2014. 11. 21. 18:04
[D_009] 카드 게임 DATA_OLD/Cocos2d-x 기능성 게임 개발과정2014. 11. 21. 18:04
MenuScene.h
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 | #ifndef __MENU_SCENE_H__ #define __MENU_SCENE_H__ #include "cocos2d.h" #include "GameScene.h" #define TAG_MENUITEM_PLAY 0 #define TAG_MENUITEM_OPTION 1 #define TAG_MENUITEM_HELP 2 #define TAG_MENUITEM_QUIT 3 USING_NS_CC; class MenuScene : public Layer { public: static Scene* createScene(); virtual bool init(); CREATE_FUNC(MenuScene); //////////멤버 변수////////// Size winSize; //화면 크기 //////////멤버 함수////////// void initBG(); void initMenu(); //메뉴 클릭시 콜백함수 필요 void menuCallback(Ref* sender); }; #endif // __MenuScene_SCENE_H__ |
MenuScene.cpp
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 | #include "MenuScene.h" USING_NS_CC; Scene* MenuScene::createScene() { auto scene = Scene::create(); auto layer = MenuScene::create(); scene->addChild(layer); return scene; } // on "init" you need to initialize your instance bool MenuScene::init() { ////////////////////////////// // 1. super init first if ( !Layer::init() ) { return false; } winSize = Director::getInstance()->getWinSize(); initBG(); initMenu(); return true; } void MenuScene::initBG() { auto sprBG = Sprite::create("menu/menu-bg.png"); sprBG->setPosition( winSize.width/2, winSize.height/2 ); // sprBG->setPosition(160, 240); sprBG->setAnchorPoint(Vec2(0.5, 0.5)); this->addChild(sprBG); } void MenuScene::initMenu() { /*스프라이트로 메뉴아이템 만들기 auto btnPlay = MenuItemSprite::create(Sprite::create("menu/play-0.png"), Sprite::create("menu/play-1.png")); auto btnOption = MenuItemSprite::create(Sprite::create("menu/option-0.png"), Sprite::create("menu/option-1.png")); auto btnHelp = MenuItemSprite::create(Sprite::create("menu/help-0.png"), Sprite::create("menu/help-1.png")); auto btnQuit = MenuItemSprite::create(Sprite::create("menu/quit-0.png"), Sprite::create("menu/quit-1.png")); */ auto btnPlay = MenuItemImage::create("menu/play-0.png", "menu/play-1.png", CC_CALLBACK_1(MenuScene::menuCallback, this)); auto btnOption = MenuItemImage::create("menu/option-0.png", "menu/option-1.png", CC_CALLBACK_1(MenuScene::menuCallback, this)); auto btnHelp = MenuItemImage::create("menu/help-0.png", "menu/help-1.png", CC_CALLBACK_1(MenuScene::menuCallback, this)); auto btnQuit = MenuItemImage::create("menu/quit-0.png", "menu/quit-1.png", CC_CALLBACK_1(MenuScene::menuCallback, this)); btnPlay->setTag(TAG_MENUITEM_PLAY); btnOption->setTag(TAG_MENUITEM_OPTION); btnHelp->setTag(TAG_MENUITEM_HELP); btnQuit->setTag(TAG_MENUITEM_QUIT); auto menu = Menu::create(btnPlay, btnOption, btnHelp, btnQuit, NULL); menu->alignItemsVerticallyWithPadding(10); this->addChild(menu); } void MenuScene::menuCallback(Ref* sender) { auto item = (MenuItem*)sender; //넘어온 버튼 아이템 별로 스위치문 시작 switch (item->getTag()) { case TAG_MENUITEM_PLAY: { CCLOG("play clicked"); auto scene = TransitionFadeBL::create(1.0f, GameScene::createScene()); Director::getInstance()->replaceScene(scene); break; } case TAG_MENUITEM_HELP: CCLOG("help clicked"); break; case TAG_MENUITEM_OPTION: CCLOG("option clicked"); break; case TAG_MENUITEM_QUIT: CCLOG("quit clicked"); Director::getInstance()->end(); #if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS) //플랫폼 별로 처리를 해줌 exit(0); #endif break; } } |
GameScene.h
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 | #ifndef __GAME_SCENE_H__ #define __GAME_SCENE_H__ #include "cocos2d.h" #include "MenuScene.h" USING_NS_CC; #define TAG_LABEL_CARD 0 #define TAG_LABEL_LIFE 1 #define TAG_LABEL_READY 2 #define TAG_LABEL_START 3 #define TAG_LABEL_GAMEOVER 4 #define TAG_LABEL_CLEAR 5 #define TAG_MENU_LABEL_PADDING 10 #define TAG_MENU_LABEL_SIZE 20 #define TAG_SPRITE_CARD 1000 //(1000~1005)범위의 태그로 사용 #define TAG_SPRITE_O 100 #define TAG_SPRITE_X 101 #define CARD_PADDING 120 #define NUM_CARD 6 #define NUM_CLEAR 4 #define NUM_LIFE 4 #define NUM_COLUMN 2 class GameScene : public Layer { public: static Scene* createScene(); virtual bool init(); CREATE_FUNC(GameScene); Size winSize; int matchNum; //매치카드 수 int life; //삶 int countCard; //맞혀야할 카드 순서; int card[4]; //카드 0, 1, 2, 3 bool clickFlag; bool isEnded; EventListenerTouchOneByOne* listener; void initGameData(); //게임 데이터 초기화 void initBG(); //배경 초기화 void initTopMenuLabel(); //카드수, 라이프를 상단에 초기화 void initCard(); //카드를 깔아줌 void initReady(); //Ready를 출력 void initStart(); void initGameOver(); void initClear(); void initOX(); void actionOX(bool isOX ); void endOX(); void actionReady(); void endReady(); void actionStart(); void endStart(); void actionCard(); void endCard(); void actionGameEnd( bool isClear ); void endGameEnd(); void setLabelCard(); void setLabelLife(); void showCard( Sprite* spr ); void clickEnable( bool flag ); bool onTouchBegan(Touch* touch, Event* unused_event); }; #endif // __GameScene_SCENE_H__ |
GameScene.cpp
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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 | #include "GameScene.h" USING_NS_CC; Scene* GameScene::createScene() { auto scene = Scene::create(); auto layer = GameScene::create(); scene->addChild(layer); return scene; } // on "init" you need to initialize your instance bool GameScene::init() { ////////////////////////////// // 1. super init first if ( !Layer::init() ) { return false; } srand((int)time(NULL)); winSize = Director::getInstance()->getWinSize(); listener = EventListenerTouchOneByOne::create(); listener->onTouchBegan = CC_CALLBACK_2(GameScene::onTouchBegan, this); Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(listener, this); initGameData(); // initBG(); initTopMenuLabel(); initCard(); initOX(); initReady(); initStart(); initClear(); initGameOver(); actionReady(); return true; } void GameScene::initGameData() {//게임 새로 시작 시에 설정해주는 것들 matchNum = 0; //맞춘 카드 수 초기화 countCard = 0; //현재 위치한 정답의 배열번호 life = NUM_LIFE; //라이프 초기화 clickFlag = false; isEnded = false; for (int i = 0; i < 4; i++) { card[i] = rand()%NUM_CARD; } } void GameScene::initBG() { auto spr = Sprite::create("game/game-bg.png"); spr->setPosition(winSize.width / 2, winSize.height / 2); this->addChild(spr); } void GameScene::initTopMenuLabel() { auto labelCard = Label::createWithTTF("", "kenvector_future.ttf", 20); labelCard->setTag(TAG_LABEL_CARD); labelCard->setAnchorPoint(Vec2(0, 1)); labelCard->setPosition(Vec2(10, winSize.height - TAG_MENU_LABEL_PADDING)); this->addChild(labelCard); auto labelLife = Label::createWithTTF("", "kenvector_future.ttf", 20); labelLife->setTag(TAG_LABEL_LIFE); labelLife->setAnchorPoint(Vec2(1, 1)); labelLife->setPosition(Vec2(winSize.width - TAG_MENU_LABEL_PADDING, winSize.height-10)); this->addChild(labelLife); setLabelCard(); setLabelLife(); } void GameScene::setLabelCard() { auto cardLabel = (Label*)this->getChildByTag(TAG_LABEL_CARD); cardLabel->setString(StringUtils::format("CARD : %d/%d", matchNum, NUM_CLEAR)); } void GameScene::setLabelLife() { auto lifeLabel = (Label*)this->getChildByTag(TAG_LABEL_LIFE); lifeLabel->setString(StringUtils::format("LIFE : %d", life)); } void GameScene::initCard() //이부분을 좀더 손보면 좋을 듯 { for (int i = 0; i < NUM_CARD; i++) { auto spr = Sprite::create("game/card-back.png"); spr->setPosition(Vec2((winSize.width / 2) - (CARD_PADDING / 2) + CARD_PADDING*(i%NUM_COLUMN), winSize.height / 2 + CARD_PADDING - (CARD_PADDING)*(i / NUM_COLUMN))); this->addChild(spr); } for (int i = 0; i < NUM_CARD; i++) { auto sprFront = Sprite::create(StringUtils::format("game/card_%d.png", i + 1)); sprFront->setPosition(Vec2((winSize.width / 2) - (CARD_PADDING / 2) + CARD_PADDING*(i % NUM_COLUMN), winSize.height / 2 + CARD_PADDING - (CARD_PADDING)*(i / NUM_COLUMN))); sprFront->setTag(TAG_SPRITE_CARD + i); sprFront->setVisible(false); this->addChild(sprFront); } } void GameScene::initReady() { auto label = Label::createWithSystemFont("R E A D Y", "", 40); label->setTag(TAG_LABEL_READY); label->setColor(Color3B::BLACK); label->setPosition(winSize.width / 2, winSize.height / 2 + winSize.height); this->addChild(label); } void GameScene::actionReady() { auto label = (Label*)this->getChildByTag(TAG_LABEL_READY); label->runAction(Sequence::create( EaseBounceOut::create( MoveBy::create(1.0f, Vec2(0, -winSize.height)) ), DelayTime::create(1.0f), Spawn::create(MoveBy::create(0.5f, Vec2(0, -winSize.height)), CallFunc::create(CC_CALLBACK_0(GameScene::endReady, this))), NULL)); } void GameScene::endReady() { actionStart(); } void GameScene::initStart() { auto label = Label::createWithSystemFont("START!!", "", 40); label->setTag(TAG_LABEL_START); label->setColor(Color3B::BLACK); label->setPosition(winSize.width / 2, winSize.height / 2 + winSize.height); this->addChild(label); } void GameScene::actionStart() { auto label = (Label*)this->getChildByTag(TAG_LABEL_START); label->runAction(Sequence::create( EaseBounceOut::create(MoveBy::create(1.0f, Vec2(0, -winSize.height))), DelayTime::create(1.0f), MoveBy::create(0.5f, Vec2(0, -winSize.height)), CallFunc::create(CC_CALLBACK_0(GameScene::endStart, this)), NULL)); } void GameScene::endStart() { CCLOG("endSTART"); actionCard(); //터치를 가능하게 하는 메소드가 추가되어야할듯? } void GameScene::actionCard() //이부분에서 endCard불러주는게 중요하다 { for (int i = 0; i < NUM_CLEAR ; i++) { auto spr = (Sprite*)this->getChildByTag(TAG_SPRITE_CARD + card[i]); spr->runAction(Sequence::create( DelayTime::create(0.7f*i), Show::create(), DelayTime::create(0.5f), Hide::create(), NULL)); } this->runAction(Sequence::create( DelayTime::create(0.7f*NUM_CLEAR + 0.5f), CallFunc::create(CC_CALLBACK_0(GameScene::endCard, this)), NULL)); //endCard를 불러주면 터치가 가능하게 된다 //하지만 위에서 수행하는 for문의 시간이 5초가량 되는데, for문 밖에서 부른다고 5초 후에 부르는게 아니다. //그냥 불러주게 되면, 정답카드가 뒤집어지는동안 카드가 막 뒤집어질수있다. //그렇기 때문에, 5초동안 기다리다가 불러주도록 해야 제대로 수행된다. } void GameScene::endCard() { //게임 시작(터치 가능하게) CCLOG("endCard() / clickEnable true"); clickEnable(true); } void GameScene::showCard( Sprite* spr ) { spr->runAction(Sequence::create( Show::create(), DelayTime::create(0.5f), Hide::create(), // CallFunc::create(CC_CALLBACK_0(GameScene::clickEnable, this, true)), NULL)); } bool GameScene::onTouchBegan(Touch* touch, Event* unused_event) { if (clickFlag && !isEnded) //클릭플래그가 true일때만 실행 { // clickEnable(false); //한번 클릭되면 동작끝날때까지 터치안됨 auto pos = touch->getLocation(); //터치 지점 좌표 Rect rect[NUM_CARD]; //카드들의 위치를 받아와서 터치포인트와 비교 for (int i = 0; i < NUM_CARD; i++) { auto spr = (Sprite*)this->getChildByTag(TAG_SPRITE_CARD + i); rect[i] = spr->getBoundingBox(); if (rect[i].containsPoint(pos)) { showCard(spr); if ( i == card[countCard] ) { actionOX( true ); matchNum++; setLabelCard(); if (countCard == NUM_CLEAR-1) //클리어배열의 마지막에 도달하면 { actionGameEnd( true ); return true; } countCard++; } else { actionOX(false); life--; setLabelLife(); if (life <= 0) { actionGameEnd( false ); return true; } } } } } return false; } void GameScene::clickEnable(bool flag) { clickFlag = flag; } void GameScene::initGameOver() { auto label = Label::createWithSystemFont("Game oveR", "", 40); label->setColor(Color3B::BLACK); label->setTag(TAG_LABEL_GAMEOVER); label->setPosition(winSize.width / 2, winSize.height / 2); label->setOpacity(0); this->addChild(label); } void GameScene::initClear() { auto label = Label::createWithSystemFont("~CLEAR~", "", 40); label->setColor(Color3B::BLACK); label->setTag(TAG_LABEL_CLEAR); label->setPosition(winSize.width / 2, winSize.height / 2); label->setOpacity(0); this->addChild(label); } void GameScene::actionGameEnd( bool isClear ) { isEnded = true; Label* label; if (isClear) { label = (Label*)this->getChildByTag(TAG_LABEL_CLEAR); } else { label = (Label*)this->getChildByTag(TAG_LABEL_GAMEOVER); } label->runAction(Sequence::create( FadeIn::create(1.0f), DelayTime::create(1.0f), FadeOut::create(1.0f), CallFunc::create(CC_CALLBACK_0(GameScene::endGameEnd, this)), NULL)); } void GameScene::endGameEnd() { CCLOG("endGameEnd() / clickEnable false"); clickEnable(false); } void GameScene::initOX() { auto spr = Sprite::create("game/o.png"); spr->setPosition(Vec2(winSize.width / 2, winSize.height / 2)); spr->setTag(TAG_SPRITE_O); spr->setVisible(false); this->addChild(spr); auto spr1 = Sprite::create("game/x.png"); spr1->setPosition(Vec2(winSize.width / 2, winSize.height / 2)); spr1->setTag(TAG_SPRITE_X); spr1->setVisible(false); this->addChild(spr1); } void GameScene::actionOX(bool isOX) { CCLOG("actionOX() / clickEnable false"); clickEnable(false); CCLOG("actionOX"); Sprite* spr; if (isOX) { spr = (Sprite*)this->getChildByTag(TAG_SPRITE_O); } else { spr = (Sprite*)this->getChildByTag(TAG_SPRITE_X); } spr->runAction(Sequence::create( Show::create(), DelayTime::create(0.5f), Hide::create(), CallFunc::create(CC_CALLBACK_0(GameScene::endOX, this)), NULL)); } void GameScene::endOX() { CCLOG("endOX() / clickEnable true"); clickEnable(true); } |
============================================
main, retry추가한 완성본
//카드의 수와 카드 줄 수를 지정하면 알아서 거기에 맞게 줄세워서 정렬시키는 방법 강구
'DATA_OLD > Cocos2d-x 기능성 게임 개발과정' 카테고리의 다른 글
[D_010] Schedule (0) | 2014.11.24 |
---|---|
[D_010] 애니메이션 - Sprite packing, Animation, stopAction (0) | 2014.11.24 |
[D_008] Layer - LogoLayer 예제 (0) | 2014.11.20 |
[D_008] Scene전환 - replace / push,pop (0) | 2014.11.20 |
[D_008] 새로운 Scene 생성 by 프로젝트 기본형 (0) | 2014.11.20 |