Example #1
0
/*
==================
SoundLayer::LoadButton
==================
*/
void SoundLayer::LoadButton() {
	Pim::Sprite *norm = new Pim::Sprite;
	norm->rect = Pim::Rect(0,60,80,30);
	norm->UseBatchNode(buttonSheet);
	
	Pim::Sprite *press = new Pim::Sprite;
	press->UseBatchNode(buttonSheet);
	press->rect = Pim::Rect(0,30,80,30);

	playButton = new PlayButton(norm, press, font);
	playButton->position = Pim::Vec2(400,400);
	AddChild(playButton);

	playButton->SetText("play");
	playButton->SetCallback(this);
}
Example #2
0
/*
==================
HUDLayer::LoadResources
==================
*/
void HUDLayer::LoadResources()
{
	Pim::SpriteBatchNode *batch = new Pim::SpriteBatchNode("hudbutton.png");
	AddChild(batch);

	Pim::Sprite *spr = new Pim::Sprite;
	spr->rect = Pim::Rect(0,0,40,100);
	spr->UseBatchNode(batch);
	
	buttonNext = new MyButton(spr,NULL,NULL,NULL);
	buttonNext->SetCallback((DemoScene*)GetParentScene());
	buttonNext->position = Pim::Vec2(780,300);
	batch->AddChild(buttonNext);

	spr = new Pim::Sprite;
	spr->scale.x = -1;
	spr->rect = Pim::Rect(0,0,40,100);
	spr->UseBatchNode(batch);

	buttonPrev = new MyButton(spr, NULL, NULL, NULL);
	buttonPrev->SetCallback((DemoScene*)GetParentScene());
	buttonPrev->position = Pim::Vec2(20,300);
	batch->AddChild(buttonPrev);
}
Example #3
0
/*
==================
SoundLayer::LoadSliders
==================
*/
void SoundLayer::LoadSliders() {
	Pim::Sprite *back;
	Pim::Sprite *nrm;
	Pim::Sprite *prs;
	Pim::Label  *lbl;

	// VOLUME SLIDER
	back = new Pim::Sprite;
	back->UseBatchNode(buttonSheet);
	back->rect = Pim::Rect(0,0,120,30);

	lbl = new Pim::Label(font);
	lbl->SetTextAlignment(Pim::Label::TEXT_LEFT);
	lbl->color = Pim::Color(0.f, 0.f, 0.f, 1.f);
	lbl->position = Pim::Vec2(70.f, 0.f);
	lbl->SetText("Volume");
	back->AddChild(lbl);

	nrm = new Pim::Sprite;
	nrm->UseBatchNode(buttonSheet);
	nrm->rect = Pim::Rect(81,30,11,38);

	prs = new Pim::Sprite;
	prs->UseBatchNode(buttonSheet);
	prs->rect = Pim::Rect(92,30,11,38);

	volumeSlider = new Pim::Slider(
		Pim::Vec2(-45,0), Pim::Vec2(45,0),
		back, nrm, NULL, prs, NULL
		);

	volumeSlider->position = Pim::Vec2(400, 350);
	volumeSlider->SetMinMaxValues(0.f, 1.f);
	volumeSlider->SetCallback(this);
	AddChild(volumeSlider);

	// PAN SLIDER
	back = new Pim::Sprite;
	back->UseBatchNode(buttonSheet);
	back->rect = Pim::Rect(0,0,120,30);

	lbl = new Pim::Label(font);
	lbl->SetTextAlignment(Pim::Label::TEXT_LEFT);
	lbl->color = Pim::Color(0.f, 0.f, 0.f, 1.f);
	lbl->position = Pim::Vec2(70.f, 0.f);
	lbl->SetText("Pan");
	back->AddChild(lbl);

	nrm = new Pim::Sprite;
	nrm->UseBatchNode(buttonSheet);
	nrm->rect = Pim::Rect(81,30,11,38);

	prs = new Pim::Sprite;
	prs->UseBatchNode(buttonSheet);
	prs->rect = Pim::Rect(92,30,11,38);

	panSlider = new Pim::Slider(
		Pim::Vec2(-45,0), Pim::Vec2(45,0),
		back, nrm, NULL, prs, NULL
		);

	panSlider->position = Pim::Vec2(400, 300);
	panSlider->SetMinMaxValues(-1.f, 1.f);
	panSlider->SetHandlePosition(0.f);
	panSlider->SetCallback(this);
	AddChild(panSlider);
}
Example #4
0
/*
=====================
ActionLayer::LoadResources
=====================
*/
void ActionLayer::LoadResources()
{
	ListenFrame();

	/* Load MoveToActions */
	for (int x = -1; x <= 1; x += 2)
	{
		for (int y = -1; y <= 1; y += 2)
		{
			Pim::Sprite *sprite = new Pim::Sprite("lighttiles.png");
			sprite->position = Pim::Vec2(400.f + 100.f*x, 300.f + 100.f*y);
			AddChild(sprite);

			Pim::MoveToAction *action = new Pim::MoveToAction(Pim::Vec2(400.f, 300.f), 1.f);
			sprite->RunAction(action);
		}
	}

	/* Load MoveBy actions */
	for (int i = 0; i < 2; i++)
	{
		Pim::Sprite *sprite = new Pim::Sprite("lighttiles.png");
		sprite->position = Pim::Vec2( 50.f, 50.f + 500.f * i);
		AddChild(sprite);

		int fac = (!i) ? (1) : (-1);
		Pim::MoveByAction *action = new Pim::MoveByAction(Pim::Vec2(700.f, 500.f*fac), 2.f);
		sprite->RunAction(action);
	}

	/* Load RotateBy actions */
	for (int i = 0; i < 2; i++)
	{
		Pim::Sprite *sprite = new Pim::Sprite("lighttiles.png");
		sprite->position = Pim::Vec2(400.f, 50.f + 500.f * i);
		AddChild(sprite);

		Pim::RotateByAction *action = new Pim::RotateByAction(-720.f, 2.f);
		sprite->RunAction(action);
	}

	/* Load TintActions */
	for (int x = -1; x <= 1; x += 2)
	{
		for (int y = -1; y <= 1; y += 2)
		{
			Pim::Sprite *sprite = new Pim::Sprite("lighttiles.png");
			sprite->position = Pim::Vec2(400.f + 100.f*x, 300.f + 100.f*y);
			AddChild(sprite);

			Pim::Color color(
				0.5f + 0.25f*x,
				0.5f - 0.25f*y,
				1.f,
				1.f
				);

			Pim::TintAction *action = new Pim::TintAction(color, 2.f);
			sprite->RunAction(action);
		}
	}

	/* Load ActionQueue */
	for (int i = -1; i <= 1; i += 2)
	{
		Pim::DelayAction *delay = new Pim::DelayAction(0.5f);
		Pim::MoveByAction *a0 = new Pim::MoveByAction(Pim::Vec2(10.f*i, 10.f), 0.25f);
		Pim::MoveByAction *a1 = new Pim::MoveByAction(Pim::Vec2(10.f, 10.f*i), 0.25f);
		Pim::TintAction *a2 = new Pim::TintAction(Pim::Color(1.f, 1.f, 1.f, 0.f), 0.25f);
		Pim::TintAction *a3 = new Pim::TintAction(Pim::Color(1.f, 1.f, 1.f, 1.f), 0.25f);
		Pim::MoveToAction *a4 = new Pim::MoveToAction(Pim::Vec2(50.f, 300.f+250.f*i), 0.5f);

		Pim::TintAction *a5 = new Pim::TintAction(Pim::Color(0.f, 0.f, 0.f, 1.f), 0.5f);
		Pim::TintAction *a6 = new Pim::TintAction(Pim::Color(1.f, 1.f, 1.f, 1.f), 0.5f);
		Pim::ActionQueueRepeat *aqr = new Pim::ActionQueueRepeat(1,2,a5,a6);
		aqr->infinite = true;

		Pim::ActionQueue *aq = new Pim::ActionQueue(7, delay, a0, a1, a2, a3, a4, aqr);

		Pim::Sprite *sprite = new Pim::Sprite("lighttiles.png");
		sprite->position = Pim::Vec2(400.f + 200.f*i, 100.f);
		AddChild(sprite);

		sprite->RunActionQueue(aq);
	}
	
	/* Load ActionQueueRepeat */
	for (int i = -1; i <= 1; i += 2)
	{
		Pim::TintAction		*a0 = new Pim::TintAction(Pim::Color(1.f, 0.f, 0.f, 1.f), 0.25f);
		Pim::RotateByAction *a1 = new Pim::RotateByAction(180.f, 0.5f); 
		Pim::ScaleByAction	*a2 = new Pim::ScaleByAction(Pim::Vec2(1.f, 1.f), 0.25f);
		Pim::ScaleByAction	*a3 = new Pim::ScaleByAction(Pim::Vec2(-1.f, -1.f), 0.25f);
		Pim::MoveToAction	*a4 = new Pim::MoveToAction(Pim::Vec2(400.f, 300.f), 0.25f);
		Pim::MoveByAction	*a5 = new Pim::MoveByAction(Pim::Vec2(-300.f*i, 0.f), 0.25f);
		Pim::TintAction		*a6 = new Pim::TintAction(Pim::Color(1.f, 1.f, 1.f, 1.f), 0.25f);
		Pim::ActionQueueRepeat *aq = new Pim::ActionQueueRepeat(2, 7, a0,a1,a2,a3,a4,a5,a6);
		aq->infinite = true;

		Pim::Sprite *sprite = new Pim::Sprite("lighttiles.png");
		sprite->position = Pim::Vec2(400.f + 300.f*i, 300.f);
		AddChild(sprite);

		sprite->RunActionQueue(aq);
	}
	
	/* Load the shader */
	shader = Pim::ShaderManager::AddShader(
		"uniform sampler2D tex;\n"
		"uniform float time;\n"
		"void main(void)\n"
		"{\n"
		"	vec2 c = gl_TexCoord[0].xy;\n"
		"	float m = (sin(c.x*100.0)+1.0)/100.0;\n"
		"	c.x += m;\n"
		"	gl_FragColor = texture2D(tex, c);\n"
		"}\n",
		"void main(void){\n"
		"	gl_Position=ftransform();\n"
		"	gl_TexCoord[0] = gl_MultiTexCoord0;\n"
		"}\n",
		"actionShader");
	if (shader) {
		shader->SetUniform1i("tex", 0);
		SetShader(shader);
	} else {
		printf("Failed to compile ActionShader!!\n");
	}
}