├── Android.mk ├── Archer.apk ├── Classes ├── AppDelegate.cpp ├── AppDelegate.h ├── ArrowPathBezier.cpp ├── ArrowPathBezier.h ├── Board.cpp ├── Board.h ├── Circle.cpp ├── Circle.h ├── GameDirectory.cpp ├── GameDirectory.h ├── GameOverScene.cpp ├── GameOverScene.h ├── Ground.cpp ├── Ground.h ├── HelloWorldScene.cpp ├── HelloWorldScene.h ├── HelpScene.cpp ├── HelpScene.h ├── Hero.cpp ├── Hero.h ├── HomeScene.cpp ├── HomeScene.h ├── MyUtility.cpp ├── MyUtility.h ├── PlayMapEight.cpp ├── PlayMapEight.h ├── PlayMapFive.cpp ├── PlayMapFive.h ├── PlayMapFour.cpp ├── PlayMapFour.h ├── PlayMapNine.cpp ├── PlayMapNine.h ├── PlayMapOne.cpp ├── PlayMapOne.h ├── PlayMapSeven.cpp ├── PlayMapSeven.h ├── PlayMapSix.cpp ├── PlayMapSix.h ├── PlayMapThree.cpp ├── PlayMapThree.h ├── PlayMapTwo.cpp ├── PlayMapTwo.h ├── PlaySceneEight.cpp ├── PlaySceneEight.h ├── PlaySceneFive.cpp ├── PlaySceneFive.h ├── PlaySceneFour.cpp ├── PlaySceneFour.h ├── PlaySceneNine.cpp ├── PlaySceneNine.h ├── PlaySceneOne.cpp ├── PlaySceneOne.h ├── PlaySceneSeven.cpp ├── PlaySceneSeven.h ├── PlaySceneSix.cpp ├── PlaySceneSix.h ├── PlaySceneThree.cpp ├── PlaySceneThree.h ├── PlaySceneTwo.cpp ├── PlaySceneTwo.h ├── SettingScene.cpp ├── SettingScene.h ├── SystemHeader.h ├── TeamScene.cpp ├── TeamScene.h ├── WayScene.cpp ├── WayScene.h ├── arrow.cpp ├── arrow.h ├── contact_data.h ├── deadstar.cpp ├── deadstar.h ├── monsterA.cpp ├── monsterA.h ├── monsterB.cpp ├── monsterB.h ├── monsterC.cpp ├── monsterC.h ├── monsterD.cpp ├── monsterD.h ├── newScene.cpp ├── newScene.h ├── obstacle.cpp ├── obstacle.h ├── playmaponeground.cpp └── playmaponeground.h ├── LICENSE ├── README.md ├── Resources ├── CloseNormal.png ├── CloseSelected.png ├── GameDirectory │ ├── 0.png │ ├── 00.png │ ├── 1.png │ ├── 10.png │ ├── 1010.png │ ├── 11.png │ ├── 2.png │ ├── 22.png │ ├── 3.png │ ├── 33.png │ ├── 4.png │ ├── 44.png │ ├── 5.png │ ├── 55.png │ ├── 6.png │ ├── 66.png │ ├── 7.png │ ├── 77.png │ ├── 8.png │ ├── 88.png │ ├── 9.png │ └── 99.png ├── HelloWorld.png ├── HelloWorld0.png ├── HelloWorldScene │ ├── background.png │ ├── bg.jpg │ ├── loding1.png │ ├── loding2.png │ ├── loding3.png │ ├── loding4.png │ ├── logo.png │ └── logo1.png ├── TileB.png ├── backA.png ├── backB.png ├── back_5.png ├── background │ ├── dir0.jpg │ ├── gameover.png │ ├── help.png │ ├── home.png │ ├── load.jpg │ ├── over.png │ ├── set.png │ └── way.png ├── car.png ├── controlrectjump.png ├── controlrectmove.png ├── dead.png ├── fonts │ ├── Marker Felt.ttf │ ├── arial.ttf │ └── hanyi.ttf ├── gameover.png ├── hd │ ├── map │ │ ├── blue_bg.tmx │ │ ├── blue_tiles.png │ │ ├── red_bg.tmx │ │ └── red_tiles.png │ └── texture │ │ ├── gameplay_texture.plist │ │ ├── gameplay_texture.png │ │ ├── home_texture.plist │ │ ├── home_texture.png │ │ ├── loading_texture.plist │ │ ├── loading_texture.png │ │ ├── setting_texture.plist │ │ └── setting_texture.png ├── map │ ├── bj1.jpg │ ├── bj2.jpg │ ├── bj3.jpg │ ├── bj3.png │ ├── bj4.jpg │ ├── bj5.jpg │ ├── blue_bg.tmx │ ├── blue_tiles.png │ ├── car.png │ ├── flagandwood.png │ ├── map1.tmx │ ├── map2.tmx │ ├── map2_0.tmx │ ├── map3.tmx │ ├── map3_0.tmx │ ├── map4.tmx │ ├── map4_0.tmx │ ├── map5.tmx │ ├── map6.tmx │ ├── map7.tmx │ ├── map8.tmx │ ├── map9.tmx │ ├── mylevel1.tmx │ ├── mylevel1_tiles.png │ ├── obstaclebig.png │ ├── picture1.png │ ├── superMarioMap.png │ ├── test.tmx │ ├── tile.png │ ├── tile0.png │ └── unused │ │ ├── map.tmx │ │ ├── map0.tmx │ │ ├── map1.tmx │ │ ├── map5.tmx │ │ ├── map6.tmx │ │ ├── mylevel1.tmx │ │ ├── mylevel1_tiles.png │ │ └── tile.png ├── menu │ ├── game1.png │ ├── game1_0.png │ ├── game2.png │ ├── game2_0.png │ ├── game3.png │ ├── game3_0.png │ ├── home1.png │ ├── home1_0.png │ ├── home2.png │ ├── home2_0.png │ ├── home3.png │ ├── home3_0.png │ ├── off1.png │ ├── off2.png │ ├── on1.png │ ├── on2.png │ ├── quit.png │ ├── quit_0.png │ ├── return.png │ ├── return_0.png │ ├── set.png │ ├── way.png │ ├── way_0.png │ └── we.png ├── monster │ ├── greenoval.png │ ├── orangetriangle.png │ ├── purple.png │ ├── redcirclesmall.png │ └── yellow.png ├── obstacle.png ├── obstaclebig.png ├── orangetriangle.png ├── othercontrolrect │ ├── controlrectjump.png │ └── controlrectmove.png ├── particle │ ├── explosion.plist │ ├── fire.plist │ └── light.plist ├── purple.png ├── redcircle.png ├── redcirclesmall.png ├── res │ └── .gitkeep ├── road_5.png ├── scene1.png ├── scene2.png ├── scene3.png ├── scene4.png ├── scene5.png ├── scene6.png ├── scene7.png ├── scene8.png ├── scene9.png ├── sound │ ├── Blip.wav │ ├── Explosion.wav │ ├── Explosion1.wav │ ├── game_bg.mp3 │ ├── hit.wav │ ├── home_bg.mp3 │ ├── hurted.wav │ └── oar.wav ├── texture.plist ├── texture.png ├── texture.pvr.ccz ├── texture │ ├── gameplay_texture.plist │ ├── gameplay_texture.png │ ├── home_texture.plist │ ├── home_texture.png │ ├── loading_texture.plist │ ├── loading_texture.png │ ├── setting_texture.plist │ └── setting_texture.png ├── tile.png ├── utf8_char.plist └── yellow.png └── android(RunFile) ├── drawable-hdpi └── icon.png ├── drawable-ldpi └── icon.png ├── drawable-mdpi └── icon.png └── strings.xml /Android.mk: -------------------------------------------------------------------------------- 1 | LOCAL_PATH := $(call my-dir) 2 | 3 | include $(CLEAR_VARS) 4 | 5 | $(call import-add-path,$(LOCAL_PATH)/../../cocos2d) 6 | $(call import-add-path,$(LOCAL_PATH)/../../cocos2d/external) 7 | $(call import-add-path,$(LOCAL_PATH)/../../cocos2d/cocos) 8 | 9 | LOCAL_MODULE := cocos2dcpp_shared 10 | 11 | LOCAL_MODULE_FILENAME := libcocos2dcpp 12 | 13 | LOCAL_SRC_FILES := hellocpp/main.cpp \ 14 | ../../Classes/AppDelegate.cpp \ 15 | ../../Classes/HelloWorldScene.cpp \ 16 | ../../Classes/arrow.cpp \ 17 | ../../Classes/ArrowPathBezier.cpp \ 18 | ../../Classes/Board.cpp \ 19 | ../../Classes/Circle.cpp \ 20 | ../../Classes/contact_data.h \ 21 | ../../Classes/deadstar.cpp \ 22 | ../../Classes/GameDirectory.cpp \ 23 | ../../Classes/GameOverScene.cpp \ 24 | ../../Classes/Ground.cpp \ 25 | ../../Classes/HelpScene.cpp \ 26 | ../../Classes/Hero.cpp \ 27 | ../../Classes/HomeScene.cpp \ 28 | ../../Classes/monsterA.cpp \ 29 | ../../Classes/monsterB.cpp \ 30 | ../../Classes/monsterC.cpp \ 31 | ../../Classes/monsterD.cpp \ 32 | ../../Classes/MyUtility.cpp \ 33 | ../../Classes/obstacle.cpp \ 34 | ../../Classes/PlayMapOne.cpp \ 35 | ../../Classes/PlayMapTwo.cpp \ 36 | ../../Classes/PlayMapThree.cpp \ 37 | ../../Classes/PlayMapFour.cpp \ 38 | ../../Classes/PlayMapFive.cpp \ 39 | ../../Classes/PlayMapSix.cpp \ 40 | ../../Classes/PlayMapSeven.cpp \ 41 | ../../Classes/PlayMapEight.cpp \ 42 | ../../Classes/PlayMapNine.cpp \ 43 | ../../Classes/PlaySceneOne.cpp \ 44 | ../../Classes/PlaySceneTwo.cpp \ 45 | ../../Classes/PlaySceneThree.cpp \ 46 | ../../Classes/PlaySceneFour.cpp \ 47 | ../../Classes/PlaySceneFive.cpp \ 48 | ../../Classes/PlaySceneSix.cpp \ 49 | ../../Classes/PlaySceneSeven.cpp \ 50 | ../../Classes/PlaySceneEight.cpp \ 51 | ../../Classes/PlaySceneNine.cpp \ 52 | ../../Classes/SettingScene.cpp \ 53 | ../../Classes/SystemHeader.h \ 54 | ../../Classes/TeamScene.cpp \ 55 | ../../Classes/WayScene.cpp \ 56 | ../../Classes/newScene.cpp 57 | 58 | LOCAL_C_INCLUDES := $(LOCAL_PATH)/../../Classes 59 | 60 | # _COCOS_HEADER_ANDROID_BEGIN 61 | # _COCOS_HEADER_ANDROID_END 62 | 63 | 64 | LOCAL_STATIC_LIBRARIES := cocos2dx_static 65 | 66 | # _COCOS_LIB_ANDROID_BEGIN 67 | # _COCOS_LIB_ANDROID_END 68 | 69 | include $(BUILD_SHARED_LIBRARY) 70 | 71 | $(call import-module,.) 72 | 73 | # _COCOS_LIB_IMPORT_ANDROID_BEGIN 74 | # _COCOS_LIB_IMPORT_ANDROID_END 75 | -------------------------------------------------------------------------------- /Archer.apk: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/MulticsYin/Archer-cocos2d-x/6ac91781d420933d92178e6dcdeafe0c05e03976/Archer.apk -------------------------------------------------------------------------------- /Classes/AppDelegate.cpp: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/MulticsYin/Archer-cocos2d-x/6ac91781d420933d92178e6dcdeafe0c05e03976/Classes/AppDelegate.cpp -------------------------------------------------------------------------------- /Classes/AppDelegate.h: -------------------------------------------------------------------------------- 1 | #ifndef _APP_DELEGATE_H_ 2 | #define _APP_DELEGATE_H_ 3 | 4 | #include "cocos2d.h" 5 | 6 | /** 7 | @brief The cocos2d Application. 8 | 9 | The reason for implement as private inheritance is to hide some interface call by Director. 10 | */ 11 | class AppDelegate : private cocos2d::Application 12 | { 13 | public: 14 | AppDelegate(); 15 | virtual ~AppDelegate(); 16 | 17 | virtual void initGLContextAttrs(); 18 | 19 | /** 20 | @brief Implement Director and Scene init code here. 21 | @return true Initialize success, app continue. 22 | @return false Initialize failed, app terminate. 23 | */ 24 | virtual bool applicationDidFinishLaunching(); 25 | 26 | /** 27 | @brief The function be called when the application enter background 28 | @param the pointer of the application 29 | */ 30 | virtual void applicationDidEnterBackground(); 31 | 32 | /** 33 | @brief The function be called when the application enter foreground 34 | @param the pointer of the application 35 | */ 36 | virtual void applicationWillEnterForeground(); 37 | }; 38 | 39 | #endif // _APP_DELEGATE_H_ 40 | 41 | -------------------------------------------------------------------------------- /Classes/ArrowPathBezier.cpp: -------------------------------------------------------------------------------- 1 | // 2 | // ArrowPathBezier.cpp 3 | // arrowGame 4 | // 5 | // Created by renshan on 15/6/23. 6 | // 7 | // 8 | 9 | #include "ArrowPathBezier.h" 10 | 11 | // 原来贝赛尔曲线的计算公式 12 | // Bezier cubic formula: 13 | // ((1 - t) + t)3 = 1 14 | // Expands to 15 | // (1 - t)3 + 3t(1-t)2 + 3t2(1 - t) + t3 = 1 16 | 17 | float ArrowPathBezier::bezierat ( float a, float b, float c, float d, float t ) 18 | { 19 | float value = powf(1 - t, 3) * a + 20 | 3.0f*t*(powf(1 - t, 2))*b + 21 | 3.0f*powf(t, 2)*(1 - t)*c + 22 | powf(t, 3)*d; 23 | return value; 24 | } 25 | 26 | // 二次贝赛尔计算公式 27 | 28 | /* 29 | float ArrowPathBezier::bezierattwice(float a, float b, float d, float t) 30 | { 31 | return (powf(1 - t, 2) * a + 2.0f*t*(1 - t)*b + powf(t, 2)*d); 32 | } 33 | */ 34 | 35 | float ArrowPathBezier::bezierattwice(float a,float b,float d,float t) { 36 | float value = powf(1 - t, 2)*a + 2.0f*t*(1 - t)*b + powf(t, 2) * d; 37 | return value; 38 | } 39 | 40 | ArrowPathBezier::ArrowPathBezier() 41 | { 42 | } 43 | 44 | ArrowPathBezier* ArrowPathBezier::create(float t, const ccQuadBezierConfig& c) 45 | { 46 | ArrowPathBezier *pBezierBy = new (std::nothrow) ArrowPathBezier(); 47 | pBezierBy->initWithDuration(t, c); 48 | pBezierBy->autorelease(); 49 | 50 | return pBezierBy; 51 | } 52 | 53 | bool ArrowPathBezier::initWithDuration(float t, const ccQuadBezierConfig& c) 54 | { 55 | bool bRet = false; 56 | 57 | if (CCActionInterval::initWithDuration(t)) 58 | { 59 | _config = c; 60 | return true; 61 | } 62 | 63 | return bRet; 64 | } 65 | 66 | void ArrowPathBezier::update(float time) 67 | { 68 | if (_target) { 69 | float xa = 0; 70 | float xb = _config.controlPoint.x; 71 | float xd = _config.endPosition.x; 72 | 73 | float ya = 0; 74 | float yb = _config.controlPoint.y; 75 | float yd = _config.endPosition.y; 76 | 77 | float x = ArrowPathBezier::bezierattwice(xa, xb, xd, time); 78 | float y = ArrowPathBezier::bezierattwice(ya, yb, yd, time); 79 | 80 | #if CC_ENABLE_STACKABLE_ACTIONS 81 | Vec2 currentPos = _target->getPosition(); 82 | Vec2 diff = currentPos - _previousPosition; 83 | _startPosition = _startPosition + diff; 84 | 85 | Vec2 newPos = _startPosition + Vec2(x,y); 86 | _target->setPosition(newPos); 87 | 88 | _previousPosition = newPos; 89 | 90 | if (0 != time) { 91 | Vec2 vector = currentPos - newPos; 92 | float radians = vector.getAngle(); 93 | float degrees = CC_RADIANS_TO_DEGREES(-1 * radians); 94 | _target->setRotation(degrees - 180); 95 | } 96 | 97 | #else 98 | _target->setPosition( _startPosition + Vec2(x,y)); 99 | #endif // !CC_ENABLE_STACKABLE_ACTIONS 100 | 101 | } 102 | } -------------------------------------------------------------------------------- /Classes/ArrowPathBezier.h: -------------------------------------------------------------------------------- 1 | // 2 | // ArrowPathBezier.h 3 | // arrowGame 4 | // 5 | // Created by renshan on 15/6/23. 6 | // 7 | // 8 | 9 | #ifndef __arrowGame__ArrowPathBezier__ 10 | #define __arrowGame__ArrowPathBezier__ 11 | 12 | #include 13 | 14 | #include "cocos2d.h" 15 | USING_NS_CC; 16 | 17 | 18 | typedef struct _ccQuadBezierConfig { 19 | Point endPosition; 20 | Point controlPoint; 21 | } ccQuadBezierConfig; 22 | 23 | class ArrowPathBezier: public BezierBy 24 | { 25 | public: 26 | ArrowPathBezier(); 27 | static ArrowPathBezier* create(float t, const ccQuadBezierConfig& c); 28 | bool initWithDuration(float t, const ccQuadBezierConfig& c); 29 | virtual void update(float time); 30 | virtual float bezierat(float a, float b, float c, float d, float t); 31 | float bezierattwice(float a, float b, float d, float t); 32 | private: 33 | ccQuadBezierConfig _config; 34 | }; 35 | #endif /* defined(__arrowGame__ArrowPathBezier__) */ 36 | -------------------------------------------------------------------------------- /Classes/Board.cpp: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/MulticsYin/Archer-cocos2d-x/6ac91781d420933d92178e6dcdeafe0c05e03976/Classes/Board.cpp -------------------------------------------------------------------------------- /Classes/Board.h: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/MulticsYin/Archer-cocos2d-x/6ac91781d420933d92178e6dcdeafe0c05e03976/Classes/Board.h -------------------------------------------------------------------------------- /Classes/Circle.cpp: -------------------------------------------------------------------------------- 1 | #include 2 | #include 3 | #include "Circle.h" 4 | 5 | bool Circular:: init() { 6 | 7 | Sprite::initWithFile("CloseNormal.png"); 8 | auto body = PhysicsBody::createCircle(this->getContentSize().width / 2); 9 | body->setGravityEnable(1); 10 | setPhysicsBody(body); 11 | getPhysicsBody()->setRotationEnable(true); 12 | return true; 13 | } 14 | 15 | -------------------------------------------------------------------------------- /Classes/Circle.h: -------------------------------------------------------------------------------- 1 | #ifndef _RECT 2 | #define _RECT 3 | #include 4 | #include 5 | USING_NS_CC; 6 | 7 | class Circular:public Sprite { 8 | public: 9 | virtual bool init(); 10 | CREATE_FUNC(Circular); 11 | }; 12 | 13 | 14 | #endif 15 | #pragma once 16 | -------------------------------------------------------------------------------- /Classes/GameDirectory.h: -------------------------------------------------------------------------------- 1 | #ifndef __GAME_DIRECTORY_H__ 2 | #define __GAME_DIRECTORY_H__ 3 | 4 | #include "cocos2d.h" 5 | #include "SystemHeader.h" 6 | #include "HomeScene.h" 7 | #include "PlaySceneOne.h" 8 | #include "PlaySceneTwo.h" 9 | #include "PlaySceneThree.h" 10 | #include "PlaySceneFour.h" 11 | #include "PlaySceneFive.h" 12 | #include "PlaySceneSix.h" 13 | #include "PlaySceneSeven.h" 14 | #include "PlaySceneEight.h" 15 | #include "PlaySceneNine.h" 16 | #include "WayScene.h" 17 | #include "newScene.h" 18 | 19 | 20 | typedef enum { 21 | MenuOne, 22 | MenuTwo, 23 | MenuThree, 24 | MenuFour, 25 | MenuFive, 26 | MenuSix, 27 | MenuSeven, 28 | MenuEight, 29 | MenuNine, 30 | MenuItemStart, 31 | MenuItemSetting, 32 | MenuItemHelp, 33 | MenuWay, 34 | MenuHome 35 | } ActionType; 36 | 37 | class DirectoryMenuLayer : public cocos2d::Layer 38 | { 39 | public: 40 | // there's no 'id' in cpp, so we recommend returning the class instance pointer 41 | static cocos2d::Scene* createScene(); 42 | 43 | // Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone 44 | virtual bool init(); 45 | virtual void onEnterTransitionDidFinish(); 46 | 47 | void menuItemCallback(cocos2d::Ref *sender); 48 | 49 | // implement the "static create()" method manually 50 | CREATE_FUNC(DirectoryMenuLayer); 51 | }; 52 | 53 | #endif // __GAME_DIRECTORY_H_ 54 | -------------------------------------------------------------------------------- /Classes/GameOverScene.cpp: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/MulticsYin/Archer-cocos2d-x/6ac91781d420933d92178e6dcdeafe0c05e03976/Classes/GameOverScene.cpp -------------------------------------------------------------------------------- /Classes/GameOverScene.h: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/MulticsYin/Archer-cocos2d-x/6ac91781d420933d92178e6dcdeafe0c05e03976/Classes/GameOverScene.h -------------------------------------------------------------------------------- /Classes/Ground.cpp: -------------------------------------------------------------------------------- 1 | #include "Ground.h" 2 | #include 3 | 4 | #include 5 | 6 | USING_NS_CC; 7 | 8 | bool Ground::init() { 9 | Sprite::init(); 10 | Size visibleSize = Director::getInstance()->getVisibleSize(); 11 | groundSize = Size(visibleSize.width*3,10); 12 | auto physicsBody = PhysicsBody::createEdgeBox(groundSize); 13 | //physicsBody->setGravityEnable(0);//// 14 | physicsBody->getShape(0)->setRestitution(0.0f); 15 | physicsBody->getShape(0)->setFriction(1.0f); 16 | physicsBody->getShape(0)->setDensity(0.0f); 17 | //this->setAnchorPoint(Vec2(0, 1)); 18 | setPhysicsBody(physicsBody); 19 | setTextureRect(Rect(0,0, groundSize.width, groundSize.height)); 20 | setContentSize(visibleSize); 21 | return true; 22 | } 23 | 24 | bool Ground::init(Size &groundSize) { 25 | Sprite::init(); 26 | Size visibleSize = Director::getInstance()->getVisibleSize(); 27 | //groundSize = Size(visibleSize.width * 3, 10); 28 | auto physicsBody = PhysicsBody::createEdgeBox(groundSize); 29 | physicsBody->getShape(0)->setRestitution(0.0f); 30 | physicsBody->getShape(0)->setFriction(1.0f); 31 | physicsBody->getShape(0)->setDensity(0.0f); 32 | setPhysicsBody(physicsBody); 33 | setContentSize(visibleSize); 34 | //this->setAnchorPoint(Vec2(0, 0)); 35 | return true; 36 | } 37 | 38 | -------------------------------------------------------------------------------- /Classes/Ground.h: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/MulticsYin/Archer-cocos2d-x/6ac91781d420933d92178e6dcdeafe0c05e03976/Classes/Ground.h -------------------------------------------------------------------------------- /Classes/HelloWorldScene.cpp: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/MulticsYin/Archer-cocos2d-x/6ac91781d420933d92178e6dcdeafe0c05e03976/Classes/HelloWorldScene.cpp -------------------------------------------------------------------------------- /Classes/HelloWorldScene.h: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/MulticsYin/Archer-cocos2d-x/6ac91781d420933d92178e6dcdeafe0c05e03976/Classes/HelloWorldScene.h -------------------------------------------------------------------------------- /Classes/HelpScene.cpp: -------------------------------------------------------------------------------- 1 | #include "HelpScene.h" 2 | 3 | USING_NS_CC; 4 | 5 | Scene* HelpLayer::createScene() 6 | { 7 | // 'scene' is an autorelease object 8 | auto scene = Scene::create(); 9 | 10 | // 'layer' is an autorelease object 11 | auto layer = HelpLayer::create(); 12 | 13 | // add layer as a child to scene 14 | scene->addChild(layer); 15 | 16 | // return the scene 17 | return scene; 18 | } 19 | 20 | // on "init" you need to initialize your instance 21 | bool HelpLayer::init() 22 | { 23 | ////////////////////////////// 24 | // 1. super init first 25 | if ( !Layer::init() ) 26 | { 27 | return false; 28 | } 29 | 30 | Size visibleSize = Director::getInstance()->getVisibleSize(); 31 | Vec2 origin = Director::getInstance()->getVisibleOrigin(); 32 | 33 | //加入设置背景图片; 34 | auto shezhiSprite = Sprite::create("picture/base.jpg"); 35 | shezhiSprite->setPosition(visibleSize.width / 2, visibleSize.height / 2); 36 | this->addChild(shezhiSprite, 0); 37 | 38 | auto top = Sprite::create("picture/help-top.png"); 39 | top->setPosition(Vec2(top->getContentSize().width/2 + 50 , visibleSize.height - top->getContentSize().height /2)); 40 | addChild(top,0); 41 | 42 | //设置“开发”文字. 43 | auto txtKaifa = Label::createWithTTF(MyUtility::getUTF8Char("kaifa"), "fonts/hanyi.ttf", 32); 44 | txtKaifa->setColor(Color3B(14,83,204)); 45 | txtKaifa->setPosition(visibleSize.width/2 - 120, visibleSize.height/2); 46 | txtKaifa->setAnchorPoint(Vec2(0,0)); 47 | addChild(txtKaifa, 1); 48 | 49 | //设置开发下文字 ChengHao YinXingDong 50 | auto Kaifa = Label::createWithTTF("ChengHao YinXingDong", "fonts/hanyi.ttf", 42); 51 | Kaifa->setAnchorPoint(Vec2(0,0)); 52 | Vec2 p1 = txtKaifa->convertToWorldSpace(Vec2(0, -40)); 53 | Kaifa->setColor(Color3B(198,12,0)); 54 | Kaifa->setPosition(p1); 55 | addChild(Kaifa, 1); 56 | 57 | //设置“美工”文字. 58 | auto txtMeigong = Label::createWithTTF(MyUtility::getUTF8Char("meigong"), "fonts/hanyi.ttf", 32); 59 | txtMeigong->setColor(Color3B(14,83,204)); 60 | Vec2 p2 = Kaifa->convertToWorldSpace(Vec2(0, -80)); 61 | txtMeigong->setPosition(p2); 62 | txtMeigong->setAnchorPoint(Vec2(0,0)); 63 | addChild(txtMeigong, 1); 64 | 65 | //设置 美工下文字 Mr.Guan 66 | auto Meigong = Label::createWithTTF("LiuYan", "fonts/hanyi.ttf", 42); 67 | Meigong->setAnchorPoint(Vec2(0,0)); 68 | Vec2 p3 = txtMeigong->convertToWorldSpace(Vec2(0, -40)); 69 | Meigong->setColor(Color3B(198,12,0)); 70 | Meigong->setPosition(p3); 71 | addChild(Meigong, 1); 72 | 73 | /* //设置 音乐下文字 YunLong 74 | auto music2 = Label::createWithTTF("YunLong", "fonts/hanyi.ttf", 18); 75 | music2->setAnchorPoint(Vec2(0,0)); 76 | Vec2 p4 = Meigong->convertToWorldSpace(Vec2(0, -20)); 77 | music2->setColor(Color3B(198,12,0)); 78 | music2->setPosition(p4); 79 | addChild(music2, 1); 80 | 81 | //设置“音效”文字. 82 | auto txtSound = Label::createWithTTF(MyUtility::getUTF8Char("sound"), "fonts/hanyi.ttf", 18); 83 | txtSound->setColor(Color3B(14,83,204)); 84 | Vec2 p5 = music2->convertToWorldSpace(Vec2(0, -40)); 85 | txtSound->setPosition(p5); 86 | txtSound->setAnchorPoint(Vec2(0,0)); 87 | addChild(txtSound, 1); 88 | 89 | //设置 音效下文字 Mr.Zhao 90 | auto sound1 = Label::createWithTTF("Mr.Zhao", "fonts/hanyi.ttf", 18); 91 | sound1->setAnchorPoint(Vec2(0,0)); 92 | Vec2 p6 = txtSound->convertToWorldSpace(Vec2(0, -20)); 93 | sound1->setColor(Color3B(198,12,0)); 94 | sound1->setPosition(p6); 95 | addChild(sound1, 1); 96 | 97 | //设置 音效下文字 YunLong 98 | auto sound2 = Label::createWithTTF("YunLong", "fonts/hanyi.ttf", 18); 99 | sound2->setAnchorPoint(Vec2(0,0)); 100 | Vec2 p7 = sound1->convertToWorldSpace(Vec2(0, -20)); 101 | sound2->setColor(Color3B(198,12,0)); 102 | sound2->setPosition(p7); 103 | addChild(sound2, 1); 104 | 105 | //设置“信息与服务”文字. 106 | auto txtInfoService = Label::createWithTTF(MyUtility::getUTF8Char("info_service"), "fonts/hanyi.ttf", 18); 107 | txtInfoService->setColor(Color3B(14,83,204)); 108 | Vec2 p8 = sound2->convertToWorldSpace(Vec2(0, -40)); 109 | txtInfoService->setPosition(p8); 110 | txtInfoService->setAnchorPoint(Vec2(0,0)); 111 | addChild(txtInfoService, 1); 112 | 113 | //设置 信息与服务 下文字 114 | auto infoService = Label::createWithTTF("www.51work6.com", "fonts/hanyi.ttf", 18); 115 | infoService->setAnchorPoint(Vec2(0,0)); 116 | Vec2 p9 = txtInfoService->convertToWorldSpace(Vec2(0, -20)); 117 | infoService->setColor(Color3B(198,12,0)); 118 | infoService->setPosition(p9); 119 | addChild(infoService, 1); 120 | */ 121 | 122 | //Ok菜单. 123 | auto okNormal = Sprite::create("picture/setting.button.ok.png"); 124 | auto okSelected = Sprite::create("picture/setting.button.ok-on.png"); 125 | 126 | auto okMenuItem = MenuItemSprite::create(okNormal, okSelected, CC_CALLBACK_1(HelpLayer::menuBackCallback, this)); 127 | auto mu = Menu::create(okMenuItem, NULL); 128 | mu->setPosition(Vec2(visibleSize.width - okMenuItem->getContentSize().width / 2 - 10, okMenuItem->getContentSize().height - 10)); 129 | addChild(mu, 0); 130 | 131 | 132 | return true; 133 | } 134 | 135 | 136 | void HelpLayer::menuBackCallback(Ref* pSender) 137 | { 138 | Scene* tsc3 = nullptr; 139 | tsc3 = TransitionFade::create(1.0f, HomeMenuLayer::createScene()); 140 | //Director::getInstance()->popScene(tsc1); 141 | Director::getInstance()->replaceScene(tsc3); 142 | if (UserDefault::getInstance()->getBoolForKey(SOUND_KEY)) { 143 | SimpleAudioEngine::getInstance()->playEffect(sound_1); 144 | } 145 | } 146 | 147 | void HelpLayer::onEnterTransitionDidFinish() 148 | { 149 | Layer::onEnterTransitionDidFinish(); 150 | log("BaseLayer onEnterTransitionDidFinish"); 151 | UserDefault *defaults = UserDefault::getInstance(); 152 | if (defaults->getBoolForKey(MUSIC_KEY)) { 153 | SimpleAudioEngine::getInstance()->playBackgroundMusic(bg_music_1, true); 154 | } 155 | } -------------------------------------------------------------------------------- /Classes/HelpScene.h: -------------------------------------------------------------------------------- 1 | #ifndef __HELPLAYER_SCENE_H__ 2 | #define __HELPLAYER_SCENE_H__ 3 | 4 | #include "cocos2d.h" 5 | #include "SystemHeader.h" 6 | #include "MyUtility.h" 7 | #include "HomeScene.h" 8 | 9 | class HelpLayer : public cocos2d::Layer 10 | { 11 | public: 12 | // there's no 'id' in cpp, so we recommend returning the class instance pointer 13 | static cocos2d::Scene* createScene(); 14 | 15 | // Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone 16 | virtual bool init(); 17 | 18 | virtual void onEnterTransitionDidFinish(); 19 | 20 | void menuBackCallback(cocos2d::Ref* pSender); 21 | 22 | // implement the "static create()" method manually 23 | CREATE_FUNC(HelpLayer); 24 | }; 25 | 26 | #endif // __HELPLAYER_SCENE_H__ 27 | -------------------------------------------------------------------------------- /Classes/Hero.h: -------------------------------------------------------------------------------- 1 | // 2 | // GameObjHero.h 3 | // example12-1 4 | // 5 | // Created by shuoquan man on 12-10-14. 6 | // Copyright (c) 2012年 __MyCompanyName__. All rights reserved. 7 | // 8 | 9 | #ifndef example15_1_GameObjHero_h 10 | #define example15_1_GameObjHero_h 11 | 12 | #include "cocos2d.h" 13 | #include "ArrowPathBezier.h" 14 | #include "arrow.h" 15 | #include "PlayMapOne.h" 16 | #include "PlayMapTwo.h" 17 | #include "PlayMapThree.h" 18 | #include "PlayMapFour.h" 19 | #include "PlayMapFive.h" 20 | #include "PlayMapSix.h" 21 | #include "PlayMapSeven.h" 22 | #include "PlayMapEight.h" 23 | #include "PlayMapNine.h" 24 | #include "SystemHeader.h" 25 | #include "contact_data.h" 26 | /* 27 | #define HERO_BIT_MASK 0b10000000 28 | #define BRIDGE_BIT_MASK 0b01000000 29 | #define GROUND_BIT_MASK 0b00100000 30 | #define CIRCLE_BIT_MASK 0b00010000 31 | #define DEAD_LINE 0b00001000 32 | #define ARROW_BIT_MASK 0b00000100 33 | #define MONSTER1_BIT_MASK 0b00000010 34 | #define OBJECT_BIT_MASK 0b00000001 35 | */ 36 | 37 | using namespace cocos2d; 38 | 39 | USING_NS_CC; 40 | 41 | class Hero : public cocos2d::Sprite 42 | { 43 | public: 44 | Size visibleSize; 45 | 46 | Texture2D *mainsprite; 47 | Size physicsSize; 48 | PhysicsBody* physicshero; 49 | Texture2D *hurt; 50 | Texture2D *jump; 51 | Point locationInNode; 52 | Point offset; 53 | short state; // 0:正常 1:跳跃 2:受伤 3: 54 | bool iscontrol; 55 | 56 | void setState(short var); 57 | virtual bool init(); 58 | virtual void onExit(); 59 | 60 | // 处理动画结束后的操作 61 | void jumpend(); 62 | void hurtend(); 63 | 64 | void moveRight(); 65 | void moveLeft(); 66 | void moveStop(); 67 | void jumpUp(); 68 | void jumpLeft(); 69 | void jumpRight(); 70 | void MyUpdate(float time); 71 | 72 | // 3x中,使用事件管理器对事件进行管理了 73 | // bool containsTouchLocation(Touch* touch); 74 | // virtual bool ccTouchBegan(CCTouch* touch, CCEvent* event); 75 | // virtual void ccTouchMoved(CCTouch* touch, CCEvent* event); 76 | // virtual void ccTouchEnded(CCTouch* touch, CCEvent* event); 77 | 78 | // virtual void touchDelegateRetain(); 79 | // virtual void touchDelegateRelease(); 80 | //射箭相关 81 | Sprite* arrow; 82 | Point archAngle; 83 | bool isShooting; 84 | void rotateArrow(Point touchPoint); 85 | void createAndShootArrow(Point touchPoint, Layer* map); 86 | void shootArrow(Layer* map); 87 | void finishRunAction(); 88 | bool startDraw=0; 89 | bool isRunAction = 0; 90 | //CC_SYNTHESIZE(bool, startDraw, StartDraw); 91 | //CC_SYNTHESIZE(bool, isRunAction, IsRunAction); 92 | Sprite* playerbody; // 角色身体 93 | Sprite* playerarrow; // 角色的弓箭,也就是会随触摸点旋转的弓和箭部分 94 | //CC_SYNTHESIZE(bool, startDraw, StartDraw); // 是否开始画红色的路径线 95 | //CC_SYNTHESIZE(bool, isRunAction, IsRunAction); // 玩家是否正在执行射箭动画 96 | CREATE_FUNC(Hero); 97 | Vec2 playerPos; // 角色在 tmx 地图上的位置 98 | Size archpos; // 角色尺寸 99 | Size winSize; // 屏幕窗口尺寸 100 | //Sprite* hPBgSprite; // 角色血条背景精灵 101 | //ProgressTimer* hpBar; // 角色血条 102 | ccQuadBezierConfig bezier; // 路径贝赛尔 103 | DrawNode* drawNode; // 这里表示我们的线条对象 104 | 105 | }; 106 | #endif 107 | -------------------------------------------------------------------------------- /Classes/HomeScene.cpp: -------------------------------------------------------------------------------- 1 | #include "HomeScene.h" 2 | 3 | USING_NS_CC; 4 | 5 | Scene* HomeMenuLayer::createScene() 6 | { 7 | // 'scene' is an autorelease object 8 | auto scene = Scene::create(); 9 | 10 | // 'layer' is an autorelease object 11 | auto layer = HomeMenuLayer::create(); 12 | 13 | // add layer as a child to scene 14 | scene->addChild(layer); 15 | 16 | // return the scene 17 | return scene; 18 | } 19 | 20 | // on "init" you need to initialize your instance 21 | bool HomeMenuLayer::init() 22 | { 23 | ////////////////////////////// 24 | // 1. super init first 25 | if ( !Layer::init() ) 26 | { 27 | return false; 28 | } 29 | 30 | Size visibleSize = Director::getInstance()->getVisibleSize(); 31 | Vec2 origin = Director::getInstance()->getVisibleOrigin(); 32 | 33 | 34 | // 加入了右上角游戏结束菜单; 35 | auto closeItem = MenuItemImage::create( 36 | "menu/quit.png", 37 | "menu/quit_0.png", 38 | CC_CALLBACK_1(HomeMenuLayer::menuCloseCallback, this)); 39 | closeItem->setPosition(Vec2(origin.x + visibleSize.width - closeItem->getContentSize().width / 2 - 50 ,origin.y + visibleSize.height - closeItem->getContentSize().height / 2 - 50)); 40 | // create menu, it's an autorelease object 41 | auto menu = Menu::create(closeItem, NULL); 42 | menu->setPosition(Vec2::ZERO); 43 | this->addChild(menu, 1); 44 | 45 | //加入主界面背景; 46 | auto sprite = Sprite::create("background/home.png"); 47 | sprite->setPosition(visibleSize.width / 2, visibleSize.height / 2); 48 | this->addChild(sprite, 0); 49 | 50 | // 开始菜单 51 | auto startSpriteNormal = Sprite::create("menu/home1.png"); 52 | auto startSpriteSelected = Sprite::create("menu/home1_0.png"); 53 | auto startMenuItem = MenuItemSprite::create( 54 | startSpriteNormal, 55 | startSpriteSelected, 56 | CC_CALLBACK_1(HomeMenuLayer::menuItemCallback, this)); 57 | log("beging........."); 58 | startMenuItem->setTag(ActionType::MenuItemStart); 59 | 60 | // 设置菜单 61 | auto settingSpriteNormal = Sprite::create("menu/home2.png"); 62 | auto settingSpriteSelected = Sprite::create("menu/home2_0.png"); 63 | auto settingMenuItem = MenuItemSprite::create( 64 | settingSpriteNormal, 65 | settingSpriteSelected, 66 | CC_CALLBACK_1(HomeMenuLayer::menuItemCallback, this)); 67 | log("set......."); 68 | settingMenuItem->setTag(ActionType::MenuItemSetting); 69 | 70 | // 帮助菜单 71 | auto helppriteNormal = Sprite::create("menu/home3.png"); 72 | auto helpSpriteSelected = Sprite::create("menu/home3_0.png"); 73 | auto helpMenuItem = MenuItemSprite::create( 74 | helppriteNormal, 75 | helpSpriteSelected, 76 | CC_CALLBACK_1(HomeMenuLayer::menuItemCallback, this)); 77 | log("help....."); 78 | helpMenuItem->setTag(ActionType::MenuItemHelp); 79 | 80 | 81 | //设置主界面按钮位置(三个一起设置的方法,为更具有灵活性,采用下面分开设置的方法); 82 | // auto mu = Menu::create(startMenuItem, settingMenuItem, helpMenuItem, NULL); 83 | // mu->setPosition(visibleSize.width/2, visibleSize.height/2); 84 | // mu->alignItemsVerticallyWithPadding(12); 85 | // addChild(mu); 86 | 87 | //设置主界面按钮位置(分开设置); 88 | //开始菜单位置; 89 | auto startMenu = Menu::create(startMenuItem, NULL); 90 | startMenu->setPosition(origin.x + startMenuItem->getContentSize().width / 2, origin.y + startMenuItem->getContentSize().height/2 + 30); 91 | startMenu->alignItemsVerticallyWithPadding(12); 92 | addChild(startMenu); 93 | 94 | //设置菜单位置; 95 | auto settingMenu = Menu::create(settingMenuItem, NULL); 96 | settingMenu->setPosition(origin.x + visibleSize.width / 2,origin.y + settingMenuItem->getContentSize().height/2 + 30); 97 | settingMenu->alignItemsVerticallyWithPadding(12); 98 | addChild(settingMenu); 99 | 100 | //帮助菜单位置; 101 | auto helpMenu = Menu::create(helpMenuItem, NULL); 102 | helpMenu->setPosition(origin.x + visibleSize.width - helpMenuItem->getContentSize().width/2, origin.y + helpMenuItem->getContentSize().height / 2 + 30); 103 | helpMenu->alignItemsVerticallyWithPadding(12); 104 | addChild(helpMenu); 105 | 106 | return true; 107 | } 108 | 109 | //设置右上角结束游戏按钮的回调函数,使程序终止; 110 | void HomeMenuLayer::menuCloseCallback(Ref* pSender) 111 | { 112 | Director::getInstance()->end(); 113 | 114 | #if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS) 115 | exit(0); 116 | #endif 117 | } 118 | 119 | 120 | void HomeMenuLayer::onEnterTransitionDidFinish() 121 | { 122 | Layer::onEnterTransitionDidFinish(); 123 | log("HomeMenuLayer onEnterTransitionDidFinish"); 124 | UserDefault *defaults = UserDefault::getInstance(); 125 | if (defaults->getBoolForKey(MUSIC_KEY)) { 126 | SimpleAudioEngine::getInstance()->playBackgroundMusic(bg_music_1, true); 127 | } 128 | } 129 | 130 | 131 | void HomeMenuLayer::menuItemCallback(cocos2d::Ref *sender) 132 | { 133 | 134 | if (UserDefault::getInstance()->getBoolForKey(SOUND_KEY)) { 135 | SimpleAudioEngine::getInstance()->playEffect(sound_1); 136 | } 137 | Scene* tsc = nullptr; 138 | 139 | MenuItem* menuItem = (MenuItem*)sender; 140 | log("MenuItem Tag = %d", menuItem->getTag()); 141 | switch(menuItem->getTag()) 142 | { 143 | case ActionType::MenuItemStart: 144 | tsc = TransitionFade::create(1.0f, DirectoryMenuLayer::createScene()); 145 | log("StartCallback"); 146 | break; 147 | case ActionType::MenuItemHelp: 148 | tsc = TransitionFade::create(1.0f, TeamLayer::createScene()); 149 | log("HelpCallback"); 150 | break; 151 | case ActionType::MenuItemSetting: 152 | tsc = TransitionFade::create(1.0f, SettingLayer::createScene()); 153 | log("SettingCallback"); 154 | break; 155 | } 156 | if (tsc) 157 | Director::getInstance()->replaceScene(tsc); 158 | 159 | } -------------------------------------------------------------------------------- /Classes/HomeScene.h: -------------------------------------------------------------------------------- 1 | #ifndef __HOME_SCENE_H__ 2 | #define __HOME_SCENE_H__ 3 | 4 | #include "cocos2d.h" 5 | #include "SettingScene.h" 6 | #include "TeamScene.h" 7 | #include "SystemHeader.h" 8 | #include "GameDirectory.h" 9 | 10 | class HomeMenuLayer : public cocos2d::Layer 11 | { 12 | public: 13 | // there's no 'id' in cpp, so we recommend returning the class instance pointer 14 | static cocos2d::Scene* createScene(); 15 | 16 | // Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone 17 | virtual bool init(); 18 | virtual void onEnterTransitionDidFinish(); 19 | 20 | void menuItemCallback(cocos2d::Ref *sender); 21 | 22 | void menuCloseCallback(cocos2d::Ref* pSender); 23 | 24 | // implement the "static create()" method manually 25 | CREATE_FUNC(HomeMenuLayer); 26 | }; 27 | 28 | #endif // __HOME_SCENE_H__ 29 | -------------------------------------------------------------------------------- /Classes/MyUtility.cpp: -------------------------------------------------------------------------------- 1 | #include "MyUtility.h" 2 | 3 | string MyUtility::getCurrentTime() 4 | { 5 | time_t t; 6 | time(&t); 7 | char tmp[64]; 8 | strftime(tmp,sizeof(tmp),"%Y-%m-%d %X",localtime((&t))); 9 | string timeStr=tmp; 10 | return timeStr; 11 | } 12 | 13 | //在Win32平台下,将GBK编码转换为UTF-8 14 | string MyUtility::gbk_2_utf8(const string text) 15 | { 16 | #if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) 17 | //采用Lambda表达式,将string转换成wstring 18 | wstring tes = [=]() { 19 | setlocale(LC_ALL, "chs"); 20 | const char* _Source = text.c_str(); 21 | size_t _Dsize = text.size() + 1; 22 | wchar_t *_Dest = new wchar_t[_Dsize]; 23 | wmemset(_Dest, 0, _Dsize); 24 | mbstowcs(_Dest,_Source,_Dsize); 25 | std::wstring result = _Dest; 26 | delete []_Dest; 27 | setlocale(LC_ALL, "C"); 28 | return result; 29 | }(); 30 | 31 | int asciSize = WideCharToMultiByte(CP_UTF8,0,tes.c_str(),tes.size(),NULL,0,NULL,NULL); 32 | if (asciSize == ERROR_NO_UNICODE_TRANSLATION || asciSize == 0) 33 | { 34 | return string(); 35 | } 36 | 37 | char *resultString = new char[asciSize]; 38 | int conveResult = WideCharToMultiByte(CP_UTF8,0,tes.c_str(),tes.size(),resultString,asciSize,NULL,NULL); 39 | if (conveResult != asciSize) 40 | { 41 | return string(); 42 | } 43 | string buffer = ""; 44 | buffer.append(resultString,asciSize); 45 | 46 | delete[] resultString; 47 | return buffer; 48 | 49 | #else 50 | return text; 51 | #endif 52 | 53 | } 54 | 55 | string MyUtility::getUTF8Char(const string key) 56 | { 57 | auto sharedFileUtils = FileUtils::getInstance(); 58 | 59 | std::string fullPathForFilename = sharedFileUtils->fullPathForFilename("utf8_char.plist"); 60 | 61 | bool isExist = false; 62 | isExist = sharedFileUtils->isFileExist(fullPathForFilename); 63 | if (!isExist) { 64 | log("utf8_char.plist doesn't exist."); 65 | return ""; 66 | } 67 | 68 | ValueMap map = sharedFileUtils->getValueMapFromFile(fullPathForFilename); 69 | Value value = map[key]; 70 | 71 | //log("%s - %s",key.c_str(), value.asString().c_str()); 72 | 73 | if (value.isNull()) { 74 | log("%s doesn't exist.",key.c_str()); 75 | return ""; 76 | } 77 | return value.asString(); 78 | 79 | } 80 | -------------------------------------------------------------------------------- /Classes/MyUtility.h: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/MulticsYin/Archer-cocos2d-x/6ac91781d420933d92178e6dcdeafe0c05e03976/Classes/MyUtility.h -------------------------------------------------------------------------------- /Classes/PlayMapEight.h: -------------------------------------------------------------------------------- 1 | #ifndef PLAYMAPEIGHT 2 | #define PLAYMAPEIGHT 3 | //#include "cocos2d.h" 4 | #include "Hero.h" 5 | #include "arrow.h" 6 | #include "Board.h" 7 | #include "Ground.h" 8 | #include "deadstar.h" 9 | #include "obstacle.h" 10 | #include "monsterA.h" 11 | #include "monsterB.h" 12 | #include "monsterC.h" 13 | #include "monsterD.h" 14 | #include "Circle.h" 15 | //#include "GameDirectory.h" 16 | using namespace cocos2d; 17 | 18 | USING_NS_CC; 19 | 20 | #include "contact_data.h" 21 | 22 | // 地图类,负责地图的循环滚动、背景精灵的管理等 23 | class PlayMapEight: public Layer 24 | { 25 | public: 26 | //PlayMapOne(void); 27 | Size visibleSize; 28 | Ground* ground1; 29 | Ground* stage1; 30 | Ground* deadLine; 31 | DeadStar* dead; 32 | Board* bridge; 33 | MonsterA* MA1; 34 | short state; 35 | //bisover 游戏是否结束 36 | bool bisover; 37 | int print_x; 38 | int print_y; 39 | virtual ~PlayMapEight(void); 40 | virtual void onEnter(); 41 | virtual void onExit(); 42 | void bg1change(); 43 | void bg2change(); 44 | virtual void update(float time); 45 | void setGameOver(); 46 | 47 | //碰撞监听器 48 | EventListenerPhysicsContact* contactListener; 49 | 50 | //碰撞刚发生时 51 | virtual bool onContactBegin(PhysicsContact& contact); 52 | virtual bool onContactPreSolve(PhysicsContact& contact, PhysicsContactPreSolve& solve); 53 | virtual void onContactPostSolve(PhysicsContact& contact, const PhysicsContactPostSolve& solve); 54 | 55 | //碰撞物体分离时 56 | virtual void onContactSeparate(PhysicsContact& contact); 57 | 58 | //map00瓦片地图地图 59 | TMXTiledMap* tilemap; 60 | 61 | void makePhysicsObjAt(Point p, Size size, bool d, float r, float f, float dens, float rest,int gid,int tag); 62 | 63 | CREATE_FUNC(PlayMapEight); 64 | // 65 | }; 66 | 67 | 68 | #endif 69 | -------------------------------------------------------------------------------- /Classes/PlayMapFive.h: -------------------------------------------------------------------------------- 1 | #ifndef PLAYMAPFIVE 2 | #define PLAYMAPFIVE 3 | //#include "cocos2d.h" 4 | #include "Hero.h" 5 | #include "arrow.h" 6 | #include "Board.h" 7 | #include "Ground.h" 8 | #include "deadstar.h" 9 | #include "obstacle.h" 10 | #include "monsterA.h" 11 | #include "monsterD.h" 12 | #include "Circle.h" 13 | //#include "GameDirectory.h" 14 | using namespace cocos2d; 15 | 16 | USING_NS_CC; 17 | 18 | #include "contact_data.h" 19 | 20 | // 地图类,负责地图的循环滚动、背景精灵的管理等 21 | class PlayMapFive: public Layer 22 | { 23 | public: 24 | //PlayMapOne(void); 25 | Size visibleSize; 26 | Ground* ground1; 27 | Ground* stage1; 28 | Ground* deadLine; 29 | DeadStar* dead; 30 | Board* bridge; 31 | MonsterA* MA1; 32 | short state; 33 | //bisover 游戏是否结束 34 | bool bisover; 35 | int print_x; 36 | int print_y; 37 | virtual ~PlayMapFive(void); 38 | virtual void onEnter(); 39 | virtual void onExit(); 40 | void bg1change(); 41 | void bg2change(); 42 | virtual void update(float time); 43 | void setGameOver(); 44 | 45 | //碰撞监听器 46 | EventListenerPhysicsContact* contactListener; 47 | 48 | //碰撞刚发生时 49 | virtual bool onContactBegin(PhysicsContact& contact); 50 | virtual bool onContactPreSolve(PhysicsContact& contact, PhysicsContactPreSolve& solve); 51 | virtual void onContactPostSolve(PhysicsContact& contact, const PhysicsContactPostSolve& solve); 52 | 53 | //碰撞物体分离时 54 | virtual void onContactSeparate(PhysicsContact& contact); 55 | 56 | //map00瓦片地图地图 57 | TMXTiledMap* tilemap; 58 | 59 | void makePhysicsObjAt(Point p, Size size, bool d, float r, float f, float dens, float rest,int gid,int tag); 60 | 61 | CREATE_FUNC(PlayMapFive); 62 | // 63 | }; 64 | 65 | 66 | #endif 67 | -------------------------------------------------------------------------------- /Classes/PlayMapFour.h: -------------------------------------------------------------------------------- 1 | #ifndef PLAYMAPFOUR 2 | #define PLAYMAPFOUR 3 | //#include "cocos2d.h" 4 | #include "Hero.h" 5 | #include "arrow.h" 6 | #include "Board.h" 7 | #include "Ground.h" 8 | #include "deadstar.h" 9 | #include "obstacle.h" 10 | #include "monsterA.h" 11 | #include "monsterC.h" 12 | #include "Circle.h" 13 | //#include "GameDirectory.h" 14 | using namespace cocos2d; 15 | 16 | USING_NS_CC; 17 | 18 | #include "contact_data.h" 19 | 20 | // 地图类,负责地图的循环滚动、背景精灵的管理等 21 | class PlayMapFour: public Layer 22 | { 23 | public: 24 | //PlayMapOne(void); 25 | Size visibleSize; 26 | Ground* ground1; 27 | Ground* stage1; 28 | Ground* deadLine; 29 | DeadStar* dead; 30 | Board* bridge; 31 | MonsterA* MA1; 32 | short state; 33 | //bisover 游戏是否结束 34 | bool bisover; 35 | int print_x; 36 | int print_y; 37 | virtual ~PlayMapFour(void); 38 | virtual void onEnter(); 39 | virtual void onExit(); 40 | void bg1change(); 41 | void bg2change(); 42 | virtual void update(float time); 43 | void setGameOver(); 44 | 45 | //碰撞监听器 46 | EventListenerPhysicsContact* contactListener; 47 | 48 | //碰撞刚发生时 49 | virtual bool onContactBegin(PhysicsContact& contact); 50 | virtual bool onContactPreSolve(PhysicsContact& contact, PhysicsContactPreSolve& solve); 51 | virtual void onContactPostSolve(PhysicsContact& contact, const PhysicsContactPostSolve& solve); 52 | 53 | //碰撞物体分离时 54 | virtual void onContactSeparate(PhysicsContact& contact); 55 | 56 | //map00瓦片地图地图 57 | TMXTiledMap* tilemap; 58 | 59 | void makePhysicsObjAt(Point p, Size size, bool d, float r, float f, float dens, float rest,int gid,int tag); 60 | 61 | CREATE_FUNC(PlayMapFour); 62 | // 63 | }; 64 | 65 | 66 | #endif 67 | -------------------------------------------------------------------------------- /Classes/PlayMapNine.h: -------------------------------------------------------------------------------- 1 | #ifndef PLAYMAPNINE 2 | #define PLAYMAPNINE 3 | //#include "cocos2d.h" 4 | #include "Hero.h" 5 | #include "arrow.h" 6 | #include "Board.h" 7 | #include "Ground.h" 8 | #include "deadstar.h" 9 | #include "obstacle.h" 10 | #include "monsterA.h" 11 | #include "Circle.h" 12 | //#include "GameDirectory.h" 13 | using namespace cocos2d; 14 | 15 | USING_NS_CC; 16 | 17 | #include "contact_data.h" 18 | 19 | // 地图类,负责地图的循环滚动、背景精灵的管理等 20 | class PlayMapNine: public Layer 21 | { 22 | public: 23 | //PlayMapOne(void); 24 | Size visibleSize; 25 | Ground* ground1; 26 | Ground* stage1; 27 | Ground* deadLine; 28 | DeadStar* dead; 29 | Board* bridge; 30 | MonsterA* MA1; 31 | short state; 32 | //bisover 游戏是否结束 33 | bool bisover; 34 | virtual ~PlayMapNine(void); 35 | virtual void onEnter(); 36 | virtual void onExit(); 37 | void bg1change(); 38 | void bg2change(); 39 | virtual void update(float time); 40 | void setGameOver(); 41 | 42 | //碰撞监听器 43 | EventListenerPhysicsContact* contactListener; 44 | 45 | //碰撞刚发生时 46 | virtual bool onContactBegin(PhysicsContact& contact); 47 | virtual bool onContactPreSolve(PhysicsContact& contact, PhysicsContactPreSolve& solve); 48 | virtual void onContactPostSolve(PhysicsContact& contact, const PhysicsContactPostSolve& solve); 49 | 50 | //碰撞物体分离时 51 | virtual void onContactSeparate(PhysicsContact& contact); 52 | 53 | //map00瓦片地图地图 54 | TMXTiledMap* tilemap; 55 | float heroposy;//英雄初始位置 56 | float heroposx; 57 | 58 | void makePhysicsObjAt(Point p, Size size, bool d, float r, float f, float dens, float rest,int gid,int tag); 59 | 60 | CREATE_FUNC(PlayMapNine); 61 | // 62 | }; 63 | 64 | 65 | #endif 66 | -------------------------------------------------------------------------------- /Classes/PlayMapOne.h: -------------------------------------------------------------------------------- 1 | #ifndef PLAYMAPONE 2 | #define PLAYMAPONE 3 | //#include "cocos2d.h" 4 | #include "Hero.h" 5 | #include "arrow.h" 6 | #include "Board.h" 7 | #include "Ground.h" 8 | #include "deadstar.h" 9 | #include "obstacle.h" 10 | #include "monsterA.h" 11 | #include "monsterB.h" 12 | #include "Circle.h" 13 | //#include "GameDirectory.h" 14 | using namespace cocos2d; 15 | 16 | USING_NS_CC; 17 | 18 | #include "contact_data.h" 19 | 20 | // 地图类,负责地图的循环滚动、背景精灵的管理等 21 | class PlayMapOne: public Layer 22 | { 23 | public: 24 | //PlayMapOne(void); 25 | Size visibleSize; 26 | Ground* ground1; 27 | Ground* stage1; 28 | Ground* deadLine; 29 | DeadStar* dead; 30 | Board* bridge; 31 | short state; 32 | //bisover 游戏是否结束 33 | bool bisover; 34 | 35 | int print_x; 36 | int print_y; 37 | 38 | virtual ~PlayMapOne(void); 39 | virtual void onEnter(); 40 | virtual void onExit(); 41 | void bg1change(); 42 | void bg2change(); 43 | virtual void update(float time); 44 | void setGameOver(); 45 | 46 | //碰撞监听器 47 | EventListenerPhysicsContact* contactListener; 48 | 49 | //碰撞刚发生时 50 | virtual bool onContactBegin(PhysicsContact& contact); 51 | virtual bool onContactPreSolve(PhysicsContact& contact, PhysicsContactPreSolve& solve); 52 | virtual void onContactPostSolve(PhysicsContact& contact, const PhysicsContactPostSolve& solve); 53 | 54 | //碰撞物体分离时 55 | virtual void onContactSeparate(PhysicsContact& contact); 56 | 57 | //map00瓦片地图地图 58 | TMXTiledMap* tilemap; 59 | 60 | void makePhysicsObjAt(Point p, Size size, bool d, float r, float f, float dens, float rest,int gid,int tag); 61 | 62 | CREATE_FUNC(PlayMapOne); 63 | // 64 | }; 65 | 66 | 67 | #endif 68 | -------------------------------------------------------------------------------- /Classes/PlayMapSeven.h: -------------------------------------------------------------------------------- 1 | #ifndef PLAYMAPSEVEN 2 | #define PLAYMAPSEVEN 3 | //#include "cocos2d.h" 4 | #include "Hero.h" 5 | #include "arrow.h" 6 | #include "Board.h" 7 | #include "Ground.h" 8 | #include "deadstar.h" 9 | #include "obstacle.h" 10 | #include "monsterA.h" 11 | #include "monsterB.h" 12 | #include "monsterC.h" 13 | #include "Circle.h" 14 | //#include "GameDirectory.h" 15 | using namespace cocos2d; 16 | 17 | USING_NS_CC; 18 | 19 | #include "contact_data.h" 20 | 21 | // 地图类,负责地图的循环滚动、背景精灵的管理等 22 | class PlayMapSeven: public Layer 23 | { 24 | public: 25 | //PlayMapOne(void); 26 | Size visibleSize; 27 | Ground* ground1; 28 | Ground* stage1; 29 | Ground* deadLine; 30 | DeadStar* dead; 31 | Board* bridge; 32 | MonsterA* MA1; 33 | short state; 34 | //bisover 游戏是否结束 35 | bool bisover; 36 | int print_x; 37 | int print_y; 38 | virtual ~PlayMapSeven(void); 39 | virtual void onEnter(); 40 | virtual void onExit(); 41 | void bg1change(); 42 | void bg2change(); 43 | virtual void update(float time); 44 | void setGameOver(); 45 | 46 | //碰撞监听器 47 | EventListenerPhysicsContact* contactListener; 48 | 49 | //碰撞刚发生时 50 | virtual bool onContactBegin(PhysicsContact& contact); 51 | virtual bool onContactPreSolve(PhysicsContact& contact, PhysicsContactPreSolve& solve); 52 | virtual void onContactPostSolve(PhysicsContact& contact, const PhysicsContactPostSolve& solve); 53 | 54 | //碰撞物体分离时 55 | virtual void onContactSeparate(PhysicsContact& contact); 56 | 57 | //map00瓦片地图地图 58 | TMXTiledMap* tilemap; 59 | 60 | void makePhysicsObjAt(Point p, Size size, bool d, float r, float f, float dens, float rest,int gid,int tag); 61 | 62 | CREATE_FUNC(PlayMapSeven); 63 | // 64 | }; 65 | 66 | 67 | #endif 68 | -------------------------------------------------------------------------------- /Classes/PlayMapSix.h: -------------------------------------------------------------------------------- 1 | #ifndef PLAYMAPSIX 2 | #define PLAYMAPSIX 3 | //#include "cocos2d.h" 4 | #include "Hero.h" 5 | #include "arrow.h" 6 | #include "Board.h" 7 | #include "Ground.h" 8 | #include "deadstar.h" 9 | #include "obstacle.h" 10 | #include "monsterA.h" 11 | #include "monsterD.h" 12 | #include "Circle.h" 13 | //#include "GameDirectory.h" 14 | using namespace cocos2d; 15 | 16 | USING_NS_CC; 17 | 18 | #include "contact_data.h" 19 | 20 | // 地图类,负责地图的循环滚动、背景精灵的管理等 21 | class PlayMapSix: public Layer 22 | { 23 | public: 24 | //PlayMapOne(void); 25 | Size visibleSize; 26 | Ground* ground1; 27 | Ground* stage1; 28 | Ground* deadLine; 29 | DeadStar* dead; 30 | Board* bridge; 31 | MonsterA* MA1; 32 | short state; 33 | //bisover 游戏是否结束 34 | bool bisover; 35 | int print_x; 36 | int print_y; 37 | virtual ~PlayMapSix(void); 38 | virtual void onEnter(); 39 | virtual void onExit(); 40 | void bg1change(); 41 | void bg2change(); 42 | virtual void update(float time); 43 | void setGameOver(); 44 | 45 | //碰撞监听器 46 | EventListenerPhysicsContact* contactListener; 47 | 48 | //碰撞刚发生时 49 | virtual bool onContactBegin(PhysicsContact& contact); 50 | virtual bool onContactPreSolve(PhysicsContact& contact, PhysicsContactPreSolve& solve); 51 | virtual void onContactPostSolve(PhysicsContact& contact, const PhysicsContactPostSolve& solve); 52 | 53 | //碰撞物体分离时 54 | virtual void onContactSeparate(PhysicsContact& contact); 55 | 56 | //map00瓦片地图地图 57 | TMXTiledMap* tilemap; 58 | 59 | void makePhysicsObjAt(Point p, Size size, bool d, float r, float f, float dens, float rest,int gid,int tag); 60 | 61 | CREATE_FUNC(PlayMapSix); 62 | // 63 | }; 64 | 65 | 66 | #endif 67 | -------------------------------------------------------------------------------- /Classes/PlayMapThree.h: -------------------------------------------------------------------------------- 1 | #ifndef PLAYMAPTHREE 2 | #define PLAYMAPTHREE 3 | //#include "cocos2d.h" 4 | #include "Hero.h" 5 | #include "arrow.h" 6 | #include "Board.h" 7 | #include "Ground.h" 8 | #include "deadstar.h" 9 | #include "obstacle.h" 10 | #include "monsterA.h" 11 | #include "monsterC.h" 12 | #include "Circle.h" 13 | //#include "GameDirectory.h" 14 | using namespace cocos2d; 15 | 16 | USING_NS_CC; 17 | 18 | #include "contact_data.h" 19 | 20 | // 地图类,负责地图的循环滚动、背景精灵的管理等 21 | class PlayMapThree: public Layer 22 | { 23 | public: 24 | //PlayMapOne(void); 25 | Size visibleSize; 26 | Ground* ground1; 27 | Ground* stage1; 28 | Ground* deadLine; 29 | DeadStar* dead; 30 | Board* bridge; 31 | MonsterA* MA1; 32 | short state; 33 | //bisover 游戏是否结束 34 | bool bisover; 35 | int print_x; 36 | int print_y; 37 | virtual ~PlayMapThree(void); 38 | virtual void onEnter(); 39 | virtual void onExit(); 40 | void bg1change(); 41 | void bg2change(); 42 | virtual void update(float time); 43 | void setGameOver(); 44 | 45 | //碰撞监听器 46 | EventListenerPhysicsContact* contactListener; 47 | 48 | //碰撞刚发生时 49 | virtual bool onContactBegin(PhysicsContact& contact); 50 | virtual bool onContactPreSolve(PhysicsContact& contact, PhysicsContactPreSolve& solve); 51 | virtual void onContactPostSolve(PhysicsContact& contact, const PhysicsContactPostSolve& solve); 52 | 53 | //碰撞物体分离时 54 | virtual void onContactSeparate(PhysicsContact& contact); 55 | 56 | //map00瓦片地图地图 57 | TMXTiledMap* tilemap; 58 | 59 | void makePhysicsObjAt(Point p, Size size, bool d, float r, float f, float dens, float rest,int gid,int tag); 60 | 61 | CREATE_FUNC(PlayMapThree); 62 | // 63 | }; 64 | 65 | 66 | #endif 67 | -------------------------------------------------------------------------------- /Classes/PlayMapTwo.h: -------------------------------------------------------------------------------- 1 | #ifndef PLAYMAPTWO 2 | #define PLAYMAPTWO 3 | //#include "cocos2d.h" 4 | #include "Hero.h" 5 | #include "arrow.h" 6 | #include "Board.h" 7 | #include "Ground.h" 8 | #include "deadstar.h" 9 | #include "obstacle.h" 10 | #include "monsterA.h" 11 | #include "Circle.h" 12 | //#include "GameDirectory.h" 13 | using namespace cocos2d; 14 | 15 | USING_NS_CC; 16 | 17 | #include "contact_data.h" 18 | 19 | // 地图类,负责地图的循环滚动、背景精灵的管理等 20 | class PlayMapTwo : public Layer 21 | { 22 | public: 23 | //PlayMapOne(void); 24 | Size visibleSize; 25 | Ground* ground1; 26 | Ground* stage1; 27 | Ground* deadLine; 28 | DeadStar* dead; 29 | Board* bridge; 30 | MonsterA* MA1; 31 | short state; 32 | //bisover 游戏是否结束 33 | bool bisover; 34 | int print_x; 35 | int print_y; 36 | virtual ~PlayMapTwo(void); 37 | virtual void onEnter(); 38 | virtual void onExit(); 39 | void bg1change(); 40 | void bg2change(); 41 | virtual void update(float time); 42 | void setGameOver(); 43 | 44 | //碰撞监听器 45 | EventListenerPhysicsContact* contactListener; 46 | 47 | //碰撞刚发生时 48 | virtual bool onContactBegin(PhysicsContact& contact); 49 | virtual bool onContactPreSolve(PhysicsContact& contact, PhysicsContactPreSolve& solve); 50 | virtual void onContactPostSolve(PhysicsContact& contact, const PhysicsContactPostSolve& solve); 51 | 52 | //碰撞物体分离时 53 | virtual void onContactSeparate(PhysicsContact& contact); 54 | 55 | //map00瓦片地图地图 56 | TMXTiledMap* tilemap; 57 | 58 | void makePhysicsObjAt(Point p, Size size, bool d, float r, float f, float dens, float rest,int gid,int tag); 59 | 60 | CREATE_FUNC(PlayMapTwo); 61 | // 62 | }; 63 | 64 | 65 | #endif 66 | -------------------------------------------------------------------------------- /Classes/PlaySceneEight.cpp: -------------------------------------------------------------------------------- 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| 5 | Scene* SettingLayer::createScene() 6 | { 7 | // 'scene' is an autorelease Ref 8 | auto scene = Scene::create(); 9 | 10 | // 'layer' is an autorelease Ref 11 | auto layer = SettingLayer::create(); 12 | 13 | // add layer as a child to scene 14 | scene->addChild(layer); 15 | 16 | // return the scene 17 | return scene; 18 | } 19 | 20 | // on "init" you need to initialize your instance 21 | bool SettingLayer::init() 22 | { 23 | ////////////////////////////// 24 | // 1. super init first 25 | if (!Layer::init()) 26 | { 27 | return false; 28 | } 29 | Size visibleSize = Director::getInstance()->getVisibleSize(); 30 | Vec2 origin = Director::getInstance()->getVisibleOrigin(); 31 | 32 | //加入设置背景图片; 33 | auto shezhiSprite = Sprite::create("background/set.png"); 34 | shezhiSprite->setPosition(visibleSize.width / 2, visibleSize.height / 2); 35 | this->addChild(shezhiSprite, 0); 36 | 37 | //设置界面左上角设置图标; 38 | auto top = Sprite::create("menu/set.png"); 39 | top->setPosition(Vec2(top->getContentSize().width/2 + 100, visibleSize.height - top->getContentSize().height /2 - 50)); 40 | addChild(top); 41 | 42 | 43 | //音效选中按钮; 44 | auto soundOnSprite = Sprite::create("menu/on1.png"); 45 | auto soundOffSprite = Sprite::create("menu/off1.png"); 46 | 47 | auto soundOnMenuItem = MenuItemSprite::create(soundOnSprite, NULL); 48 | auto soundOffMenuItem = MenuItemSprite::create(soundOffSprite, NULL); 49 | auto soundToggleMenuItem = MenuItemToggle::createWithCallback(CC_CALLBACK_1(SettingLayer::menuSoundToggleCallback, this), soundOnMenuItem,soundOffMenuItem, NULL); 50 | 51 | //音乐选中按钮; 52 | auto musicOnSprite = Sprite::create("menu/on2.png"); 53 | auto musicOffSprite = Sprite::create("menu/off2.png"); 54 | 55 | auto musicOnMenuItem = MenuItemSprite::create(musicOnSprite, NULL); 56 | auto musicOffMenuItem = MenuItemSprite::create(musicOffSprite, NULL); 57 | auto musicToggleMenuItem = MenuItemToggle::createWithCallback(CC_CALLBACK_1(SettingLayer::menuMusicToggleCallback, this), musicOnMenuItem,musicOffMenuItem, NULL); 58 | 59 | /* //设置按钮以及标签位置(两个一起设置); 60 | auto menu = Menu::create(soundToggleMenuItem, musicToggleMenuItem, NULL); 61 | menu->setPosition(Vec2(visibleSize.width / 2, visibleSize.height /2 - 70) + Vec2(100, 50)); 62 | menu->alignItemsVerticallyWithPadding(30.0f); 63 | addChild(menu, 1); 64 | 65 | auto lblSound = Label::createWithTTF(MyUtility::getUTF8Char("lblSound"), "fonts/hanyi.ttf", 72); 66 | lblSound->setColor(Color3B(14,83,204)); 67 | lblSound->setPosition(menu->getPosition() - Vec2(250, -100)); 68 | addChild(lblSound, 1); 69 | 70 | auto lblMusic = Label::createWithTTF(MyUtility::getUTF8Char("lblMusic"), "fonts/hanyi.ttf", 72); 71 | lblMusic->setColor(Color3B(14,83,204)); 72 | lblMusic->setPosition(lblSound->getPosition() - Vec2(20, 200)); 73 | addChild(lblMusic, 1); 74 | */ 75 | 76 | auto menu = Menu::create(soundToggleMenuItem, musicToggleMenuItem, NULL); 77 | menu->setPosition(Vec2(visibleSize.width / 7 * 5, visibleSize.height / 2)); 78 | menu->alignItemsVerticallyWithPadding(40.0f); 79 | addChild(menu, 1); 80 | 81 | auto lblSound = Label::createWithTTF(MyUtility::getUTF8Char("lblSound"), "fonts/hanyi.ttf", 60); 82 | lblSound->setColor(Color3B(14, 83, 204)); 83 | lblSound->setPosition(Vec2(visibleSize.width / 7 * 4, visibleSize.height / 16 * 9.5)); 84 | addChild(lblSound, 1); 85 | 86 | auto lblMusic = Label::createWithTTF(MyUtility::getUTF8Char("lblMusic"), "fonts/hanyi.ttf", 60); 87 | lblMusic->setColor(Color3B(14, 83, 204)); 88 | lblMusic->setPosition(Vec2(visibleSize.width / 7 * 4, visibleSize.height / 16 * 7)); 89 | addChild(lblMusic, 1); 90 | 91 | //设置音效和音乐选中状态 92 | UserDefault *defaults = UserDefault::getInstance(); 93 | if (defaults->getBoolForKey(MUSIC_KEY)) { 94 | musicToggleMenuItem->setSelectedIndex(0); 95 | } else { 96 | musicToggleMenuItem->setSelectedIndex(1); 97 | } 98 | if (defaults->getBoolForKey(SOUND_KEY)) { 99 | soundToggleMenuItem->setSelectedIndex(0); 100 | } else { 101 | soundToggleMenuItem->setSelectedIndex(1); 102 | } 103 | 104 | 105 | //Ok菜单. 106 | auto okNormal = Sprite::create("menu/return.png"); 107 | auto okSelected = Sprite::create("menu/return_0.png"); 108 | 109 | auto okMenuItem = MenuItemSprite::create(okNormal, okSelected, CC_CALLBACK_1(SettingLayer::menuBackCallback, this)); 110 | auto mu = Menu::create(okMenuItem, NULL); 111 | mu->setPosition(Vec2(visibleSize.width - okMenuItem->getContentSize().width / 2 - 10, okMenuItem->getContentSize().height - 10)); 112 | addChild(mu, 0); 113 | 114 | return true; 115 | } 116 | 117 | void SettingLayer::menuSoundToggleCallback(Ref* pSender) 118 | { 119 | UserDefault *defaults = UserDefault::getInstance(); 120 | if (defaults->getBoolForKey(SOUND_KEY)) { 121 | defaults->setBoolForKey(SOUND_KEY, false); 122 | } else { 123 | defaults->setBoolForKey(SOUND_KEY, true); 124 | SimpleAudioEngine::getInstance()->playEffect(sound_1); 125 | } 126 | } 127 | 128 | 129 | void SettingLayer::menuMusicToggleCallback(Ref* pSender) 130 | { 131 | UserDefault *defaults = UserDefault::getInstance(); 132 | if (defaults->getBoolForKey(MUSIC_KEY)) { 133 | defaults->setBoolForKey(MUSIC_KEY, false); 134 | SimpleAudioEngine::getInstance()->stopBackgroundMusic(); 135 | } else { 136 | defaults->setBoolForKey(MUSIC_KEY, true); 137 | SimpleAudioEngine::getInstance()->playBackgroundMusic(bg_music_2, true); 138 | } 139 | } 140 | 141 | 142 | void SettingLayer::menuBackCallback(Ref* pSender) 143 | { 144 | Scene* tsc2 = nullptr; 145 | tsc2 = TransitionFade::create(1.0f, HomeMenuLayer::createScene()); 146 | Director::getInstance()->replaceScene(tsc2); 147 | if (UserDefault::getInstance()->getBoolForKey(SOUND_KEY)) { 148 | SimpleAudioEngine::getInstance()->playEffect(sound_1); 149 | } 150 | } 151 | 152 | void SettingLayer::onEnterTransitionDidFinish() 153 | { 154 | Layer::onEnterTransitionDidFinish(); 155 | log("BaseLayer onEnterTransitionDidFinish"); 156 | UserDefault *defaults = UserDefault::getInstance(); 157 | if (defaults->getBoolForKey(MUSIC_KEY)) { 158 | SimpleAudioEngine::getInstance()->playBackgroundMusic(bg_music_1, true); 159 | } 160 | } 161 | -------------------------------------------------------------------------------- /Classes/SettingScene.h: -------------------------------------------------------------------------------- 1 | #ifndef __Setting_SCENE_H__ 2 | #define __Setting_SCENE_H__ 3 | 4 | #include "cocos2d.h" 5 | #include "SystemHeader.h" 6 | #include "MyUtility.h" 7 | #include "HomeScene.h" 8 | 9 | class SettingLayer : public cocos2d::Layer 10 | { 11 | public: 12 | // there's no 'id' in cpp, so we recommend returning the class instance pointer 13 | static cocos2d::Scene* createScene(); 14 | 15 | // Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone 16 | virtual bool init(); 17 | 18 | void menuSoundToggleCallback(cocos2d::Ref* pSender); 19 | void menuMusicToggleCallback(cocos2d::Ref* pSender); 20 | 21 | virtual void onEnterTransitionDidFinish(); 22 | 23 | void menuBackCallback(cocos2d::Ref* pSender); 24 | 25 | // implement the "static create()" method manually 26 | CREATE_FUNC(SettingLayer); 27 | }; 28 | 29 | #endif // __Setting_SCENE_H__ 30 | -------------------------------------------------------------------------------- /Classes/SystemHeader.h: -------------------------------------------------------------------------------- 1 | #ifndef SYSYTEMHEADER 2 | #define SYSYTEMHEADER 3 | #include "SimpleAudioEngine.h" 4 | 5 | #define SOUND_KEY "sound_key" 6 | #define MUSIC_KEY "music_key" 7 | 8 | #define HIGHSCORE_KEY "highscore_key" 9 | 10 | /*#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS) 11 | 12 | #define bg_music_1 "sound/home_bg.aifc" 13 | #define bg_music_2 "sound/game_bg.aifc" 14 | #define sound_1 "sound/Blip.caf" 15 | #define sound_2 "sound/Explosion.caf" 16 | 17 | 18 | #else*/ 19 | 20 | #define bg_music_1 "sound/home_bg.mp3" 21 | #define bg_music_2 "sound/game_bg.mp3" 22 | #define sound_1 "sound/Blip.wav" 23 | #define sound_2 "sound/Explosion.wav" 24 | #define sound_3 "sound/hurted.wav" 25 | #define sound_4 "sound/oar.wav" 26 | #define sound_5 "sound/Explosion1.wav" 27 | 28 | #endif 29 | 30 | 31 | using namespace CocosDenshion; 32 | -------------------------------------------------------------------------------- /Classes/TeamScene.cpp: -------------------------------------------------------------------------------- 1 | #include "TeamScene.h" 2 | 3 | USING_NS_CC; 4 | 5 | Scene* TeamLayer::createScene() 6 | { 7 | // 'scene' is an autorelease object 8 | auto scene = Scene::create(); 9 | 10 | // 'layer' is an autorelease object 11 | auto layer = TeamLayer::create(); 12 | 13 | // add layer as a child to scene 14 | scene->addChild(layer); 15 | 16 | // return the scene 17 | return scene; 18 | } 19 | 20 | // on "init" you need to initialize your instance 21 | bool TeamLayer::init() 22 | { 23 | ////////////////////////////// 24 | // 1. super init first 25 | if ( !Layer::init() ) 26 | { 27 | return false; 28 | } 29 | 30 | Size visibleSize = Director::getInstance()->getVisibleSize(); 31 | Vec2 origin = Director::getInstance()->getVisibleOrigin(); 32 | 33 | //加入设置背景图片; 34 | auto shezhiSprite = Sprite::create("background/set.png"); 35 | shezhiSprite->setPosition(visibleSize.width / 2, visibleSize.height / 2); 36 | this->addChild(shezhiSprite, 0); 37 | 38 | //团队界面左上角精灵; 39 | auto top = Sprite::create("menu/we.png"); 40 | top->setPosition(Vec2(top->getContentSize().width/2 + 100 , visibleSize.height - top->getContentSize().height /2 - 50)); 41 | addChild(top,0); 42 | 43 | //设置“开发”文字. 44 | auto txtKaifa = Label::createWithTTF(MyUtility::getUTF8Char("kaifa"), "fonts/hanyi.ttf", 32); 45 | txtKaifa->setColor(Color3B(14,83,204)); 46 | txtKaifa->setPosition(visibleSize.width/2, visibleSize.height / 5 * 3); 47 | txtKaifa->setAnchorPoint(Vec2(0,0)); 48 | addChild(txtKaifa, 1); 49 | 50 | //设置开发下文字 ChengHao YinXingDong 51 | auto Kaifa = Label::createWithTTF("ChengHao YinXingDong", "fonts/hanyi.ttf", 42); 52 | Kaifa->setAnchorPoint(Vec2(0,0)); 53 | Vec2 p1 = txtKaifa->convertToWorldSpace(Vec2(0, -40)); 54 | Kaifa->setColor(Color3B(198,12,0)); 55 | Kaifa->setPosition(p1); 56 | addChild(Kaifa, 1); 57 | 58 | //设置“美工”文字. 59 | auto txtMeigong = Label::createWithTTF(MyUtility::getUTF8Char("meigong"), "fonts/hanyi.ttf", 32); 60 | txtMeigong->setColor(Color3B(14,83,204)); 61 | Vec2 p2 = Kaifa->convertToWorldSpace(Vec2(0, -80)); 62 | txtMeigong->setPosition(p2); 63 | txtMeigong->setAnchorPoint(Vec2(0,0)); 64 | addChild(txtMeigong, 1); 65 | 66 | //设置 美工下文字 Mr.Guan 67 | auto Meigong = Label::createWithTTF("LiuYan", "fonts/hanyi.ttf", 42); 68 | Meigong->setAnchorPoint(Vec2(0,0)); 69 | Vec2 p3 = txtMeigong->convertToWorldSpace(Vec2(0, -40)); 70 | Meigong->setColor(Color3B(198,12,0)); 71 | Meigong->setPosition(p3); 72 | addChild(Meigong, 1); 73 | 74 | //Ok菜单. 75 | auto okNormal = Sprite::create("menu/return.png"); 76 | auto okSelected = Sprite::create("menu/return_0.png"); 77 | 78 | auto okMenuItem = MenuItemSprite::create(okNormal, okSelected, CC_CALLBACK_1(TeamLayer::menuBackCallback, this)); 79 | auto mu = Menu::create(okMenuItem, NULL); 80 | mu->setPosition(Vec2(visibleSize.width - okMenuItem->getContentSize().width / 2 - 10, okMenuItem->getContentSize().height - 10)); 81 | addChild(mu, 0); 82 | 83 | 84 | return true; 85 | } 86 | 87 | 88 | void TeamLayer::menuBackCallback(Ref* pSender) 89 | { 90 | Scene* tsc3 = nullptr; 91 | tsc3 = TransitionFade::create(1.0f, HomeMenuLayer::createScene()); 92 | //Director::getInstance()->popScene(tsc1); 93 | Director::getInstance()->replaceScene(tsc3); 94 | if (UserDefault::getInstance()->getBoolForKey(SOUND_KEY)) { 95 | SimpleAudioEngine::getInstance()->playEffect(sound_1); 96 | } 97 | } 98 | 99 | void TeamLayer::onEnterTransitionDidFinish() 100 | { 101 | Layer::onEnterTransitionDidFinish(); 102 | log("BaseLayer onEnterTransitionDidFinish"); 103 | UserDefault *defaults = UserDefault::getInstance(); 104 | if (defaults->getBoolForKey(MUSIC_KEY)) { 105 | SimpleAudioEngine::getInstance()->playBackgroundMusic(bg_music_1, true); 106 | } 107 | } -------------------------------------------------------------------------------- /Classes/TeamScene.h: -------------------------------------------------------------------------------- 1 | #ifndef __HELPLAYER_SCENE_H__ 2 | #define __HELPLAYER_SCENE_H__ 3 | 4 | #include "cocos2d.h" 5 | #include "SystemHeader.h" 6 | #include "MyUtility.h" 7 | #include "HomeScene.h" 8 | 9 | class TeamLayer : public cocos2d::Layer 10 | { 11 | public: 12 | // there's no 'id' in cpp, so we recommend returning the class instance pointer 13 | static cocos2d::Scene* createScene(); 14 | 15 | // Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone 16 | virtual bool init(); 17 | 18 | virtual void onEnterTransitionDidFinish(); 19 | 20 | void menuBackCallback(cocos2d::Ref* pSender); 21 | 22 | // implement the "static create()" method manually 23 | CREATE_FUNC(TeamLayer); 24 | }; 25 | 26 | #endif // __HELPLAYER_SCENE_H__ 27 | -------------------------------------------------------------------------------- /Classes/WayScene.cpp: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/MulticsYin/Archer-cocos2d-x/6ac91781d420933d92178e6dcdeafe0c05e03976/Classes/WayScene.cpp -------------------------------------------------------------------------------- /Classes/WayScene.h: -------------------------------------------------------------------------------- 1 | #ifndef __WAYLAYER_SCENE_H__ 2 | #define __WAYLAYER_SCENE_H__ 3 | 4 | #include "cocos2d.h" 5 | #include "SystemHeader.h" 6 | #include "MyUtility.h" 7 | #include "HomeScene.h" 8 | 9 | class WayLayer : public cocos2d::Layer 10 | { 11 | public: 12 | // there's no 'id' in cpp, so we recommend returning the class instance pointer 13 | static cocos2d::Scene* createScene(); 14 | 15 | // Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone 16 | virtual bool init(); 17 | 18 | virtual void onEnterTransitionDidFinish(); 19 | 20 | void menuBackCallback(cocos2d::Ref* pSender); 21 | 22 | // implement the "static create()" method manually 23 | CREATE_FUNC(WayLayer); 24 | }; 25 | 26 | #endif // __HELPLAYER_SCENE_H__ 27 | -------------------------------------------------------------------------------- /Classes/arrow.cpp: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/MulticsYin/Archer-cocos2d-x/6ac91781d420933d92178e6dcdeafe0c05e03976/Classes/arrow.cpp -------------------------------------------------------------------------------- /Classes/arrow.h: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/MulticsYin/Archer-cocos2d-x/6ac91781d420933d92178e6dcdeafe0c05e03976/Classes/arrow.h -------------------------------------------------------------------------------- /Classes/contact_data.h: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/MulticsYin/Archer-cocos2d-x/6ac91781d420933d92178e6dcdeafe0c05e03976/Classes/contact_data.h -------------------------------------------------------------------------------- /Classes/deadstar.cpp: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/MulticsYin/Archer-cocos2d-x/6ac91781d420933d92178e6dcdeafe0c05e03976/Classes/deadstar.cpp -------------------------------------------------------------------------------- /Classes/deadstar.h: -------------------------------------------------------------------------------- 1 | #ifndef DEAD_STAR 2 | #include 3 | #include 4 | USING_NS_CC; 5 | 6 | class DeadStar :public Sprite { 7 | public: 8 | short count; 9 | PhysicsBody* body; 10 | virtual bool init(); 11 | void MyUpdate(float time); 12 | CREATE_FUNC(DeadStar); 13 | }; 14 | #endif 15 | #pragma once 16 | -------------------------------------------------------------------------------- /Classes/monsterA.cpp: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/MulticsYin/Archer-cocos2d-x/6ac91781d420933d92178e6dcdeafe0c05e03976/Classes/monsterA.cpp -------------------------------------------------------------------------------- /Classes/monsterA.h: -------------------------------------------------------------------------------- 1 | #ifndef MOSTER_A 2 | #define MOSTER_A 3 | #include 4 | USING_NS_CC; 5 | #include "contact_data.h" 6 | #include "SystemHeader.h" 7 | /* 8 | #define HERO_BIT_MASK 0b10000000 9 | #define BRIDGE_BIT_MASK 0b01000000 10 | #define GROUND_BIT_MASK 0b00100000 11 | #define CIRCLE_BIT_MASK 0b00010000 12 | #define DEAD_LINE 0b00001000 13 | #define ARROW_BIT_MASK 0b00000100 14 | #define MONSTER1_BIT_MASK 0b00000010 15 | #define OBJECT_BIT_MASK 0b00000001 16 | */ 17 | 18 | class MonsterA:public cocos2d::Sprite 19 | { 20 | public: 21 | short count; 22 | Size visibleSize; 23 | PhysicsBody* body; 24 | int lift; 25 | virtual bool init(); 26 | void MyUpdate(float time); 27 | virtual void onExit(); 28 | 29 | EventListenerPhysicsContact* contactListener; 30 | virtual bool onContactBegin(PhysicsContact& contact); 31 | virtual bool onContactPreSolve(PhysicsContact& contact, PhysicsContactPreSolve& solve); 32 | virtual void onContactPostSolve(PhysicsContact& contact, const PhysicsContactPostSolve& solve); 33 | virtual void onContactSeparate(PhysicsContact& contact); 34 | 35 | CREATE_FUNC(MonsterA); 36 | }; 37 | 38 | 39 | #endif 40 | #pragma once 41 | -------------------------------------------------------------------------------- /Classes/monsterB.cpp: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/MulticsYin/Archer-cocos2d-x/6ac91781d420933d92178e6dcdeafe0c05e03976/Classes/monsterB.cpp -------------------------------------------------------------------------------- /Classes/monsterB.h: -------------------------------------------------------------------------------- 1 | #ifndef MOSTER_B 2 | #define MOSTER_B 3 | #include 4 | USING_NS_CC; 5 | #include "contact_data.h" 6 | #include "SystemHeader.h" 7 | /* 8 | #define HERO_BIT_MASK 0b10000000 9 | #define BRIDGE_BIT_MASK 0b01000000 10 | #define GROUND_BIT_MASK 0b00100000 11 | #define CIRCLE_BIT_MASK 0b00010000 12 | #define DEAD_LINE 0b00001000 13 | #define ARROW_BIT_MASK 0b00000100 14 | #define MONSTER1_BIT_MASK 0b00000010 15 | #define OBJECT_BIT_MASK 0b00000001 16 | */ 17 | 18 | class MonsterB:public cocos2d::Sprite 19 | { 20 | public: 21 | short count; 22 | Size visibleSize; 23 | PhysicsBody* body; 24 | virtual bool init(); 25 | void MyUpdate(float time); 26 | virtual void onExit(); 27 | 28 | EventListenerPhysicsContact* contactListener; 29 | virtual bool onContactBegin(PhysicsContact& contact); 30 | virtual bool onContactPreSolve(PhysicsContact& contact, PhysicsContactPreSolve& solve); 31 | virtual void onContactPostSolve(PhysicsContact& contact, const PhysicsContactPostSolve& solve); 32 | virtual void onContactSeparate(PhysicsContact& contact); 33 | 34 | CREATE_FUNC(MonsterB); 35 | }; 36 | 37 | 38 | #endif 39 | #pragma once 40 | -------------------------------------------------------------------------------- /Classes/monsterC.cpp: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/MulticsYin/Archer-cocos2d-x/6ac91781d420933d92178e6dcdeafe0c05e03976/Classes/monsterC.cpp -------------------------------------------------------------------------------- /Classes/monsterC.h: -------------------------------------------------------------------------------- 1 | #ifndef MOSTER_C 2 | #define MOSTER_C 3 | #include 4 | USING_NS_CC; 5 | #include "contact_data.h" 6 | #include "SystemHeader.h" 7 | /* 8 | #define HERO_BIT_MASK 0b10000000 9 | #define BRIDGE_BIT_MASK 0b01000000 10 | #define GROUND_BIT_MASK 0b00100000 11 | #define CIRCLE_BIT_MASK 0b00010000 12 | #define DEAD_LINE 0b00001000 13 | #define ARROW_BIT_MASK 0b00000100 14 | #define MONSTER1_BIT_MASK 0b00000010 15 | #define OBJECT_BIT_MASK 0b00000001 16 | */ 17 | 18 | class MonsterC:public cocos2d::Sprite 19 | { 20 | public: 21 | short count; 22 | Size visibleSize; 23 | PhysicsBody* body; 24 | virtual bool init(); 25 | void MyUpdate(float time); 26 | virtual void onExit(); 27 | 28 | EventListenerPhysicsContact* contactListener; 29 | virtual bool onContactBegin(PhysicsContact& contact); 30 | virtual bool onContactPreSolve(PhysicsContact& contact, PhysicsContactPreSolve& solve); 31 | virtual void onContactPostSolve(PhysicsContact& contact, const PhysicsContactPostSolve& solve); 32 | virtual void onContactSeparate(PhysicsContact& contact); 33 | 34 | CREATE_FUNC(MonsterC); 35 | }; 36 | 37 | 38 | #endif 39 | #pragma once 40 | -------------------------------------------------------------------------------- /Classes/monsterD.cpp: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/MulticsYin/Archer-cocos2d-x/6ac91781d420933d92178e6dcdeafe0c05e03976/Classes/monsterD.cpp -------------------------------------------------------------------------------- /Classes/monsterD.h: -------------------------------------------------------------------------------- 1 | #ifndef MOSTER_D 2 | #define MOSTER_D 3 | #include 4 | USING_NS_CC; 5 | #include "contact_data.h" 6 | #include "SystemHeader.h" 7 | /* 8 | #define HERO_BIT_MASK 0b10000000 9 | #define BRIDGE_BIT_MASK 0b01000000 10 | #define GROUND_BIT_MASK 0b00100000 11 | #define CIRCLE_BIT_MASK 0b00010000 12 | #define DEAD_LINE 0b00001000 13 | #define ARROW_BIT_MASK 0b00000100 14 | #define MONSTER1_BIT_MASK 0b00000010 15 | #define OBJECT_BIT_MASK 0b00000001 16 | */ 17 | 18 | class MonsterD:public cocos2d::Sprite 19 | { 20 | public: 21 | short count; 22 | Size visibleSize; 23 | PhysicsBody* body; 24 | int lift; 25 | virtual bool init(); 26 | void MyUpdate(float time); 27 | virtual void onExit(); 28 | 29 | EventListenerPhysicsContact* contactListener; 30 | virtual bool onContactBegin(PhysicsContact& contact); 31 | virtual bool onContactPreSolve(PhysicsContact& contact, PhysicsContactPreSolve& solve); 32 | virtual void onContactPostSolve(PhysicsContact& contact, const PhysicsContactPostSolve& solve); 33 | virtual void onContactSeparate(PhysicsContact& contact); 34 | 35 | CREATE_FUNC(MonsterD); 36 | }; 37 | 38 | 39 | #endif 40 | #pragma once 41 | -------------------------------------------------------------------------------- /Classes/newScene.cpp: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/MulticsYin/Archer-cocos2d-x/6ac91781d420933d92178e6dcdeafe0c05e03976/Classes/newScene.cpp -------------------------------------------------------------------------------- /Classes/newScene.h: -------------------------------------------------------------------------------- 1 | #ifndef __NEWSCENE_H__ 2 | #define __NEWSCENE_H__ 3 | 4 | #include "cocos2d.h" 5 | #include "SystemHeader.h" 6 | #include "MyUtility.h" 7 | #include "PlayMapOne.h" 8 | #include "PlaySceneOne.h" 9 | #include "GameDirectory.h" 10 | 11 | class newScene : public cocos2d::Layer 12 | { 13 | public: 14 | // there's no 'id' in cpp, so we recommend returning the class instance pointer 15 | static cocos2d::Scene* createScene(); 16 | 17 | // Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone 18 | virtual bool init(); 19 | 20 | virtual void onEnterTransitionDidFinish(); 21 | 22 | void menuBackCallback(cocos2d::Ref* pSender); 23 | 24 | // implement the "static create()" method manually 25 | CREATE_FUNC(newScene); 26 | }; 27 | 28 | #endif // __HELPLAYER_SCENE_H__ 29 | -------------------------------------------------------------------------------- /Classes/obstacle.cpp: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/MulticsYin/Archer-cocos2d-x/6ac91781d420933d92178e6dcdeafe0c05e03976/Classes/obstacle.cpp -------------------------------------------------------------------------------- /Classes/obstacle.h: -------------------------------------------------------------------------------- 1 | #ifndef OBSTACLE 2 | #include 3 | #include 4 | USING_NS_CC; 5 | 6 | class Obstacle :public Sprite { 7 | public: 8 | short count; 9 | PhysicsBody* body; 10 | virtual bool init(); 11 | void MyUpdate(float time); 12 | CREATE_FUNC(Obstacle); 13 | }; 14 | #endif 15 | #pragma once 16 | -------------------------------------------------------------------------------- /Classes/playmaponeground.cpp: -------------------------------------------------------------------------------- 1 | #include "playmaponeground.h" 2 | #include 3 | USING_NS_CC; 4 | 5 | bool Playmaponeground::init() { 6 | Sprite::init(); 7 | Size visibleSize = Director::getInstance()->getVisibleSize(); 8 | groundSize = Size(visibleSize.width * 5, 10); 9 | auto physicsBody = PhysicsBody::createEdgeBox(groundSize); 10 | //physicsBody->setGravityEnable(0);//// 11 | physicsBody->getShape(0)->setRestitution(0.6f); 12 | physicsBody->getShape(0)->setFriction(1.0f); 13 | physicsBody->getShape(0)->setDensity(1.0f); 14 | setPhysicsBody(physicsBody); 15 | setTextureRect(Rect(0, 0, groundSize.width, groundSize.height)); 16 | setContentSize(visibleSize); 17 | return true; 18 | } 19 | 20 | bool Playmaponeground::init(Size &groundSize) { 21 | Sprite::init(); 22 | Size visibleSize = Director::getInstance()->getVisibleSize(); 23 | //groundSize = Size(visibleSize.width * 3, 10); 24 | auto physicsBody = PhysicsBody::createEdgeBox(groundSize); 25 | setPhysicsBody(physicsBody); 26 | setContentSize(visibleSize); 27 | return true; 28 | } 29 | -------------------------------------------------------------------------------- /Classes/playmaponeground.h: -------------------------------------------------------------------------------- 1 | #ifndef PLAYMAPONEGROUND 2 | #define PLAYMAPONEGROUND 3 | #include 4 | USING_NS_CC; 5 | 6 | class Playmaponeground : public Sprite 7 | { 8 | public: 9 | Size groundSize; 10 | PhysicsBody* groundPhysicsBody; 11 | virtual bool init(); 12 | bool init(Size &groundSize); 13 | CREATE_FUNC(Playmaponeground); 14 | }; 15 | #endif 16 | #pragma once 17 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Archer 2 | 项目源自于大三参加华为举办的“创想杯”比赛,由程皓学长,刘艳学妹和我三人制作。   3 | 4 | 在自学编程的时光中,开源让我免费获取了很多学习资料与素材,一直想拥有自己的开源作品,故在开发完成后开源。 5 | 如有不足之处,请联系我进行改进,谢谢!   6 | 7 | 本作品使用的引擎为Cocos2d-x 3.8(C++版),IDE使用VS2015,借鉴了以下书本及博客。 8 | * 关东升《 COCOS2D-X实战 C++卷》《 COCOS2D-X实战 工具卷》 9 | * 满硕泉《COCOS2D-X权威指南》 10 | * Renshan:http://shannn.com/archives/586 11 | * 红孩儿的游戏编程之路: http://my.csdn.net/honghaier 12 | 13 | ## License 14 | 15 | Archer-cocos2d-x source code is licensed under the 16 | [Apache Licence, Version 2.0](http://www.apache.org/licenses/LICENSE-2.0.html) 17 | -------------------------------------------------------------------------------- /Resources/CloseNormal.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/MulticsYin/Archer-cocos2d-x/6ac91781d420933d92178e6dcdeafe0c05e03976/Resources/CloseNormal.png 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