bool GameScene::init(){ Size visibleSize = Director::getInstance()->getVisibleSize(); Point origin = Director::getInstance()->getVisibleOrigin(); auto sprite = Sprite::create("bj2.jpg"); sprite->setPosition(Point(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y)); this->addChild(sprite, -4); auto bg1 = Sprite::create("b2.png"); bg1->setAnchorPoint(Point(0, 0)); bg1->setPosition(Point(0, 10)); this->addChild(bg1, -3); auto bg2 = Sprite::create("b2.png"); bg2->setAnchorPoint(Point(0, 0)); bg2->setPosition(Point(bg1->getContentSize().width, 10)); this->addChild(bg2, -3); distanceBg.pushBack(bg1); distanceBg.pushBack(bg2); auto bg3 = Sprite::create("b1.png"); bg3->setAnchorPoint(Point(0, 0)); bg3->setPosition(Point(0, 0)); this->addChild(bg3, -2); auto bg4 = Sprite::create("b1.png"); bg4->setAnchorPoint(Point(0, 0)); bg4->setPosition(bg3->getContentSize().width, 0); this->addChild(bg4, -2); nearbyBg.pushBack(bg3); nearbyBg.pushBack(bg4); ParticleSystemQuad *emiter = ParticleSystemQuad::create("dirt.plist"); emiter->setPosition(visibleSize.width/2, visibleSize.height/2); this->addChild(emiter, -3); map = TMXTiledMap::create("map.tmx"); map->setAnchorPoint(Point(0, 0)); map->setPosition(Point(0, 0)); this->addChild(map, -1); addPlayer(map); addHeart(map); playFlyToScene(); Node *ground = Node::create(); float width = map->getContentSize().width; float height = map->getContentSize().height * 3 / 16; auto bottomBody = PhysicsBody::createEdgeSegment(Point(0, height), Point(width, height)); ground->setPhysicsBody(bottomBody); this->addChild(ground); return true; }
void Level::removeRisen(int index) { // 1/3 chance to spawn heart if(rand()%3 == 0) { addHeart(risenManager.risen[index]->getPosition().x,risenManager.risen[index]->getPosition().y ); } risenManager.risen.erase(risenManager.risen.begin() + index); }