Example #1
0
	TouchPoint(const Vec2 &touchPoint, const Color3B &touchColor)
	{
		m_point = touchPoint;
		DrawNode* drawNode = DrawNode::create();
		auto s = Director::getInstance()->getWinSize();
		Color4F color(touchColor.r / 255.0f, touchColor.g / 255.0f, touchColor.b / 255.0f, 1.0f);
		drawNode->drawLine(Vec2(0, touchPoint.y), Vec2(s.width, touchPoint.y), color);
		drawNode->drawLine(Vec2(touchPoint.x, 0), Vec2(touchPoint.x, s.height), color);
		drawNode->drawDot(touchPoint, 3, color);
		addChild(drawNode);
	}
Example #2
0
void ITools::addUnderline(void* vv)
{
    Text* tt = (Text*)vv;
    Color4B color = tt->getTextColor();
    DrawNode* drawLine = DrawNode::create();
    drawLine->drawLine(Vec2(0,0), Vec2(tt->getContentSize().width,0), Color4F((float)color.r/255, (float)color.g/255, (float)color.b/255, (float)color.a/255));
    drawLine->setPosition(Vec2(0,2));
    tt->addChild(drawLine);
}
	void redraw()
	{
		drawNode->clear();
		vector<Unit>::iterator itor;
		for (itor = unitList.begin(); itor != unitList.end(); ++itor)
		{
			drawNode->drawCircle(itor->pos, 10, 360, 10, false, Color4F::BLUE);
			drawNode->drawLine(itor->pos, itor->pos + itor->velocity * 30, Color4F::GREEN);
		}
	}
Example #4
0
void Sprite::debugDraw(bool on)
{
    DrawNode* draw = getChildByName<DrawNode*>("debugDraw");
    if(on)
    {
        if(!draw)
        {
            draw = DrawNode::create();
            draw->setName("debugDraw");
            addChild(draw);
        }
        draw->setVisible(true);
        draw->clear();
        //draw lines
        auto last = _polyInfo.triangles.indexCount/3;
        auto _indices = _polyInfo.triangles.indices;
        auto _verts = _polyInfo.triangles.verts;
        for(unsigned int i = 0; i < last; i++)
        {
            //draw 3 lines
            Vec3 from =_verts[_indices[i*3]].vertices;
            Vec3 to = _verts[_indices[i*3+1]].vertices;
            draw->drawLine(Vec2(from.x, from.y), Vec2(to.x,to.y), Color4F::GREEN);
            
            from =_verts[_indices[i*3+1]].vertices;
            to = _verts[_indices[i*3+2]].vertices;
            draw->drawLine(Vec2(from.x, from.y), Vec2(to.x,to.y), Color4F::GREEN);
            
            from =_verts[_indices[i*3+2]].vertices;
            to = _verts[_indices[i*3]].vertices;
            draw->drawLine(Vec2(from.x, from.y), Vec2(to.x,to.y), Color4F::GREEN);
        }
    }
    else
    {
        if(draw)
            draw->setVisible(false);
    }
}
void SkeletonRenderer::drawDebug (Renderer* renderer, const Mat4 &transform, uint32_t transformFlags) {

    Director* director = Director::getInstance();
    director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
    director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, transform);
    
    DrawNode* drawNode = DrawNode::create();
    
    if (_debugSlots) {
        // Slots.
        // DrawPrimitives::setDrawColor4B(0, 0, 255, 255);
        glLineWidth(1);
        Vec2 points[4];
        V3F_C4B_T2F_Quad quad;
        for (int i = 0, n = _skeleton->slotsCount; i < n; i++) {
            spSlot* slot = _skeleton->drawOrder[i];
            if (!slot->attachment || slot->attachment->type != SP_ATTACHMENT_REGION) continue;
            spRegionAttachment* attachment = (spRegionAttachment*)slot->attachment;
            spRegionAttachment_computeWorldVertices(attachment, slot->bone, _worldVertices);
            points[0] = Vec2(_worldVertices[0], _worldVertices[1]);
            points[1] = Vec2(_worldVertices[2], _worldVertices[3]);
            points[2] = Vec2(_worldVertices[4], _worldVertices[5]);
            points[3] = Vec2(_worldVertices[6], _worldVertices[7]);
            drawNode->drawPoly(points, 4, true, Color4F::BLUE);
        }
    }
    if (_debugBones) {
        // Bone lengths.
        glLineWidth(2);
        for (int i = 0, n = _skeleton->bonesCount; i < n; i++) {
            spBone *bone = _skeleton->bones[i];
            float x = bone->data->length * bone->a + bone->worldX;
            float y = bone->data->length * bone->c + bone->worldY;
            drawNode->drawLine(Vec2(bone->worldX, bone->worldY), Vec2(x, y), Color4F::RED);
        }
        // Bone origins.
        auto color = Color4F::BLUE; // Root bone is blue.
        for (int i = 0, n = _skeleton->bonesCount; i < n; i++) {
            spBone *bone = _skeleton->bones[i];
            drawNode->drawPoint(Vec2(bone->worldX, bone->worldY), 4, color);
            if (i == 0) color = Color4F::GREEN;
        }
    }
    
    drawNode->draw(renderer, transform, transformFlags);
    director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
}
Example #6
0
void HelloWorld::drawPath(const std::vector<TileData*>& path)
{
    this->removeChildByName(DrawNodeStr);

    DrawNode* drawNode = DrawNode::create();

    Size mapSize = m_gamemap->getMapSize();
    Size tilesize = m_gamemap->getTileSize();
    int mapheight = mapSize.height * tilesize.height;

    int origin_x = path[0]->position().first * tilesize.width + tilesize.width / 2;
    int origin_y = path[0]->position().second * tilesize.height + tilesize.height / 2;
    Vec2 origin(origin_x, mapheight - origin_y);
    for (int index = 1; index < path.size(); ++index)
    {
        int destination_x = path[index]->position().first * tilesize.width + tilesize.width / 2;
        int destination_y = path[index]->position().second * tilesize.height + tilesize.height / 2;
        Vec2 destination(destination_x, mapheight - destination_y);
        drawNode->drawLine(origin, destination, Color4F(0.0, 1.0, 0.0, 1.0));
        origin = destination;
    }

    this->addChild(drawNode, 0, DrawNodeStr);
}
Waypoint::Waypoint(HelloWorld *theGame, const Vec2& location, Waypoint *nextWaypoint) : theGame(theGame), nextWaypoint(nextWaypoint)
{
    this->myPosition = location;
    this->setPosition(cocos2d::Vec2::ZERO);

#ifdef DRAW_DEBUG_INFO
    DrawNode *circle = DrawNode::create();
    circle->drawCircle(location, 6, 360, 30, false, Color4F::GREEN);
    this->addChild(circle);

    DrawNode *circle2 = DrawNode::create();
    circle2->drawCircle(location, 2, 360, 30, false, Color4F::GREEN);
    this->addChild(circle2);


    if (nextWaypoint) {
        DrawNode *line = DrawNode::create();
        line->drawLine(this->myPosition, nextWaypoint->myPosition, Color4F::GREEN);
        this->addChild(line);
    }
#endif

    theGame->addChild(this);
}
Example #8
0
void GLView::render()
{
	m_render = Director::getInstance()->getRenderer();
	initTexture2d();

	ClippingNode* clippingNode = ClippingNode::create();
	Sprite* stencil = Sprite::createWithFileName("E://5.png");
	Sprite* back = Sprite::createWithFileName("E://3.png");
//	back->setPosition(200, 10);
	stencil->setPosition(200, 10);
	clippingNode->setSprite(back);
	clippingNode->setStencil(stencil);
	clippingNode->setAlpha(1.0);

	bool saveImage = false;  //截图功能 RenderTexure
	bool testClippingNode = false;  //遮罩功能ClippingNode
	bool testDrawNodePoint = false;  //DrawNode功能之画点
	bool testDrawNodeLine = true; //DrawNode功能之画线

	/* Loop until the user closes the window */
	while (!glfwWindowShouldClose(_mainWindow))
	{
		glClearColor(0.2, 0.2, 0.2, 1);
		glClear(GL_COLOR_BUFFER_BIT);
		

		if (saveImage)
		{
			/*  测试 RenderTexture
			Size size = Director::getInstance()->getWinSize();
			RenderTexture* renderTexure = RenderTexture::create(20,20);
			renderTexure->begin();
			renderTexure->end();

			renderTexure->onBegin();
			for (Sprite* sprite : _sprites)
			{
				sprite->setPosition(20, 20);
				sprite->visit(&m_render);
				sprite->setPosition(0, 0);
			}
			m_render.draw();
			renderTexure->onEnd();
			renderTexure->saveToFile("1.png");
			saveImage = false;

			CC_SAFE_DELETE(renderTexure);*/
		}
		else if (testClippingNode){
			/* 测试ClippingNode
			auto _director = Director::getInstance();
			clippingNode->onBeforeVisit();
			
			stencil->visit(&m_render);
			m_render.draw();
			clippingNode->onAfterVisitStencil();

			back->visit(&m_render);
			m_render.draw();

			clippingNode->onAfterVisit();*/
		} else if (testDrawNodePoint)
		{
			DrawNode* drawNode = DrawNode::create();
			CHECK_GL_ERROR_DEBUG();
			for (int i = 1; i <= 100; i++)
			{
				drawNode->drawPoint(Vec2(100+i, 100), 1, Color4F(255.0, 0, 0, 255.0));
			}
			
			drawNode->onDrawPoinit();
	//		CHECK_GL_ERROR_DEBUG();
		}else if (testDrawNodeLine)
		{
			DrawNode* drawNode = DrawNode::create();
			CHECK_GL_ERROR_DEBUG();
			drawNode->drawLine(Vec2(100, 100), Vec2(200, 200), Color4F(255.0, 0, 0, 255.0));
			drawNode->drawLine(Vec2(100, 200), Vec2(200, 100), Color4F(255.0, 0, 0, 255.0));
			drawNode->onDrawLine();
		}
		else{
			
			for (Sprite* sprite : _sprites)
			{
				sprite->visit(&m_render);
			}

			m_render.draw();

		}
		

		/* Swap front and back buffers */
		glfwSwapBuffers(_mainWindow);

		/* Poll for and process events */
		glfwPollEvents();

	}
}
// UIListViewTest_Magnetic
bool UIListViewTest_Magnetic::init()
{
    if(!UIScene::init())
    {
        return false;
    }
    
    Size layerSize = _uiLayer->getContentSize();
    
    _titleLabel = Text::create("Magnetic scroll", "fonts/Marker Felt.ttf", 32);
    _titleLabel->setAnchorPoint(Vec2::ANCHOR_MIDDLE);
    _titleLabel->setPosition(Vec2(layerSize / 2) + Vec2(0, _titleLabel->getContentSize().height * 3.15f));
    _uiLayer->addChild(_titleLabel, 3);
    
    // Create the list view
    _listView = ListView::create();
    _listView->setDirection(getListViewDirection());
    _listView->setBounceEnabled(true);
    _listView->setBackGroundImage("cocosui/green_edit.png");
    _listView->setBackGroundImageScale9Enabled(true);
    _listView->setContentSize(layerSize / 2);
    _listView->setScrollBarPositionFromCorner(Vec2(7, 7));
    _listView->setItemsMargin(2.0f);
    _listView->setAnchorPoint(Vec2::ANCHOR_MIDDLE);
    _listView->setPosition(layerSize / 2);
    _uiLayer->addChild(_listView);
    
    // Guide line for center align
    {
        DrawNode* pNode = DrawNode::create();
        Vec2 center = layerSize / 2;
        if(getListViewDirection() == ScrollView::Direction::HORIZONTAL)
        {
            float halfY = 110;
            pNode->drawLine(Vec2(center.x, center.y - halfY), Vec2(center.x, center.y + halfY), Color4F(0, 0, 0, 1));
        }
        else
        {
            float halfX = 150;
            pNode->drawLine(Vec2(center.x - halfX, center.y), Vec2(center.x + halfX, center.y), Color4F(0, 0, 0, 1));
        }
        pNode->setLineWidth(2);
        _uiLayer->addChild(pNode);
    }
    
    // Show the indexes of items on each boundary.
    {
        for(int i = 0; i < 5; ++i)
        {
            _indexLabels[i] = Text::create(" ", "fonts/Marker Felt.ttf", 12);
            _indexLabels[i]->setAnchorPoint(Vec2::ANCHOR_MIDDLE);
            _uiLayer->addChild(_indexLabels[i]);
        }
        float deltaX = 145, deltaY = 90;
        _indexLabels[0]->setPosition(_uiLayer->getContentSize() / 2 + Size(-deltaX, 0));   // left
        _indexLabels[1]->setPosition(_uiLayer->getContentSize() / 2 + Size(deltaX, 0));   // right
        _indexLabels[2]->setPosition(_uiLayer->getContentSize() / 2 + Size(0, deltaY));   // top
        _indexLabels[3]->setPosition(_uiLayer->getContentSize() / 2 + Size(0, -deltaY));   // bottom
        _indexLabels[4]->setPosition(_uiLayer->getContentSize() / 2 + Size(deltaX, deltaY));  // center
        
        // Callback
        _listView->ScrollView::addEventListener([this](Ref* ref, ScrollView::EventType eventType) {
            ListView* listView = dynamic_cast<ListView*>(ref);
            if(listView == nullptr || eventType != ScrollView::EventType::CONTAINER_MOVED)
            {
                return;
            }
            auto left = listView->getLeftmostItemInCurrentView();
            auto right = listView->getRightmostItemInCurrentView();
            auto top = listView->getTopmostItemInCurrentView();
            auto bottom = listView->getBottommostItemInCurrentView();
            auto center = listView->getCenterItemInCurrentView();
            
            _indexLabels[0]->setString(StringUtils::format("Left\nindex=%zd", listView->getIndex(left)));
            _indexLabels[1]->setString(StringUtils::format("RIght\nindex=%zd", listView->getIndex(right)));
            _indexLabels[2]->setString(StringUtils::format("Top index=%zd", listView->getIndex(top)));
            _indexLabels[3]->setString(StringUtils::format("Bottom index=%zd", listView->getIndex(bottom)));
            _indexLabels[4]->setString(StringUtils::format("Center\nindex=%zd", listView->getIndex(center)));
        });
    }
    
    // Initial magnetic type
    _listView->setMagneticType(ListView::MagneticType::NONE);
    _titleLabel->setString("MagneticType - NONE");
    
    // Magnetic change button
    auto pButton = Button::create("cocosui/backtotoppressed.png", "cocosui/backtotopnormal.png");
    pButton->setAnchorPoint(Vec2::ANCHOR_MIDDLE_LEFT);
    pButton->setScale(0.8f);
    pButton->setPosition(Vec2(layerSize / 2) + Vec2(130, -60));
    pButton->setTitleText("Next Magnetic");
    pButton->addClickEventListener([this](Ref*) {
        ListView::MagneticType eCurrentType = _listView->getMagneticType();
        ListView::MagneticType eNextType;
        std::string sString;
        if(eCurrentType == ListView::MagneticType::NONE)
        {
            eNextType = ListView::MagneticType::CENTER;
            sString = "CENTER";
        }
        else if(eCurrentType == ListView::MagneticType::CENTER)
        {
            eNextType = ListView::MagneticType::BOTH_END;
            sString = "BOTH_END";
        }
        else if(eCurrentType == ListView::MagneticType::BOTH_END)
        {
            if(getListViewDirection() == ScrollView::Direction::HORIZONTAL)
            {
                eNextType = ListView::MagneticType::LEFT;
                sString = "LEFT";
            }
            else
            {
                eNextType = ListView::MagneticType::TOP;
                sString = "TOP";
            }
        }
        else if(eCurrentType == ListView::MagneticType::LEFT)
        {
            eNextType = ListView::MagneticType::RIGHT;
            sString = "RIGHT";
        }
        else if(eCurrentType == ListView::MagneticType::RIGHT)
        {
            eNextType = ListView::MagneticType::NONE;
            sString = "NONE";
        }
        else if(eCurrentType == ListView::MagneticType::TOP)
        {
            eNextType = ListView::MagneticType::BOTTOM;
            sString = "BOTTOM";
        }
        else if(eCurrentType == ListView::MagneticType::BOTTOM)
        {
            eNextType = ListView::MagneticType::NONE;
            sString = "NONE";
        }
        _listView->setMagneticType(eNextType);
        _titleLabel->setString(StringUtils::format("MagneticType - %s", sString.c_str()));
    });
    _uiLayer->addChild(pButton);
    
    // Add list items
    static const Size BUTTON_SIZE(100, 70);
    for (int i = 0; i < 40; ++i)
    {
        auto pButton = Button::create("cocosui/button.png", "cocosui/buttonHighlighted.png");
        pButton->setContentSize(BUTTON_SIZE);
        pButton->setScale9Enabled(true);
        pButton->setTitleText(StringUtils::format("Button-%d", i));
        _listView->pushBackCustomItem(pButton);
    }
    return true;
}
Example #10
0
// UIListViewTest_ScrollToItem
bool UIListViewTest_ScrollToItem::init()
{
    if(!UIScene::init())
    {
        return false;
    }
    
    Size layerSize = _uiLayer->getContentSize();
    
    static int NUMBER_OF_ITEMS = 31;
    _nextIndex = 0;
    _titleLabel = Text::create("Scroll to item", "fonts/Marker Felt.ttf", 32);
    _titleLabel->setAnchorPoint(Vec2::ANCHOR_MIDDLE);
    _titleLabel->setPosition(Vec2(layerSize / 2) + Vec2(0, _titleLabel->getContentSize().height * 3.15f));
    _uiLayer->addChild(_titleLabel, 3);
    
    // Create the list view
    _listView = ListView::create();
    _listView->setDirection(getListViewDirection());
    _listView->setBounceEnabled(true);
    _listView->setBackGroundImage("cocosui/green_edit.png");
    _listView->setBackGroundImageScale9Enabled(true);
    _listView->setContentSize(layerSize / 2);
    _listView->setScrollBarPositionFromCorner(Vec2(7, 7));
    _listView->setItemsMargin(2.0f);
    _listView->setAnchorPoint(Vec2::ANCHOR_MIDDLE);
    _listView->setPosition(layerSize / 2);
    _uiLayer->addChild(_listView);
    
    // Guide line for center align
    {
        DrawNode* pNode = DrawNode::create();
        Vec2 center = layerSize / 2;
        if(getListViewDirection() == ScrollView::Direction::HORIZONTAL)
        {
            float halfY = 110;
            pNode->drawLine(Vec2(center.x, center.y - halfY), Vec2(center.x, center.y + halfY), Color4F(0, 0, 0, 1));
        }
        else
        {
            float halfX = 150;
            pNode->drawLine(Vec2(center.x - halfX, center.y), Vec2(center.x + halfX, center.y), Color4F(0, 0, 0, 1));
        }
        pNode->setLineWidth(2);
        _uiLayer->addChild(pNode);
    }
    
    // Button
    auto pButton = Button::create("cocosui/backtotoppressed.png", "cocosui/backtotopnormal.png");
    pButton->setAnchorPoint(Vec2::ANCHOR_MIDDLE_LEFT);
    pButton->setScale(0.8f);
    pButton->setPosition(Vec2(layerSize / 2) + Vec2(120, -60));
    pButton->setTitleText(StringUtils::format("Go to '%d'", _nextIndex));
    pButton->addClickEventListener([this, pButton](Ref*) {
        _listView->scrollToItem(_nextIndex, Vec2::ANCHOR_MIDDLE, Vec2::ANCHOR_MIDDLE);
        _nextIndex = (_nextIndex + (NUMBER_OF_ITEMS / 2)) % NUMBER_OF_ITEMS;
        pButton->setTitleText(StringUtils::format("Go to '%d'", _nextIndex));
    });
    _uiLayer->addChild(pButton);
    
    // Add list items
    static const Size BUTTON_SIZE(50, 40);
    for (int i = 0; i < NUMBER_OF_ITEMS; ++i)
    {
        auto pButton = Button::create("cocosui/button.png", "cocosui/buttonHighlighted.png");
        pButton->setContentSize(BUTTON_SIZE);
        pButton->setScale9Enabled(true);
        pButton->setTitleText(StringUtils::format("Button-%d", i));
        _listView->pushBackCustomItem(pButton);
    }
    return true;
}
Example #11
0
void GameController::loadAssets()
{
    //background
    background = Sprite::create("score.png");
    background->setPosition(Vec2(origin.x + visibleSize.width/2, origin.y + visibleSize.height/2));
    background->setAnchorPoint(Vec2(0.5, 0.5));
    background->setScale(1.7);
    this->addChild(background);
    
    //layer for joining player parts
    player_layer = Layer::create();
    
    //initializing archer instance
    Archer * archer = Archer::create();
    
    //initializing player body sprites
    playerBottomHalf = archer->getPlayerLowerBody();
    playerUpperHalf = archer->getPlayerUpperBody();
    playerHand = archer->getPlayerArm();
    playerBottomHalf->setAnchorPoint(Vec2(0, 0));
    
    //adding player body sprites to the player layer
    player_layer->addChild(playerBottomHalf);
    
    
    //setting player layer position on the screen
    player_layer->setPosition(Vec2(origin.x + (visibleSize.width * 0.8) , origin.y + (visibleSize.height * 0.04)));
    player_layer->setContentSize(Size(MAX(playerBottomHalf->getContentSize().width, playerUpperHalf->getContentSize().width)  , playerBottomHalf->getContentSize().height + playerUpperHalf->getContentSize().height/2));
    
    this->addChild(player_layer);
    
    //setting player upper body layer
    upper_body_layer = Layer::create();
    upper_body_layer->setContentSize(playerUpperHalf->getContentSize());
    upper_body_layer->ignoreAnchorPointForPosition(false);
    upper_body_layer->setAnchorPoint(Vec2(1,0.5));
    upper_body_layer->setPosition(Vec2(playerBottomHalf->getContentSize().width * 0.8, playerBottomHalf->getContentSize().height ));
    
    //adding the laft half of the upper body to the upper layer
    upper_body_layer->addChild(playerUpperHalf);
    playerUpperHalf->setPosition(Vec2(0, 0));
    playerUpperHalf->setAnchorPoint(Vec2(0  , 0));
    
    
    //adding the arm to the upper body layer
    upper_body_layer->addChild(playerHand);
    playerHand->setPosition(Vec2(playerBottomHalf->getContentSize().width/2, playerUpperHalf->getContentSize().height * 0.55));
    playerHand->setAnchorPoint(Vec2(0, 1));
    
    
    //adding the bow part
    DrawNode* bowPart = DrawNode::create();
    upper_body_layer->addChild(bowPart);
    bowPart->drawLine(Vec2(playerUpperHalf->getContentSize().width * 0.44, playerUpperHalf->getContentSize().height), Vec2(playerUpperHalf->getContentSize().width * 0.44, 0), Color4F::WHITE);
    
    
    
    //initializing arrow
    arrow = Sprite::create("arrow.png");
    upper_body_layer->addChild(arrow);
    arrow->setPosition(Vec2(0, upper_body_layer->getContentSize().height/2));
    
    
    
    //adding the upper layer to the main player layer
    player_layer->addChild(upper_body_layer);
    
    
    
    //for storing player arm base position
    player_arm_position_x = playerHand->getPosition().x;
    
    //for storing arrow base position
    arrow_position_x = arrow->getPosition().x;
    arrow_position_y = arrow->getPosition().y;
   
    //setting up sprite for touch start touch position
    touch_start_circle = Sprite::create("white_dot.png");
    this->addChild(touch_start_circle);
    touch_start_circle->setVisible(false);
    
    //setting up sprite for touch end position
    touch_end_circle = Sprite::create("white_dot.png");
    this->addChild(touch_end_circle);
    touch_end_circle->setVisible(false);
    
    
    
    //layer for board
    board_layer = Layer::create();
    this->addChild(board_layer);
    
    //initializing board instance
     Board * target=  Board::create();
    
    //initializing board sprite
    board = target->getBoard();
    board_layer->addChild(board);
    board->setAnchorPoint(Vec2(0, 0));
    
    //positioning board
    board_layer->setContentSize(Size(board->getContentSize()));
    board_layer->setPosition(Vec2(visibleSize.width * 0.05, visibleSize.height/2));
    
    
    //scaling board layer
    board_layer->setScale(0.5);
    
    //adding physics body to board
    board_body = PhysicsBody::createBox(board_layer->getContentSize());
    board_body->setDynamic(true);
    board_body->setMass(10000000000000);
    board_body->setGravityEnable(false);
    board_body->setContactTestBitmask(1);
    board_body->setTag(1);
    board_layer->setPhysicsBody(board_body);
    
    
    //creating noTipArrow
    noTipArrow = Sprite::create("arrow_notip.png");
    board_layer->addChild(noTipArrow);
    noTipArrow->setPosition(Vec2(board_layer->getContentSize().width, board_layer->getPosition().y/2));
    noTipArrow->setVisible(false);
    noTipArrow->setAnchorPoint(Vec2(0, 0.5));
    
    
    
    
    
    
    
    
    //drawBorder(board_layer, Color4F::WHITE);
    //drawBorder(board, Color4F::WHITE);

    
    // for debugging .... delete it at the end
    label = CCLabelTTF::create("Hello World", "Helvetica", 22,
                               CCSizeMake(245, 32), kCCTextAlignmentCenter);
    this->addChild(label);
    label->setPosition(origin.x + visibleSize.width/2 , origin.y + visibleSize.height/2);
    
    
}