)
                    + (float)Math.Pow(planet.PositionY - _rocket.PositionY, 2) <=
                    (float)Math.Pow(_rocket._radius * 0.8f + planet._radius * 0.65f, 2))
                {
                    if (_rocket.Visible)
                    {
                        killPlayer();
                    }

                    break;
                }
            }

            //collision with star
            if ((float)Math.Pow(_star.PositionX - _rocket.PositionX, 2)
                + (float)Math.Pow(_star.PositionY - _rocket.PositionY, 2) <=
                (float)Math.Pow(_rocket._radius * 1.2f, 2))
            {
                _pickup.Position = _star.Position;
                _pickup.ResetSystem();

                if (_lineContainer._energy + 0.25f < 1)
                {
                    _lineContainer._energy = _lineContainer._energy + 0.25f;
                }
                else
                {
                    _lineContainer._energy = 1.0f;
                }
                _rocket._speed = _rocket._speed + 2;
                _lineContainer.setEnergyDecrement(0.001f);

                CCSimpleAudioEngine.SharedEngine.PlayEffect("pickup");
                resetStar();

                int points = 100 - (int)_timeBetweenPickups;
                if (points < 0)
                {
                    points = 0;
                }

                _score += points;

                _scoreDisplay.Text = String.Format("{0}", _score);

                _timeBetweenPickups = 0;
            }

            _timeBetweenPickups += dt;
            if (_lineContainer._energy == 0)
            {
                if (_rocket.Visible)
                {
                    killPlayer();
                }
            }
        }