Ejemplo n.º 1
0
Scene* MainScene::createScene()
{
    // init with physics
    auto scene = Scene::createWithPhysics();
    auto layer = MainScene::create();
	//set physics world
	layer->setPhysicsWorld(scene->getPhysicsWorld());
    scene->addChild(layer);
    return scene;
}
Ejemplo n.º 2
0
Scene *World::createScene() {
    auto scene = Scene::createWithPhysics();

    auto physicsWorld = scene->getPhysicsWorld();
    physicsWorld->setGravity(Vect(0, 0));
//  physicsWorld->setDebugDrawMask(PhysicsWorld::DEBUGDRAW_ALL);

    auto layer = World::create();
    layer->setPhysicsWorld(physicsWorld);

    scene->addChild(layer);

    return scene;
}
Scene* ___FILEBASENAMEASIDENTIFIER___::createScene()
{
    // 'scene' is an autorelease object
    auto scene = Scene::createWithPhysics();
    //scene->getPhysicsWorld()->setDebugDrawMask( PhysicsWorld::DEBUGDRAW_ALL );
    // 'layer' is an autorelease object
    auto layer = ___FILEBASENAMEASIDENTIFIER___::create();
    
    layer->setPhysicsWorld( scene->getPhysicsWorld());
    
    scene->addChild(layer);
    
    return scene;
}
Ejemplo n.º 4
0
Scene* GameScreen::createScene()
{
    // 'scene' is an autorelease object
    auto scene = Scene::createWithPhysics();

    // 'layer' is an autorelease object
    auto layer = GameScreen::create();
    layer->setPhysicsWorld(scene->getPhysicsWorld());

    // add layer as a child to scene
    scene->addChild(layer);

    // return the scene
    return scene;
}
Ejemplo n.º 5
0
//float rot = 0.2f;
//int direc = 0;
Scene* Game2::createScene()
{
    // 'scene' is an autorelease object
    auto scene = Scene::createWithPhysics();
	scene->getPhysicsWorld()->setDebugDrawMask(PhysicsWorld::DEBUGDRAW_ALL);
    // 'layer' is an autorelease object
    auto layer = Game2::create();
	layer->setPhysicsWorld(scene->getPhysicsWorld());
	

    // add layer as a child to scene
    scene->addChild(layer);

	
    // return the scene
    return scene;
}
Ejemplo n.º 6
0
cocos2d::Scene* WorldLayer::createScene(void) {
	auto scene = cocos2d::Scene::createWithPhysics();
    scene->getPhysicsWorld()->setDebugDrawMask(PhysicsWorld::DEBUGDRAW_ALL);
    
	auto layer = WorldLayer::create();
    layer->setPhysicsWorld(scene->getPhysicsWorld());
    scene->getPhysicsWorld()->setGravity(Vec2::ZERO);
	scene->addChild(layer);
    //can change this to whatever size
    Size visibleSize = Director::getInstance()->getVisibleSize();
    auto body = PhysicsBody::createEdgeBox(visibleSize, PHYSICSBODY_MATERIAL_DEFAULT, 3);
    
    auto edgeNode = Node::create();
    edgeNode->setPosition(visibleSize.width / 2 , visibleSize.height / 2);
    edgeNode->setPhysicsBody(body);
    
    scene->addChild(edgeNode);
	return scene;
}
Ejemplo n.º 7
0
Scene* GameLayer::createScene() {
  auto scene = Scene::createWithPhysics();
  auto world = scene->getPhysicsWorld();

  // No need for gravity.
  world->setGravity(Vect::ZERO);

#ifndef NDEBUG
  // Display physics in debug mode.
  world->setDebugDrawMask(PhysicsWorld::DEBUGDRAW_ALL);
#endif

  // Create layer.
  auto layer = GameLayer::create();
  layer->setPhysicsWorld(scene->getPhysicsWorld());
  scene->addChild(layer);

  return scene;
}