bool VenusScene::init()
{
	//////////////////////////////
	// 1. super init first
	if (!Layer::init())
	{
		return false;
	}
	
	Size visibleSize = Director::getInstance()->getVisibleSize();
	Point origin = Director::getInstance()->getVisibleOrigin();

	loadMap("maps/PantallaMercurio/Venus.tmx", "Objetos", "Rocas2", "Rocas1", "bg1", "bg2", "FondoPrincipal", "Meta");
	setEventHandlers();	
	
	createCharacter("maps/personajepequeno.png");

	//createCharacterAnimation();


	 tileMap->addChild(playerOne->PlayerSprite, 2);

	 crearParticulaFuego(Point(2200,120));

	this->addChild(tileMap, -1, 1);
	setPointOfView(Point(playerOne->PlayerSprite->getPosition()));
	printf("x mapPosition %f", tileMap->getPosition().x);
	printf("x mapPosition %f", tileMap->getPosition().y);
    auto listener = EventListenerKeyboard::create();


	cocos2d::Sprite* ptr = playerOne->PlayerSprite;
	while (metaCheck(Point(ptr->getPositionX(), ptr->getPositionY()-3)) == "Normal")
	{

		ptr->setPosition(Point(ptr->getPositionX() + 0.5, ptr->getPositionY() - 0.5));

		ptr->setPosition(Point(ptr->getPositionX(), playerOne->PlayerSprite->getPositionY() - 1.5));

		setPointOfView(Point(ptr->getPosition()));
	}

	listener->onKeyPressed = CC_CALLBACK_2(VenusScene::keyPressed, this);
	listener->onKeyReleased = CC_CALLBACK_2(VenusScene::keyReleased, this);
	this->schedule(schedule_selector(VenusScene::onKeyHold));
	_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);

	//Carga de las estrellas de puntaje
	loadStars();
	//Etiqueta en pantalla del marcador
	marcadores();
    cargarPropulsores();
	cargarNave();
	//Método para verificar las distintas colisiones, en este caso, de estrellas para actualizar el puntaje
	schedule(schedule_selector(VenusScene::updateColision));

	
	return true;
}
void ofxTweakbars::init() {
	visible = true;
	is_initialized = true;
	if (!TwInit(TW_OPENGL, NULL)) {
		throw TwGetLastError();
	}
	TwWindowSize(ofGetWidth(), ofGetHeight());
	setEventHandlers();

}
Beispiel #3
0
void Optics2::loadGrid()
{

    cleanGrid();
    gridX = 9;
    gridY = 7;

    cannon = Cannon::createWithSpriteFrame(SpriteFrame::create("optics/cannon.png",Rect(0,0,100,100)),GameObject::LEFT,false);
    cannon->setEventHandlers();
    cannonX = 1;
    cannonY = 2;
    grid[1][2]=cannon;

    grid[3][3]=Goal::createWithSpriteFrame(SpriteFrame::create("optics/goal.png",Rect(0,0,100,100)));

    auto mirror1 = OneSideMirror::createWithSpriteFrame(SpriteFrame::create("optics/onesidemirror.png",Rect(0,0,100,100)),GameObject::NW,true);
    mirror1->setEventHandlers();
    grid[2][2] = mirror1;

    mirror1 = OneSideMirror::createWithSpriteFrame(SpriteFrame::create("optics/onesidemirror.png",Rect(0,0,100,100)),GameObject::NW,false);
    mirror1->setEventHandlers();
    grid[5][4] = mirror1;

    mirror1 = OneSideMirror::createWithSpriteFrame(SpriteFrame::create("optics/onesidemirror.png",Rect(0,0,100,100)),GameObject::NW,true);
    mirror1->setEventHandlers();
    grid[3][5] = mirror1;

    mirror1 = OneSideMirror::createWithSpriteFrame(SpriteFrame::create("optics/onesidemirror.png",Rect(0,0,100,100)),GameObject::NW,false);
    mirror1->setEventHandlers();
    grid[3][2] = mirror1;

    auto mirror2 = TwoSideMirror::createWithSpriteFrame(SpriteFrame::create("optics/twosidemirror.png",Rect(0,0,100,100)),GameObject::NW,true);
    mirror2->setEventHandlers();
    grid[2][4]= mirror2;

    mirror2 = TwoSideMirror::createWithSpriteFrame(SpriteFrame::create("optics/twosidemirror.png",Rect(0,0,100,100)),GameObject::NW,false);
    mirror2->setEventHandlers();
    grid[2][5]= mirror2;

    mirror2 = TwoSideMirror::createWithSpriteFrame(SpriteFrame::create("optics/twosidemirror.png",Rect(0,0,100,100)),GameObject::NW,true);
    mirror2->setEventHandlers();
    grid[4][4]= mirror2;

    auto wall = Wall::createWithSpriteFrame(SpriteFrame::create("optics/wall.png",Rect(0,0,100,100)));
    grid[4][3]= wall;

    wall = Wall::createWithSpriteFrame(SpriteFrame::create("optics/wall.png",Rect(0,0,100,100)));
    grid[4][2]= wall;

    fillBoundingCells();
    fillEmptyCells();
}
// on "init" you need to initialize your instance
bool ChainReactionScene::init()
{
	// Init parent first
	if ( !Layer::init() ) return false;

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

	// Add a menu item with "X" image, which is clicked to quit the program
	auto closeItem = MenuItemImage::create("CloseNormal.png", "CloseSelected.png", CC_CALLBACK_1(ChainReactionScene::menuCloseCallback, this));
	closeItem->setPosition(Point(origin.x + visibleSize.width - closeItem->getContentSize().width/2, origin.y + closeItem->getContentSize().height/2));
	auto menu = Menu::create(closeItem, NULL);
	menu->setPosition(Point::ZERO);
	this->addChild(menu, 1);

	// Create and place the original balls on the scenery
	loadBalls();
	for ( size_t i = 0; i < 13; ++i )
		addRandomBall();

	// Create and place the label to show the remaining time
	_remainingTimeLabel = ColorfulLabel::create("CatchMe", "Fonts/NextGames.ttf", 24);
	_remainingTimeLabel->setPosition(Point(origin.x + visibleSize.width/2, origin.y + visibleSize.height - _remainingTimeLabel->getContentSize().height));
	this->addChild(_remainingTimeLabel, 1);

	// Create and place the label to show the score of current player
	_currenPlayerScore = Scores::create("0000", "Fonts/NextGames.ttf", 24);
	_currenPlayerScore->setPosition(Point(origin.x + visibleSize.width - _currenPlayerScore->getContentSize().width, origin.y + visibleSize.height - _currenPlayerScore->getContentSize().height));
	addChild(_currenPlayerScore, 1);

	// Call update methods the
	schedule( schedule_selector(ChainReactionScene::update) );
	schedule( schedule_selector(ChainReactionScene::updateRemainingTime), 1.0f);

	setEventHandlers();
	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();
	Point 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(Point(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(Point::ZERO);
	this->addChild(menu, 1);

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

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

	labelGameTitle = ColorfulLabel::create("CatchMe", "Fonts/NextGames.ttf", 72);

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

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

#if 0
	// add "HelloWorld" splash screen"
	auto sprite = Sprite::create("HelloWorld.png");

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

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

	schedule( schedule_selector(HelloWorld::update) );
	animateGameTitle();
	setEventHandlers();
	showHighScores();

	return true;
}