Ejemplo n.º 1
0
// on "init" you need to initialize your instance
bool GameLayer::init() {
    //////////////////////////////
    // 1. super init first
    if ( !CCLayer::init() ) {
        return false;
    }
    
    //get screen size
	_screenSize = CCDirector::sharedDirector()->getWinSize();
	
    _running = false;
    
    //create game screen elements
    createGameScreen();
    
    //create object pools
    createPools();
    //create CCActions
    createActions();
    
    //create array to store all falling objects (will use it in collision check)
    _fallingObjects = CCArray::createWithCapacity(40);
    _fallingObjects->retain();
    
    
	//listen for touches
    this->setTouchEnabled(true);
    
    //create main loop
    this->schedule(schedule_selector(GameLayer::update));
    
    SimpleAudioEngine::sharedEngine()->playBackgroundMusic("background.mp3", true);
    return true;
}
Ejemplo n.º 2
0
GameLayer::GameLayer() {
    
    
    _screenSize = CCDirector::sharedDirector()->getWinSize();
    _running = false;
    
    createScreen();
    
    std::string levelsFile = CCFileUtils::sharedFileUtils()->fullPathForFilename("levels.plist");
    _levels = CCArray::createWithContentsOfFileThreadSafe(levelsFile.c_str());
    _levels->retain();
    
    initPhysics();
    
    createPools();
    
    setTouchEnabled( true );
    setAccelerometerEnabled( true );
    
    
}