void GameScene_Box2D::initPhysics()
{
    b2Vec2 gravity = b2Vec2(0, -9.8);    //重力を作成
    _world = new b2World(gravity);       //Worldを作成
    b2DestructionListener *listener;
    _world->SetDestructionListener(listener);
   // _world->SetDestructionListener(this);
    
    _debugDraw = new GLESDebugDraw( PTM_RATIO );
    _world->SetDebugDraw(_debugDraw);
    
    const b2ParticleSystemDef particleSystemDef;
    //particleSystemDef->flags = b2_waterParticle;
    
    _particleSystem = _world->CreateParticleSystem(&particleSystemDef);
    //_particleSystem->SetRadius(50/PTM_RATIO);
    
    b2ParticleGroupDef groupDef;
    //groupDef.flags = b2_waterParticle;
    _particleGroup = _particleSystem->CreateParticleGroup(groupDef);
    
    
    
    uint32 flags = 0;
    flags += b2Draw::e_shapeBit;
    //flags += b2Draw::e_particleBit;
    //        flags += b2Draw::e_jointBit;
    //        flags += b2Draw::e_aabbBit;
    //        flags += b2Draw::e_pairBit;
    //        flags += b2Draw::e_centerOfMassBit;
    _debugDraw->SetFlags(flags);
    
    //画面サイズサイズを取得
    auto window_size = Director::getInstance()->getWinSize();
    
    //床
    auto floor = cocos2d::extension::PhysicsSprite::create();
    floor->setTextureRect(Rect(0,0,window_size.width,100));
    _floor = floor->getSpriteFrame()->getRect();
    auto size = floor->getContentSize();
   
    b2BodyDef bodyDef;
    bodyDef.type = b2_staticBody;
    bodyDef.position.Set(0, -size.height/PTM_RATIO);
    b2Body *body = _world->CreateBody(&bodyDef);
    
    b2PolygonShape dynamicBox;
    dynamicBox.SetAsBox(size.width/PTM_RATIO, size.height/PTM_RATIO);
    
    b2FixtureDef fixtureDef;
    fixtureDef.shape = &dynamicBox;
    fixtureDef.density = 1.0f;
    body->CreateFixture(&fixtureDef);
    floor->setColor(Color3B(255,255,255));
    floor->setTag(spriteType::kFloor);
    
   // addChild(floor);
    
    auto left_wall =  cocos2d::extension::PhysicsSprite::create();
    left_wall->setTextureRect(Rect(10,window_size.height/2,10,window_size.height*2));
    //left_wall->setPosition(Vec2(10, window_size.height/2));
    left_wall->setColor(Color3B(255,255,255));
    _leftwall = left_wall->getSpriteFrame()->getRect();
    bodyDef.type = b2_staticBody;
    bodyDef.position.Set(0, 0);
    b2Body *bodyleft = _world->CreateBody(&bodyDef);
    
    b2PolygonShape dynamicBoxleft;
    dynamicBoxleft.SetAsBox(10/PTM_RATIO, window_size.height*2/PTM_RATIO);
    
    b2FixtureDef fixtureDefleft;
    fixtureDefleft.shape = &dynamicBoxleft;
    fixtureDefleft.density = 1.0f;
    bodyleft->CreateFixture(&fixtureDefleft);

    auto right_wall =  cocos2d::extension::PhysicsSprite::create();
    right_wall->setTextureRect(Rect(window_size.width,window_size.height/2,10,window_size.height*2));
    size = right_wall->getContentSize();
    bodyDef.type = b2_staticBody;
    bodyDef.position.Set(window_size.width/PTM_RATIO, 0);
    b2Body *bodyright_wall = _world->CreateBody(&bodyDef);
    
    b2PolygonShape dynamicBoxright_wall;
    dynamicBoxright_wall.SetAsBox(10/PTM_RATIO, window_size.height*2/PTM_RATIO);
    
    b2FixtureDef fixtureDefright;
    fixtureDefright.shape = &dynamicBoxright_wall;
    fixtureDefright.density = 1.0f;
    bodyright_wall->CreateFixture(&fixtureDefright);

    right_wall->setColor(Color3B(255,255,255));
    _rightwall = right_wall->getSpriteFrame()->getRect();
    //addChild(right_wall);
    
    _ceil = Rect(window_size.width/2, window_size.height - 200, window_size.width, 100);
    

}
// on "init" you need to initialize your instance
bool HelloWorld::init()
{
    //////////////////////////////
    // 1. super init first
    if ( !Layer::init() )
    {
        return false;
    }
    
    Size visibleSize = Director::getInstance()->getVisibleSize();
    Vec2 origin = Director::getInstance()->getVisibleOrigin();

    /////////////////////////////
    // 2. add a menu item with "X" image, which is clicked to quit the program
    //    you may modify it.

    // add a "close" icon to exit the progress. it's an autorelease object
    auto closeItem = MenuItemImage::create(
                                           "CloseNormal.png",
                                           "CloseSelected.png",
                                           CC_CALLBACK_1(HelloWorld::menuCloseCallback, this));
    
	closeItem->setPosition(Vec2(origin.x + visibleSize.width - closeItem->getContentSize().width/2 ,
                                origin.y + closeItem->getContentSize().height/2));

    // create menu, it's an autorelease object
    auto menu = Menu::create(closeItem, NULL);
    menu->setPosition(Vec2::ZERO);
    this->addChild(menu, 1);

    /////////////////////////////
    // 3. add your codes below...

    // add a label shows "Hello World"
    // create and initialize a label
    
	string testReport;
	int exitCode = PlayFabApiTest::HackishManualTestExecutor();

	auto label = Label::createWithTTF(PlayFabApiTest::GetTestReport(), "fonts/Marker Felt.ttf", 24);
    
    // position the label on the center of the screen
    label->setPosition(Vec2(origin.x + visibleSize.width/2,
                            origin.y + visibleSize.height - label->getContentSize().height));

    // add the label as a child to this layer
    this->addChild(label, 1);

    // add "HelloWorld" splash screen"
    auto sprite = Sprite::create("HelloWorld.png");

    // position the sprite on the center of the screen
    sprite->setPosition(Vec2(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y));

    // add the sprite as a child to this layer
    this->addChild(sprite, 0);

	if (HelloWorld::cmdLine.find("-exit") != string::npos)
		exit(exitCode);

    return true;
}
Beispiel #3
0
bool GameOverLayer::init()
{
    //////////////////////////////
    // 1. super init first
    if ( !Layer::init() )
    {
        return false;
    }
    
    Size visibleSize = Director::getInstance()->getVisibleSize();
    //bg
    auto bg = TMXTiledMap::create("map/blue_bg.tmx");
    this->addChild(bg);
    
    //eff
    ParticleSystem *ps = ParticleSystemQuad::create("particle/light.plist");
    ps->setPosition(Vec2(visibleSize.width, visibleSize.height - 200) / 2);
    this->addChild(ps);
    
    auto top = Sprite::createWithSpriteFrameName("gameover.top.png");
    //top
    top->setAnchorPoint(Vec2(0,0));
    top->setPosition(Vec2(0, visibleSize.height - top->getContentSize().height));
    this->addChild(top);
    
    UserDefault *defaults = UserDefault::getInstance();
    int highScore = defaults->getIntegerForKey(HIGHSCORE_KEY);
    if (highScore < score) {
        highScore = score;
        defaults->setIntegerForKey(HIGHSCORE_KEY,highScore);
    }
    __String *text = __String::createWithFormat("%i points", highScore);
    auto lblHighScore = Label::createWithTTF(HellcUtils::getUTF8Char("lblHighScore"), "fonts/hanyi.ttf", 25);
    lblHighScore->setAnchorPoint(Vec2(0,0));
    lblHighScore->setPosition(Vec2(60, top->getPosition().y - 30));
    addChild(lblHighScore);
    
    auto lblScore = Label::createWithTTF(text->getCString(), "fonts/hanyi.ttf", 24);
    lblScore->setColor(Color3B(75,255,255));
    lblScore->setAnchorPoint(Vec2(0,0));
    lblScore->setPosition(lblHighScore->getPosition() - Vec2(0, 40));
    addChild(lblScore);
    
    auto text2 = Label::createWithTTF("Tap the Screen to Play", "fonts/hanyi.ttf", 24);
    text2->setAnchorPoint(Vec2(0,0));
    text2->setPosition(lblScore->getPosition() - Vec2(10, 45));
    addChild(text2);
    
    //touch
    auto listener = EventListenerTouchOneByOne::create();
    listener->setSwallowTouches(true);
    
    listener->onTouchBegan = [](Touch* touch, Event* event){
        Director::getInstance()->popScene();
        if (UserDefault::getInstance()->getBoolForKey(SOUND_KEY)) {
            SimpleAudioEngine::getInstance()->playEffect(sound_1);
        }
        return false;
    };
    
    //touch
    EventDispatcher* eventDispatcher = Director::getInstance()->getEventDispatcher();
    eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
    
    return true;
}
// on "init" you need to initialize your instance
bool SceneLocalization::init()
{
    //////////////////////////////
    // 1. super init first
    if (!SceneBase::init())
    {
	return false;
    }
    cocos2d::Size windowSize = Director::getInstance()->getWinSize();
#if defined(AK_ANDROID) || defined(AK_IOS)
    float descriptionPosX = windowSize.width  * 0.50f;
    float descriptionPosY = windowSize.height * 0.90f;
    float selectButtonPosX = windowSize.height * 0.50f;
#else
    float descriptionPosX = windowSize.width  * 0.50f;
    float descriptionPosY = windowSize.height * 0.90f;
    float selectButtonPosX = windowSize.width  * 0.15f;
#endif // AK_ANDROID


    /////////////////////////////
    // 2. add a menu item with "X" image, which is clicked to quit the program
    //    you may modify it.
    {

	//addLabel("Localization Demos Menu", descriptionPosX, descriptionPosY, 30);
	int y = descriptionPosY;

	// Add button linking to the Say "Hello"
	{
	    auto selectItem = MenuItemImage::create("PlayNormal.png", "PlayPush.png", CC_CALLBACK_1(SceneLocalization::onSayHello, this));
	    y -= selectItem->getContentSize().height;
	    addItem(selectItem, selectButtonPosX, y, this);
	    addLabelEx("Say \"Hello\"", selectItem->getPosition().x + selectItem->getContentSize().width, selectItem->getPosition().y, FONT_SIZE_MENU, this, CC_CALLBACK_1(SceneLocalization::onSayHello, this));
	}

	// Add button linking to RTPC Demo (Car Engine)
	{
	    auto selectItem = MenuItemImage::create("PlayNormal.png", "PlayPush.png", CC_CALLBACK_1(SceneLocalization::onLanguageChanged, this));
	    y -= selectItem->getContentSize().height;
	    addItem(selectItem, selectButtonPosX, y, this);
	    cocos2d::MenuItemLabel* pMenu = addLabelEx("Language:English(US)", selectItem->getPosition().x + selectItem->getContentSize().width, selectItem->getPosition().y, FONT_SIZE_MENU, this, CC_CALLBACK_1(SceneLocalization::onLanguageChanged, this));
	    m_language = (Label*)pMenu->getChildren().at(0);
	}
    }

    // Load the sound bank
    AkBankID bankID; // Not used
    if (AK::SoundEngine::LoadBank("Human.bnk", AK_DEFAULT_POOL_ID, bankID) != AK_Success)
    {
	SetErrorMessage("Human.bnk");
	return false;
    }
    LOGAK("<SceneLocalization::init>3");

    // Register the "Human" game object
    AK::SoundEngine::RegisterGameObj(GAME_OBJECT_HUMAN, "Human");
    scheduleUpdate();

    return true;
}
Beispiel #5
0
bool MainMenuScene::init()
{
	//////////////////////////////
	// 1. super init first
	if (!Layer::init())
	{
		return false;
	}

	Size visibleSize = Director::getInstance()->getVisibleSize();
	Vec2 origin = Director::getInstance()->getVisibleOrigin();

	/////////////////////////////
	// 2. add a menu item with "X" image, which is clicked to quit the program
	//    you may modify it.

	Vector<MenuItem*> MenuItems;

	// add a "close" icon to exit the progress. it's an autorelease object
	auto closeItem = MenuItemImage::create(
		"CloseNormal.png",
		"CloseSelected.png",
		CC_CALLBACK_1(MainMenuScene::menuCloseCallback, this));

	closeItem->setPosition(Vec2(origin.x + visibleSize.width - closeItem->getContentSize().width / 2,
		origin.y + closeItem->getContentSize().height / 2));

	//http://www.cocos2d-x.org/programmersguide/6/#menu-and-menu-items
	auto startItem = MenuItemImage::create(
		"startButton.png",
		"startButtonSelected.png",
		CC_CALLBACK_1(MainMenuScene::startGame, this));

	startItem->setPosition(Vec2(startItem->getContentSize().width,startItem->getContentSize().height));

	MenuItems.pushBack(closeItem);
	MenuItems.pushBack(startItem);

	// create menu, it's an autorelease object
	auto menu = Menu::createWithArray(MenuItems);
	menu->setPosition(Vec2::ZERO);
	this->addChild(menu, 1);

	std::string pNormalSprite = "green_edit.png";
	Size editBoxSize = Size(100, 20);
	this->_editPlayers = ui::EditBox::create(editBoxSize, ui::Scale9Sprite::create(pNormalSprite));
	_editPlayers->setPosition(Vec2(origin.x + visibleSize.width / 2, origin.y + visibleSize.height * 3 / 4));
	_editPlayers->setFontName("fonts/arial.ttf");
	_editPlayers->setFontSize(12);
	_editPlayers->setFontColor(Color3B::RED);
	_editPlayers->setText("# of Players");
	_editPlayers->setPlaceholderFontColor(Color3B::WHITE);
	//_editPlayers->setInputMode(ui::EditBox::InputMode::NUMERIC);
	_editPlayers->setMaxLength(3);
	_editPlayers->setReturnType(ui::EditBox::KeyboardReturnType::DONE);
	this->addChild(this->_editPlayers);
	_editPlayers->setDelegate(this);

	/////////////////////////////
	// 3. add your codes below...

	// create and initialize a label

	auto label = Label::createWithTTF("Press P or click Start to begin", "fonts/Marker Felt.ttf", 24);

	// position the label on the center of the screen
	label->setPosition(Vec2(origin.x + visibleSize.width / 2,
		origin.y + visibleSize.height - label->getContentSize().height));

	// add the label as a child to this layer
	this->addChild(label, 1);

	// add "HelloWorld" splash screen"
	auto sprite = Sprite::create("HelloWorld.png");

	// position the sprite on the center of the screen
	sprite->setPosition(Vec2(visibleSize.width / 2 + origin.x, visibleSize.height / 2 + origin.y - 30));

	// add the sprite as a child to this layer
	this->addChild(sprite, 0);

	//creating touch listener to wait for P key to be pressed
	auto listener = EventListenerKeyboard::create();
	listener->onKeyReleased = CC_CALLBACK_2(MainMenuScene::onKeyReleased, this);
	_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);

	return true;
}
Beispiel #6
0
void UI::createIngameUI()
{
	m_pIngame->removeAllChildren();
	m_playerMuni = nullptr;

	Size visibleSize = Director::getInstance()->getVisibleSize();

	//################################################
	m_pPlayer = pHelloWorld->getPlayer();
	lastLife = m_pPlayer->getHealth();
	m_pPlayerLife = new Sprite*[3];

	for (int i = 0; i < 3; ++i)
	{
		std::string str = std::string("Resources/GUI/life");
		str.append(std::to_string(i + 1));
		str.append(".png");

		m_pPlayerLife[i] = Sprite::create(str);
		m_pPlayerLife[i]->setPosition(
			135.0f + m_pPlayerLife[i]->getContentSize().width * 0.5f,
			95.0f + m_pPlayerLife[i]->getContentSize().height * 0.5f);
		m_pPlayerLife[i]->setVisible((lastLife - 1) == i);
		m_pIngame->addChild(m_pPlayerLife[i], 2);
	}

	lastCrystal = CollectibleCrystal::getCrystalCount();
	m_pCrystals = new Sprite*[4];
	for (int i = 0; i < 4; ++i)
	{
		std::string str = std::string("Resources/GUI/");
		str.append(std::to_string(i + 1));
		str.append(".png");

		m_pCrystals[i] = Sprite::create(str);
		m_pCrystals[i]->setPosition(
			202.0f + m_pCrystals[i]->getContentSize().width * 0.5f,
			42.0f + m_pCrystals[i]->getContentSize().height * 0.5f);
		m_pCrystals[i]->setVisible((lastCrystal - 1) == i);
		m_pIngame->addChild(m_pCrystals[i], 2);
	}

	m_polle = Sprite::create("Resources/GUI/holybell.png");
	m_polle->setPosition(270.0f, 66.0f);
	m_polle->setVisible(lastCrystal > 0);

	m_crystal = Sprite::create("Resources/GUI/crystall.png");
	m_crystal->setPosition(175.0f, 61.0f);
	m_crystal->setVisible(lastCrystal > 0);

	m_pGameOver = LabelTTF::create("GAME OVER", "Resources/fonts/Comic Book.ttf", 64);
	m_pGameOver->setPosition(visibleSize.width * 0.5f, visibleSize.height * 0.5f);
	m_pGameOver->setVisible(false);

	lastMuni = m_pPlayer->getNuts();
	createMuniLabel();

	Sprite* bg = Sprite::create("Resources/GUI/bg.png");
	bg->setPosition(
		5 + bg->getContentSize().width * 0.5f,
		5 + bg->getContentSize().height *0.5f);

	m_pIngame->addChild(m_polle, 2);
	m_pIngame->addChild(m_crystal, 2);
	m_pIngame->addChild(bg, 1);

	//################################################

	auto closeItem = MenuItemImage::create(
		"Resources/pictures/generic/CloseNormal.png",
		"Resources/pictures/generic/CloseSelected.png",
		CC_CALLBACK_1(MainLayer::menuCloseCallback, pHelloWorld));
	closeItem->setScale(2.0f);
	closeItem->setPosition(
		visibleSize.width - closeItem->getScaleX() * closeItem->getContentSize().width * 0.5f,
		closeItem->getScaleY() * closeItem->getContentSize().height * 0.5f);

	// create menu, it's an autorelease object
	auto menu = Menu::create(closeItem, NULL);
	menu->setPosition(Point::ZERO);
	m_pIngame->addChild(menu, 1);
	m_pIngame->addChild(m_pGameOver, 9999);
}
Beispiel #7
0
//////////////////////////////////////////////////// 
// Checks if the point is contained inside this node
//////////////////////////////////////////////////// 
bool GameObject::containsPoint( cocos2d::CCPoint location )
{
	location = convertToNodeSpace(location);
	CCRect rect = CCRect(0,0, getContentSize().width, getContentSize().height);
	return CCRect::CCRectContainsPoint(rect, location);
}
bool OptionScene::init()
{
	if (!Scene::init())
		return false;
	Size visibleSize = Director::getInstance()->getVisibleSize();
	//--·µ»Ø°´Å¥--//
	auto exitScene = [](Ref* pSender) {
		Director::getInstance()->replaceScene(TransitionFlipX::create(0.5f, MainScene::create(), TransitionScene::Orientation::LEFT_OVER));
	};
	auto backItem = MenuItemImage::create("UI/BackNormal.png", "UI/BackSelected.png", exitScene);
	backItem->setPosition(Vec2(backItem->getContentSize().width / 2 + 10, visibleSize.height - backItem->getContentSize().height / 2 - 10));
	auto backMenu = Menu::create(backItem, NULL);
	backMenu->setPosition(Vec2::ZERO);
	this->addChild(backMenu);
	//--¸ù²Ëµ¥--//
	auto rootLayout = createLayout(Lang::get("optionTitle"), this->getContentSize());
	this->addChild(rootLayout);

	auto list = ListView::create();
	list->setDirection(ScrollView::Direction::VERTICAL);
	list->setGravity(ListView::Gravity::CENTER_HORIZONTAL);
	list->setBounceEnabled(true);
	list->setItemsMargin(10);
	list->setContentSize(Size(700, 480));
	list->setAnchorPoint(Vec2(0.5f, 0.5f));
	list->setPosition(Vec2(visibleSize.width / 2, visibleSize.height / 2 - 20));
	rootLayout->addChild(list);
	//--ÓïÑÔ°´Å¥--//
	auto langButton = createButton(Lang::get("selectLang"), Size(600, 60), [=](Ref* pSender) {
		auto button = (Button*)pSender;
		auto langLayout = createLayout(Lang::get("selectLang"), Size(600, 600));
		auto langList = ListView::create();
		langList->setDirection(ScrollView::Direction::VERTICAL);
		langList->setItemsMargin(10);
		langList->setGravity(ListView::Gravity::CENTER_HORIZONTAL);
		langList->setBounceEnabled(true);
		langList->setContentSize(Size(600, 480));
		langList->setAnchorPoint(Vec2(0.5f, 0.5f));
		langList->setPosition(Vec2(langLayout->getContentSize().width / 2, langLayout->getContentSize().height / 2 - 20));
		langLayout->addChild(langList);
		auto langs = Lang::getAllLangs();

		auto autoLangButton = createButton(Lang::get("autoLang"), Size(500, 60), [this](Ref* pSender) {
			auto button = static_cast<Button*> (pSender);
			highlightingButton->loadTextureNormal("UI/ButtonNormal.png");
			highlightingButton->setContentSize(Size(500, 60));
			highlightingButton = button;
			button->loadTextureNormal("UI/ButtonActive.png");
			button->setContentSize(Size(500, 60));
			Lang::setAutoLang(true);
			Lang::loadAutoLang();
		});
		if (Lang::isAutoLang()) {
			autoLangButton->loadTextureNormal("UI/ButtonActive.png");
			autoLangButton->setContentSize(Size(500, 60));
			highlightingButton = autoLangButton;
		}
		langList->addChild(autoLangButton);
		for (auto i : langs) {
			auto langButton = createButton(i.first, Size(500, 60), [i, this](Ref* pSender) {
				auto button = static_cast<Button*> (pSender);
				highlightingButton->loadTextureNormal("UI/ButtonNormal.png");
				highlightingButton->setContentSize(Size(500, 60));
				highlightingButton = button;
				button->loadTextureNormal("UI/ButtonActive.png");
				button->setContentSize(Size(500, 60));
				Lang::setAutoLang(false);
				Lang::loadLang(i.second);
			});
			if (!Lang::isAutoLang() && i.second == Lang::getCurrentLang()) {
				langButton->loadTextureNormal("UI/ButtonActive.png");
				langButton->setContentSize(Size(500, 60));
				highlightingButton = langButton;
			}
			langList->addChild(langButton);
		}
		goInto(rootLayout, button, langLayout);
		backItem->setCallback([=](Ref* pSender) {
			goOut(rootLayout, button, langLayout);
			backItem->setCallback(exitScene);
		});

	});
	list->addChild(langButton);
	return true;
}
// on "init" you need to initialize your instance
bool Sprite3DLesson5::init()
{
    //////////////////////////////
    // 1. super init first
    if ( !Layer::init() )
    {
        return false;
    }
    
    Size visibleSize = Director::getInstance()->getVisibleSize();
    Vec2 origin = Director::getInstance()->getVisibleOrigin();

    /////////////////////////////
    // 2. add a menu item with "X" image, which is clicked to quit the program
    //    you may modify it.

    // add a "close" icon to exit the progress. it's an autorelease object
    auto closeItem = MenuItemImage::create(
                                           "CloseNormal.png",
                                           "CloseSelected.png",
                                           CC_CALLBACK_1(Sprite3DLesson5::menuCloseCallback, this));
    
	closeItem->setPosition(Vec2(origin.x + visibleSize.width - closeItem->getContentSize().width/2 ,
                                origin.y + closeItem->getContentSize().height/2));

    // create menu, it's an autorelease object
    auto menu = Menu::create(closeItem, NULL);
    menu->setPosition(Vec2::ZERO);
    this->addChild(menu, 1);
    
    auto listener = EventListenerTouchAllAtOnce::create();
    listener->onTouchesEnded = CC_CALLBACK_2(Sprite3DLesson5::onTouchesEnded, this);
    _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);

    /////////////////////////////
    std::string filename = "res/Sprite3D/girl.c3b";
    auto sprite = Sprite3D::create(filename);
    sprite->setPosition(visibleSize.width/2 + origin.x, visibleSize.height/3 + origin.y);
    addChild(sprite);
    
    auto animation = Animation3D::create(filename);
    auto animate = Animate3D::create(animation);
    sprite->runAction(RepeatForever::create(animate));
    
    auto lfoot = Sprite::create("res/Sprite3D/circle.png");
    auto rfoot = Sprite::create("res/Sprite3D/circle.png");
    _lfoot = Sprite3D::create();
    _lfoot->addChild(lfoot);
    _lfoot->setRotation3D(Vec3(90, 0, 0));
    _rfoot = Sprite3D::create();
    _rfoot->addChild(rfoot);
    _rfoot->setRotation3D(Vec3(90, 0, 0));
    
    addChild(_lfoot);
    addChild(_rfoot);
    _lfoot->setScale(0.3f);
    _rfoot->setScale(0.3f);
    _lfoot->setVisible(false);
    _rfoot->setVisible(false);
    
    _sprite = sprite;
    
    ValueMap valuemap0;
    valuemap0["footname"] = Value("Bip001 R Toe0");
    valuemap0["lfoot"] = Value(false);
    animate->setKeyFrameUserInfo(10, valuemap0);
    valuemap0["footname"] = Value("Bip001 L Toe0");
    valuemap0["lfoot"] = Value(true);
    animate->setKeyFrameUserInfo(26, valuemap0);
    auto listener2 = EventListenerCustom::create(Animate3DDisplayedNotification, [&](EventCustom* event)
    {
        auto info = (Animate3D::Animate3DDisplayedEventInfo*)event->getUserData();
        auto footname = info->userInfo->at("footname").asString();
        bool lfoot = info->userInfo->at("lfoot").asBool();
        auto mat = _sprite->getNodeToWorldTransform() * _sprite->getSkeleton()->getBoneByName(footname)->getWorldMat();
        Sprite3D* foot = lfoot ? _lfoot : _rfoot;
        foot->setPosition3D(Vec3(mat.m[12], mat.m[13], mat.m[14]));
        foot->setVisible(true);
        cocos2d::log("frame %d", info->frame);
    });
    Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(listener2, -1);
    
    scheduleUpdate();
    return true;
}
bool Failed::init()
{
    //////////////////////////////
    // 1. super init first
    if ( !Layer::init() )
    {
        return false;
    }
    
    Size visibleSize = Director::getInstance()->getVisibleSize();
    Vec2 origin = Director::getInstance()->getVisibleOrigin();

    /////////////////////////////
    // 2. add a menu item with "X" image, which is clicked to quit the program
    //    you may modify it.

    // add a "close" icon to exit the progress. it's an autorelease object
    auto closeItem = MenuItemImage::create(
                                           "CloseNormal.png",
                                           "CloseSelected.png",
                                           CC_CALLBACK_1(Failed::menuCloseCallback, this));
    
	closeItem->setPosition(Vec2(origin.x + visibleSize.width - closeItem->getContentSize().width/2 ,
                                origin.y + closeItem->getContentSize().height/2));

	// create menu, it's an autorelease object
	auto menu = Menu::create(closeItem, NULL);
	menu->setPosition(Vec2::ZERO);
	this->addChild(menu, 1);

	/////////////////////////////
	// 3. add your codes below...

	// add a label shows "Hello World"
	// create and initialize a label
    
	auto label = LabelTTF::create("", "Arial", 24);
    
	// position the label on the center of the screen
	label->setPosition(Vec2(origin.x + visibleSize.width/2,
				origin.y + visibleSize.height - label->getContentSize().height));

	// add the label as a child to this layer
	this->addChild(label, 1);

	// add "GamePlaying" splash screen"
	auto sprite = Sprite::create("failed.png");

	// position the sprite on the center of the screen
	sprite->setPosition(Vec2(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y));

	// add the sprite as a child to this layer
	this->addChild(sprite, 0);

	//_camera = new ActionCamera;
	//_camera->startWithTarget(menu);
	
	auto dispacher = Director::getInstance()->getEventDispatcher();
	auto listener = EventListenerTouchOneByOne::create();
	listener->onTouchBegan = CC_CALLBACK_2(Failed::onTouchBegan,this);
	listener->onTouchMoved = CC_CALLBACK_2(Failed::onTouchMoved,this);
	dispacher->addEventListenerWithSceneGraphPriority(listener,this);
	Director::getInstance()->setProjection(Director::Projection::_2D);
	scheduleUpdate();
	
	runAction(
		Repeat::create(
		
			Sequence::create(
				Place::create(Vec2(0,-8)),
				DelayTime::create(0.1f),
				Place::create(Vec2(0,0)),
				DelayTime::create(0.1f),
				nullptr),
				3)
				);

	return true;
}
// on "init" you need to initialize your instance
bool HelloWorld::init() {
	//////////////////////////////
	// 1. super init first
	if (!Layer::init()) {
		return false;
	}

	auto visibleSize = Director::getInstance()->getVisibleSize();
	auto origin = Director::getInstance()->getVisibleOrigin();

	/////////////////////////////
	// 2. add a menu item with "X" image, which is clicked to quit the program
	//    you may modify it.

	// add a "close" icon to exit the progress. it's an autorelease object
	auto closeItem = MenuItemImage::create("CloseNormal.png",
			"CloseSelected.png",
			CC_CALLBACK_1(HelloWorld::menuCloseCallback,this));

	closeItem->setPosition(
			origin + Vec2(visibleSize) - Vec2(closeItem->getContentSize() / 2));

	// create menu, it's an autorelease object
	auto menu = Menu::create(closeItem, nullptr);
	menu->setPosition(Vec2::ZERO);
	this->addChild(menu, 1);

	/////////////////////////////
	// 3. add your codes below...

	// add a label shows "Hello World"
	// create and initialize a label

	auto label = LabelTTF::create("Hello World", "Arial", TITLE_FONT_SIZE);

	// position the label on the center of the screen
	label->setPosition(origin.x + visibleSize.width / 2,
			origin.y + visibleSize.height - label->getContentSize().height);

	// add the label as a child to this layer
	this->addChild(label, 1);


	{
		{
			// 注册物理碰撞事件监听
			auto listener = EventListenerPhysicsContact::create();
			    listener->onContactBegin = [this](PhysicsContact& contact)
			    {
			    	log("onContactBegin");
			        auto spriteA = (Sprite*)contact.getShapeA()->getBody()->getNode();
			        auto spriteB = (Sprite*)contact.getShapeB()->getBody()->getNode();

			        return true;
			    };

			    listener->onContactPreSolve = [] (PhysicsContact& contact,
			            PhysicsContactPreSolve& solve) {

//			        log("onContactPreSolve");
			        return true;
			    };

			    listener->onContactPostSolve = [] (PhysicsContact& contact,
			            const PhysicsContactPostSolve& solve) {

//			        log("onContactPostSolve");
			    };

			    listener->onContactSeperate = [](PhysicsContact& contact) {
			        log("onContactSeperate");
			    };

			    Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(
			            listener, 1);
		}
		{
			// touch event监听
			auto touchListener = EventListenerTouchOneByOne::create();

			touchListener->setSwallowTouches(true);
			touchListener->onTouchBegan =
					CC_CALLBACK_2(HelloWorld::onTouchBegan, this);
			touchListener->onTouchMoved =
					CC_CALLBACK_2(HelloWorld::onTouchMoved, this);
			touchListener->onTouchEnded =
					CC_CALLBACK_2(HelloWorld::onTouchEnded, this);
			Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(touchListener,
					this);
		}
	}
	return true;
}
// on "init" you need to initialize your instance
bool HelloWorld::init()
{
    //////////////////////////////
    // 1. super init first
    if ( !Layer::init() )
    {
        return false;
    }
    
    Size visibleSize = Director::getInstance()->getVisibleSize();
    Vec2 origin = Director::getInstance()->getVisibleOrigin();

    /////////////////////////////
    // 2. add a menu item with "X" image, which is clicked to quit the program
    //    you may modify it.

    // add a "close" icon to exit the progress. it's an autorelease object
    auto closeItem = MenuItemImage::create(
                                           "CloseNormal.png",
                                           "CloseSelected.png",
                                           CC_CALLBACK_1(HelloWorld::menuCloseCallback, this));
    
	closeItem->setPosition(Vec2(origin.x + visibleSize.width - closeItem->getContentSize().width/2 ,
                                origin.y + closeItem->getContentSize().height/2));

    // create menu, it's an autorelease object
    auto menu = Menu::create(closeItem, NULL);
    menu->setPosition(Vec2::ZERO);
    this->addChild(menu, 1);

    /////////////////////////////
    // 3. add your codes below...

    // add a label shows "Hello World"
    // create and initialize a label
    label = Label::create("Hello World", "Arial", 24);
    
    // position the label on the center of the screen
    label->setPosition(Vec2(origin.x + visibleSize.width/2,
                            origin.y + visibleSize.height - label->getContentSize().height));

    // add the label as a child to this layer
    this->addChild(label, 1);

    // add "HelloWorld" splash screen"
    auto sprite = Sprite::create("HelloWorld.png");

    // position the sprite on the center of the screen
    sprite->setPosition(Vec2(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y));

    // add the sprite as a child to this layer
    this->addChild(sprite, 0);

	/**********************************************************************************

	SSアニメ表示のサンプルコード
	Visual Studio Express 2013 for Windows Desktopで動作を確認しています。
	ssbpとpngがあれば再生する事ができますが、Resourcesフォルダにsspjも含まれています。

	**********************************************************************************/
	//--------------------------------------------------------------------------------
	//SS5.5から搭載されたエフェクト機能の最適化を行いSS5Managerクラスが追加されました。
	//プレイヤーが共有するエフェクトバッファを作成します。
	//バッファは常駐されますのでゲーム起動時等に1度行ってください。
	auto ss5man = ss::SS5Manager::getInstance();
	ss5man->createEffectBuffer(1024);			//エフェクト用バッファの作成
	//--------------------------------------------------------------------------------
		
	//リソースマネージャの作成
	auto resman = ss::ResourceManager::getInstance();
	//プレイヤーの作成
	ssplayer = ss::Player::create();

	//アニメデータをリソースに追加
	//それぞれのプラットフォームに合わせたパスへ変更してください。
	resman->addData("OPTPiX_SpriteStudio_ParticleEffectSample_150813\\effect_sample.ssbp");
	//プレイヤーにリソースを割り当て
	ssplayer->setData("effect_sample");        // ssbpファイル名(拡張子不要)
	//再生するモーションを設定
	ssplayer->play("e006/sengeki");				 // アニメーション名を指定(ssae名/アニメーション名)

	//アニメの位置を設定
	ssplayer->setPosition(visibleSize.width / 2, visibleSize.height / 2);
	//スケールの変更
	ssplayer->setScale(1.0f, 1.0f);

	//ユーザーデータコールバックを設定
	ssplayer->setUserDataCallback(CC_CALLBACK_2(HelloWorld::userDataCallback, this));

	//アニメーション終了コールバックを設定
	ssplayer->setPlayEndCallback(CC_CALLBACK_1(HelloWorld::playEndCallback, this));

	//プレイヤーをゲームシーンに追加
	this->addChild(ssplayer, 10);


	//updeteの作成
	this->scheduleUpdate();



    return true;
}
void EditorMenuManager::createItems()
{
    Rect rect = VisibleRect::getVisibleRect();
    this->setZOrder(2);
    
    auto scene = dynamic_cast<GameLogic*>(this->getParent());
    
    if (scene)
    {
        /*--------------------- Input Menu -------------------------*/
        auto player = scene->getPlayer();
        
        if (player)
        {
            auto inputMenu = InputMenuItem::create();
            inputMenu->setPosition(0, rect.getMaxY());
            
            inputMenu->setPlayer(player);
            inputMenu->initLevelVar();
            this->addChild(inputMenu, 0, INPUT_MENU);
            
            auto inputMenuSize = inputMenu->getContentSize();
            auto inputTabLayer = LayerColor::create(Color4B(50,50,50,200), inputMenuSize.width / 17, inputMenuSize.height / 3);
            inputTabLayer->setPosition(0, -(inputMenuSize.height / 3));
            inputMenu->addChild(inputTabLayer, 0, 1);
            
            Sprite* inputTabSprite = Sprite::create("Pan_Tab.png");
            inputTabSprite->setScale(0.6f, 0.6f);
            MenuItemSprite* inputTabItem = MenuItemSprite::create(inputTabSprite, inputTabSprite, inputTabSprite, CC_CALLBACK_1(EditorMenuManager::inputTabPressed, this));
            
            Menu *inputTab = Menu::create(inputTabItem, NULL);
            inputTab->setPosition(44, 48);
            inputTabLayer->addChild(inputTab, 0, 1);
        }
        
        /*--------------------- Sheep Menu -------------------------*/
        __Array* sheepArray = scene->getSheep();
        
        if (sheepArray->count() > 0)
        {
            auto sheepMenu = SheepMenuItem::create();
            sheepMenu->setPosition(0, rect.getMaxY());
            
            sheepMenu->setScene(scene);
            sheepMenu->initLevelVar();
            this->addChild(sheepMenu, 0, SHEEP_MENU);
            
            auto sheepMenuSize = sheepMenu->getContentSize();
            auto sheepTabLayer = LayerColor::create(Color4B(50,50,50,200), sheepMenuSize.width / 17, sheepMenuSize.height / 3);
            sheepTabLayer->setPosition(sheepMenuSize.width / 17, -(sheepMenuSize.height / 3));
            sheepMenu->addChild(sheepTabLayer, 0, 1);
            
            Sprite* sheepTabSprite = Sprite::create("Pecora_Tab.png");
            sheepTabSprite->setScale(0.8f, 0.8f);
            MenuItemSprite* sheepTabItem = MenuItemSprite::create(sheepTabSprite, sheepTabSprite, sheepTabSprite, CC_CALLBACK_1(EditorMenuManager::sheepTabPressed, this));
            
            Menu *sheepTab = Menu::create(sheepTabItem, NULL);
            sheepTab->setPosition(34, 34);
            sheepTabLayer->addChild(sheepTab, 0, 2);
        }
        
        /*--------------------- Note Menu --------------------------*/
        if (player && (sheepArray->count() >0))
        {
            auto noteMenu = NoteMenuItem::create();
            noteMenu->setPosition(0, rect.getMaxY());
            
            noteMenu->setPlayer(player);
            noteMenu->setScene(scene);
            noteMenu->initLevelVar();
            this->addChild(noteMenu, 0, NOTE_MENU);
            
            auto noteMenuSize = noteMenu->getContentSize();
            auto noteTabLayer = LayerColor::create(Color4B(50,50,50,200), noteMenuSize.width / 17, noteMenuSize.height / 3);
            noteTabLayer->setPosition(noteMenuSize.width / 8.5, -(noteMenuSize.height / 3));
            noteMenu->addChild(noteTabLayer, 0, 1);
            
            Sprite* noteTabSprite = Sprite::create("Nota_Tab.png");
            noteTabSprite->setScale(0.8f, 0.8f);
            MenuItemSprite* noteTabItem = MenuItemSprite::create(noteTabSprite, noteTabSprite, noteTabSprite, CC_CALLBACK_1(EditorMenuManager::noteTabPressed, this));
            
            Menu *noteTab = Menu::create(noteTabItem, NULL);
            noteTab->setPosition(34, 34);
            noteTabLayer->addChild(noteTab, 0, 3);
        }
        
        /*--------------------- Goatskin Menu --------------------------*/
        __Array* goatskinArray = scene->getGoatskins();
        
        if (goatskinArray->count() > 0)
        {
            auto goatskinMenu = GoatskinMenuItem::create();
            goatskinMenu->setPosition(0, rect.getMaxY());
            
            goatskinMenu->setScene(scene);
            goatskinMenu->initLevelVar();
            this->addChild(goatskinMenu, 0, GOATSKIN_MENU);
    
            auto goatskinMenuSize = goatskinMenu->getContentSize();
            auto goatskinTabLayer = LayerColor::create(Color4B(50,50,50,200), goatskinMenuSize.width / 17, goatskinMenuSize.height / 3);
            goatskinTabLayer->setPosition(goatskinMenuSize.width / 5.67, -(goatskinMenuSize.height / 3));
            goatskinMenu->addChild(goatskinTabLayer, 0, 1);
    
            Sprite* goatskinTabSprite = Sprite::create("rock_2x2.png");
            goatskinTabSprite->setScale(0.3f, 0.3f);
            MenuItemSprite* goatskinTabItem = MenuItemSprite::create(goatskinTabSprite, goatskinTabSprite, goatskinTabSprite, CC_CALLBACK_1(EditorMenuManager::goatskinTabPressed, this));
    
            Menu *goatskinTab = Menu::create(goatskinTabItem, NULL);
            goatskinTab->setPosition(74, 70);
            goatskinTabLayer->addChild(goatskinTab, 0, 4);
        }
    }
    
    /*----------------- Save Data selection --------------------*/
    auto saveTabLayer = LayerColor::create(Color4B(50,50,50,200), rect.getMaxX() / 17, rect.getMaxY() / 12);
    saveTabLayer->setPosition((rect.getMaxX() - (rect.getMaxX() / 8.5)), (rect.getMaxY() - (rect.getMaxY() / 12)));
    this->addChild(saveTabLayer, 0, SAVE);
    
    auto saveLabel = Label::createWithSystemFont("SAVE", "Marker Felt", 15);
    MenuItemLabel* saveTabItem = MenuItemLabel::create(saveLabel, CC_CALLBACK_1(EditorMenuManager::saveTabPressed, this));
    
    Menu *saveTab = Menu::create(saveTabItem, NULL);
    saveTab->setPosition(28, 26);
    saveTabLayer->addChild(saveTab, 0, 1);
    
    /*--------------- Back to Level selection ------------------*/
    auto backTabLayer = LayerColor::create(Color4B(50,50,50,200), rect.getMaxX() / 17, rect.getMaxY() / 12);
    backTabLayer->setPosition((rect.getMaxX() - (rect.getMaxX() / 17)), (rect.getMaxY() - (rect.getMaxY() / 12)));
    this->addChild(backTabLayer, 0, BACK);
    
    auto backLabel = Label::createWithSystemFont("BACK", "Marker Felt", 15);
    MenuItemLabel* backTabItem = MenuItemLabel::create(backLabel, CC_CALLBACK_1(EditorMenuManager::backTabPressed, this));
    
    Menu *backTab = Menu::create(backTabItem, NULL);
    backTab->setPosition(28, 26);
    backTabLayer->addChild(backTab, 0, 1);
}
Beispiel #14
0
// on "init" you need to initialize your instance
bool HelloWorld::init()
{
    //////////////////////////////
    // 1. super init first
    if ( !Layer::init() )
    {
        return false;
    }
    
    Size visibleSize = Director::getInstance()->getVisibleSize();
    Vec2 origin = Director::getInstance()->getVisibleOrigin();
    
    auto bg = Sprite::create("HelloWorld.png");
    bg->setScale(this->getContentSize().width / bg->getContentSize().width,
                 this->getContentSize().height / bg->getContentSize().height);
    bg->setColor(Color3B::ORANGE);
    bg->setAnchorPoint(Vec2::ANCHOR_BOTTOM_LEFT);
    addChild(bg);
    
    
    m_gameLy = Layer::create();
    m_gameLy->setContentSize(Size(visibleSize.width, visibleSize.height * 4));
    addChild(m_gameLy, 1);
    
    
    m_hubLy = HubLayer::create();
    m_hubLy->setContentSize(Size(visibleSize.width * 0.25, visibleSize.height * 4 * 0.15));
    m_hubLy->setPosition(Vec2(1, (this->getContentSize().height - m_hubLy->getContentSize().height) / 2));
    addChild(m_hubLy, 1);
    
    m_hubLy->setgLayer(m_gameLy);
    
    
    auto lD = LayerColor::create(Color4B(255.0, 0, 0, 255.0),
                       visibleSize.width, 30);
    lD->setTag(10);
    
    lD->setPosition(Vec2(0, m_gameLy->getContentSize().height - lD->getContentSize().height));
    m_gameLy->addChild(lD);
    
    auto lP = LayerColor::create(Color4B(0, 255.0, 0, 255.0),
                                visibleSize.width, 30);
    m_gameLy->addChild(lP);
    lP->setTag(11);
    
    
    auto dispatcher = Director::getInstance()->getEventDispatcher();
    auto touchListener = EventListenerTouchOneByOne::create();
    touchListener->setSwallowTouches(true);
    touchListener->onTouchBegan = [this](Touch *touch, Event *event)->bool
    {
        m_lastMove = this->convertTouchToNodeSpace(touch);
        return true;
    };
    

    touchListener->onTouchMoved = [this](Touch *touch, Event *event)
    {
        auto location = this->convertTouchToNodeSpace(touch);
       
        Vec2 v = Vec2(location.x - m_lastMove.x, location.y - m_lastMove.y);
        Vec2 des = m_gameLy->getPosition();
        des.add(v);
        m_gameLy->setPosition(boundeEdge(des));
        m_lastMove = location;
        
    };
    touchListener->onTouchEnded = [this](Touch *touch, Event *event){};
    
    touchListener->onTouchCancelled = [this](Touch *touch, Event *event){};
    
    dispatcher->addEventListenerWithSceneGraphPriority(touchListener, this);
    
    schedule(schedule_selector(HelloWorld::step));
    
    return true;
}
Beispiel #15
0
//第三关
void GameLayer::addGangti3(){

    //墙壁
    for (int i =1; i<=4; i++) {
        auto str2 =__String::createWithFormat("wall_%d",i);
        auto wall = node->getChildByName<Sprite*>(str2->getCString());
        if (wall->getTag() == 25) {
            auto body2 = PhysicsBody::createBox(Size(wall->getContentSize().width,wall->getContentSize().height));
            
            body2->setDynamic(false);
            body2->getShape(0)->setFriction(0);
            body2->getShape(0)->setRestitution(1);
            
            
            wall->setPhysicsBody(body2);
            
            wall->getPhysicsBody()->setContactTestBitmask(WALL_MASK);
        }
        
    }
    
    
    //石头墙
    
    for (int i = 1; i<=4 ;i++ ) {
        auto str3 = __String::createWithFormat("wod_%d",i);
        Sprite* woods1 = node->getChildByName<Sprite*>(str3->getCString());
        //       log("tag = %d",woods1->getTag());
        if (woods1->getTag() ==55) {
            auto body = PhysicsBody::createBox(woods1->getContentSize());
            body->setDynamic(false);
            body->getShape(0)->setRestitution(1.3);//反弹力
            body->getShape(0)->setFriction(0);//摩擦力
            woods1->setPhysicsBody(body);
            woods1->getPhysicsBody()->setContactTestBitmask(WALL_MASK);
        }
        
    }

    
    //木头
    for (int i = 1; i<=8 ;i++ ) {
        auto str = __String::createWithFormat("wood_%d",i);
        Sprite* woods1 = node->getChildByName<Sprite*>(str->getCString());
        //       log("tag = %d",woods1->getTag());
        if (woods1->getTag() ==5) {
            auto body = PhysicsBody::createBox(woods1->getContentSize());
            body->setDynamic(false);
            body->getShape(0)->setRestitution(1);//反弹力
            body->getShape(0)->setFriction(0);//摩擦力
            woods1->setPhysicsBody(body);
            woods1->getPhysicsBody()->setContactTestBitmask(WALL_MASK);
        }
        
    }

    
    //石头
    for (int i =1; i<= 2; i++) {
        auto str3 =__String::createWithFormat("stone_%d",i);
        auto stone = node->getChildByName<Sprite*>(str3->getCString());
        if (stone->getTag() == 45) {
            auto body3 = PhysicsBody::createCircle(stone->getContentSize().width/2);
            body3->setDynamic(false);
            body3->getShape(0)->setFriction(0);
            body3->getShape(0)->setRestitution(1.5);//弹力
            stone->setPhysicsBody(body3);
            stone->getPhysicsBody()->setContactTestBitmask(WALL_MASK);
        }
    }

    

}
Beispiel #16
0
//=============================================================
//=============================================================
bool CCScrollLayer::onTouchBegan(Touch *pTouch, Event *pEvent)
{
    if (!isVisible()) // 父视图改变visible 不影响孩子的变量   //不可见依然接收touch
    { 
        return false;
    }
    
    Node* fatherNode = getParent();
    if(!fatherNode)
        return false;
    
    Point touchPointInWorld = pTouch->getLocation();
    
    Rect  selfRect = boundingBox();
    Point selfOriginInWorld = fatherNode->convertToWorldSpace(selfRect.origin);
    
    Rect selfRectInWorld = Rect(selfOriginInWorld.x,selfOriginInWorld.y,selfRect.size.width,selfRect.size.height);
    if(selfRectInWorld.containsPoint(touchPointInWorld) == false)
    {
        return false;
    }
    
    for (Node *c = this->_parent; c != NULL; c = c->getParent()) 
    {
        if (c->isVisible() == false) //若父亲有不可见的则不处理touch
        {
            return false;
        }
        
        Rect  rect = c->boundingBox();
        Node* parentNode = c->getParent();
        if(parentNode)
        {
            Point originInWorld = parentNode->convertToWorldSpace(rect.origin);
            
            Rect rectInWorld = Rect(originInWorld.x,originInWorld.y,rect.size.width,rect.size.height);
            if(rectInWorld.containsPoint(touchPointInWorld) == false)
            {
                return false;
            }
        }
        
    }
    
   // CCSetIterator it = pTouches->begin();
    Touch* touch = pTouch;
	m_beginPoint = touch->getLocation();
    
    Node* parent = getParent();
    Point localPoint = parent->convertToNodeSpace(m_beginPoint);
    Rect boundRect = boundingBox();
    
    bool unmoveAbleFlag = getContentSize().equals(m_contentLayer->getContentSize());// CCSize::CCSizeEqualToSize(getContentSize(),m_contentLayer->getContentSize());
    if(boundRect.containsPoint(localPoint) && unmoveAbleFlag==false) //点击开始在区域内
    {
        m_containBeginTouchPointFlag = true;
        m_2fLastMoveDis = vertex2(0, 0);
        
        sendSelector(SSTE_TOUCH_BEGIN);
       
        if(m_decelerateFlag)
        {
            m_decelerateFlag = false;
            unschedule(schedule_selector(CCScrollLayer::decelerateTick));
            
        }
        moveToEndPosition(false,m_contentLayer->getPosition());
        return true;
    }
    else
    {
        m_containBeginTouchPointFlag = false;
        return false;
    }
}
void EquipmentInfo::singleEquipmentInfo(int pkID, int typeClick)
{
    equipmentPKID = pkID;
    for (unsigned int i = 0; i < tempEquipVector.size(); i ++)
    {
        if (tempEquipVector[ i ].ePKID == pkID)
        {
            auto singlePanel = dynamic_cast<Layout* >(Helper::seekWidgetByName(singleInfo, "Panel_Left"));								// 获取属性面板
            auto nameImageString = __String::createWithFormat("%d.png", localEquipVector[ tempEquipVector[ i ].eID - 94001 ].eID);
            auto nameImage = dynamic_cast<ImageView* >(Helper::seekWidgetByName(singlePanel, "Image_Equip_0"));						// 设置物品图片
            nameImage->loadTexture(nameImageString->getCString(), TextureResType::UI_TEX_TYPE_PLIST);
            nameImage->setScale(81.0f / 120.0f);
            auto nameText = dynamic_cast<Text* >(Helper::seekWidgetByName(singlePanel, "Label_Name"));								// 装备名称
            if (tempEquipVector[ i ].eLevel == 0)
            {
                auto equipLevel = __String::createWithFormat("%s", localEquipVector[ tempEquipVector[ i ].eID - 94001 ].eChinaName);
                nameText->setText(equipLevel->getCString());
            }
            else
            {
                auto equipLevel = __String::createWithFormat("%s+%d", localEquipVector[ tempEquipVector[ i ].eID - 94001 ].eChinaName, tempEquipVector[ i ].eLevel);
                nameText->setText(equipLevel->getCString());
            }
            for (int z = 60; z < 62; z ++)
            {
                singlePanel->removeChildByTag( z );
            }
            // 功能按钮
            auto equipButton = dynamic_cast<Button*>(Helper::seekWidgetByName(singlePanel, "Button_Equip"));						// 装备按钮
            equipButton->addTouchEventListener(this, toucheventselector(EquipmentInfo::equipClick));
            equipButton->setVisible(false);
            equipButton->setTouchEnabled(false);

            auto changeButton = dynamic_cast<Button*>(Helper::seekWidgetByName(singlePanel, "Button_Change"));					// 更换
            changeButton->addTouchEventListener(this, toucheventselector(EquipmentInfo::changeClick));
            changeButton->setVisible(false);
            changeButton->setTouchEnabled(false);

            auto unloadButton = dynamic_cast<Button*>(Helper::seekWidgetByName(singlePanel, "Button_Unload"));					// 卸下
            unloadButton->addTouchEventListener(this, toucheventselector(EquipmentInfo::unloadClick));
            unloadButton->setVisible(false);
            unloadButton->setTouchEnabled(false);
            if (interGeneralEquipVector[ 0 ].equipID[ DataManager::getInstance()->equipType - 1 ] == 0)							// 点击的位置没有装备
            {
                equipButton->setVisible(true);
                equipButton->setTouchEnabled(true);

                if (false == NewComer::isGuideDone(1000))						/* 引导ID为0,且未完成 */
                {
                    _comer = NewComer::create(this, 1000, 4);
                }
            }
            else
            {
                if ( interGeneralEquipVector[ 0 ].equipPKID[ DataManager::getInstance()->equipType - 1 ] == pkID )
                {
                    unloadButton->setVisible(true);
                    unloadButton->setTouchEnabled(true);
                }
                else
                {
                    changeButton->setVisible(true);
                    changeButton->setTouchEnabled(true);
                }
            }

            // 物品属性
            auto proptyLabel1 = (Text*)singlePanel->getChildByName("Label_Propty_1");
            proptyLabel1->setFontSize(FontSize);
            proptyLabel1->setVisible(false);
            auto proptyLabel2 = (Text*)singlePanel->getChildByName("Label_Propty_2");
            proptyLabel2->setFontSize(FontSize);
            proptyLabel2->setVisible(false);
            auto label1 = Label::create();
            label1->setSystemFontSize(FontSize);
            label1->setColor(Color3B(255, 76, 0));
            label1->setTag(Label1);
            singlePanel->addChild(label1, 10);
            auto label2 = Label::create();
            label2->setSystemFontSize(FontSize);
            label2->setColor(Color3B(255, 76, 0));
            label2->setTag(Label2);
            singlePanel->addChild(label2, 10);

            auto goodsTypeString = __String::createWithFormat("%s", localEquipVector[ tempEquipVector[ i ].eID - 94001 ].ePositionName);
            auto goodsDesString = __String::createWithFormat("%s", localEquipVector[ tempEquipVector[ i ].eID - 94001 ].eDes);
            auto typeLabel = dynamic_cast<Text*>(Helper::seekWidgetByName(singlePanel, "Label_Num"));
            auto desLabel = (Text*)singlePanel->getChildByName("Label_Des");
            typeLabel->setVisible(true);
            typeLabel->setText(goodsTypeString->getCString());

            desLabel->setVisible(true);
            desLabel->ignoreContentAdaptWithSize(false);
            desLabel->setSize(Size(180, 150));
            desLabel->setTextHorizontalAlignment(TextHAlignment::LEFT);
            desLabel->setText(goodsDesString->getCString());
            switch (localEquipVector[ tempEquipVector[ i ].eID - 94001 ].ePositionType)
            {
            case PosTypeHead:
            {
                proptyLabel1->setVisible(true);
                proptyLabel2->setVisible(false);
                proptyLabel1->setText(mpFontChina->getComString("PD")->getCString());

                auto hpString = __String::createWithFormat("%d", localEquipVector[ tempEquipVector[ i ].eID - 94001 ].ePD);
                label1->setPosition(Point(proptyLabel1->getPositionX() + proptyLabel1->getContentSize().width + 10, proptyLabel1->getPositionY()));
                label1->setString(hpString->getCString());
            }
            break;
            case PosTypeArmour:
            {
                proptyLabel1->setVisible(true);
                proptyLabel2->setVisible(false);
                proptyLabel1->setText(mpFontChina->getComString("HP")->getCString());

                auto hpString = __String::createWithFormat("%d", localEquipVector[ tempEquipVector[ i ].eID - 94001 ].eHP);
                label1->setPosition(Point(proptyLabel1->getPositionX() + proptyLabel1->getContentSize().width + 10, proptyLabel1->getPositionY()));
                label1->setString(hpString->getCString());
            }
            break;
            case PosTypeDecorations:
            {
                proptyLabel1->setVisible(true);
                proptyLabel1->setText(mpFontChina->getComString("MD")->getCString());
                proptyLabel2->setVisible(false);
                auto attackString = __String::createWithFormat("%d", localEquipVector[ tempEquipVector[ i ].eID - 94001 ].eMD);
                label1->setPosition(Point(proptyLabel1->getPositionX() + proptyLabel1->getContentSize().width + 10, proptyLabel1->getPositionY()));
                label1->setString(attackString->getCString());
            }
            break;
            case PosTypeWeapons:
            {
                proptyLabel1->setVisible(true);
                proptyLabel2->setVisible(false);
                proptyLabel1->setText(mpFontChina->getComString("Attack")->getCString());
                label1->setPosition(proptyLabel1->getPosition().x + proptyLabel1->getContentSize().width + 10, proptyLabel1->getPosition().y);
                auto hpString = __String::createWithFormat("%d", localEquipVector[ tempEquipVector[ i ].eID - 94001 ].eAtk);
                label1->setString(hpString->getCString());
            }
            break;
            case PosTypeQi:
            {
                proptyLabel1->setVisible(true);
                proptyLabel2->setVisible(true);
                proptyLabel1->setText(mpFontChina->getComString("APR")->getCString());
                label1->setPosition(proptyLabel1->getPosition().x + proptyLabel1->getContentSize().width + 10, proptyLabel1->getPosition().y);
                auto hpString = __String::createWithFormat("%.2f", localEquipVector[ tempEquipVector[ i ].eID - 94001 ].eAddCrit);
                label1->setString(hpString->getCString());

                proptyLabel2->setText(mpFontChina->getComString("RPR")->getCString());
                label2->setPosition(proptyLabel2->getPosition().x + proptyLabel2->getContentSize().width + 10, proptyLabel2->getPosition().y);
                auto hpString2 = __String::createWithFormat("%.2f", localEquipVector[ tempEquipVector[ i ].eID - 94001 ].eReduceCrit);
                label2->setString(hpString2->getCString());
            }
            break;
            case PosTypeYi:
            {
                proptyLabel1->setVisible(true);
                proptyLabel2->setVisible(true);
                proptyLabel1->setText(mpFontChina->getComString("ARH")->getCString());
                label1->setPosition(proptyLabel1->getPosition().x + proptyLabel1->getContentSize().width + 10, proptyLabel1->getPosition().y);
                auto hpString = __String::createWithFormat("%d", localEquipVector[ tempEquipVector[ i ].eID - 94001 ].eAddRealHurt);
                label1->setString(hpString->getCString());

                proptyLabel2->setText(mpFontChina->getComString("RRH")->getCString());
                label2->setPosition(proptyLabel2->getPosition().x + proptyLabel2->getContentSize().width + 10, proptyLabel2->getPosition().y);
                auto hpString2 = __String::createWithFormat("%d", localEquipVector[ tempEquipVector[ i ].eID - 94001 ].eReduceHurt);
                label2->setString(hpString2->getCString());
            }
            break;
            }
        }
    }
}
Beispiel #18
0
// on "init" you need to initialize your instance
bool MapLayer::init()
{
    //////////////////////////////
    // 1. super init first
    if ( !LayerColor::initWithColor( Color4B( 255, 0, 0, 255 )))
    {
        return false;
    }

	
	Size visibleSize = Director::getInstance()->getVisibleSize();
    Point origin = Director::getInstance()->getVisibleOrigin();



	auto img = Sprite::create("image/map.png");
//	img->setPosition( getPosition());
//	img->setContentSize( Size( MAP_WIDTH, MAP_HEIGHT ));

	img->setPosition( MAP_WIDTH/2, MAP_HEIGHT/2);
	this->addChild( img, 0 );


	setContentSize( Size( MAP_WIDTH, MAP_HEIGHT ) );
	setPosition( ( visibleSize.width - MAP_WIDTH ) / 2, ( visibleSize.height - MAP_HEIGHT ) / 2 );

//	this->setContentSize( Size( 100, 100 ));

	////////////////////////////////
	
	this->setTouchEnabled( true );

	auto m_touchListener = EventListenerTouchOneByOne::create();
//	m_touchListener->setSwallowTouches(true);
    
	m_touchListener->onTouchBegan = CC_CALLBACK_2(MapLayer::onTouchBegan, this);
	m_touchListener->onTouchMoved = CC_CALLBACK_2(MapLayer::onTouchMoved, this);
	m_touchListener->onTouchEnded = CC_CALLBACK_2(MapLayer::onTouchEnded, this);

	EventDispatcher* dispatcher = Director::getInstance()->getEventDispatcher();
    
	dispatcher->addEventListenerWithFixedPriority( m_touchListener, 1 );

	////////////////////////////////
	
	auto keyboardListener = EventListenerKeyboard::create();
//	EventDispatcher* dispatcher = Director::getInstance()->getEventDispatcher();
    
	keyboardListener->onKeyPressed = CC_CALLBACK_2( MapLayer::onKeyPressed, this );
	keyboardListener->onKeyReleased = CC_CALLBACK_2( MapLayer::onKeyReleased, this );

	dispatcher->addEventListenerWithFixedPriority( keyboardListener, 1 );

//	setKeyboardEnabled( true );

	setKeyboardEnabled( true );

	/////////////////////////////////////////////////////////////////////////////////////////////////////////

	
	auto label = LabelTTF::create("test test.", "Arial", 30);
    
    // position the label on the center of the screen
    label->setPosition(Point(origin.x + visibleSize.width/2,
                            origin.y + visibleSize.height - label->getContentSize().height));

	label->setColor( Color3B( 255, 0, 0 ));

    // add the label as a child to this layer
    this->addChild(label, 1);

	return true;
}
bool TrainingTower::init()
{
	if (!Sprite::init()) //如果忘记了这句话则会在runApplication报错
	{
		return false;
	}

	instance = GameManager::getInstance();

	soldierToProduceCount = 0;
	isTrainingSpriteSelected = false;
	instance->totalSoldierNum = 0;

	setTowerType(7);
	setIsSelected(false);
	setGrade(0);//开始没有等级
	setPower(40);//塔消耗电力
	setMove(false);//开始不处于移动状态
	setIsPowerEnough(true);//开始状态电力足够
	setIsPowerConsumption(false);//该塔不耗电

	towerSprite = Sprite::create("towerItem/Item8.png");
	towerSprite->setScale(0.4);
	addChild(towerSprite, 5);

	trainingSprite = Sprite::create("traingButton.png"); //训练button,开始不显示,点击该建筑才显示
	trainingSprite->setScale(0.25);
	auto sb = ScaleBy::create(1, 1.2);
	auto seq = Sequence::create(sb, sb->reverse(), NULL);
	auto rp = RepeatForever::create(seq);
	trainingSprite->runAction(rp);
	trainingSprite->setPosition(towerSprite->getBoundingBox().size.width-10,0);
	addChild(trainingSprite, 5);
	trainingSprite->setVisible(false);

	produceTime = 0;//初始化生产时间为0
	produceTimeBarBg = Sprite::create("manaBarBg.png");
	produceTimeBarBg->setScale(0.3); //0.45
	produceTimeBarBg->setPosition(towerSprite->getPosition() + Point(0, 65));
	addChild(produceTimeBarBg, 11);

	//待生产士兵的数目
	soldierNum = Label::createWithTTF("", "b.ttf", 10);
	soldierNum->setPosition(produceTimeBarBg->getPosition());
	addChild(soldierNum, 12);


	//生产时间条初始化
	timeBar = ProgressTimer::create(Sprite::create("time.png"));
	timeBar->setScaleX(0.3);
	timeBar->setScaleY(2.2);
	timeBar->setType(ProgressTimer::Type::BAR);
	timeBar->setMidpoint(Point(0, 0.5));
	timeBar->setBarChangeRate(Point(1, 0));
	timeBar->setPercentage(produceTime);
	timeBar->setAnchorPoint(Point(0, 0.5));
	timeBar->setPosition(produceTimeBarBg->getPosition() - Point(produceTimeBarBg->getBoundingBox().size.width / 2 - 5, 0));
	addChild(timeBar, 10);

	//生产时间属性条不可见
	timeBar->setVisible(false);
	produceTimeBarBg->setVisible(false);
	soldierNum->setVisible(false);

	//血量条背景图片
	towerHpSprite = Sprite::create("manaBarBg.png");
	towerHpSprite->setPosition(towerSprite->getPosition() + Point(0, 50));
	towerHpSprite->setScale(0.3);
	addChild(towerHpSprite, 10);
	//炮塔血量
	hp = 4;
	//炮塔血量进度条
	towerHp = ProgressTimer::create(Sprite::create("soldierProduceTimeBar.png")); //参数是一个图片sprite
	towerHp->setScaleX(2);
	towerHp->setScaleY(5.2);
	towerHp->setType(ProgressTimer::Type::BAR);
	towerHp->setMidpoint(Point(0, 0.5f));
	towerHp->setBarChangeRate(Point(1, 0));
	towerHp->setPercentage(100);
	towerHp->setPosition(Point(towerHpSprite->getContentSize().width / 2, towerHpSprite->getContentSize().height / 3 * 2 - 10));
	towerHpSprite->addChild(towerHp, 5);
	//初始化不可见
	towerHp->setVisible(false);
	towerHpSprite->setVisible(false);

	addTouch();//添加触摸事件

	listener->onTouchBegan = [=](Touch* pTouch, Event* pEvent){
		
		
		auto target = static_cast<Sprite*>(pEvent->getCurrentTarget());
		
		Point locationInNode = target->convertTouchToNodeSpace(pTouch);
		
		Size size = target->getContentSize();
		Rect rect = Rect(0, 0, size.width, size.height);
	
		//log("rect size %f %f", size.width, size.height);
		if (rect.containsPoint(locationInNode)) 
		{
			timeBar->setVisible(true);
			produceTimeBarBg->setVisible(true);
			trainingSprite->setVisible(true);
			soldierNum->setVisible(true);

			towerHp->setVisible(true);
			towerHpSprite->setVisible(true);
			return true;
		}
		else if (!isTrainingSpriteSelected)//这样就可以实现点击其他地方隐藏属性条的功能了
		{
			timeBar->setVisible(false);
			produceTimeBarBg->setVisible(false);
			trainingSprite->setVisible(false);
			soldierNum->setVisible(false);
			towerHp->setVisible(false);
			towerHpSprite->setVisible(false);
		}
		
		return false;
	};

	

	trainingButtonListener = EventListenerTouchOneByOne::create();
	trainingButtonListener->onTouchBegan = [=](Touch* pTouch, Event* pEvent){ //这个是特殊声明 用来检测训练士兵按钮的点击,这种用法就是在要点击的图片上加listener

		auto target = static_cast<Sprite*>(pEvent->getCurrentTarget());

		Point locationInNode = target->convertTouchToNodeSpace(pTouch);

		Size size = target->getContentSize();
		Rect rect = Rect(0, 0, size.width, size.height);

		//log("rect size %f %f", size.width, size.height);
		if (rect.containsPoint(locationInNode) && trainingSprite->isVisible() && instance->totalSoldierNum<MAX_SOLDIER_NUM )
		{
			if (instance->getMoney() >= 100)
			{
				isTrainingSpriteSelected = true;
				soldierToProduceCount++;
				instance->totalSoldierNum++;//士兵总数最多10个
				char c[10];
				sprintf(c, "%d", soldierToProduceCount);
				std::string str = c;
				soldierNum->setString(str);

				//金钱减少
				instance->setMoney(instance->getMoney() - 100);
				char c1[10];
				sprintf(c1, "%d", instance->getMoney());
				std::string str1 = c1;
				instance->moneyLabel->setString(str1);
			}
			else //金钱不足
			{
				auto sb = ScaleBy::create(0.3, 1.2);
				auto seq = Sequence::create(sb, sb->reverse(), NULL);
				instance->moneyLabel->runAction(seq);
			}

			return true;
		}
		else
		{
			isTrainingSpriteSelected = false;
			trainingSprite->setVisible(false);
		}
		
		return false;
	};
	_eventDispatcher->addEventListenerWithSceneGraphPriority(trainingButtonListener, this->trainingSprite);

	this->schedule(schedule_selector(TrainingTower::produceSoldier), 0.1);

	return true;
}
Beispiel #20
0
void PushBallScene::initBall()
{
    m_pGlass = ToolSprite::create("images/select/glass_bottle0.png");
    kAdapterScreen->setExactPosition(m_pGlass, 120, 0,Vec2::ZERO,kBorderLeft,kBorderNone);
    m_pGlass->setDelegate(this);
    m_pGlass->setAnchorPoint(Vec2::ZERO);
    m_pGlass->setIsMove(false);
    m_pGlass->setTag(GLASSTAG);
    m_pGlass->cancelEvent(true);
    
    Vec2 pos = m_pBG->convertToWorldSpace(Vec2(0,340+120));
    m_pGlass->setPositionY(pos.y);
    this->addToContentLayer(m_pGlass,5);
    
    auto borderUpper = PhysicsBody::createEdgeChain(glass,29,PHYSICSBODY_MATERIAL_DEFAULT,10);
    m_pGlass->setPhysicsBody(borderUpper);
    Sprite* glassCover = Sprite::create("images/select/glass_bottle1.png");
    glassCover->setAnchorPoint(Vec2::ZERO);
    glassCover->setTag(GLASSCOVERTAG);
    m_pGlass->addChild(glassCover,100);
    
    Vec2 _pos = m_pMac->convertToWorldSpace(Vec2(-48,323 + 250));
    m_pGlass->setPosition(_pos);
    
    for(int i = 0;i<8;i++){
        
        __String* sball = nullptr;
        sball = __String::createWithFormat("images/select/one_%s.png",ballStr[0].c_str());
        if(i>3 && i<6){
        
            if (ballStr[1]!="") {
                sball = __String::createWithFormat("images/select/one_%s.png",ballStr[1].c_str());
            
            }
        }else if(i>6){
            
            if (ballStr[2]!="") {
                sball = __String::createWithFormat("images/select/one_%s.png",ballStr[2].c_str());
                
            }
            
                
            
        }
        
        auto ball = Sprite::create(sball->getCString());
//        ball->setPosition(m_pGlass->convertToWorldSpace(Vec2(130,260)));
        ball->setPosition(m_pGlass->convertToWorldSpace(Vec2(130,170)));
        this->addToContentLayer(ball);
//        ball->setPosition(Vec2(130,260));
//        m_pGlass->addChild(ball);
        
        
        auto body = PhysicsBody::createCircle(ball->getContentSize().width / 2 - 5);
        ball->setPhysicsBody(body);
        body->getShape(0)->setMass(5010);
        body->getShape(0)->setRestitution(0);
    }

//    RotateBy* move =RotateBy::create(5.0, 360);
//    m_pGlass->runAction(Sequence::create(move, NULL));
//
}
Beispiel #21
0
bool PopWindow::init()
{
    if ( LayerColor::initWithColor(Color4B(0,0,0,0)) )
    {
        _goto = GOTO::NONE;
        
        auto listener = EventListenerTouchOneByOne::create();
        listener->setSwallowTouches(true);
        listener->onTouchBegan = [](Touch* touch, Event* event){
            return true;
        };
        _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
        
        _bk = Sprite::create("pop_bk.png");
        _bk->setScale(0.1f);
        _bk->setPosition(g_visibleRect.center);
        _bk->setAnchorPoint(Point::ANCHOR_MIDDLE);
        _bk->runAction(EaseBackOut::create(ScaleTo::create(0.1f, 1.0f)));
        this->addChild(_bk);
        
        TTFConfig turnTTFConfig;
        turnTTFConfig.outlineSize = 3;
        turnTTFConfig.fontSize = 30;
        turnTTFConfig.fontFilePath = "fonts/britanic bold.ttf";
        _contentLabel = Label::createWithTTF(turnTTFConfig, "Connecting...", TextHAlignment::CENTER, 400);
        _contentLabel->setAnchorPoint(Point::ANCHOR_MIDDLE_RIGHT);
        _contentLabel->setPosition(_bk->getContentSize().width/2+20,_bk->getContentSize().height/2);
        _contentLabel->setSpacing(-5);
        _contentLabel->enableOutline(Color4B::BLACK);
        _bk->addChild(_contentLabel);

        _loadingSprite = Sprite::create("android.png");
        _loadingSprite->setScale(0.7f);
        _loadingSprite->setAnchorPoint(Point::ANCHOR_MIDDLE_LEFT);
        _loadingSprite->setPosition(_contentLabel->getPosition()+Point(20,0));
        _loadingSprite->runAction(RepeatForever::create(Sequence::create(MoveBy::create(0.5f, Point(0,20)),MoveBy::create(0.5f, Point(0,-20)), nullptr)));
        _bk->addChild(_loadingSprite);
        
        auto btn_menuitem = MenuItemImage::create("pop_btn.png","pop_btn.png",CC_CALLBACK_1(PopWindow::menuCallback, this));
        btn_menuitem->setAnchorPoint(Point::ANCHOR_MIDDLE_BOTTOM);
        btn_menuitem->setPosition(_bk->getContentSize().width/2,100);
        
        _btn_menu = Menu::create(btn_menuitem,nullptr);
        _btn_menu->setPosition(Point::ZERO);
        _btn_menu->setVisible(false);
        _bk->addChild(_btn_menu);
        
        TTFConfig t_turnTTFConfig;
        t_turnTTFConfig.outlineSize = 3;
        t_turnTTFConfig.fontSize = 20;
        t_turnTTFConfig.fontFilePath = "fonts/britanic bold.ttf";
        
        _btn_label = Label::createWithTTF(t_turnTTFConfig, "OK", TextHAlignment::CENTER, 400);
        _btn_label->setAnchorPoint(Point::ANCHOR_MIDDLE);
        _btn_label->setPosition(btn_menuitem->getContentSize().width/2, btn_menuitem->getContentSize().height/2);
        _btn_label->setSpacing(-5);
        _btn_label->enableOutline(Color4B::BLACK);
        btn_menuitem->addChild(_btn_label);
        
    }
    return true;
}
Beispiel #22
0
// on "init" you need to initialize your instance
bool TestScene::init()
{
	//////////////////////////////
	// 1. super init first
	if (!Scene::init())
	{
		return false;
	}

	cocos2d::Size visibleSize = cocos2d::Director::getInstance()->getVisibleSize();
	cocos2d::Vec2 origin = cocos2d::Director::getInstance()->getVisibleOrigin();

	auto closeItem = cocos2d::MenuItemImage::create("CloseNormal.png", "CloseSelected.png",
		CC_CALLBACK_1(TestScene::menuCloseCallback, this));
	closeItem->setPosition(cocos2d::Vec2(origin.x + visibleSize.width - closeItem->getContentSize().width / 2,
		origin.y + closeItem->getContentSize().height / 2));
	auto menu = cocos2d::Menu::create(closeItem, NULL);
	menu->setPosition(cocos2d::Vec2::ZERO);
	addChild(menu, 1);

	//Navigation UI
	NavUI* navui = new NavUI(ui_event_manager);
	ui_event_manager->subscribe<NavUI::Next>(*this);
	ui_event_manager->subscribe<NavUI::Prev>(*this);

	navui->setEnabled(true);
	navui->setVisible(true);
	addInterface(NavUI::id,navui);
	navui->setPosition(cocos2d::Vec2(visibleSize.width * 0.5f, visibleSize.height * 0.17f));

	//Saving UI
	SavingUI* saveui = new SavingUI();
	saveui->setEnabled(false);
	saveui->setVisible(false);
	addInterface(SavingUI::id,saveui);
	saveui->setPosition(cocos2d::Vec2(visibleSize.width * 0.5f, visibleSize.height * 0.67f));

	//TimerUI
	TimerUI* timerui = new TimerUI();
	timerui->setEnabled(false);
	timerui->setVisible(false);
	addInterface(TimerUI::id,timerui);
	timerui->setPosition(cocos2d::Vec2(visibleSize.width * 0.5f, visibleSize.height * 0.67f));
	//*/

	///PlayersListUI
	PlayersListUI* playerslistui = new PlayersListUI();
	playerslistui->setEnabled(false);
	playerslistui->setVisible(false);
	addInterface(PlayersListUI::id,playerslistui);
	playerslistui->setPosition(cocos2d::Vec2(visibleSize.width * 0.5, visibleSize.height * 0.5));
	//*/

	/*/Error UI
	ErrorUI* errorui = new ErrorUI();
	auto errorroot = errorui->getRoot();
	addChild(errorroot);
	errorroot->setEnabled(false);
	errorroot->setVisible(false);
	m_ui[ErrorUI::id] = errorui;
	errorroot->setPosition(cocos2d::Vec2(visibleSize.width * 0.75, visibleSize.height * 0.25));

	errorui->setRefreshCallback([this, errorui](){
		
		errorui->deactivate();

	});

	errorui->setSkipCallback([this, errorui](){

		errorui->deactivate();

	});
	//*/
	
	//
	auto sprite = cocos2d::Sprite::create("HelloWorld.png");
	sprite->setScaleX((visibleSize.width / 2 - closeItem->getContentSize().width) / sprite->getContentSize().width);
	sprite->setScaleY((visibleSize.height / 2 - closeItem->getContentSize().height) / sprite->getContentSize().height);
	sprite->setPosition(cocos2d::Vec2((visibleSize.width / 2 + closeItem->getPositionX() - closeItem->getContentSize().width / 2) / 2,
		(visibleSize.height / 2 + closeItem->getPositionY() + closeItem->getContentSize().height / 2) / 2));
	addChild(sprite, 0);

	sprite->setVisible(false);
	//*/

	//ShopUI
	ShopUI* shopui = new ShopUI();
	shopui->setEnabled(false);
	shopui->setVisible(false);
	addInterface(ShopUI::id,shopui);
	shopui->setPosition(cocos2d::Vec2(visibleSize.width * 0.5f, visibleSize.height * 0.67f));

	//DownloadUI
	DownloadUI* dlui = new DownloadUI();
	dlui->setEnabled(false);
	dlui->setVisible(false);
	addInterface(DownloadUI::id,dlui);
	dlui->setPosition(cocos2d::Vec2(visibleSize.width * 0.5f, visibleSize.height * 0.67f));

	//WebUI
	WebUI* webui = new WebUI();
	webui->setEnabled(false);
	webui->setVisible(false);
	addInterface(WebUI::id,webui);
	webui->setPosition(cocos2d::Vec2(visibleSize.width * 0.5f, visibleSize.height * 0.67f));

	//LogUI
	LogUI* logui = new LogUI();
	logui->setEnabled(false);
	logui->setVisible(false);
	addInterface(LogUI::id, logui);
	logui->setPosition(cocos2d::Vec2(visibleSize.width * 0.5f, visibleSize.height * 0.67f));

	//activating first UI : 
	saveui->setEnabled(true);
	saveui->setVisible(true);
	currentUI = SavingUI::id;
	navui->setTitle(currentUI);
	
	m_time = cocos2d::ui::Text::create("", "Arial", 20);
	m_time->setPosition(cocos2d::Vec2(sprite->getPositionX(), closeItem->getPositionY()));
	addChild(m_time);

	g_gameLogic->getLocalDataManager().getEventManager()->subscribe<WkCocos::LocalData::Events::Error>(*this);
	g_gameLogic->getPlayer().player_events->subscribe<WkCocos::Player::Error>(*this);

	//g_gameLogic->getPlayer().getOnlineDatamgr()->getEventManager()->subscribe<WkCocos::OnlineData::Events::ServerTime>(*this);
	return true;
}
Beispiel #23
0
bool Help::init() {
    if (!Layer::init()) {
        return false;
    }

    Size visibleSize = Director::getInstance()->getVisibleSize();
    Vec2 origin = Director::getInstance()->getVisibleOrigin();


    //背景精灵
    if (getPass() == 1) {
        auto bg1 = Sprite::create("help_bg1.jpg");
        //为适应屏幕进行缩放
        bg1->setScaleX((float)visibleSize.width / (float)bg1->getContentSize().width);
        bg1->setScaleY((float)visibleSize.height / (float)bg1->getContentSize().height);
        bg1->setPosition(Vec2(origin.x + visibleSize.width / 2, 0));
        bg1->setAnchorPoint(Vec2(0.5, 0));
        bg1->setTag(101);
        this->addChild(bg1, 0);
    }
    else if (getPass() == 2) {
        auto bg1 = Sprite::create("help_bg2.jpg");
        //为适应屏幕进行缩放
        bg1->setScaleX((float)visibleSize.width / (float)bg1->getContentSize().width);
        bg1->setScaleY((float)visibleSize.height / (float)bg1->getContentSize().height);
        bg1->setPosition(Vec2(origin.x + visibleSize.width / 2, 0));
        bg1->setAnchorPoint(Vec2(0.5, 0));
        bg1->setTag(101);
        this->addChild(bg1, 0);
    }
    else if (getPass() == 3) {
        auto bg1 = Sprite::create("help_bg3.jpg");
        //为适应屏幕进行缩放
        bg1->setScaleX((float)visibleSize.width / (float)bg1->getContentSize().width);
        bg1->setScaleY((float)visibleSize.height / (float)bg1->getContentSize().height);
        bg1->setPosition(Vec2(origin.x + visibleSize.width / 2, 0));
        bg1->setAnchorPoint(Vec2(0.5, 0));
        bg1->setTag(101);
        this->addChild(bg1, 0);
    }
    else if (getPass() == 4) {
        auto bg1 = Sprite::create("help_bg4.png");
        //为适应屏幕进行缩放
        bg1->setScaleX((float)visibleSize.width / (float)bg1->getContentSize().width);
        bg1->setScaleY((float)visibleSize.height / (float)bg1->getContentSize().height);
        bg1->setPosition(Vec2(origin.x + visibleSize.width / 2, 0));
        bg1->setAnchorPoint(Vec2(0.5, 0));
        bg1->setTag(101);
        this->addChild(bg1, 0);
    }
    else if (getPass() == 5) {
        auto bg1 = Sprite::create("bg_5.png");
        //为适应屏幕进行缩放
        bg1->setScaleX((float)visibleSize.width / (float)bg1->getContentSize().width);
        bg1->setScaleY((float)visibleSize.height / (float)bg1->getContentSize().height);
        bg1->setPosition(Vec2(origin.x + visibleSize.width / 2, 0));
        bg1->setAnchorPoint(Vec2(0.5, 0));
        bg1->setTag(101);
        this->addChild(bg1, 0);
    }

    auto MagicItem = MenuItemImage::create("continue.png", "continue2.png",
                                           CC_CALLBACK_1(Help::menuContinueCallback, this));
    MagicItem->setPosition(Vec2(visibleSize.width - MagicItem->getContentSize().width - 20, MagicItem->getContentSize().height * 2));
    MagicItem->setAnchorPoint(Vec2(0.5, 0.5));
    auto menu = Menu::create(MagicItem, NULL);
    menu->setPosition(Vec2::ZERO);
    this->addChild(menu, 1);

    return true;
}
// on "init" you need to initialize your instance
// 初始化当前这个层
bool HelloWorld::init()
{
    //////////////////////////////
    // 1. super init first
    if ( !Layer::init() )
    {
        return false;
    }


	std::string name = "jack";//直接赋值

	log("name = %s",name);//直接这样会出现乱码问题,因为log用的不对
	//我们可以去看log函数:void CC_DLL log(const char * format, ...) CC_FORMAT_PRINTF(1, 2);类型是const char*

	log("name = %s", name.c_str());

	std::string *name1 = new std::string("jack");//直接赋值    
	log("name1 = %s", name1->c_str());

    auto visibleSize = Director::getInstance()->getVisibleSize();//得到屏幕的大小(可见区域大小)
    Vec2 origin = Director::getInstance()->getVisibleOrigin();//得到可见区域大小的左下角坐标

    /////////////////////////////
    // 2. add a menu item with "X" image, which is clicked to quit the program
    //    you may modify it.

    // add a "close" icon to exit the progress. it's an autorelease object
	// 得到图片菜单 以及设置回调函数
    auto closeItem = MenuItemImage::create(
                                           "CloseNormal.png",
                                           "CloseSelected.png",
                                           CC_CALLBACK_1(HelloWorld::menuCloseCallback, this));
    //关闭的按钮 
    closeItem->setPosition(Vec2(origin.x + visibleSize.width - closeItem->getContentSize().width/2 ,
                                origin.y + closeItem->getContentSize().height/2));
	//把菜单项放到菜单里
    auto menu = Menu::create(closeItem, NULL);
	//指定菜单的位置 设置显示的坐标位置
    menu->setPosition(Vec2::ZERO);
    this->addChild(menu, 1);//把菜单放到当前层


	__String *name2 = __String::create("Hi,Tony");//得到对象指针,因为是通过静态create函数获取的,不需要我们delete
	log("name = %s", name2->getCString());

	const char* cstring = "Hi,Tonny";
	__String *name3 = __String::createWithFormat("%s", cstring);//将char转换为__String

	std::string string = "Hi,Tonny";
	__String *name4 = __String::createWithFormat("%s", string.c_str());//将std::string转换为__String


	int num = 123;
	__String *ns = __String::createWithFormat("%d", num);//这种方式可以转换很多其他类型
	log("%d",ns->intValue());

	//解决中文乱码
	__String *ns2 = __String::create("大家好");
	const char* cns;
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
	std::string sns = MyUtility::gbk_2_utf8(ns2->getCString());
	cns = sns.c_str();
#else
	cns = ns2->getCString();
#endif
	log("%s", cns);
	auto label = LabelTTF::create(cns, "Arial", 24);//在cocos2d 3.01时,认为已经过时了,但是这种用法还是能用

	// 3. add your codes below...
	//标签 也就是中间显示的那个文字  以及加载字体
    //auto label = Label::createWithTTF("Hello World", "fonts/Marker Felt.ttf", 24);
    



	//指定标签的位置
    label->setPosition(Vec2(origin.x + visibleSize.width/2,
                            origin.y + visibleSize.height - label->getContentSize().height));

	//把标签加入到层中
    this->addChild(label, 1,123);//设置tag,方便后面获取

	//指定一个图片的精灵
    auto sprite = Sprite::create("HelloWorld.png");

    // 设置图片精灵的位置
    sprite->setPosition(Vec2(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y));
	//把图片精灵加入到层中
    this->addChild(sprite, 0);
    

	auto label1 = LabelAtlas::create("HelloWorld", "fonts/tuffy_bold_italic-charmap.png", 48, 66, ' ');
	label1->setPosition(Vec2(visibleSize.width / 2 - label1->getContentSize().width / 2, visibleSize.height - label1->getContentSize().height));
	this->addChild(label1, 1);

	auto label2 = LabelBMFont::create("HelloWord","fonts/BMFont.fnt");
	label2->setPosition(Vec2(visibleSize.width / 2, visibleSize.height - label2->getContentSize().height));
	this->addChild(label2,1);

    return true;
}
Beispiel #25
0
bool Level::init()
{
	if (!Layer::init())
	{
		return false;
	}

	Size winSize = Director::getInstance()->getWinSize();

	// init map
	bool bRet = false;
	do
	{
		CC_BREAK_IF(!Layer::init());

		this->setmap(TMXTiledMap::create("map.tmx"));
		this->settiledMap(_map->layerNamed("tiledMap"));
		_tiledMap->setAnchorPoint(Vec2(0, 1));
		_tiledMap->setPosition(Vec2(0,winSize.height));
		this->addChild(_map, -1);
		bRet = true;
	} while (0);

	// add actors
	SpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("pd_sprites.plist");
	_actors = SpriteBatchNode::create("pd_sprites.pvr.ccz");
	//_actors->getTexture()->setAliasTexParameters();
	this->addChild(_actors, 0);

	// init hero
	this->initHero();

	// add buttons
	SpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("button.plist");
	_buttons = SpriteBatchNode::create("button.pvr.ccz");
	_buttons->getTexture()->setAliasTexParameters();
	this->addChild(_buttons);

	// init buttons
	auto _attackSprite = Sprite::createWithSpriteFrameName("[email protected]");
	auto _jumpSprite = Sprite::createWithSpriteFrameName("[email protected]");
	_attackSprite->setPosition(winSize.width - _attackSprite->getContentSize().width/2, 
								_attackSprite->getContentSize().height/2);
	_jumpSprite->setPosition(winSize.width - _jumpSprite->getContentSize().width*4/3,
		_jumpSprite->getContentSize().height*4/3);
	this->addChild(_attackSprite, 1);
	this->addChild(_jumpSprite, 1);

	// add listeners
	auto _attackListener = EventListenerTouchOneByOne::create();
	_attackListener->onTouchBegan = [&](Touch *ptouch, Event *pevent) -> bool{
		auto target = static_cast<Sprite*>(pevent->getCurrentTarget());
		Point locationInNode = target->convertToNodeSpace(ptouch->getLocation());
		Size s = target->getContentSize();
		Rect rect = Rect(0, 0, s.width, s.height);
		if (rect.containsPoint(locationInNode))
		{
			auto fram = SpriteFrameCache::getInstance()->getSpriteFrameByName("[email protected]");
			target->setSpriteFrame(fram);
			_hero->attack();
			return true;
		}			
		return false;
	};
	_attackListener->onTouchEnded = [&](Touch *ptouch, Event *pevent){
		auto target = static_cast<Sprite*>(pevent->getCurrentTarget());
		auto fram = SpriteFrameCache::getInstance()->getSpriteFrameByName("[email protected]");
		target->setSpriteFrame(fram);
		//_hero->idle();
	};
	auto _jumpListener = EventListenerTouchOneByOne::create();
	_jumpListener->onTouchBegan = [&](Touch *ptouch, Event *pevent) -> bool{
		auto target = static_cast<Sprite*>(pevent->getCurrentTarget());
		Point locationInNode = target->convertToNodeSpace(ptouch->getLocation());
		Size s = target->getContentSize();
		Rect rect = Rect(0, 0, s.width, s.height);
		if (rect.containsPoint(locationInNode))
		{
			auto fram = SpriteFrameCache::getInstance()->getSpriteFrameByName("[email protected]");
			target->setSpriteFrame(fram);
			_hero->jump();
			return true;
		}
		return false;
	};
	_jumpListener->onTouchEnded = [&](Touch *ptouch, Event *pevent){
		auto target = static_cast<Sprite*>(pevent->getCurrentTarget());
		auto fram = SpriteFrameCache::getInstance()->getSpriteFrameByName("[email protected]");
		target->setSpriteFrame(fram);
		//_hero->idle();
	};
	_eventDispatcher->addEventListenerWithSceneGraphPriority(_attackListener, _attackSprite);
	_eventDispatcher->addEventListenerWithSceneGraphPriority(_jumpListener, _jumpSprite);


	// update
	this->scheduleUpdate();

	return bRet;
}
Beispiel #26
0
Layout* PageView::createPage()
{
    Layout* newPage = Layout::create();
    newPage->setContentSize(getContentSize());
    return newPage;
}
// on "init" you need to initialize your instance
bool Scene102::init()
{
	//////////////////////////////
	// 1. super init first
	if (!Layer::init())
	{
		return false;
	}

	Size visibleSize = Director::getInstance()->getVisibleSize();
	Vec2 origin = Director::getInstance()->getVisibleOrigin();
	Size size;

	SpriteFrameCache::getInstance()->addSpriteFramesWithFile("Scene101/scene101.plist");
	SpriteFrameCache::getInstance()->addSpriteFramesWithFile("Scene101/scene101bg.plist");

	//以 Sprite 作為背景
	Sprite *bkimage = Sprite::createWithSpriteFrameName("s101bgimg.png");  // 使用 create 函式,給予檔名即可
	bkimage->setPosition(Vec2(visibleSize.width / 2 + origin.x, visibleSize.height / 2 + origin.y)); // 位置通常放置在螢幕正中間
	this->addChild(bkimage, 0);

	// 自行增加 sprite 將 bean01.png 到螢幕正中間


	// create and initialize a label, add a label shows "Scene 101"
	auto label = Label::createWithTTF("Scene 101", "fonts/Marker Felt.ttf", 32);
	label->setAlignment(cocos2d::TextHAlignment::CENTER); // 預設靠左對齊
	label->setWidth(100);	// 設定每行文字的顯示寬度
	size = label->getContentSize();
	label->setPosition(Vec2(origin.x + visibleSize.width - size.width / 2 - 10, origin.y + visibleSize.height - size.height / 2 - 10));
	this->addChild(label, 1);

	this->_sceneno = 102;
	strcpy(this->_cSceneNo, "Scene 102");

	//一般(非中文字)文字的顯示方式
	_label1 = Label::createWithBMFont("fonts/couriernew32.fnt", "Scene 101");
	size = _label1->getContentSize();
	_label1->setColor(Color3B::WHITE);
	_label1->setPosition(Vec2(origin.x + visibleSize.width / 2, origin.y + visibleSize.height - size.height));
	this->addChild(_label1, 1);

	// 中文字的顯示方式
	auto strings = FileUtils::getInstance()->getValueMapFromFile("scene101/strings.xml");
	std::string str1 = strings["chinese1"].asString();
	std::string str2 = strings["chinese2"].asString();
	auto label2 = Label::createWithBMFont("fonts/hansans48.fnt", str1);
	auto label3 = Label::createWithBMFont("fonts/hansans48.fnt", str2);
	size = label2->getContentSize();
	label2->setColor(Color3B(255, 238, 217));
	label2->setPosition(Vec2(origin.x + visibleSize.width / 2, origin.y + visibleSize.height - 80 - size.height));
	this->addChild(label2, 1);

	label3->setColor(Color3B(250, 251, 170));
	size = label3->getContentSize();
	label3->setPosition(Vec2(origin.x + visibleSize.width / 2, origin.y + visibleSize.height - 140 - size.height));
	this->addChild(label3, 1);

	// add Return Button
	this->returnbtn = Sprite::createWithSpriteFrameName("returnbtn.png");
	size = returnbtn->getContentSize();
	this->returnbtn->setPosition(Vec2(origin.x + size.width / 2 + 5, origin.y + visibleSize.height - size.height / 2 - 5));
	Point pos = returnbtn->getPosition();
	this->rectReturn = Rect(pos.x - size.width / 2, pos.y - size.height / 2, size.width, size.height);
	this->addChild(returnbtn, 1);

	// add Replay Button
	this->replaybtn = Sprite::createWithSpriteFrameName("replaybtn.png");
	size = replaybtn->getContentSize();
	this->replaybtn->setPosition(Vec2(origin.x + size.width / 2 + 90, origin.y + visibleSize.height - size.height / 2 - 5));
	pos = replaybtn->getPosition();
	this->rectReplay = Rect(pos.x - size.width / 2, pos.y - size.height / 2, size.width, size.height);
	this->addChild(replaybtn, 1);

	// add Cuber Button
	this->cuberbtn = Sprite::createWithSpriteFrameName("cuberbtn1.png");
	size = cuberbtn->getContentSize();
	this->cuberbtn->setPosition(Vec2(origin.x + visibleSize.width - size.width / 2, origin.y + visibleSize.height - size.height / 2 - 60));
	pos = cuberbtn->getPosition();
	this->rectCuber = Rect(pos.x - size.width / 2, pos.y - size.height / 2, size.width, size.height);
	this->addChild(cuberbtn, 1);

	_listener1 = EventListenerTouchOneByOne::create();	//創建一個一對一的事件聆聽器
	_listener1->onTouchBegan = CC_CALLBACK_2(Scene102::onTouchBegan, this);		//加入觸碰開始事件
	_listener1->onTouchMoved = CC_CALLBACK_2(Scene102::onTouchMoved, this);		//加入觸碰移動事件
	_listener1->onTouchEnded = CC_CALLBACK_2(Scene102::onTouchEnded, this);		//加入觸碰離開事件

	this->_eventDispatcher->addEventListenerWithSceneGraphPriority(_listener1, this);	//加入剛創建的事件聆聽器
	this->schedule(CC_SCHEDULE_SELECTOR(Scene102::doStep));

	return true;
}
Beispiel #28
0
float PageView::getPositionXByIndex(ssize_t idx)const
{
    return (getContentSize().width * (idx-_curPageIdx));
}
void BattleEntityPlayer::OnAnimationCreate(EntityAnimation* pNode)
{
	pNode->setPosition(ccp(getAnchorPointInPoints().x, getAnchorPointInPoints().y - getContentSize().height*0.5));
}
Beispiel #30
0
void RichText::formarRenderers()
{
    if (_ignoreSize)
    {
        float newContentSizeWidth = 0.0f;
        float newContentSizeHeight = 0.0f;
        
        CCArray* row = (CCArray*)(_elementRenders[0]);
        float nextPosX = 0.0f;
        for (unsigned int j=0; j<row->count(); j++)
        {
            CCNode* l = (CCNode*)(row->objectAtIndex(j));
            l->setAnchorPoint(CCPointZero);
            l->setPosition(ccp(nextPosX, 0.0f));
            _elementRenderersContainer->addChild(l, 1, j);
            CCSize iSize = l->getContentSize();
            newContentSizeWidth += iSize.width;
            newContentSizeHeight = MAX(newContentSizeHeight, iSize.height);
            nextPosX += iSize.width;
        }
        _elementRenderersContainer->setContentSize(CCSizeMake(newContentSizeWidth, newContentSizeHeight));
    }
    else
    {
        float newContentSizeHeight = 0.0f;
        float *maxHeights = new float[_elementRenders.size()];
        
        for (unsigned int i=0; i<_elementRenders.size(); i++)
        {
            CCArray* row = (CCArray*)(_elementRenders[i]);
            float maxHeight = 0.0f;
            for (unsigned int j=0; j<row->count(); j++)
            {
                CCNode* l = (CCNode*)(row->objectAtIndex(j));
                maxHeight = MAX(l->getContentSize().height, maxHeight);
            }
            maxHeights[i] = maxHeight;
            newContentSizeHeight += maxHeights[i];
        }
        
        
        float nextPosY = _customSize.height;
        for (unsigned int i=0; i<_elementRenders.size(); i++)
        {
            CCArray* row = (CCArray*)(_elementRenders[i]);
            float nextPosX = 0.0f;
            nextPosY -= (maxHeights[i] + _verticalSpace);
            
            for (unsigned int j=0; j<row->count(); j++)
            {
                CCNode* l = (CCNode*)(row->objectAtIndex(j));
                l->setAnchorPoint(CCPointZero);
                l->setPosition(ccp(nextPosX, nextPosY));
                _elementRenderersContainer->addChild(l, 1, i*10 + j);
                nextPosX += l->getContentSize().width;
            }
        }
        _elementRenderersContainer->setContentSize(_size);
        delete [] maxHeights;
    }
    _elementRenders.clear();
    if (_ignoreSize)
    {
        CCSize s = getContentSize();
        _size = s;
    }
    else
    {
        _size = _customSize;
    }
}