HSubGameSceneSpaceInvaders.h
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//
// HSubGameSceneSpaceInvaders.h
// SteveAndMaggieGame
//
// Created by Katarzyna Kalinowska-Górska on 28/05/2019.
//
#ifndef HSubGameSceneSpaceInvaders_h
#define HSubGameSceneSpaceInvaders_h
#include "cocos2d.h"
#include "HSubGameScene.h"
#include "HTouchHandlerTypes.h"
#include <vector>
#include <string>
#include "HMathUtils.h"
#include "HLevelPickerView.h"
#include "HMiscUtils.h"
class HSubGameSceneSpaceInvaders : public HSubGameScene {
public:
struct LevelConfig {
float itemVelocity;
float sineMovementMaxAmp;
float sineMovementProbability;
float sineSum3MovementProbability;
float windParam;
float rotationProbability;
std::string bgMusicFilePath;
};
struct GameConfig {
std::vector<LevelConfig> levelConfigs;
float catchingCharacterRangeFrac; //how far to the left can we move the catching character (unit:fraction of the screen width)
float catchingCharacterCatchStartXFrac; //where the sack begins and we can talk about "catching" the item
float catchingCharacterCatchTopYFrac;
float catchingCharacterCatchBottomYFrac;
float catchingCharacterCatchEndXFrac; // when the item passes that x, it can no longer be caught
std::string catchingCharacterBottomImagePath;
std::string catchingCharacterFrontImagePath;
int catchingCharacterGrabExtendPercent;
float topYCutValue;
float levelTimeSeconds;
};
static HSubGameSceneSpaceInvaders* create(std::string layoutFilePath, CommonConfig commonConfig, std::function<void(GameConfig&)> HGameConfigParser);
virtual ~HSubGameSceneSpaceInvaders();
virtual void onEnter() override;
virtual void update(float dt) override;
virtual void pauseGame() override;
virtual void resumeGame() override;
virtual bool cleanupVideoPLayerIfNeeded() override;
protected:
typedef int ItemRow;
class SpaceItem : public Item {
public:
enum class MovementType {
LINEAR,
SINE,
SINE_SUM_3
};
struct SineMovementParams {
float sineShift;
float sineBreadth;
float sineAmpModifier;
};
ItemRow row;
MovementType movementType;
float velocityModifier;
float baseY;
SineMovementParams sineMovementParams[3];
float rotationPoint;
bool isRotating;
float rotateRadius;
float rotateTotalAngle;
cocos2d::Point rotateMidPoint;
cocos2d::Rect unclippedTexRect;
bool caught; // caught already and can't get out regardless of maggie's movement. should move along with maggie
float caughtDX;
bool isBlinking;
bool passedGenerationBorder;
virtual ~SpaceItem(){
// Item::~Item();
}
};
class CatchingCharacter : public cocos2d::Sprite {
public:
static CatchingCharacter* create(std::string bottomSpritePath, std::string frontSpritePath,
float minCatchX, float maxCatchX, float bottomCatchY, float topCatchY){
CatchingCharacter * character = new (std::nothrow) CatchingCharacter();
if(character && character->init(bottomSpritePath,frontSpritePath, minCatchX, maxCatchX, bottomCatchY, topCatchY))
{
character->autorelease();
return character;
}
CC_SAFE_DELETE(character);
return nullptr;
}
virtual int getLocalZOrderUnder(){
return getLocalZOrder()-1;
}
virtual int getLocalZOrderBetween(){
return getLocalZOrder()+1;
}
virtual int getLocalZOrderAbove(){
return getLocalZOrder()+3;
}
virtual cocos2d::Rect getCatchingRect(){
auto catchingRect = getBoundingBox();
catchingRect.origin.x += minCatchX*catchingRect.size.width;
catchingRect.size.width = (maxCatchX-minCatchX)*catchingRect.size.width;
catchingRect.origin.y += bottomCatchY*catchingRect.size.height;
catchingRect.size.height -= (bottomCatchY+1-topCatchY)*catchingRect.size.height;
return catchingRect;
}
~CatchingCharacter(){
if(additionalFrontSprite != nullptr){
additionalFrontSprite->removeFromParent();
additionalFrontSprite->release();
}
}
virtual void addToParent(cocos2d::Node* parent){
parent->addChild(this);
if(additionalFrontSprite != nullptr){
parent->addChild(additionalFrontSprite);
additionalFrontSprite->setPosition(getBoundingBox().size.width/2, getBoundingBox().size.height/2);
additionalFrontSprite->setLocalZOrder(getLocalZOrder()+2);
}
}
virtual void setPosition(const cocos2d::Vec2& position) override {
auto prevPosition = getPosition();
cocos2d::Sprite::setPosition(position);
if(additionalFrontSprite != nullptr){
additionalFrontSprite->setPosition(position);
}
auto dX = getPositionX() - prevPosition.x;
auto dY = getPositionY() - prevPosition.y;
for(auto itemIt = caughtItems.begin(); itemIt != caughtItems.end(); ++itemIt){
auto newPositionY = MIN((*itemIt)->sprite->getBoundingBox().getMaxY(), (*itemIt)->sprite->getPositionY()+dY);
newPositionY = MAX((*itemIt)->sprite->getBoundingBox().getMinY(), newPositionY);
(*itemIt)->sprite->setPositionY(newPositionY);
auto newPositionX = (*itemIt)->sprite->getPositionX() + dX;
(*itemIt)->sprite->setPositionX(newPositionX);
}
}
virtual void setPositionX(float positionX) override {
auto prevPosition = getPositionX();
cocos2d::Sprite::setPositionX(positionX);
if(additionalFrontSprite != nullptr){
additionalFrontSprite->setPositionX(positionX);
}
auto dX = getPositionX() - prevPosition;
for(auto itemIt = caughtItems.begin(); itemIt != caughtItems.end(); ++itemIt){
auto newPositionX = (*itemIt)->sprite->getPositionX() + dX;
(*itemIt)->sprite->setPositionX(newPositionX);
}
}
virtual void setPositionY(float positionY) override {
auto prevPosition = getPositionY();
cocos2d::Sprite::setPositionY(positionY);
if(additionalFrontSprite != nullptr){
additionalFrontSprite->setPositionY(positionY);
}
auto dY = getPositionY() - prevPosition;
for(auto itemIt = caughtItems.begin(); itemIt != caughtItems.end(); ++itemIt){
auto newPositionY = MIN((*itemIt)->sprite->getBoundingBox().getMaxY(), (*itemIt)->sprite->getPositionY()+dY);
newPositionY = MAX((*itemIt)->sprite->getBoundingBox().getMinY(), newPositionY);
(*itemIt)->sprite->setPositionY(newPositionY);
}
}
virtual void setRotation(float rotation) override {
cocos2d::Sprite::setRotation(rotation);
if(additionalFrontSprite != nullptr){
additionalFrontSprite->setRotation(rotation);
}
}
virtual void setAnchorPoint(const cocos2d::Vec2& position) override {
cocos2d::Sprite::setAnchorPoint(position);
if(additionalFrontSprite != nullptr){
additionalFrontSprite->setAnchorPoint(position);
}
}
virtual void setLocalZOrder(std::int32_t zOrder) override{
cocos2d::Sprite::setLocalZOrder(zOrder);
if(additionalFrontSprite != nullptr){
additionalFrontSprite->setLocalZOrder(zOrder+2);
}
}
virtual void setScale(float scale) override {
cocos2d::Sprite::setScale(scale);
if(additionalFrontSprite != nullptr){
additionalFrontSprite->setScale(scale);
}
}
virtual void setOpacity(uint8_t opacity) override {
cocos2d::Sprite::setOpacity(opacity);
if(additionalFrontSprite != nullptr){
additionalFrontSprite->setOpacity(opacity);
}
}
virtual void setFlippedX(bool flippedX) override {
cocos2d::Sprite::setFlippedX(flippedX);
if(additionalFrontSprite != nullptr){
additionalFrontSprite->setFlippedX(flippedX);
}
}
virtual void addCaughtItem(SpaceItem* item){
caughtItems.push_back(item);
}
virtual void removeCaughtItem(SpaceItem* item){
auto itemIt = std::find(caughtItems.begin(), caughtItems.end(), item);
if(itemIt != caughtItems.end()){
caughtItems.erase(itemIt);
}
}
virtual void removeAllCaughtItems(){
caughtItems.clear();
}
virtual void startCirclingAround(){
isCirclingAround = true;
circleMidPoint = getPosition();
previousDirection = 1;
circleAround();
}
virtual void stopCirclingAround(){
if(isCirclingAround){
isCirclingAround = false;
stopAllActions(); //TODO by tag
if(additionalFrontSprite != nullptr){
additionalFrontSprite->stopAllActions();
}
}
}
virtual void circleAround(){
float radiusX = getBoundingBox().size.height/100;
float radiusY = getBoundingBox().size.height/16;
float newX = circleMidPoint.x + HMathUtils::getRandom(-radiusX, radiusX);
float newY = circleMidPoint.y + radiusY*previousDirection;
auto animationTime = 0.6;//*(dX*dX+dY*dY)/(radiusX*radiusX+radiusY*radiusY);
auto floatAction = cocos2d::Sequence::create(cocos2d::EaseInOut::create(cocos2d::MoveTo::create(animationTime, cocos2d::Vec2(newX, newY)), 2), cocos2d::CallFunc::create([&](){
circleAround();
}), nullptr);
runAction(floatAction);
if(additionalFrontSprite != nullptr){
additionalFrontSprite->runAction(cocos2d::EaseInOut::create(cocos2d::MoveTo::create(animationTime, cocos2d::Vec2(newX, newY)),2));
}
previousDirection *= -1;
}
virtual void doVictoryJump(){
isDoingVictoryJump = true;
auto animTime = 0.7f;
auto reEnableAfterTime = 0.2f;
auto jumpHeight = MIN(cocos2d::Director::getInstance()->getWinSize().height - getPositionY() - getBoundingBox().size.height/2, getBoundingBox().size.height);
runAction(cocos2d::Sequence::create(cocos2d::Spawn::create(cocos2d::JumpTo::create(animTime, getPosition(), jumpHeight, 1),
cocos2d::RotateBy::create(animTime, 360),
nullptr),
cocos2d::DelayTime::create(reEnableAfterTime),
cocos2d::CallFunc::create([&](){
isDoingVictoryJump = false;
}),
nullptr));
}
virtual bool isBusy(){
return isDoingVictoryJump;
}
cocos2d::Sprite* additionalFrontSprite;
virtual void stopAllActions() override {
cocos2d::Sprite::stopAllActions();
setRotation(0);
if(additionalFrontSprite != nullptr){
additionalFrontSprite->stopAllActions();
additionalFrontSprite->setRotation(0);
}
isDoingVictoryJump = false;
isCirclingAround = false;
}
protected:
// cocos2d::Sprite* additionalFrontSprite;
float minCatchX; float maxCatchX; float bottomCatchY; float topCatchY;
std::vector<SpaceItem*> caughtItems;
cocos2d::Point circleMidPoint;
int previousDirection;
bool isDoingVictoryJump;
bool isCirclingAround;
virtual bool init(std::string bottomSpritePath, std::string frontSpritePath, float minCatchX, float maxCatchX, float bottomCatchY, float topCatchY){
if(!cocos2d::Sprite::initWithFile(bottomSpritePath)){
return false;
}
additionalFrontSprite = cocos2d::Sprite::create(frontSpritePath);
if(additionalFrontSprite != nullptr){
additionalFrontSprite->retain();
}
this->minCatchX = minCatchX;
this->maxCatchX = maxCatchX;
this->bottomCatchY = bottomCatchY;
this->topCatchY = topCatchY;
isCirclingAround = false;
isDoingVictoryJump = false;
return true;
}
};
CatchingCharacter* catchingCharacter;
enum class MoveInPhase {
NONE,
PHASE_LINEAR,
PHASE_BIG_CIRCLE,
PHASE_SMALL_CIRCLE
};
struct EntryRotationParams {
float currentCatchingCharacterDPhi;
float catchingCharacterMoveInTotalTime;
float totalDisplacement;
float linearVelocity;
float bigCircleRadius;
cocos2d::Point midPoint;
};
struct SpaceInvGameState {
int currentRound;
bool isCatchingCharacterCircling;
MoveInPhase catchingCharacterMovingInPhase;
EntryRotationParams entryRotationParams;
bool isGeneratingNewItems;
bool isDraggingCharacter;
cocos2d::Point dragStartLocation;
cocos2d::Point draggedCharacterStartPosition;
int objectsMissed;
bool isShowingLevelPicker;
bool interLevelMenuShown;
};
GameConfig gameConfig;
SpaceInvGameState spaceInvGameState;
std::vector<cocos2d::Sprite*> trees;
cocos2d::Sprite* hintFingerSprite;
cocos2d::Node* currentMenu;
// HSimpleLevelPickerView* levelPicker;
virtual bool initWithConfiguration(std::string layoutFilePath, CommonConfig commonConfig, std::function<void(GameConfig&)> HGameConfigParser);
virtual void clearGameState(int level = 0);
virtual void resetGame() override;
virtual void resetGameForLevel(int level);
virtual void resetCharacterPosition();
virtual void loadTrees();
virtual CatchingCharacter* createCatchingCharacter();
virtual TouchHandlerFunction prepareTouchBeganHandler();
virtual TouchHandlerFunction prepareTouchMovedHandler();
virtual TouchHandlerFunction prepareTouchEndedHandler();
virtual void prepareBackgrounds();
virtual void prepareMenus();
virtual void prepareBgMusicButton();
virtual bool touchHandlerForWidget(std::string objectName, cocos2d::ui::Widget::TouchEventType touchEventType) override;
virtual bool onReplayButtonClicked() override;
virtual bool onLevelUpButtonClicked();
virtual void startBlowingWind();
virtual void blowWind(cocos2d::Sprite* tree);
virtual void startBlinkingFinger();
virtual void stopBlinkingFinger();
virtual void prepareCatchingCharacterEntryRotation(float animationTotalTime);
virtual void generateFirstItems(int nRows);
virtual void generateItem(ItemRow row);
virtual ItemRow removeItem(int itemId, bool& wasCaught);
virtual int nRows();
virtual cocos2d::Rect generateValidRect(ItemRow row, float rectW, float rectH);
virtual void getYRangeForRow(ItemRow row, float& minYIncl, float& maxYExcl);
virtual bool checkItemCaught(Item* item, bool& isCorrect); //returns if caught
// virtual bool checkItemPassedCatchingCharacter(Item* item);
virtual bool checkItemApproachesEndOfScreen(Item* item, float screenFrac = 0.9f);
virtual void loseLife();
virtual void restoreLife();
virtual bool checkRemoveItemCaught(SpaceItem* item);
virtual void clipCaughtItem(SpaceItem* item, float dt);
virtual void adjustItemZOrderIfNeeded(Item* item);
virtual void handleCaughtItem(bool isCorrectItem, ItemType itemType);
virtual void handleCorrectItemCaught(ItemType itemType);
virtual void handleIncorrectItemCaught();
virtual void nextLevel();
virtual void nextItem();
virtual void nextLevelSet();
virtual void showAppropriateMenu(bool animated = true);
virtual void initCatchingNextItemType();
virtual void handleCorrectItemFlownOutOfScreen();
virtual void fadeInBackgroundDarkLayer(float time = 0.4);
int resetRoundForLevel(int level){
return (int)gameState->itemTypeOrder.size()*level-1;
}
//
virtual void startGame(bool playIntro = true) override;
void startGameWithIntro() { stopAllActions(); spaceInvGameState.isShowingLevelPicker = false; startGame(true);}
virtual void gameWon() override;
virtual void gameLost() override;
virtual void playRewardVideoForLevel(int levelIndex);
virtual void videoPLayerFinishedPlayback() override;
virtual std::vector<int> updatePhaseMoveGenerateItems(float dt);
virtual void updatePhaseRemoveGenerateItems(std::vector<int> idsToRemove);
virtual void updatePhaseCheckTime(float dt);
virtual void updatePhaseCheckItemsCount();
virtual void updatePhaseMoveUncaughtItem(SpaceItem* item, float baseVelocity, float dt);
virtual void updatePhaseMoveInMaggie(float dt);
virtual void hideSettingsMenuWithLevelReset() override;
virtual void showSettingsMenu(bool animated = true) override;
virtual void hideSettingsMenu(bool animated = true) override;
virtual void hideCurrentMenu(bool animated = true);
virtual void showRepeatMenu(bool animated = true);
virtual void showRepeatNextMenu(bool animated = true);
virtual void showMenu(cocos2d::Node* menuNode, bool animated = true);
void startMenuAnimations();
void runMaggieMenuAnimations();
void runButtonAnimations();
void runLevelGhostsAnimations();
void resetMenuButtonYs();
void stopMenuAnimations();
void repeatPickLevelPrompt();
};
#endif /* HSubGameSceneSpaceInvaders_h */