void HelloWorldScene::initUI()
{
    
    _gameView = Sprite::create();
    _gameView->setPosition(Vec2(20.0f, 20.0f));
    //    DrawNode* gameViewNode = DrawNode::create();
    //    gameViewNode->drawSegment(Vec2::ZERO, Vec2(600.0f, 0.0f), 1.0f, Color4F::RED);
    //    gameViewNode->drawSegment(Vec2(600.0f, 0.0f), Vec2(600.0f, 600.0f), 1.0f, Color4F::RED);
    //    gameViewNode->drawSegment(Vec2(600.0f, 600.0f), Vec2(0.0f, 600.0f), 1.0f, Color4F::RED);
    //    gameViewNode->drawSegment(Vec2(0.0f, 600.0f), Vec2::ZERO, 1.0f, Color4F::RED);
    //_gameView->addChild(gameViewNode);
    addChild(_gameView, 0);
    
    
    _detailView = Sprite::create();
    _detailView->setPosition(Vec2(640.0f, 20.0f));
    //DrawNode* optionViewNode = DrawNode::create();
    //optionViewNode->drawSegment(Vec2::ZERO, Vec2(476.0f, 0.0f), 1.0f, Color4F::RED);
    //optionViewNode->drawSegment(Vec2(476.0f, 0.0f), Vec2(476.0f, 600.0f), 1.0f, Color4F::RED);
    //optionViewNode->drawSegment(Vec2(476.0f, 600.0f), Vec2(0.0f, 600.0f), 1.0f, Color4F::RED);
    //optionViewNode->drawSegment(Vec2(0.0f, 600.0f), Vec2::ZERO, 1.0f, Color4F::RED);
    //_optionView->addChild(optionViewNode);
    addChild(_detailView, 0);
    
    _uiLayer = Sprite::create();
    addChild(_uiLayer, 1);
    
    DrawNode* bgNode = DrawNode::create();
    bgNode->drawSolidRect(Vec2::ZERO, Vec2(1136.0f, 20.0f), Color4F::BLACK);
    bgNode->drawSolidRect(Vec2::ZERO, Vec2(20.0f, 640.0f), Color4F::BLACK);
    bgNode->drawSolidRect(Vec2(620.0f, 0.0f), Vec2(640.0f, 640.0f), Color4F::BLACK);
    bgNode->drawSolidRect(Vec2(1116.0f, 0.0f), Vec2(1136.0f, 640.0f), Color4F::BLACK);
    bgNode->drawSolidRect(Vec2(0.0f, 620.0f), Vec2(1136.0f, 640.0f), Color4F::BLACK);
    addChild(bgNode,2);
    
    _crossHair = Sprite::create();
    
    DrawNode* node = DrawNode::create();
    node->drawSegment(Vec2(-7.0f, -7.0f), Vec2(-3.0f, -3.0f), 1.0f, Color4F::MAGENTA);
    node->drawSegment(Vec2(7.0f, -7.0f), Vec2(3.0f, -3.0f), 1.0f, Color4F::MAGENTA);
    node->drawSegment(Vec2(7.0f, 7.0f), Vec2(3.0f, 3.0f), 1.0f, Color4F::MAGENTA);
    node->drawSegment(Vec2(-7.0f, 7.0f), Vec2(-3.0f, 3.0f), 1.0f, Color4F::MAGENTA);
    _crossHair->addChild(node);
    _crossHair->setPosition(_winSize / 2);
    _crossHair->runAction(RepeatForever::create(RotateBy::create(1.0f, 90.0f)));
    _uiLayer->addChild(_crossHair);
    
    _worldNode = DrawNode::create();
    _gameView->addChild(_worldNode);
    
    _detailNode = DrawNode::create();
    _detailView->addChild(_detailNode, 2);
    
}
static void DrawFatSegment(cpVect a, cpVect b, cpFloat r, cpSpaceDebugColor outline, cpSpaceDebugColor fill, cpDataPointer data)
{
    const Color4F outlineColor(outline.r, outline.g, outline.b, outline.a);
    DrawNode* drawNode = static_cast<DrawNode*>(data);
    drawNode->drawSegment(PhysicsHelper::cpv2point(a),
                          PhysicsHelper::cpv2point(b),
                          PhysicsHelper::cpfloat2float(r==0 ? 1 : r), outlineColor);
}
// 軌跡の描画
void BrushTrail::drawTrail( const Vec2& start, const Vec2& end )
{
	mCanvas->renderingBegin();
	
	DrawNode* drawNode { DrawNode::create() };
	drawNode->drawSegment( start, end, LINE_WIDTH, Color4F::WHITE );
	mCanvas->addRenderingTarget( drawNode );
	
	mCanvas->renderingEnd();
}
Beispiel #4
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void TestTouch::onTouchMoved(Touch* touch, Event* event)
{
	Point *locationInNode = &touch->getLocation();
	if (lastPoint != NULL)
	{
		DrawNode *draw = DrawNode::create();
		this->addChild(draw);	
		draw->drawSegment(Vec2(m_iLastPointX, m_iLastPointY), *locationInNode, 5, Color4F(0.5, 0.5, 0.5, 0.5));
	}
	CCLOG("TestTouch::onTouchMoved %p: %lf, %lf -->  %lf, %lf", lastPoint, m_iLastPointX, m_iLastPointY, locationInNode->x, locationInNode->y);
	m_iLastPointX = locationInNode->x;
	m_iLastPointY = locationInNode->y;
}
Beispiel #5
0
void DebugMap::parseMap( cocos2d::TMXTiledMap* tmap  ){
    
    TMXObjectGroup* wall = tmap->getObjectGroup("linewall");
    
    Size mapSize  = tmap->getContentSize();
    tilesLen = tmap->getMapSize();
    tilesSize= tmap->getTileSize()/2;
    
    
    CCLOG("parseMap %f %f", D::mapSize.width, D::mapSize.height );
    
    for( int i=0; i<tilesLen.height+1; i++ ) this->drawLine( Vec2( 0, i*(tilesSize.height)), Vec2( mapSize.width, i*(tilesSize.height) ), Color4F::BLUE );
    for( int j=0; j<tilesLen.width+1; j++ )  this->drawLine( Vec2( j*(tilesSize.width), 0 ), Vec2( j*(tilesSize.width), mapSize.height ), Color4F::BLUE );

    
//    CCLOG(" Line... %f, %f", tmap->getMapSize().width, tmap->getMapSize().height ); // 갯수
//    CCLOG(" Line... %f, %f", tmap->getTileSize().width, tmap->getTileSize().height ); // 크기
    
    DrawNode* wallNode = DrawNode::create();
    this->addChild( wallNode );
    
    int lineCount = 0;
    for( auto obj : wall->getObjects())
    {
        bool first = true;
        Vec2 prevPoint;
        
        
        auto xx = obj.asValueMap()["x"].asFloat();
        auto yy = obj.asValueMap()["y"].asFloat();
        
        // 벽 생성 및 위치
        for( auto value : obj.asValueMap() )
        {
            if( value.first == "polylinePoints"){
                wallSeg.push_back( *new std::vector<Vec2> );
                auto vec = value.second.asValueVector();
                
                CCLOG("catch Line %d", lineCount );
                first = true;
                for( auto &p : vec ){
                    Vec2 point = Vec2( ( p.asValueMap().at("x").asFloat()*.5 ) + xx, -( p.asValueMap().at("y").asFloat()*.5 ) + yy );
                    
                    if( first == false ){
                        wallNode->drawSegment( prevPoint, point, 3.0f, Color4F::WHITE );
                    }
                    
                    wallSeg[lineCount].push_back(point);
                    prevPoint = point;
                    first = false;
                }//for
                
                CCLOG( "(%d) line length is %lu", lineCount, wallSeg[lineCount].size());
                lineCount += 1;
            }//if
            
        }//for
    }
    
    
    parentMap.reserve(100);
    getFastDistance( 8,0, 6,8 );
}
///all screen move functions should use this
void HelloWorld::lookAt(Vec2 pos)
{
    Vec2 visible = Director::getInstance()->getVisibleSize();
    this->setPosition(-1*(pos - visible/2));
    protractor->setPosition(lookingAt());
    notifier->setPosition(lookingAt());

    //draw grid
    Vec2 botleft = screenspaceToWorldspace(Vec2::ZERO);
    Vec2 topright = screenspaceToWorldspace(visible);
    Vec2 drawSpaceBotLeft = botleft - GRID_LABEL_SPACING;
    Vec2 drawSpaceTopRight = topright + GRID_LABEL_SPACING;
	DrawNode* gridSprite = (DrawNode*)getChildByName("gridSprite");
    if (gridSprite)
    {
        gridSprite->clear();
        std::vector<std::string> toRemove;
        for (auto child : gridSprite->getChildren())
        {
            if (!onScreen(child->getPosition(), Vec2(GRID_LABEL_SPACING)))
                toRemove.push_back(child->getName());
        }
        for (auto name : toRemove)
        {
            gridSprite->removeChildByName(name);
        }
    }
    else
    {
        gridSprite = DrawNode::create();
        gridSprite->setName("gridSprite");
        addChild(gridSprite, 0);
    }
    //vertical lines
    for (int i= drawSpaceBotLeft.x; i<drawSpaceTopRight.x; i++)
    {
        if(i % (int)GRID_SPACING.x)
            continue;
        gridSprite->drawSegment(Vec2(i, drawSpaceBotLeft.y), Vec2(i, drawSpaceBotLeft.y+visible.y+2*GRID_LABEL_SPACING.y),
                                GRID_LINE_THICKNESS, Color4F(1,1,1,0.1));
        if(!(i % (int)GRID_LABEL_SPACING.x))
        {
            std::string txt = std::to_string(i);
            auto label = gridSprite->getChildByName("v" + txt);
            if (!label)
            {
                label = Label::createWithTTF(txt, "fonts/arial.ttf", GRID_LABEL_SIZE);
                label->setName("v" + txt);
                gridSprite->addChild(label);
            }
            label->setPosition(Vec2(i, topright.y - GRID_LABEL_SIZE * 2));
        }
    }
    //horizontal lines
    for (int i= drawSpaceBotLeft.y; i<drawSpaceTopRight.y; i++)
    {
        if(i % (int)GRID_SPACING.y)
            continue;
        gridSprite->drawSegment(Vec2(drawSpaceBotLeft.x, i), Vec2(drawSpaceBotLeft.x+visible.x + 2 * GRID_LABEL_SPACING.x, i),
                                GRID_LINE_THICKNESS, Color4F(1,1,1,0.1));   
        if(!(i % (int)GRID_LABEL_SPACING.y))
        {
            std::string txt = std::to_string(i);
            auto label = gridSprite->getChildByName("h" + txt);
            if (!label)
            {
                label = Label::createWithTTF(txt, "fonts/arial.ttf", GRID_LABEL_SIZE);
                label->setName("h" + txt);
                gridSprite->addChild(label);
            }
            label->setPosition(Vec2(botleft.x + GRID_LABEL_SIZE * 2, i));
        }
    }
    repaintCursor();
    Commorose* c = (Commorose*)commorose;
    c->setPosition(screenspaceToWorldspace(c->getPositionOnScreen()));
}