void HelloWorld::registerControllerListener()
{
    //create an evnetListenerController
    _listener = EventListenerController::create();
    
    //bind onConneected event call function
    _listener->onConnected = CC_CALLBACK_2(HelloWorld::onConnectController,this);
    
    //bind disconnect event call function
    _listener->onDisconnected = CC_CALLBACK_2(HelloWorld::onDisconnectedController,this);
    
    //bind onKeyDown event call function
    _listener->onKeyDown = CC_CALLBACK_3(HelloWorld::onKeyDown, this);
    
    //bind onKeyUp event call function
    _listener->onKeyUp = CC_CALLBACK_3(HelloWorld::onKeyUp, this);
    
    _listener->onKeyRepeat = CC_CALLBACK_3(HelloWorld::onKeyRepeat, this);
    
    //bind onAxis event call function, onAxis will be called when analog stick is changed
    _listener->onAxisEvent = CC_CALLBACK_3(HelloWorld::onAxisEvent, this);
    
    //Activate the listener into the event dispatcher
    _eventDispatcher->addEventListenerWithSceneGraphPriority(_listener, this);
    
    //This function should be called for iOS platform
    Controller::startDiscoveryController();
}
Beispiel #2
0
void P008::initNailStyle()
{
	// 选择指甲的样式
	m_scrollLayer = ScrollLayer::create("P008_style_", ScrollDragDir::DragLeft, 6, true, s_firstNailLayer);
	m_scrollLayer->setClickScrollItemEvent(CC_CALLBACK_3(P008::onClickNailStyleScrollItem, this));
	m_scrollLayer->setScrollItemMovingCollisionEvent(CC_CALLBACK_3(P008::onScrollStyleMovingCollision, this));
	m_scrollLayer->setScrollItemCollisonEndedEvent(CC_CALLBACK_3(P008::onScrollStyleCollisonEndedEvent, this));
	SCROLL_POSITION_IN_JSON(m_scrollLayer);
	m_sceneJson->addChild(m_scrollLayer, 600);
	m_scrollLayer->initItemSelectFromIndex(0);
	s_firstNailLayer = false;
}
Beispiel #3
0
void P003::initScrollLayer()
{
	m_scrollDoubleLayer = ScrollDoubleLayer::create("P002_left_", ScrollDragDir::DragLeft, 4, true, sideScrollIsFirstRun);

	m_scrollDoubleLayer->setClickScrollItemEvent(CC_CALLBACK_3(P003::onClickItem, this));
	m_scrollDoubleLayer->setScrollItemDragOutCallBack(CC_CALLBACK_3(P003::onDragOut, this));
	m_scrollDoubleLayer->setScrollItemMovingCollisionEvent(CC_CALLBACK_3(P003::onMovingCollision, this));
	m_scrollDoubleLayer->setScrollItemCollisonEndedEvent(CC_CALLBACK_3(P003::onCollisionEnded, this));
	m_scrollDoubleLayer->initItemSelectFromIndex(0);

	SCROLL_POSITION_IN_JSON(m_scrollDoubleLayer);
	m_sceneJson->addChild(m_scrollDoubleLayer, ZORDER_PROGRESS);
}
Beispiel #4
0
bool Gate::init(std::string fileName)
{
    if(!BaseUI::init(fileName))
    {
        return false;
    }
    this->gateResp=Manager::getInstance()->getRoleData()->gate();//服务器给的数据
    
    Widget* bottom=static_cast<Widget*>(layout->getChildByName("bottom"));
    this->nameLabel = static_cast<Text*>(bottom->getChildByName("nameLabel"));
    this->desLabel = static_cast<Text*>(bottom->getChildByName("desLabel"));
    //模版
    Widget* item=static_cast<Widget*>(layout->getChildByName("item"));
    item->removeFromParent();
    Size widgetSize = Director::getInstance()->getWinSize();
    this->rotateList = RotateList::create();
    this->rotateList->setSize(Size(widgetSize.width, widgetSize.height));
    this->rotateList->addEventListener(CC_CALLBACK_3(Gate::rotateListCallback,this));
    //传进去单个模版
    this->rotateList->setItemModel(item,widgetSize.width,widgetSize,113.6);//widgetSize.width/9);
    this->addChild(this->rotateList);
    float y =widgetSize.height-item->getContentSize().height;
    this->rotateList->setPosition(Vec2(0,y));
    
    //滚动条
    this->slider=static_cast<Slider*>(bottom->getChildByName("slider"));
    this->slider->getVirtualRenderer()->setContentSize(Size(474,slider->getVirtualRenderer()->getContentSize().height));
    this->rotateList->setSlider(this->slider);
    
    //按钮分别为剧情,精英,活动,密镜,返回
    std::vector<Button*> buttons;
    std::vector<std::string> btnName={"storyBtn","outstandBtn","activeBtn","mirrorBtn"};
    for (std::string name : btnName)
    {
        Button* btn=static_cast<Button*>(bottom->getChildByName(name));
        btn->setTouchEnabled(true);
        btn->addTouchEventListener(CC_CALLBACK_2(Gate::touchEvent,this));
        buttons.push_back(btn);
    }
    tabBar=TabBar::create(buttons);
    tabBar->retain();
    for (int i=0; i<buttons.size(); ++i) {
        bool isEnableTouch = getList(-buttons.at(i)->getTag());
        buttons.at(i)->setTouchEnabled(isEnableTouch);
        buttons.at(i)->setColor(isEnableTouch?Color3B::WHITE:Color3B::GRAY);
    }
    Button* backBtn=static_cast<Button*>(layout->getChildByName("backBtn"));
    backBtn->addTouchEventListener(CC_CALLBACK_2(Gate::touchEvent,this));
    
    //默认获取剧情的数据,并且设置高亮选中状态
    this->currentType = 1;
    this->getList(this->currentType-1);
    
    Label* name = static_cast<Label*>(nameLabel->getVirtualRenderer());
    name->enableOutline(Color4B::BLACK,1);
    Label* des = static_cast<Label*>(desLabel->getVirtualRenderer());
    des->enableOutline(Color4B::BLACK,1);
    
    return true;
}
Beispiel #5
0
void GameControllerTest::registerControllerListener()
{
    _listener = EventListenerController::create();

    _listener->onConnected = CC_CALLBACK_2(GameControllerTest::onConnectController,this);
    _listener->onDisconnected = CC_CALLBACK_2(GameControllerTest::onDisconnectedController,this);
    _listener->onKeyDown = CC_CALLBACK_3(GameControllerTest::onKeyDown, this);
    _listener->onKeyUp = CC_CALLBACK_3(GameControllerTest::onKeyUp, this);
    _listener->onAxisEvent = CC_CALLBACK_3(GameControllerTest::onAxisEvent, this);

    _eventDispatcher->addEventListenerWithSceneGraphPriority(_listener, this);

    Controller::startDiscoveryController();

    //get game pad status in polling mode
    //scheduleUpdate();
}
void FruitCutNinjaScene::onTouchesEnded(const std::vector<Touch*>& touches, Event *event)
{
    for (Touch* touch : touches)
    {
        _blade->setDim(true);
        auto func = CC_CALLBACK_3(FruitCutNinjaScene::slice, this);
        _world->rayCast(func, touch->getStartLocation(), touch->getLocation(), nullptr);
    }
    
}
Beispiel #7
0
bool RoleAllList::init(std::string fileName)
{
	if(!BaseUI::init(fileName))
    {
        return false;
    }
    
	//如果需要对cocostudio 设计的ui进行调整
    //模版
    Widget* item=static_cast<Widget*>(layout->getChildByName("item"));
    item->removeFromParent();
    Size widgetSize = Director::getInstance()->getWinSize();
    this->rotateList = RotateList::create();
    this->rotateList->setSize(Size(widgetSize.width, widgetSize.height));
    this->rotateList->addEventListener(CC_CALLBACK_3(RoleAllList::rotateListCallback,this));
    //传进去单个模版
    this->rotateList->setItemModel(item,widgetSize.width,widgetSize,widgetSize.width/10);
    this->addChild(this->rotateList);
    float y =widgetSize.height-item->getContentSize().height;
    this->rotateList->setPosition(Vec2(0,y-56));
    
    //滚动条
    Slider* slider=static_cast<Slider*>(layout->getChildByName("slider"));
    slider->getVirtualRenderer()->setContentSize(Size(474,slider->getVirtualRenderer()->getContentSize().height));
    this->rotateList->setSlider(slider);
    
    Widget* btnPanel=static_cast<Widget*>(layout->getChildByName("btnPanel"));
    static_cast<Button*>(btnPanel->getChildByName("allBtn"))->addTouchEventListener(CC_CALLBACK_2(RoleAllList::touchButtonEvent, this));
    static_cast<Button*>(btnPanel->getChildByName("frontBtn"))->addTouchEventListener(CC_CALLBACK_2(RoleAllList::touchButtonEvent, this));
//    static_cast<Button*>(btnPanel->getChildByName("middleBtn"))->addTouchEventListener(CC_CALLBACK_2(RoleAllList::touchButtonEvent, this));
    static_cast<Button*>(btnPanel->getChildByName("backBtn"))->addTouchEventListener(CC_CALLBACK_2(RoleAllList::touchButtonEvent, this));
    
    btnPanel->removeFromParent();
    this->addChild(btnPanel,0);

    Button* returnBtn = static_cast<Button*>(layout->getChildByName("returnBtn"));
    returnBtn->addTouchEventListener(CC_CALLBACK_2(RoleAllList::touchButtonEvent, this));
    
    LoginResp* loginResp = Manager::getInstance()->getRoleData();
    for (int i=0; i<loginResp->npclist_size(); i++) {
        PNpc pnpc=loginResp->npclist(i);
        pNpcs.push_back(pnpc);
    }
    //角色排序
    sort(this->pNpcs.begin(), this->pNpcs.end(), this->sortHandler);

    //此处传进去的应该是表中可招募武将的长度
    this->rotateList->setNum(int(this->pNpcs.size()));
    
    //当前拥有多少角色/最多可拥有多少角色
//    static_cast<Text*>(layout->getChildByName("progress"))->setString( /npclist_size());
	return true;
}
Beispiel #8
0
bool GameOverLayer::init()
{
    if (!LayerColor::initWithColor(Color4B(255, 255, 255, 50))) {
        return false;
    }
    
    auto visibleSize=Director::getInstance()->getVisibleSize();
    
    auto score_bk=Sprite::createWithSpriteFrameName("gameover_score_bk.png");
    score_bk->setPosition(Vec2(visibleSize.width/2, visibleSize.height/2));
    addChild(score_bk,1);
    score_bk->setScale(0.2f);
    score_bk->runAction(Sequence::create(ScaleTo::create(0.2f, 1.1f),
                                         ScaleTo::create(0.1f, 0.9f),
                                         ScaleTo::create(0.1f, 1.0f),
                                         CallFunc::create(CC_CALLBACK_0(GameOverLayer::ShowScore,this)),
                                         NULL));
    
    auto backtomenu_normal=Sprite::createWithSpriteFrameName("gameover_backtomenu.png");
    auto backtomenu_pressed=Sprite::createWithSpriteFrameName("gameover_backtomenu.png");
    backtomenu_Item = MenuItemSprite::create(backtomenu_normal,
                                           backtomenu_pressed,
                                           CC_CALLBACK_1(GameOverLayer::menu_backtomenu_Callback,this));
    
//    auto playagain_normal=Sprite::createWithSpriteFrameName("gameover_playagain.png");
//    auto playagain_pressed=Sprite::createWithSpriteFrameName("gameover_playagain.png");
//    playagain_Item = MenuItemSprite::create(playagain_normal,
//                                           playagain_pressed,
//                                           CC_CALLBACK_1(GameOverLayer::menu_playagain_Callback,this));
    
    auto menu = Menu::create(backtomenu_Item,NULL);
    menu->alignItemsHorizontallyWithPadding(20);
    menu->setPosition(visibleSize.width/2, 100);
    this->addChild(menu, 2);
    
    auto listener = EventListenerTouchOneByOne::create();
    listener->setSwallowTouches(true);
    
    listener->onTouchBegan = CC_CALLBACK_2(GameOverLayer::onTouchBegan, this);
    listener->onTouchMoved = CC_CALLBACK_2(GameOverLayer::onTouchMoved, this);
    listener->onTouchEnded = CC_CALLBACK_2(GameOverLayer::onTouchEnded, this);
    
    _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
    
#if(CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
    auto controllListener = EventListenerController::create();
    controllListener->onKeyUp = CC_CALLBACK_3(GameOverLayer::onKeyDown, this);
    _eventDispatcher->addEventListenerWithSceneGraphPriority(controllListener, this);
    Controller::startDiscoveryController();
#endif
    
    return true;
}
Beispiel #9
0
void P011_Draw::initScrollLayer()
{
	m_scrollLayer = ScrollLayer::create("P011_draw_", ScrollDragDir::DragLeft, 18, false, s_firstDrawLayer);
	m_scrollLayer->setScrollItemTouchAbleEvent(CC_CALLBACK_3(P011_Draw::onScrollLayerTouchAble, this));
	m_scrollLayer->setScrollItemMovingCollisionEvent(CC_CALLBACK_3(P011_Draw::onScrollLayerMovingCollision, this));
	m_scrollLayer->setScrollItemCollisonEndedEvent(CC_CALLBACK_3(P011_Draw::onScrollItemCollisonEnded, this));
	m_scrollLayer->setScrollItemTouchEndedEvent(CC_CALLBACK_3(P011_Draw::onScrollLayerTouchEnded, this));
	m_scrollLayer->setScrollItemDragOutCallBack(CC_CALLBACK_3(P011_Draw::onScrollItemDragOutCallBack, this));
	SCROLL_POSITION_IN_JSON(m_scrollLayer);
	m_sceneJson->addChild(m_scrollLayer, 600);
	m_scrollLayer->initItemSelectFromIndex(0);
	s_firstDrawLayer = false;

	// 擦除
	m_earseSprite = m_sceneJson->getSubSprite("eraser");
	m_earseSprite->setMoveAble(true);
	m_earseSprite->noClickMoveEffect();
	m_earseSprite->setTouchSwallowsTouches(false);
	m_earseSprite->setOnTouchAble(CC_CALLBACK_2(P011_Draw::onEarseTouchAble, this));
	m_earseSprite->setOnWillMoveTo(CC_CALLBACK_2(P011_Draw::onEarseWillMoveTo, this));
	m_earseSprite->setOnTouchEnded(CC_CALLBACK_2(P011_Draw::onEarseTouchEnded, this));
	m_earseSprite->saveCurrentProperties();
}
Beispiel #10
0
void CCutScene::toolSceneTouchMove(Touch *touch)
{
    Point location = touch->getLocation();
    _endPoint = location;
    
    if ((_startPoint - _endPoint).getLength() > 25)
    {
        _startPoint = _endPoint;
    }
    
    _blade->push(location);
    
    m_v2Delta = touch->getLocation() - touch->getPreviousLocation();
    auto func = CC_CALLBACK_3(CCutScene::slice, this);
    _world->rayCast(func, touch->getPreviousLocation(), touch->getLocation(), nullptr);
}
void TDDSwitchTest::testSetSwitches(Ref *sender)
{
	log("testSetSwitches");
	
	TDDSwitch *switchControl = new TDDSwitch(Size(150, 40), Color4B::WHITE, Color4B::BLUE);
	
	switchControl->setPosition(Point(100, 50));
	
	addChild(switchControl);
	
	std::vector<std::string> switches;
	switches.push_back("all");
	switches.push_back("history");
	
	switchControl->setSwitches(switches, CC_CALLBACK_3(TDDSwitchTest::switchSelected, this));
}
Beispiel #12
0
void DeathMoth::play(int index)
{
    switch (index)
    {
        case kDeathMothPlayIndex_Fly:
        {
            m_armature->getAnimation()->play("fly");
        }
            break;
        case kDeathMothPlayIndex_Stand:
        {
            m_armature->getAnimation()->play("stand");
        }
            break;
        case kDeathMothPlayIndex_OpenMouth:
        {
            m_armature->getAnimation()->play("open_mouth");
        }
            break;
        case kDeathMothPlayIndex_Atk01:
        {
            m_armature->getAnimation()->play("atk01");
        }
            break;
        case kDeathMothPlayIndex_Rush:
        {
            m_armature->getAnimation()->play("rush");
        }
            break;
        case kDeathMothPlayIndex_Hurt:
        {
            m_armature->getAnimation()->play("hurt");
        }
            break;
        case kDeathMothPlayIndex_Dead:
        {
            m_armature->getAnimation()->play("dead");
        }
            break;
            
        default:
            break;
    }
    
    m_armature->getAnimation()->setMovementEventCallFunc(CC_CALLBACK_3(DeathMoth::movementEvent, this));
    m_armature->getAnimation()->setFrameEventCallFunc(CC_CALLBACK_4(DeathMoth::frameEvent, this));
}
void TDDSwitchTest::testThreeSwitch(Ref *sender)
{
	log("testSetSwitches");
	
	TDDSwitch *switchControl = new TDDSwitch(Size(200, 50),
								Color4B::WHITE, Color4B::BLUE,
								Color3B::GRAY, Color3B::YELLOW,
								"GillSans", 16);
	
	switchControl->setPosition(Point(10, 150));
	
	addChild(switchControl);
	
	std::vector<std::string> switches;
	switches.push_back("all");
	switches.push_back("history");
	switches.push_back("top");
	
	switchControl->setSwitches(switches, CC_CALLBACK_3(TDDSwitchTest::switchSelected, this));
}
void ScrollDoubleLayer::creatMenuScrollItem(cocos2d::Vector<WJScrollItem*> &items, int count, const char *key)
{
	m_vectorMenuItem.clear();
	for (int i = 0; i < count; i++)
	{
		ScrollMenuItem *scrollItem = ScrollMenuItem::create(this, key, i, ScrollDragDir::StopDrag, true);
		scrollItem->setClickScrollItemEvent(CC_CALLBACK_3(ScrollDoubleLayer::_doEventMenuScrollItemClick, this));
		// 默认选中了第一个
		if (i == 0) scrollItem->setItemSelect(true);

		std::string itemKey = key;
		WJUtils::stringAddInt(itemKey, i + 1, 3);
		ScrollItemTemplate object = ScrollItemTemplateTem(itemKey);
		WJScrollItem* item = WJScrollItem::create(scrollItem, 0, scrollItem->getContentSize().height + object.itemsInterval);
		items.pushBack(item);

		// 当前1级菜单的数组
		m_vectorMenuItem.push_back(scrollItem);
	}
}
Beispiel #15
0
void SpiderFly::setState(SpiderState state)
{
    Spider::setState(state);
    switch (m_state) {
        case kSpiderState_Attack:
            m_armature->getAnimation()->play("stand");
            break;
        case kSpiderState_Stand:
            m_armature->getAnimation()->play("stand");
            break;
        case kSpiderState_Hurted:
            m_armature->getAnimation()->play("hurt");
            break;
        case kSpiderState_Walk:
            m_armature->getAnimation()->play("stand");
            break;
        default:
            break;
    }
    m_armature->getAnimation()->setMovementEventCallFunc(CC_CALLBACK_3(SpiderFly::movementEvent, this));
    m_armature->getAnimation()->setFrameEventCallFunc(CC_CALLBACK_4(SpiderFly::frameEvent, this));
}
Beispiel #16
0
// Tool bar constains the following elements
//	Back button
//	Filter Input
//	Switch
//	Layout:		| BACK | INPUT  .... SWITCH |		// 800 or 480
//  Landscape:  | 80
//  Portrait:	| 80 | 80 | ... 120 |		400 - 120 = 280 -
Layer *TDDSuiteLayer::createToolBarLayer()
{
    float scale = TDDHelper::getBestScale();
    // bool isLandscape = TDDHelper::isLandscape();
    Size screenSize = TDDHelper::getScreenSize();
    int midY = kToolBarHeight/2;

    int buttonW = (int)(scale * 90);
    int inputW = (int)(scale * 200);
    int switchW = (int)(scale * 130);


    int backX = buttonW/2;
    int inputH = kToolBarHeight - 10;
    int inputX = inputW / 2 + buttonW;

    int clearX = buttonW + buttonW/2;

    int switchY = 5;
    int switchX = screenSize.width - switchW - 10;
    int switchH = kToolBarHeight - switchY * 2;



    // Layer containter
    LayerColor *menuLayer = LayerColor::create(kColorToolBar, screenSize.width, kToolBarHeight);


    // Back Button
    Menu *menuBack = TDDHelper::createMenu(Point(backX, midY), "Back",
                                           CC_CALLBACK_1(TDDSuiteLayer::goBack, this));

    menuLayer->addChild(menuBack);


    // Clear History button
    Menu *menuClear = TDDHelper::createMenu(Point(clearX, midY), "Clear",
                                            CC_CALLBACK_1(TDDSuiteLayer::clearHistory, this));

    menuLayer->addChild(menuClear);
    mClearMenu = menuClear;
    mClearMenu->setVisible(false);

    // Filter Input

    mEditFilter = TDDHelper::createEditBox(menuLayer, Point(inputX, midY), Size(inputW, inputH));
    mEditFilter->setText(TDDHelper::getFilter());
    mEditFilter->setPlaceHolder("Testcase Filter");
    mEditFilter->setDelegate(this);

//	Menu *menuFind = TDDHelper::createMenu(Point(findX, midY), "Find",
//										   CC_CALLBACK_1(TDDSuiteLayer::filterTest, this));
//	menuLayer->addChild(menuFind);

    // Switch
    TDDSwitch *switchControl = new TDDSwitch(Size(switchW, switchH),
            kColorSwitchBg, kColorSwitch,
            kColorSwitchOffText, kColorSwitchOnText,
            TDD_FONT_NAME, (int)(scale * TDD_FONT_SIZE2 ));

    switchControl->setPosition(Point(switchX, switchY));

    menuLayer->addChild(switchControl);

    std::vector<std::string> switches;
    switches.push_back("all");
    switches.push_back("history");

    TDDMenuMode savedMode = TDDData::instance()->getMenuMode();
    int index = 0;
    if(savedMode == TDDMenuModeHistory) {
        index = 1;
    }

    switchControl->setSwitches(switches,
                               CC_CALLBACK_3(TDDSuiteLayer::switchSelected, this), index);


    return menuLayer;
}
bool Label::multilineTextWrapByChar()
{
      return multilineTextWrap(std::bind(CC_CALLBACK_3(Label::getFirstCharLen, this) , std::placeholders::_1, std::placeholders::_2, std::placeholders::_3));
}
Beispiel #18
0
bool Player::init()
{
    _size = 0;
    _Model = EffectSprite3D::createFromObjFileAndTexture("playerv002.c3b", "playerv002_256.png");
    
    _HealthSound = FMODAudioEngine::getEvent("event:/SFX/low_health");
    _HealthSound->getParameter("health", &_HealthSoundParam);
    _HealthSoundParam->setValue(1.0f); // Start at full health

    if(_Model)
    {
		targetAngle = 0;
		targetPos = Vec2(0,0);
		_trailOffset = Vec2(0,-40);

        _Model->setScale(8);
        addChild(_Model);
       // _Model->setRotation3D(Vec3(90,0,0));
        _radius = 40;
        _HP = 100;
        _alive = true;
        
        auto listener = EventListenerTouchOneByOne::create();
        listener->setSwallowTouches(true);
        
        listener->onTouchBegan = CC_CALLBACK_2(Player::onTouchBegan, this);
        listener->onTouchMoved = CC_CALLBACK_2(Player::onTouchMoved, this);
        listener->onTouchEnded = CC_CALLBACK_2(Player::onTouchEnded, this);
        
        _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
        //scheduleUpdate();
        GameEntity::UseOutlineEffect(static_cast<Sprite3D*>(_Model), 0.02, Color3B(0,0,0));
        
        schedule(schedule_selector(Player::shootMissile), 1.5, -1, 0);
        schedule(schedule_selector(Player::shoot), 0.075, -1, 0);
        
        // engine trail
        auto part_frame=SpriteFrameCache::getInstance()->getSpriteFrameByName("engine2.jpg");
        ValueMap vm=ParticleManager::getInstance()->GetPlistData("engine");
        auto part = ParticleSystemQuad::create(vm);
        part->setTextureWithRect(part_frame->getTexture(), part_frame->getRect());
        addChild(part);
        part->setPosition(0,-30);
        part->setScale(0.6);
        //part->setRotation(90);
        
        //controller support ios and android
#if(CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
        
        //need include base/CCEventListenerController.h and base/CCController.h文件
        auto controlListener = EventListenerController::create();
        
        controlListener->onKeyDown = CC_CALLBACK_3(Player::onKeyDown,this);
        
        controlListener->onKeyUp = CC_CALLBACK_3(Player::onKeyUp,this);
        
        controlListener->onAxisEvent = CC_CALLBACK_3(Player::onAxisEvent,this);
        
        
        _eventDispatcher->addEventListenerWithSceneGraphPriority(controlListener,this);
        
        Controller::startDiscoveryController();

        //init
        this->axisX = 0;
        this->axisY = 0;
        this->keyX = 0;
        this->keyY = 0;
#endif
        
        return true;
    }
    return false;
}
bool Label::multilineTextWrapByChar()
{
    return multilineTextWrap(CC_CALLBACK_3(Label::getFirstCharLen, this));
}
bool Arcade::init(){
  if(!Layer::init()){
    return false;
  }
  //inicial
  tap_begin = Point::ZERO;
  visibleSize = Director::getInstance()->getVisibleSize();
  origin = Director::getInstance()->getVisibleOrigin();

  //dificultad
  setDelayRollBoard(DELAY_ROLL_BOARD);
  setDelayBeforeFall(DELAY_BEFORE_FALL);
  setDelayStopCombo(DELAY_STOP_COMBO);
  setRandomizeBall(DEFAULT_RANDOMIZE_BALL);
  setRowsStart(DEFAULT_ROWS_START);
  //objetivos
  setGoal(SCORE_WIN);
  setScoreWin(400);
  setComboWin(6);
  _stop = false; _goto_menu = false;
  _snd_take = String("musica y sonidos/baja.ogg");
  _snd_drop = String("musica y sonidos/sube.ogg");
  _snd_collide = String("musica y sonidos/choca_perla.ogg");
  
  //set key
  this->setKeypadEnabled(true);


  background = Sprite::create("mapas/mapa1.png");
  background->setPosition(Point(
			visibleSize.width/2 + origin.x,
			visibleSize.height/2 + origin.y
			)
		  );
  this->addChild(background, -10);
  auto border = Sprite::create("efectos/barraArriba.png");
  border->setPosition(Point(visibleSize.width/2 + origin.x,
			    visibleSize.height - border->getContentSize().height/4 + origin.y));
  this->addChild(border, 9999);
  //iniciale el tablaro
  //y el populador del tablero
  board = Board::create();
  Node* board_view = board->getView();
  this->addChild(board_view);
  board_view->setPosition(Point(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y));
  board->attachMatch(CC_CALLBACK_2(Arcade::onMatchSpheres, this));
  board->attachFall(CC_CALLBACK_3(Arcade::onFallSpheres, this));
  board->attachDropSphere(CC_CALLBACK_1(Arcade::onAnimateExploitSphere, this));
  board->attachEndBoard(CC_CALLBACK_1(Arcade::onReachEndBoard,this));
  board_populater = new BoardPopulaterRandom(board);
  board_populater->setStartRows(getRowsStart());
  board_populater->populate();
  board->setPopulater(board_populater);


  player = Indian::create();
  player->retain();
  Node* player_view = player->getView();
  this->addChild(player_view);
  player->jumpTo(3);

  _score_label = LabelTTF::create("0000","default", 60);

  this->addChild(_score_label, 99999);
  _score_label->setPosition(Point(origin.x + _score_label->getContentSize().width,
				  origin.y + visibleSize.height - _score_label->getContentSize().height/2));

  //variables de juego
  setTimeStart(DEFAULT_TIME_START);
  _time = getTimeStart();
  _clock_label = LabelTTF::create(String::createWithFormat("%02i", _time)->getCString(), "default", 60);
  this->addChild(_clock_label, 99999);
  _clock_label->setPosition(Point(visibleSize.width/2 + origin.x,
				  visibleSize.height + origin.y - _clock_label->getContentSize().height/3));
  _time_over = false;
  _score = 0;
  setScoreCombo(DEFAULT_SCORE_COMBO);
  setScoreMatch(DEFAULT_SCORE_MATCH);
  auto dispatcher = Director::getInstance()->getEventDispatcher();
  auto listener = EventListenerTouchOneByOne::create();
  listener->onTouchBegan = CC_CALLBACK_2(Arcade::onTouchBegan, this);
  listener->onTouchMoved = CC_CALLBACK_2(Arcade::onTouchMoved, this);
  listener->onTouchEnded = CC_CALLBACK_2(Arcade::onTouchEnded, this);

  dispatcher->addEventListenerWithSceneGraphPriority(listener, this);
  this->schedule(schedule_selector(Arcade::updateBoard), 1.0f);

  CocosDenshion::SimpleAudioEngine::sharedEngine()->stopBackgroundMusic(true);
  PLAY_MUSIC("musica y sonidos/juego.ogg");
  _time_roll_board.initWithTarget(this, schedule_selector(Arcade::updateRollBoard));
  _time_roll_board.setInterval(getDelayRollBoard());
  _time_combo.initWithTarget(this, schedule_selector(Arcade::updateCombo));
  _time_combo.setInterval(0.5f);
  _in_combo = false; _time_elapsed_combo = 0;

  //tutorial
  help_down = Sprite::create("tutorial/1paso.png"); help_down->retain();
  help_up = Sprite::create("tutorial/2paso.png"); help_up->retain();
  help_now = NULL;
  return true;
}
Beispiel #21
0
void HandLayer::initNailLayer(WJLayer *oldLayer)
{
	const Size &size = Director::getInstance()->getWinSize();
	// 返回
	m_back = WJButton::create("button/hand.png");
	m_back->setPosition(oldLayer->getParent()->convertToNodeSpace(Vec2(size.width / 2 - 65, size.height - 50)));
	m_back->noClickMoveEffect();
	m_back->setClickAniType(WJButton::ClickAniType::Scale);
	m_back->setNormalAniType(WJButton::NormalAniType::QBreathing);
	m_back->setOnClick(CC_CALLBACK_2(HandLayer::onClickBackButton, this));
	m_back->setVisible(false);
	oldLayer->getParent()->addChild(m_back, 100);

	// 应用到所有
	m_usedWhole = WJButton::create("button/hand.png");
	m_usedWhole->setPosition(oldLayer->getParent()->convertToNodeSpace(Vec2(size.width / 2 + 65, size.height - 50)));
	m_usedWhole->noClickMoveEffect();
	m_usedWhole->setClickAniType(WJButton::ClickAniType::Scale);
	m_usedWhole->setNormalAniType(WJButton::NormalAniType::QBreathing);
	m_usedWhole->setVisible(false);
	m_usedWhole->setOnClick(CC_CALLBACK_2(HandLayer::onClickUsedWholeButton, this));
	oldLayer->getParent()->addChild(m_usedWhole, 100);

	// 擦除
	m_earseSprite = WJSprite::create("game/03_minigame/p008/eraser.png");
	m_earseSprite->setMoveAble(true);
	m_earseSprite->noClickMoveEffect();
	m_earseSprite->setTouchSwallowsTouches(false);
	m_earseSprite->setPosition(oldLayer->getParent()->convertToNodeSpace(Vec2(180, 200)));
	m_earseSprite->setOnTouchAble(CC_CALLBACK_2(HandLayer::onEarseTouchAble, this));
	m_earseSprite->setOnWillMoveTo(CC_CALLBACK_2(HandLayer::onEarseWillMoveTo, this));
	m_earseSprite->setOnTouchEnded(CC_CALLBACK_2(HandLayer::onEarseTouchEnded, this));
	m_earseSprite->setVisible(false);
	oldLayer->getParent()->addChild(m_earseSprite, 800);
	m_earseSprite->saveCurrentProperties();

	// 笔刷
	m_colorTool = WJSprite::create("game/03_minigame/p008/nailcolorbrush/001.png");
	m_colorTool->setPosition(oldLayer->getParent()->convertToNodeSpace(Vec2(size.width - 330, 250)));
	m_colorTool->setUserTag(1);
	m_colorTool->setMoveAble(true);
	m_colorTool->noClickMoveEffect();
	m_colorTool->setVisible(false);
	m_colorTool->setRotation(10);
	m_colorTool->setOnTouchAble(CC_CALLBACK_2(HandLayer::onColorToolTouchAble, this));
	m_colorTool->setOnWillMoveTo(CC_CALLBACK_2(HandLayer::onColorToolWillMoveTo, this));
	m_colorTool->setOnTouchEnded(CC_CALLBACK_2(HandLayer::onColorToolTouchEnded, this));
	oldLayer->getParent()->addChild(m_colorTool, 800);
	m_colorTool->saveCurrentProperties();

	// 选择弹窗
	m_scrollLayer = ScrollDoubleLayer::create("P008_left_", ScrollDragDir::StopDrag, 3, true, P008ShowScrollIsFirstRun);
	m_scrollLayer->setClickScrollItemEvent(CC_CALLBACK_3(HandLayer::onClickScrollItemCallBack, this));
	m_scrollLayer->setClickCancelItemEvent(CC_CALLBACK_3(HandLayer::onClickCancelItemCallBack, this));
	m_scrollLayer->setClickMenuScrollItemEvent(CC_CALLBACK_3(HandLayer::onClickMenuScrollItemCallBack, this));
	m_scrollLayer->setScrollItemTouchAbleEvent(CC_CALLBACK_3(HandLayer::onScrollItemTouchAble, this));
	m_scrollLayer->setScrollItemDragOutCallBack(CC_CALLBACK_3(HandLayer::onScrollItemDragOutCallBack, this));
	m_scrollLayer->setScrollItemMovingCollisionEvent(CC_CALLBACK_3(HandLayer::onScrollItemMovingCollision, this));
	m_scrollLayer->setScrollItemTouchEndedEvent(CC_CALLBACK_3(HandLayer::onScrollItemTouchEnded, this));
	m_scrollLayer->setScrollItemCollisonEndedEvent(CC_CALLBACK_3(HandLayer::onScrollItemCollisonEnded, this));
	m_scrollLayer->setAutoDealCancel(AUTO_DEAL_CANCEL_START_INDEX, 2, AUTO_DEAL_CANCEL_END_INDEX);
	m_scrollLayer->setStackMaxNum(20);
	m_scrollLayer->setPosition(oldLayer->getParent()->convertToNodeSpace(Vec2(size.width + 300, size.height / 2 - 300)));
	oldLayer->getParent()->addChild(m_scrollLayer, 600);

	// 手环
	m_wristScrollLayer = ScrollLayer::create("P008_bracelet_", ScrollDragDir::DragLeft, 10, true, s_firstWristLayer);
	m_wristScrollLayer->setClickScrollItemEvent(CC_CALLBACK_3(HandLayer::onClickWristStyleScrollItem, this));
	//m_wristScrollLayer->setScrollItemMovingCollisionEvent(CC_CALLBACK_3(P008::onScrollStyleMovingCollision, this));
	//m_wristScrollLayer->setScrollItemCollisonEndedEvent(CC_CALLBACK_3(P008::onScrollStyleCollisonEndedEvent, this));
	m_wristScrollLayer->setPosition(oldLayer->getParent()->convertToNodeSpace(Vec2(size.width + 300, size.height / 2 - 300)));
	oldLayer->getParent()->addChild(m_wristScrollLayer, 600);
	m_wristScrollLayer->initItemSelectFromIndex(0);
	s_firstWristLayer = false;

	// 单个指甲
	WJSprite *sprite = nullptr;
	NailLayer *layer = nullptr;
	for (int i = 0; i < 5; i++)
	{
		std::string key = WJUtils::stringAddInt("nail", i + 1);
		sprite = dynamic_cast<WJSprite*>(m_handLayer->getChildByName(key.c_str()));
		layer = NailLayer::create(sprite);
		layer->setNailNo(i + 1);
		layer->setNailStyleNo(4);
		layer->setName(key.c_str());
		layer->_scrollLayer = m_scrollLayer;
		layer->setClickNormalNailCallBack(CC_CALLBACK_2(HandLayer::onClickNormalNail, this));
		m_handLayer->addChild(layer, sprite->getLocalZOrder());
		m_nailVector.pushBack(layer);

		sprite->removeFromParentAndCleanup(true);
		sprite = nullptr;
	}
}
Beispiel #22
0
bool Player::init()
{
    //_Model = EffectSprite3D::createFromObjFileAndTexture("playerv002.c3b", "playerv002_256.png");
	_Model = Sprite::create("mplane0_0.png");
    if(_Model)
    {
		targetAngle = 0;
		targetPos = Vec2(0,0);
		_trailOffset = Vec2(0,-40);

        //_Model->setScale(8);
        addChild(_Model);
       // _Model->setRotation3D(Vec3(90,0,0));
        _radius = 40;
        _HP = 100;
        _alive = true;
		_shadowType = kShadowSky;

		//airscrew
		Vector<SpriteFrame*> frames;
		for (int i = 0; i < 2; i++)
		{
			auto pic = String::createWithFormat("mscrew0_%d.png", i);
			auto frame = SpriteFrame::create(pic->getCString(), Rect(0,0,85,71));
			frames.pushBack(frame);
		}
		auto animation = Animation::createWithSpriteFrames(frames, 0.01f);
		auto animate = Animate::create(animation);
		
		auto screw = Sprite::createWithSpriteFrame(frames.at(0));
		frames.clear();
		/*screw->setPosition(_Model->getPositionX(), _Model->getPositionY()+_Model->getContentSize().height/2);*/
		screw->runAction(RepeatForever::create(animate));
		this->addChild(screw);

		ShadowController::createShadow(this);

        auto listener = EventListenerTouchOneByOne::create();
        listener->setSwallowTouches(true);
        
        listener->onTouchBegan = CC_CALLBACK_2(Player::onTouchBegan, this);
        listener->onTouchMoved = CC_CALLBACK_2(Player::onTouchMoved, this);
        listener->onTouchEnded = CC_CALLBACK_2(Player::onTouchEnded, this);
        
        _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
        //scheduleUpdate();
        //GameEntity::UseOutlineEffect(static_cast<Sprite3D*>(_Model), 0.02, Color3B(0,0,0));
        
        schedule(schedule_selector(Player::shootMissile), 1.5, -1, 0);
        schedule(schedule_selector(Player::shoot), 0.075, -1, 0);
        
        // engine trail
		/*    auto part_frame=SpriteFrameCache::getInstance()->getSpriteFrameByName("engine2.jpg");
			ValueMap vm=ParticleManager::getInstance()->GetPlistData("engine");
			auto part = ParticleSystemQuad::create(vm);
			part->setTextureWithRect(part_frame->getTexture(), part_frame->getRect());
			addChild(part);
			part->setPosition(0,-30);
			part->setScale(0.6);*/
        //part->setRotation(90);
        
        //controller support ios and android
#if(CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
        
        //need include base/CCEventListenerController.h and base/CCController.h文件
        auto controlListener = EventListenerController::create();
        
        controlListener->onKeyDown = CC_CALLBACK_3(Player::onKeyDown,this);
        
        controlListener->onKeyUp = CC_CALLBACK_3(Player::onKeyUp,this);
        
        controlListener->onAxisEvent = CC_CALLBACK_3(Player::onAxisEvent,this);
        
        
        _eventDispatcher->addEventListenerWithSceneGraphPriority(controlListener,this);
        
        Controller::startDiscoveryController();

        //init
        this->axisX = 0;
        this->axisY = 0;
        this->keyX = 0;
        this->keyY = 0;
#endif
        
        return true;
    }
    return false;
}
bool Label::multilineTextWrapByWord()
{
    return multilineTextWrap(CC_CALLBACK_3(Label::getFirstWordLen, this));
}