Example #1
0
SceneTitle::SceneTitle(ApplicationController *controller) : Scene(controller) {
	LOGD("****SceneTitle");
	index = 0;
	
	//	HttpClient client;
	//	PngData png;
	//	Scene sn(controller);
	//
	//	class ps : public XMLParser {
	//		virtual void startElement(const XML_Char *name, const XML_Char *atts[]) {};
	//		virtual void endElement(const XML_Char *name) {};
	//		virtual void bodyElement(const XML_Char *s, int len) {};
	//	};
	//
	//	ps a;
	
	
	
	TextureManager *mgr = controller->texMgr;
	
	SharedTexture *tex = mgr->getSharedTexture(
											   "texture/chara_texture.png",
											   "texture/chara_texture.txt");
	
	ViewGroup *root = new ViewGroup(controller);
	
	//TextTexture使用サンプル
	//結構メモリを使用するので動的に生成するのはおすすめしない
    GCDrawText("Test", 60, 1.0, 1.0, 1.0);
    GCDrawText("Red", 60, 1.0, 0.0, 0.0);
    GCDrawText("日本語", 40, 1.0, 0.0, 1.0);
	
    //GCGetTextTextureでテクスチャを取得
    PackerTexture *strTexture = GCGetTextTexture();
	
    //TextureManagerにテクスチャを登録する。
    //登録しておかないと復帰時の再ロードが行われない。
    //任意の名前で登録する "TextTexture"
    //登録後は mgr->getSharedTexture("TextTexture",NULL); で取得できる
    mgr->addExtraTexture("TextTexture", strTexture);
	
    ImageView *textLabel = new ImageView(controller);
    textLabel->setFigure(strTexture->makePlate(0, 0));//登録順のインデックスもしくは、 strTexture->makePlate("Test") GCDrawText時の文字列を指定する
    textLabel->setTexture(&strTexture->getTexture());
    textLabel->setPosition(0, 1.0/controller->getAspect()-textLabel->size.y);
    root->addView(textLabel);
    textLabel->release();
	
    ImageView *textLabel2 = new ImageView(controller);
    textLabel2->setFigure(strTexture->makePlate(1, 0));
    textLabel2->setTexture(&strTexture->getTexture());
    textLabel2->setPosition(1.0 - textLabel2->size.x, 1.0/controller->getAspect()-textLabel2->size.y);
    root->addView(textLabel2);
    textLabel2->release();
	
    ImageView *textLabel3 = new ImageView(controller);
    textLabel3->setFigure(strTexture->makePlate(2, 0));
    textLabel3->setTexture(&strTexture->getTexture());
    textLabel3->setPosition(-1.0 + textLabel3->size.x, -1.0/controller->getAspect()+textLabel3->size.y);
    root->addView(textLabel3);
    textLabel3->release();
	
	static const char *filename[] = {
		"chara00.png",
		"chara01.png",
		"chara02.png",
		"chara03.png",
		"chara04.png",
		"chara05.png",
		"chara06.png",
		"chara07.png",
		"chara08.png",
		"chara09.png",
		"chara10.png",
		"chara11.png",
	};
	
	ImageAnimationView *animView = new ImageAnimationView(controller);
	for (int i = 0; i < 12; i++) {
		ImageView *image = new ImageView(controller);
		image->setFigure(tex->makePlate(filename[i]));
		image->setTexture(&tex->getTexture());
		animView->addView(image);
	}
	
	// 下
	animView->addAnimationFrame(1, 0, 0.12);
	animView->addAnimationFrame(1, 2, 0.12);
	// 上
	animView->addAnimationFrame(2, 9, 0.12);
	animView->addAnimationFrame(2, 11, 0.12);
	// 右
	animView->addAnimationFrame(3, 6, 0.12);
	animView->addAnimationFrame(3, 8, 0.12);
	// 左
	animView->addAnimationFrame(4, 3, 0.12);
	animView->addAnimationFrame(4, 5, 0.12);
	
	animView->setAnimationFrameIndex(1);
	animView->setUserID(10);
	
	//	animView->setRotate(30);
	animView->setScale(2.0, 2.0);
	
	root->addView(animView);
	
	
	
	
	Layer2D *layer = new Layer2D(controller);
	layer->setContentView(root);
	
	
	
	PhysicsLayer2D *pLayer = new PhysicsLayer2D(controller);
	ImageView *pv = new ImageView(controller);
	pv->setFigure(tex->makePlate(filename[0]));
	pv->setTexture(&tex->getTexture());
	pv->setPosition(0, 1);
	pv->setScale(2, 2);
	
	
	ImageView *wall = new ImageView(controller);
	//	wall->setFigure(tex->makePlate(filename[0]));
	wall->setPosition(0, -1/controller->getAspect());
	wall->setSize(1, 0.05);
	//	wall->setTexture(&tex->getTexture());
	
	
	
	PhysicsParams param;
	param.type = b2_dynamicBody;
	PhysicsParams param2;
	param2.type = b2_staticBody;
	
	pLayer->addBody(pv, param);
	pLayer->addBody(wall, param2);
	pv->release();
	wall->release();
	
	addLayer(1, layer);
	addLayer(2, pLayer);
	
	/*
	 Matrix3D *mtx1 = new Matrix3D();
	 mtx1->translate(1.5, 1, -1);
	 
	 // キューブ
	 Figure *fig = createBox(0.5, 0.5, 0.5);
	 fig->build();
	 Matrix3D *mtx2 = new Matrix3D();
	 mtx2->rotate(30, RotateDirX);
	 mtx2->translate(2, 3, 0);
	 RigidBodyOption opt;
	 opt.sizeX = 0.5;
	 opt.sizeY = 0.5;
	 opt.sizeZ = 0.5;
	 opt.mass = 3.0;
	 opt.restitution = 0.3;
	 opt.friction = 1.0;
	 
	 // 床
	 Figure *fig2 = createPlate(3, 3);
	 fig2->build();
	 fig2->transForm->rotate(90, RotateDirX);
	 RigidBodyOption opt2;
	 opt.restitution = 0.3;
	 opt.friction = 1.0;
	 
	 // 
	 WFObjLoader loader;
	 Figure *fig3 = loader.loadFile("model/kotoji.model");
	 fig3->build();
	 fig3->transForm->translate(-1.5, 5, 0);
	 
	 Light *light = new Light();
	 light->position.x = 0;
	 light->position.y = 4;
	 light->position.z = 5;
	 
	 Texture *tex2 = new Texture("texture/gclue_logo.png");
	 //
	 Layer3D *l3 = new Layer3D(controller);
	 l3->addLight(1, light);
	 
	 FigureInfo info = {NULL};
	 info.fig = fig;
	 info.mtx = mtx1;
	 l3->addFigure(info);
	 
	 info.tex = tex2;
	 info.mtx = mtx2;
	 opt.type = RigidBodyType_Box;
	 l3->addFigure(info, opt);
	 
	 info.fig = fig2;
	 info.mtx = NULL;
	 info.tex = NULL;
	 opt.type = RigidBodyType_Ground;
	 l3->addFigure(info, opt);
	 
	 info.fig = fig3;
	 info.mtx = NULL;
	 info.tex = NULL;
	 opt.type = RigidBodyType_Mesh;
	 l3->addFigure(info, opt);
	 
	 fig->release();
	 fig2->release();
	 fig3->release();
	 mtx1->release();
	 mtx2->release();
	 tex2->release();
	 
	 addLayer(0, l3);
	 */
}