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 | #include "GameScene.h" Scene* GameScene::createScene() { auto scene = Scene::create(); auto layer = GameScene::create(); scene->addChild(layer); return scene; } bool GameScene::init() { if (!Layer::init()) { return false; } auto listener = EventListenerTouchOneByOne::create(); listener->onTouchBegan = CC_CALLBACK_2(GameScene::onTouchBegan, this); Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(listener, 1); //터치이벤트 생성 isTouch = false; initGameData(); initBG(); initTopMenuLabel(); initCard(); initReady(); initStart(); initO(); initX(); actionReady(); return true; } void GameScene::initGameData() { winSize = Director::getInstance()->getWinSize(); cardOK = 0; life = 3; srand(time(NULL)); for (int i = 0; i<4; i++) { card[i] = rand() % 6; } countCard = 0; } void GameScene::initBG() { auto spr = CCSprite::create("game/game-bg.png"); spr->setPosition(Point(winSize.width / 2, winSize.height / 2)); this->addChild(spr); } void GameScene::initTopMenuLabel() { auto label_0 = Label::createWithSystemFont("", "", 20); label_0->setAnchorPoint(Point(0, 1)); label_0->setPosition(Point(10, winSize.height - 10)); label_0->setTag(TAG_LABEL_CARD); label_0->setColor(Color3B::BLACK); this->addChild(label_0); auto label_1 = Label::createWithSystemFont("", "", 20); label_1->setAnchorPoint(Point(1, 1)); label_1->setPosition(Point(winSize.width - 10, winSize.height - 10)); label_1->setTag(TAG_LABEL_LIFE); label_1->setColor(Color3B::BLACK); this->addChild(label_1); setLabelCard(); setLabelLife(); } void GameScene::setLabelCard() { auto label = (Label*)this->getChildByTag(TAG_LABEL_CARD); label->setString(StringUtils::format("CARD : %d/4", cardOK)); } void GameScene::setLabelLife() { auto label = (Label*)this->getChildByTag(TAG_LABEL_LIFE); label->setString(StringUtils::format("LIFE : %d", life)); } void GameScene::initCard() { for (int i = 0; i<6; i++) { auto spr = Sprite::create("game/card-back.png"); spr->setPosition(Point(winSize.width / 2 - 60 + 60 * 2 * (i % 2), winSize.height / 2 + 120 - 120 * (i / 2))); this->addChild(spr); auto sprFront = Sprite::create(String::createWithFormat("game/card_%d.png", (i + 1))->getCString()); sprFront->setPosition(Point(winSize.width / 2 - 60 + 60 * 2 * (i % 2), winSize.height / 2 + 120 - 120 * (i / 2))); sprFront->setVisible(false); sprFront->setTag(TAG_SPRITE_CARD + i); this->addChild(sprFront); } } void GameScene::initReady() { auto label = Label::createWithSystemFont("READY", "", 80); label->setPosition(Point(winSize.width / 2, winSize.height / 2)); label->setTag(TAG_LABEL_READY); label->setColor(Color3B::BLACK); label->setScale(0.0); this->addChild(label); } void GameScene::initStart() { auto label = Label::createWithSystemFont("START", "", 80); label->setPosition(Point(winSize.width / 2, winSize.height / 2)); label->setTag(TAG_LABEL_START); label->setColor(Color3B::BLACK); label->setScale(0.0); this->addChild(label); } void GameScene::actionReady() { auto action = Sequence::create( ScaleTo::create(1.0, 1.0), DelayTime::create(2.0), ScaleTo::create(1.0, 0.0), CallFunc::create(CC_CALLBACK_0(GameScene::endReady, this)), NULL); auto label = (Label*)this->getChildByTag(TAG_LABEL_READY); label->runAction(action); } void GameScene::endReady() { actionStart(); } void GameScene::actionStart() { auto action = Sequence::create( ScaleTo::create(1.0, 1.0), DelayTime::create(2.0), ScaleTo::create(1.0, 0.0), CallFunc::create(CC_CALLBACK_0(GameScene::endStart, this)), NULL); auto label = (Label*)this->getChildByTag(TAG_LABEL_START); label->runAction(action); } void GameScene::endStart() { actionCard(); } void GameScene::actionCard() { for (int i = 0; i<4; i++) { //보여주는 카드가 4장이므로 for문을 사용 auto action = Sequence::create( DelayTime::create(3.0*i), //보여주는시간 Show::create(), DelayTime::create(2.0), //가려지는 시간 Hide::create(), NULL); auto spr = (Sprite *)this->getChildByTag(TAG_SPRITE_CARD + card[i]); spr->runAction(action); } auto action = Sequence::create( DelayTime::create(11.0), CallFunc::create(CC_CALLBACK_0(GameScene::endCard, this)), NULL); this->runAction(action); } void GameScene::endCard() { isTouch = true; } void GameScene::initO() { auto spr = Sprite::create("game/o.png"); spr->setPosition(Point(winSize.width / 2, winSize.height / 2)); spr->setTag(TAG_SPRITE_O); spr->setVisible(false); this->addChild(spr); } void GameScene::initX() { auto spr = Sprite::create("game/x.png"); spr->setPosition(Point(winSize.width / 2, winSize.height / 2)); spr->setTag(TAG_SPRITE_X); spr->setVisible(false); this->addChild(spr); } void GameScene::actionOX(bool isO) { auto action = Sequence::create( Show::create(), DelayTime::create(0.5), Hide::create(), CallFunc::create(CC_CALLBACK_0(GameScene::endOX, this)), NULL); Sprite *spr; if (isO) { spr = (Sprite*)this->getChildByTag(TAG_SPRITE_O); } else { spr = (Sprite*)this->getChildByTag(TAG_SPRITE_X); } spr->runAction(action); } void GameScene::endOX() { if (!(cardOK == 4 || life == 0)) { isTouch = true; } } bool GameScene::onTouchBegan(Touch *touch, Event *unused_event) { if (!isTouch) return true; //isTouch 값이 false이면 리턴 Point location = touch->getLocation(); //터치한 영역의 좌표 가져오기 for (int i = 0; i<6; i++) { auto spr = (Sprite*)this->getChildByTag(TAG_SPRITE_CARD + i); Rect sprRect = spr->getBoundingBox(); if (sprRect.containsPoint(location)) { //카드 영역을 터치하였는지 유무 확인 isTouch = false; //카드 영역을 터치하였을 경우 중복을 막기 위해 false로 변경 auto action = Sequence::create( Show::create(), DelayTime::create(0.5), Hide::create(), NULL); spr->runAction(action); if (i == card[countCard]) { cardOK++; countCard++; setLabelCard(); actionOX(true); } else { life--; setLabelLife(); actionOX(false); } } } return true; } | cs |
실행 결과
귀차니즘의 관계로... 실제로 실행하면 랜덤으로 6개중 4개의 카드가 순서대로 보여집니다.
보여진 이후에 같은 순서대로 클릭하면 되고 틀릴경우에는 LIFE값이 줄어들게 됩니다.
모두 다 맞추고나서 이후부분은 아직 구현되지 않았습니다.