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Evangelism.cpp
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Evangelism.cpp
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#include "Evangelism.h"
#include "SimpleAudioEngine.h"
USING_NS_CC;
//variable creation
using namespace std;
int score;
int x, y;
int humanX, humanY;
int width = 900;
int height = 900;
Label* label;
std::vector<Sprite*> members;
enum eDir { STOP, UP, DOWN, LEFT, RIGHT };
eDir direction;
Sprite* priestSprite, *humanSprite;
Scene* Evangelism::createScene()
{
auto scene = Scene::create();
auto layer = Evangelism::create();
scene->addChild(layer);
return scene;
}
bool Evangelism::init()
{
if (!Layer::init())
{
return false;
}
// initialize game elements
direction = STOP;
score = 0;
//sprites creation
auto backgroundSprite = Sprite::create("background.png");
priestSprite = Sprite::create("leftpriest.png");
humanSprite = Sprite::create("human.png");
selSched = schedule_selector(Evangelism::update);
members.push_back(priestSprite);
members.front()->setPosition(45, 45);
//background music
auto audio = CocosDenshion::SimpleAudioEngine::getInstance();
audio->preloadBackgroundMusic("bgsong.wma");
audio->playBackgroundMusic("bgsong.wma");
// random human spawn
humanX = 45 * (1 + random() % 18);
humanY = 45 * (1 + random() % 18);
humanSprite->setPosition(humanX, humanY);
//add sprites to this layer
this->addChild(backgroundSprite, 0);
this->addChild(members.front(), 1);
this->addChild(humanSprite, 2);
//score
label = Label::createWithSystemFont(std::to_string(score), "Arial", 48);
label->setAnchorPoint(cocos2d::Vec2(-16, -15));
this->addChild(label, 3);
//keyboard controls
auto eventListener = EventListenerKeyboard::create();
eventListener->onKeyPressed = [](EventKeyboard::KeyCode keyCode, Event* event) {
Vec2 loc = event->getCurrentTarget()->getPosition();
switch (keyCode) {
case EventKeyboard::KeyCode::KEY_UP_ARROW:
case EventKeyboard::KeyCode::KEY_W:
if (direction != DOWN)
direction = UP;break;
case EventKeyboard::KeyCode::KEY_DOWN_ARROW:
case EventKeyboard::KeyCode::KEY_S:
if (direction != UP)
direction = DOWN;break;
case EventKeyboard::KeyCode::KEY_LEFT_ARROW:
case EventKeyboard::KeyCode::KEY_A:
if (direction != RIGHT)
direction = LEFT;break;
case EventKeyboard::KeyCode::KEY_RIGHT_ARROW:
case EventKeyboard::KeyCode::KEY_D:
if (direction != LEFT)
direction = RIGHT;break;
}
};
this->_eventDispatcher->addEventListenerWithSceneGraphPriority(eventListener, priestSprite);
this->schedule(selSched, .35);
return true;
}
void Evangelism::update(float delta) {
x = members.front()->getPositionX();
y = members.front()->getPositionY();
//loop for followers
for (int i = members.size() - 1; i > 0; i--) {
members[i]->setPosition(members[i - 1]->getPositionX(), members[i - 1]->getPositionY());
members[i]->setTexture(members[i - 1]->getTexture());
}
switch (direction) {
case LEFT:
members.front()->setPosition(x - 45, y);
members.front()->setTexture(CCTextureCache::sharedTextureCache()->addImage("leftpriest.png"));
break;
case RIGHT:
members.front()->setPosition(x + 45, y);
members.front()->setTexture(CCTextureCache::sharedTextureCache()->addImage("rightpriest.png"));
break;
case UP:
members.front()->setPosition(x, y + 45);
members.front()->setTexture(CCTextureCache::sharedTextureCache()->addImage("uppriest.png"));
break;
case DOWN:
members.front()->setPosition(x, y - 45);
members.front()->setTexture(CCTextureCache::sharedTextureCache()->addImage("downpriest.png"));
break;
}
//loop for collision with followers
for (int i = 1; i < members.size(); i++) {
if (members[i]->getPosition() == members.front()->getPosition()) {
Director::getInstance()->end();
}
}
if ((members.front()->getPositionX() >= humanSprite->getPositionX() - 22 &&
members.front()->getPositionX() <= humanSprite->getPositionX() + 22)&&
(members.front()->getPositionY() >= humanSprite->getPositionY() - 22 &&
members.front()->getPositionY() <= humanSprite->getPositionY() + 22)) {
humanX = (1 + random() % 18) * 45;
humanY = (1 + random() % 18) * 45;
humanSprite->setPosition(humanX, humanY);
score++;
label->setString(std::to_string(score));
int tempX = members.back()->getPositionX();
int tempY = members.back()->getPositionY();
Sprite* tempSprite = Sprite::create();
switch (direction) {
case LEFT:
tempSprite = Sprite::create("leftpriest.png");
tempSprite->setPosition(tempX + 45, tempY);
break;
case RIGHT:
tempSprite = Sprite::create("rightpriest.png");
tempSprite->setPosition(tempX - 45, tempY);
break;
case UP:
tempSprite = Sprite::create("uppriest.png");
tempSprite->setPosition(tempX, tempY + 45);
break;
case DOWN:
tempSprite = Sprite::create("downpriest.png");
tempSprite->setPosition(tempX, tempY - 45);
break;
}
this->addChild(tempSprite);
members.push_back(tempSprite);
}
//Outside of screen
if (members.front()->getPositionX() >= width || members.front()->getPositionX() <= 0 || members.front()->getPositionY() >= height || members.front()->getPositionY() <= 0) {
Director::getInstance()->end();
}
}