Share a game called "Gopher", COCOS2DX version

Source: Internet
Author: User

First on:

  

   

The main classes:

  

#include"Hole.h"#include<stdlib.h>#include"CcMacros.h"Hole::hole (void){     This->image =NULL;  This->animation =NULL;  This->hit =NULL;  This->state =0;} Hole::~hole (void){}voidHole::onenter () {//Listen for touch events Ccdirector* Pdirector =Ccdirector::shareddirector (); Pdirector->gettouchdispatcher ()->addtargeteddelegate ( This, - -,false); Ccnode::onenter ();}voidHole::onexit () {Ccdirector* Pdirector =Ccdirector::shareddirector (); Pdirector->gettouchdispatcher ()->removedelegate ( This); Ccnode::onexit ();} Ccrect Hole::rect () {ccsize size= This->image->getcontentsize (); returnCcrectmake (-size.width/2,-size.height/2, Size.width, size.height);}BOOLHole::init () {//Initialize picture ccsprite::init ();  This->image = Ccsprite::create ("Emptyhole. JPG"); Ccsize size= This->image->getcontentsize ();  This-setcontentsize (size);  This->image->setposition (Ccsize (size.width/2, size.height/2));  This->addchild ( This-image); return true;}voidHole::update (floattick) {    if(rand ()% -> -) {//hamster randomly out of hole, This- out(); }}voidHole:: out(){     This->animation =ccanimation::create ();  This->animation->addspriteframewithfilename ("Show1. JPG");  This->animation->addspriteframewithfilename ("Show2. JPG");  This->animation->addspriteframewithfilename ("show3. JPG");  This->animation->addspriteframewithfilename ("show4. JPG");  This->animation->addspriteframewithfilename ("show5. JPG");  This->animation->addspriteframewithfilename ("show6. JPG");  This->animation->addspriteframewithfilename ("show5. JPG");  This->animation->addspriteframewithfilename ("show4. JPG");  This->animation->addspriteframewithfilename ("show3. JPG");  This->animation->addspriteframewithfilename ("Show2. JPG");  This->animation->addspriteframewithfilename ("Show1. JPG");  This->animation->setdelayperunit (0.1f);  This->animation->setrestoreoriginalframe (true); //ccaction* action = ccrepeat::create (Ccanimate::create (animation), 1);Sets the hole animation for the Gopher, and the callback function after the animation is completedccfinitetimeaction* action = Ccsequence::create (Ccanimate::create (animation), Cccallfuncnd::create ( This, Callfuncnd_selector (hole::call_back), NULL), NULL);  This->image->runaction (action);  This->state =1; }voidHole::call_back (ccnode* sender,void*ref){     This->state =0;}BOOLHole::isinsprite (cctouch*Touch) {Ccpoint TouchPoint= touch->getLocation (); Ccpoint Reallypoint= This-Converttonodespace (TouchPoint); Ccrect rect= This-BoundingBox (); if(Rect.containspoint (touchPoint)) {return true; }    return false;}BOOLHole::cctouchbegan (cctouch* Touch, ccevent*Event){    if( This->isinsprite (Touch) && This->state = =1)    {        //this->image->stopallactions ();ccsprite* sp = Ccsprite::create ("Hit . JPG"); Cctexture2d* hit = sp->gettexture ();  This->image->settexture (HIT);  This->state =0; return true; }    return false;}voidHole::cctouchmoved (cctouch* Touch, ccevent*Event){    }voidhole::cctouchended (cctouch* Touch, ccevent*Event){     This->image->stopallactions (); Ccsprite* SP = Ccsprite::create ("Emptyhole. JPG"); Cctexture2d* hit = sp->gettexture ();  This->image->SetTexture (hit);}

for (int i=0;i<3;i++)
{
for (int j=0;j<3;j++)
{//Initialize nine Gongge sprites
hole* Hole = new Hole ();
Hole->init ();
Hole->setposition (Ccsize (I*hole->getcontentsize (). Width + hole->getcontentsize (). WIDTH/2
, J*hole->getcontentsize (). Height + hole->getcontentsize (). HEIGHT/2));
This->vect.push_back (hole);
This->addchild (hole);
}
}
Setting the callback function
This->schedule (Schedule_selector (helloworld::update), 3.0);

return true;
}


void Helloworld::update (float tick)
{
for (Vector{//Timed trigger function for each sprite
(*iter)->update (tick);
}
}

Share a game called "Gopher", COCOS2DX version

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