Cocos2d-x 個人筆記 《2048》(3),cocos2d-x《2048》
開始寫主要的 2048Scene.cpp 了。
2048Scene.h 的內容
#pragma once#include "cocos2d.h"#include <queue>using namespace std;using namespace cocos2d;class My2048Scene:public CCLayer{public:My2048Scene();~My2048Scene();static CCScene * scene();void menuCall_restart(CCObject *pSender);void menuCall_return(CCObject *pSender);virtual void build();virtual bool init(); virtual void My2048Move();virtual bool My2048Cheack();virtual bool My2048union(int m);virtual void Mydisplay(int x1,int y1,int x2,int y2);void Mypointadd();void My2048over();void My2048win();long long My2048Point;int My2048[5][5];CCLabelTTF *Mypoint;CCSize Mysize;CCSize size;CCSprite *Overboard;void onEnter();void onExit();virtual bool ccTouchBegan(CCTouch *pTouch,CCEvent *pEvent);virtual void ccTouchMoved(CCTouch *pTouch,CCEvent *pEvent);virtual void ccTouchEnded(CCTouch *pTouch,CCEvent *pEvent);CREATE_FUNC(My2048Scene);private:CCPoint startP,thendP;float move_dis;void get_ture_callback();int Myreverse;bool MyWin;queue<int>Myque;};
2048Sense.cpp 的全部代碼
<pre name="code" class="cpp"># include "2048Scene.h"# include "MyScene.h"# include <cstring># include <ctime># include <queue>using namespace std;#define FOR(i,a,b) for(int i=a;i<b;i++)const int xx[]= {0,0,-1,1};const int yy[]= {-1,1,0,0};CCSprite *g[16];const int PP[]= {0,2,4,8,16,32,64,128,256,512,1024,2048};My2048Scene::My2048Scene(){}My2048Scene::~My2048Scene(){}CCScene* My2048Scene::scene(){ // 'scene' is an autorelease object CCScene *scene = CCScene::create(); // 'layer' is an autorelease object My2048Scene *layer = My2048Scene::create(); // add layer as a child to scene scene->addChild(layer); // return the scene return scene;}bool My2048Scene::init(){ size.width=480,size.height=854; move_dis=100; CCSprite *background_2048=CCSprite::create("homepage.png"); background_2048->setPosition(ccp(size.width/2,size.height*0.5)); this->addChild(background_2048); CCSprite *coord_2048=CCSprite::create("2048-coord.png"); coord_2048->setPosition(ccp(size.width/2,size.height*0.5)); this->addChild(coord_2048); //CCLOG("%f %f\n",size.width,size.height); Mysize=coord_2048->getPosition(); Mysize.width-=150,Mysize.height-=10; //CCLOG("%f %f\n",Mysize.width,Mysize.height); /*int i=0,j=1; CCSprite *sp1=CCSprite::create("5.png"); sp1->setPosition(ccp(Mysize.width+100*j,Mysize.height-100*i)); this->addChild(sp1);*/ CCLabelTTF *My_restart_tmp =CCLabelTTF :: create("restart" ,"fonts/FZNHT.TTF",40); CCMenuItemLabel *My_restart =CCMenuItemLabel::create(My_restart_tmp,this,menu_selector(My2048Scene::menuCall_restart)); My_restart->setPosition(ccp(size.width/3*2,size.height*0.6)); CCLabelTTF *My_return_tmp =CCLabelTTF :: create("return" ,"fonts/FZNHT.TTF",40); CCMenuItemLabel *My_return =CCMenuItemLabel::create(My_return_tmp,this,menu_selector(My2048Scene::menuCall_return)); My_return->setPosition(ccp(size.width/3,size.height*0.6)); CCMenu *menu =CCMenu::create(My_restart,My_return,NULL); menu->setPosition(CCPointZero); this->addChild(menu); CCLabelTTF *Mypoint_borad=CCLabelTTF::create("Point :","fonts/FZNHT.TTF",40); Mypoint_borad->setColor(ccc3(255,255,0)); Mypoint_borad->setPosition(ccp(size.width/5,size.height*0.675)); this->addChild(Mypoint_borad); Mypoint=CCLabelTTF::create("0","fonts/FZNHT.TTF",40); Mypoint->setColor(ccc3(0,255,255)); //Mypoint->setAnchorPoint(ccp(size.width/5*4,size.height*0.675)); Mypoint->setPosition(ccp(size.width/5*4,size.height*0.675)); this->addChild(Mypoint); FOR(m,0,16) { int i=m/4,j=m%4; My2048[i][j]=0; CCString *str=CCString::createWithFormat("%d.png",My2048[i][j]); g[i*4+j]=CCSprite::create(str->getCString()); g[i*4+j]->setPosition(ccp(Mysize.width+100*j,Mysize.height-100*i)); this->addChild(g[i*4+j]);//初始化全部覆蓋透明圖片 } My2048Point=0; MyWin=false; time_t t; time(&t); t%=1000; t*=t; srand(t); build(); build(); //setTouchEnabled(false); setTouchEnabled(true);//設定觸摸 Myreverse=0; //My2048win(); Overboard=NULL; return true;}void My2048Scene:: build(){ FOR(k,0,16) { int i=k/4,j=k%4; if(My2048[i][j]==0) Myque.push(k); } int m=CCRANDOM_0_1()*(Myque.size()-1)+1; //CCLOG("%d ",m); int tmp; while (m--&&!Myque.empty()) { tmp=Myque.front(); Myque.pop(); } while(!Myque.empty())Myque.pop(); m=tmp; int i=m/4,j=m%4; int or_2_4=CCRANDOM_0_1()*10; if(or_2_4>=8) My2048[i][j]=2; else My2048[i][j]=1;//隨機產生2或者4 g[i*4+j]->removeFromParentAndCleanup(true); //釋放精靈圖片 //CCLOG("%d %d",i,j); CCString *str=CCString::createWithFormat("%d.png",My2048[i][j]); g[i*4+j]=CCSprite::create(str->getCString()); g[i*4+j]->setPosition(ccp(Mysize.width+100*j,Mysize.height-100*i)); this->addChild(g[i*4+j]); //CCLOG("%d %d==%d\n",i,j,My2048[i][j]);}void My2048Scene::Mydisplay(int x1,int y1,int x2,int y2){//重載圖片 g[x1*4+y1]->removeFromParentAndCleanup(true); g[x2*4+y2]->removeFromParentAndCleanup(true); CCString *str1=CCString::createWithFormat("%d.png",My2048[x1][y1]); CCString *str2=CCString::createWithFormat("%d.png",My2048[x2][y2]); g[x1*4+y1]=CCSprite::create(str1->getCString()); g[x2*4+y2]=CCSprite::create(str2->getCString()); g[x1*4+y1]->setPosition(ccp(Mysize.width+100*y1,Mysize.height-100*x1)); g[x2*4+y2]->setPosition(ccp(Mysize.width+100*y2,Mysize.height-100*x2)); this->addChild(g[x1*4+y1]); this->addChild(g[x2*4+y2]);}bool My2048Scene::My2048union(int m){//合并 bool flag=false; bool pointadd=false; if(m==1)//l { FOR(i,0,4) { FOR(j,0,4) { if(My2048[i][j]==0)continue; for(int k=j+1; k<4; k++) { if(My2048[i][k]==0)continue; else if(My2048[i][k]==My2048[i][j]) { My2048[i][j]++; My2048[i][k]=0; My2048Point+=PP[My2048[i][j]]; Mydisplay(i,j,i,k); flag=true; pointadd=true; break; } else break; } } FOR(j,0,4) { if(My2048[i][j]!=0)continue; for(int k=j+1; k<4; k++) { if(My2048[i][k]==0)continue; int tmp=My2048[i][j]; My2048[i][j]=My2048[i][k]; My2048[i][k]=tmp; Mydisplay(i,j,i,k); flag=true; break; } } } } else if(m==2)//r { FOR(i,0,4) { for(int j=3; j>=0; j--) { if(My2048[i][j]==0)continue; for(int k=j-1; k>=0; k--) { if(My2048[i][k]==0)continue; else if(My2048[i][k]==My2048[i][j]) { My2048[i][j]++; My2048[i][k]=0; My2048Point+=PP[My2048[i][j]]; Mydisplay(i,j,i,k); flag=true; pointadd=true; break; } else break; } } for (int j=3; j>=0; j--) { if(My2048[i][j]!=0)continue; for(int k=j-1; k>=0; k--) { if(My2048[i][k]==0)continue; int tmp=My2048[i][j]; My2048[i][j]=My2048[i][k]; My2048[i][k]=tmp; Mydisplay(i,j,i,k); flag=true; break; } } } } else if(m==3)//d { FOR(i,0,4) { for(int j=3; j>=0; j--) { if(My2048[j][i]==0)continue; for(int k=j-1; k>=0; k--) { if(My2048[k][i]==0)continue; else if(My2048[k][i]==My2048[j][i]) { My2048[j][i]++; My2048[k][i]=0; My2048Point+=PP[My2048[j][i]]; Mydisplay(j,i,k,i); pointadd=true; flag=true; break; } else break; } } for (int j=3; j>=0; j--) { if(My2048[j][i]!=0)continue; for(int k=j-1; k>=0; k--) { if(My2048[k][i]==0)continue; int tmp=My2048[j][i]; My2048[j][i]=My2048[k][i]; My2048[k][i]=tmp; Mydisplay(j,i,k,i); flag=true; break; } } } } else if(m==4)//u { FOR(i,0,4) { FOR(j,0,4) { if(My2048[j][i]==0)continue; for(int k=j+1; k<4; k++) { if(My2048[k][i]==0)continue; else if(My2048[k][i]==My2048[j][i]) { My2048[j][i]++; My2048[k][i]=0; My2048Point+=PP[My2048[j][i]]; Mydisplay(j,i,k,i); pointadd=true; flag=true; break; } else break; } } FOR(j,0,4) { if(My2048[j][i]!=0)continue; for(int k=j+1; k<4; k++) { if(My2048[k][i]==0)continue; int tmp=My2048[j][i]; My2048[j][i]=My2048[k][i]; My2048[k][i]=tmp; Mydisplay(j,i,k,i); flag=true; break; } } } } if(pointadd) { Mypointadd(); } return flag;}void My2048Scene::Mypointadd(){//加分 Mypoint->setString(CCString::createWithFormat("%lld",My2048Point)->getCString());}void My2048Scene::My2048Move(){// 開始主動作 bool flag=false; if(Myreverse==0) return ; else flag=My2048union(Myreverse); if(flag) { build(); } else return; bool gameflag=false; gameflag=My2048Cheack(); if(MyWin) { //system("pause"); //CCLOG("Win\n"); My2048win(); } else if(!gameflag) { //system("pause"); //CCLOG("over\n"); My2048over(); }}void My2048Scene::My2048win(){//遊戲勝利畫面 Overboard=CCSprite::create("overboard.png"); Overboard->setPosition(ccp(Mysize.width+150,Mysize.height-150)); this->addChild(Overboard,100); CCLabelTTF *Win_flag=CCLabelTTF::create("YOU WIN","fonts/FZNHT.TTF",40); Win_flag->setColor(ccc3(255,0,0)); CCSize tmp=Overboard->getPosition(); Win_flag->setPosition(ccp(tmp.width-125,tmp.height-125)); Overboard->addChild(Win_flag); CCLabelTTF *board_point=CCLabelTTF::create("0","fonts/FZNHT.TTF",30); board_point->setString(CCString::createWithFormat("%lld",My2048Point)->getCString()); board_point->setColor(ccc3(0,0,0)); board_point->setPosition(ccp(tmp.width/2,tmp.height/6)); Overboard->addChild(board_point); this->setTouchEnabled(false);}void My2048Scene::My2048over(){//遊戲結束畫面 Overboard=CCSprite::create("overboard.png"); Overboard->setPosition(ccp(Mysize.width+150,Mysize.height-150)); this->addChild(Overboard,100); CCLabelTTF *Lost_flag=CCLabelTTF::create("YOU LOST","fonts/FZNHT.TTF",40); Lost_flag->setColor(ccc3(0,255,255)); CCSize tmp=Overboard->getPosition(); Lost_flag->setPosition(ccp(tmp.width-125,tmp.height-125)); Overboard->addChild(Lost_flag); CCLabelTTF *board_point=CCLabelTTF::create("0","fonts/FZNHT.TTF",30); board_point->setString(CCString::createWithFormat("%lld",My2048Point)->getCString()); board_point->setColor(ccc3(0,0,0)); board_point->setPosition(ccp(tmp.width/2,tmp.height/6)); Overboard->addChild(board_point); this->setTouchEnabled(false);}bool My2048Scene::My2048Cheack(){//檢查勝利或者失敗 bool flag=false; FOR(i,0,4) FOR(j,0,4) { if(My2048[i][j]==11)MyWin=true; } FOR(i,0,4) FOR(j,0,4) { FOR(k,0,4) { int x=i+xx[k]; int y=j+yy[k]; if(x<0||y<0||x>=4||y>=4)continue; if(!My2048[i][j]||My2048[i][j]==My2048[x][y]) return true; } } return false;}void My2048Scene::get_ture_callback(){//判斷觸摸方向 Myreverse=0; CCPoint ans=ccpSub(startP,thendP); if(ans.x*ans.x+ans.y*ans.y<move_dis*move_dis)return; if (fabs(ans.x)>fabs(ans.y)) { if (ans.x>move_dis) { //CCLOG("l"); Myreverse=1; } else if(ans.x<-move_dis) { //CCLOG("r"); Myreverse=2; }elsereturn; } else { if (ans.y>move_dis) { //CCLOG("d"); Myreverse=3; } else if(ans.y<-move_dis) { //CCLOG("u"); Myreverse=4; }else{return;} }if(Myreverse==0)return;MoveFlag=1; My2048Move();}void My2048Scene::onEnter(){ CCLayer::onEnter(); CCDirector::sharedDirector()->getTouchDispatcher()->addTargetedDelegate(this,0,false);}void My2048Scene::onExit(){ CCLayer::onExit(); CCDirector::sharedDirector()->getTouchDispatcher()->removeDelegate(this);}bool My2048Scene::ccTouchBegan(CCTouch *pTouch,CCEvent *pEvent){//開始觸摸 MoveFlag=0;startP=pTouch->getLocation(); return true;}void My2048Scene::ccTouchMoved(CCTouch *pTouch,CCEvent *pEvent){//觸摸點移動中if(MoveFlag)return;thendP=pTouch->getLocation();Myreverse=0;get_ture_callback();}void My2048Scene::ccTouchEnded(CCTouch *pTouch,CCEvent *pEvent){//觸摸結束if(MoveFlag)return; thendP=pTouch->getLocation(); Myreverse=0; get_ture_callback();}void My2048Scene::menuCall_restart(CCObject *pSender){//restart 菜單 if(Overboard!=NULL) Overboard->removeFromParentAndCleanup(true); CCScene *temps=My2048Scene::scene(); CCDirector::sharedDirector()->replaceScene(temps);}void My2048Scene::menuCall_return(CCObject *pSender){//return 菜單 CCScene *temps=MyScene::scene(); CCDirector::sharedDirector()->replaceScene(temps);}
中間遇到過很多問題
比如 隨機數,開始隨機產生 座標,卻會出現一直迴圈,就是隨機不到最後一個空的格子。
我就用了隊列,把所有空的格子入隊,然後隨機出幾個隊,選一個就好。
還有觸摸方向,我檢測的是起點和終點的 座標 x ,y 的距離。然後判斷上下左右。
最麻煩的是 移動的時候上下左右了,剛好和座標系的有點不一樣。
我是採用的矩陣數組,左上方是0,0 。而計算座標的時候 左下角才是初始。然後就要 一個加,一個減。
遊戲結束後,螢幕滑動還能繼續,又憂傷我半天,最後就 加上觸摸關閉。
資源檔:
http://pan.baidu.com/s/1dDD0o1r
cocos2d-x31添加返回鍵監聽報錯,不知道為何捕捉不到?
你這個
/system/media/audio/ui/Effect_Tick.ogg
音效檔案貌似沒找到吧。
cocos2d-x-32在VS2010產生解決方案失敗?
喲,我部落格上正好有此一條博文。。CSDN windvix的專欄。