// on "init" you need to initialize your instance bool GameScene::init() { ////////////////////////////// // 1. super init first if ( !CCLayer::init() ) { return false; } setTouchEnabled(true); setKeypadEnabled(true); m_GroundPosY = 187/* ground position in bg1.jpg(bg2.jpg) */ - m_VisibleOrigin.y; m_pBackground1 = CCSprite::create("bg1.jpg"); m_pBackground1->retain(); m_pBackground1->setPosition(m_VisibleOrigin + m_VisibleSize / 2); addChild(m_pBackground1); m_pBackground2 = CCSprite::create("bg1.jpg"); m_pBackground2->retain(); m_pBackground2->setPosition(ccp(m_VisibleOrigin.x + m_VisibleSize.width * 1.5f, m_VisibleOrigin.y + m_VisibleSize.height * 0.5f)); addChild(m_pBackground2); m_ScoreLabel = CCLabelAtlas::create(CCString::createWithFormat("%d", m_CurrentScore)->getCString(), "fonts/font1.png", 56, 72, '0'); m_ScoreLabel->retain(); m_ScoreLabel->setZOrder(1); m_ScoreLabel->setAnchorPoint(ccp(0.5, 0.5)); m_ScoreLabel->setScale(0.85f); m_ScoreLabel->setPosition(m_VisibleOrigin.x + m_VisibleSize.width / 2, m_VisibleOrigin.y + m_VisibleSize.height * 0.86125); addChild(m_ScoreLabel); m_Title = CCSprite::create("title_ready.png"); m_Title->retain(); m_Title->setPosition(ccp(m_VisibleOrigin.x + m_VisibleSize.width / 2, m_VisibleOrigin.x + m_VisibleSize.height * 0.725f)); addChild(m_Title); m_Hint = CCSprite::create("hint.png"); m_Hint->retain(); m_Hint->setScale(0.76f); m_Hint->setPosition(ccp(m_VisibleOrigin.x + m_VisibleSize.width / 2, m_VisibleOrigin.y + m_VisibleSize.height / 2)); addChild(m_Hint); m_pPause = LGMenuItemImage::create("pause.png", NULL, this, menu_selector(GameScene::pauseCallback)); m_pPause->retain(); m_pPause->setVisible(false); m_pPause->setScale(0.85f); m_pPause->setPosition(m_VisibleOrigin.x + 43, m_VisibleOrigin.y + m_VisibleSize.height - 41); CCMenu *pMenu = CCMenu::create(m_pPause, NULL); pMenu->setZOrder(3); pMenu->setAnchorPoint(CCPointZero); pMenu->setPosition(CCPointZero); addChild(pMenu); addPig(); scheduleUpdate(); schedule(schedule_selector(GameScene::updatePillar), 0.1f, kCCRepeatForever, 0); return true; }
// on "init" you need to initialize your instance bool GameLayer::init() { ////////////////////////////// // 1. super init first if ( !Layer::init()) { return false; } addTouch(); loadUI(); addPig(); objManager = ObjManager::getInstance(); test(); addTopLayer(); this->schedule( schedule_selector(GameLayer::generateUpdate), speep ); return true; }