GameMenu 클래스
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 | #include "GameMenu.h" #include "GameLayer.h" #include "UILayer.h" GameMenu::GameMenu() { gamestart = false; } GameMenu::~GameMenu() { } bool GameMenu::init() { return true; } void GameMenu::printstart() { // 일반이미지, 선택이미지, 비활성화이미지 auto item1 = MenuItemImage::create("res/ui/buttonStart.png","res/ui/buttonStart.png", CC_CALLBACK_1(GameMenu::startmenuCallback, this)); item1->setScale(1.5f); auto menu = Menu::create(item1, NULL); menu->alignItemsVertically(); addChild(menu, 0, "startmenu"); } void GameMenu::printrestart() { auto item1 = MenuItemImage::create("res/ui/restart.png", "res/ui/restart.png", CC_CALLBACK_1(GameMenu::restartmenuCallback, this)); auto menu2 = Menu::create(item1, NULL); menu2->setPositionY(290.0f); addChild(menu2, 0, "restartmenu"); auto sq = Sequence::create(Hide::create(), DelayTime::create(1.0f), Show::create(), NULL); menu2->setVisible(false); menu2->runAction(sq); } void GameMenu::startmenuCallback(Object * sender) { auto item = (MenuItem*)sender; auto ul = (UILayer*)getParent(); auto gl = (GameLayer*)ul->getParent()->getChildByName("gl"); gl->start(); ul->printhp(); // 클릭 후 메뉴삭제 auto pmenu1 = getChildByName("startmenu"); pmenu1->removeFromParent(); } void GameMenu::restartmenuCallback(Object * sender) { auto item = (MenuItem*)sender; auto ul = (UILayer*)getParent(); auto gl = (GameLayer*)ul->getParent()->getChildByName("gl"); gl->start(); ul->printhp(); auto gameover = ul->getChildByName("gameover"); gameover->removeFromParent(); // 클릭 후 메뉴삭제 auto pmenu2 = getChildByName("restartmenu"); pmenu2->removeFromParent(); } bool GameMenu::getgs() { return gamestart; } | cs |
start와 restart 메뉴가 있고 관련 콜백함수가 있다.
Barrier 클래스
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 | #include "Barrier.h" #include "GameLayer.h" #include "Tank.h" Barrier::Barrier() { brownnum = 0; beigenum = 100; treenum = 200; drumnum = 300; } Barrier::~Barrier() { } bool Barrier::init() { // 샌드백 Sprite* sandbag[12]; for (int i = 0; i < 12; i++) { sandbag[i] = Sprite::create("res/barrier/sandbagBrown.png"); addChild(sandbag[i], 0, brownnum); if (i == 0) { sandbag[i]->setPosition(60, 650); sandbag[i]->setRotation(-30.0f); } else if (i == 1) { sandbag[i]->setPosition(sandbag[i - 1]->getPositionX() + 66, 675); sandbag[i]->setRotation(-10.0f); } else if (i == 2) { sandbag[i]->setPosition(sandbag[i - 1]->getPositionX() + 66, 670); sandbag[i]->setRotation(10.0f); } else if (i == 3) { sandbag[i]->setPosition(sandbag[i - 1]->getPositionX() + 66, 650); sandbag[i]->setRotation(30.0f); } else if (i == 4) { sandbag[i]->setPosition(sandbag[i - 1]->getPositionX() + 66, 630); sandbag[i]->setRotation(10.0f); } else if (i == 5) { sandbag[i]->setPosition(sandbag[i - 1]->getPositionX() + 66, 640); sandbag[i]->setRotation(-20.0f); } // 오른쪽아래 else if (i == 6) sandbag[i]->setPosition(1030, 60); else if (i <= 8) sandbag[i]->setPosition(sandbag[i - 1]->getPositionX() + 66, sandbag[i - 1]->getPositionY()); else if (i == 9) { sandbag[i]->setPosition(1220, 120); sandbag[i]->setRotation(90.0f); } else { sandbag[i]->setPosition(sandbag[i - 1]->getPositionX(), sandbag[i - 1]->getPositionY() + 66); sandbag[i]->setRotation(90.0f); } brownnum++; } for (int i = 0; i < 6; i++) { sandbag[i] = Sprite::create("res/barrier/sandbagBeige.png"); addChild(sandbag[i], 0, beigenum); if (i == 0) sandbag[i]->setPosition(460, 350); else sandbag[i]->setPosition(sandbag[i - 1]->getPositionX() + 66, sandbag[i - 1]->getPositionY()); beigenum++; } // 나무 Sprite* tree; for (int i = 0; i < 8; i++) { if (i % 3) tree = Sprite::create("res/barrier/treeLarge.png"); else tree = Sprite::create("res/barrier/treeSmall.png"); addChild(tree, 0, treenum); if (i == 0) tree->setPosition(60, 100); else if (i <= 2) tree->setPosition(60, 100 + 90 * i); else if (i == 3) tree->setPosition(900, 650); else if (i <= 5) tree->setPosition(900 + 90 * (i - 3), 650); else if (i == 6) tree->setPosition(450, 80); else tree->setPosition(450 + 90 * (i - 6), 80); treenum++; } //드럼통 Sprite* drum; for (int i = 0; i < 7; i++) { if (i < 4) drum = Sprite::create("res/barrier/drumRed2.png"); else drum = Sprite::create("res/barrier/drumRed.png"); addChild(drum, 0, drumnum); if (i == 0) { drum->setPosition(600, 430); drum->setRotation(70.0f); } else if (i == 1) { drum->setPosition(720, 80); drum->setRotation(105.0f); } else if (i == 2) { drum->setPosition(1000, 250); drum->setRotation(80.0f); } else if (i == 3) { drum->setPosition(1190, 560); drum->setRotation(135.0f); } else if (i == 4) drum->setPosition(280, 300); else if (i == 5) drum->setPosition(740, 670); else if (i == 6) drum->setPosition(1200, 470); drumnum++; } scheduleUpdate(); return true; } void Barrier::update(float dt) { auto gl = (GameLayer*)getParent(); auto tank = gl->getChildByName("mytank")->getChildByName("mytank"); auto barrel = gl->getChildByName("mytank")->getChildByName("barrel"); // 장애물에 탱크충돌시 // 브라운 for (int i = 0; i < brownnum; i++) { auto barrier = getChildByTag(i); Point tp = tank->getPosition(); Point bp = barrier->getPosition(); Point bdir = bp - tp; float tblength = bdir.length(); if (tblength < tank->getContentSize().width/2 + barrier->getContentSize().width/2) { bdir.normalize(); tank->setPosition(tank->getPosition() - bdir * 150.0f * dt); barrel->setPosition(tank->getPosition()); } } // 베이지 for (int i = 0; i < beigenum - 100; i++) { auto barrier = getChildByTag(i + 100); Point tp = tank->getPosition(); Point bp = barrier->getPosition(); Point bdir = bp - tp; float tblength = bdir.length(); if (tblength < tank->getContentSize().width / 2 + barrier->getContentSize().width / 2) { bdir.normalize(); tank->setPosition(tank->getPosition() - bdir * 150.0f * dt); barrel->setPosition(tank->getPosition()); } } // 트리 for (int i = 0; i < treenum - 200; i++) { auto barrier = getChildByTag(i + 200); Point tp = tank->getPosition(); Point bp = barrier->getPosition(); Point bdir = bp - tp; float tblength = bdir.length(); if (tblength < tank->getContentSize().width / 2 + barrier->getContentSize().height / 2) { bdir.normalize(); tank->setPosition(tank->getPosition() - bdir * 150.0f * dt); barrel->setPosition(tank->getPosition()); } } // 드럼 for (int i = 0; i < drumnum - 300; i++) { auto barrier = getChildByTag(i + 300); Point tp = tank->getPosition(); Point bp = barrier->getPosition(); Point bdir = bp - tp; float tblength = bdir.length(); if (tblength < tank->getContentSize().width / 2 + barrier->getContentSize().height / 2) { bdir.normalize(); tank->setPosition(tank->getPosition() - bdir * 150.0f * dt); barrel->setPosition(tank->getPosition()); } } } int Barrier::getbrown() { return brownnum; } int Barrier::getbeige() { return beigenum; } int Barrier::gettree() { return treenum; } int Barrier::getdrum() { return drumnum; } | cs |
장애물을 노가다로 생성하고(맵 배치), 장애물과 탱크간의 충돌체크를 넣어주었다.
장애물과 충돌 판정은 원 충돌 개념을 이용해 만들었는데
BoundingBox로 Rect 충돌시 장애물이 회전되면 회전 후의 가장 작은좌표와 큰 좌표 기준으로 박스를 잡아주더라.
즉 위의 사진처럼 장애물이 검은색 네모일때 빨간원만큼의 범위를 잡아준다.
그래서 너무 충돌이 부자연스러워져 장애물의 가로, 세로 중 가장 긴 길이로 원끼리의 충돌을 이용해 충돌처리하였다.
이것도 부자연스럽지만 굉장히 많이 괜찮아진 것 같다.
이후 충돌이 판정되면 탱크가 장애물을 미는 방향의 반대방향으로 탱크를 밀어내어 마치 벽이 있는것처럼 만들었다.
'프로그래밍 공부 > cocos2d-x' 카테고리의 다른 글
Tank Game 만들기 - 3 (0) | 2018.03.28 |
---|---|
Tank Game 만들기 - 1 (0) | 2018.03.28 |
Running Game 만들기 - 2 (0) | 2018.03.28 |
Running Game 만들기 - 1 (0) | 2018.03.28 |
기타 잡다한 팁들 (0) | 2018.03.28 |