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Level.m
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Level.m
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/*
* CocosBuilder: http://www.cocosbuilder.com
*
* Copyright (c) 2012 Zynga Inc.
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#import "Level.h"
#import "Dragon.h"
#import "GameObject.h"
#define kCJScrollFilterFactor 0.1
#define kCJDragonTargetOffset 80
@implementation Level
- (void) onEnter
{
[super onEnter];
// Schedule a selector that is called every frame
[self schedule:@selector(update:)];
// Make sure touches are enabled
self.isTouchEnabled = YES;
}
- (void) onExit
{
[super onExit];
// Remove the scheduled selector
[self unscheduleAllSelectors];
}
- (void) update:(ccTime)delta
{
// Iterate through all objects in the level layer
CCNode* child;
CCARRAY_FOREACH(self.children, child)
{
// Check if the child is a game object
if ([child isKindOfClass:[GameObject class]])
{
GameObject* gameObject = (GameObject*)child;
// Update all game objects
[gameObject update];
// Check for collisions with dragon
if (gameObject != dragon)
{
if (ccpDistance(gameObject.position, dragon.position) < gameObject.radius + dragon.radius)
{
// Notify the game objects that they have collided
[gameObject handleCollisionWith:dragon];
[dragon handleCollisionWith:gameObject];
}
}
}
}
// Check for objects to remove
NSMutableArray* gameObjectsToRemove = [NSMutableArray array];
CCARRAY_FOREACH(self.children, child)
{
if ([child isKindOfClass:[GameObject class]])
{
GameObject* gameObject = (GameObject*)child;
if (gameObject.isScheduledForRemove)
{
[gameObjectsToRemove addObject:gameObject];
}
}
}
for (GameObject* gameObject in gameObjectsToRemove)
{
[self removeChild:gameObject cleanup:YES];
}
// Adjust the position of the layer so dragon is visible
float yTarget = kCJDragonTargetOffset - dragon.position.y;
CGPoint oldLayerPosition = self.position;
float xNew = oldLayerPosition.x;
float yNew = yTarget * kCJScrollFilterFactor + oldLayerPosition.y * (1.0f - kCJScrollFilterFactor);
self.position = ccp(xNew, yNew);
}
- (void) ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch* touch = [touches anyObject];
CGPoint touchLocation = [touch locationInView: [touch view]];
dragon.xTarget = touchLocation.x;
}
- (void) ccTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch* touch = [touches anyObject];
CGPoint touchLocation = [touch locationInView: [touch view]];
dragon.xTarget = touchLocation.x;
}
@end