bool LandSprite::init()
{
    if (!Sprite::init())
    {
        return false;
    }
    
    Size visiableSize = Director::getInstance()->getVisibleSize();
    Vec2 visiableOrigin = Director::getInstance()->getVisibleOrigin();
    
    Sprite * landSprite1 = Sprite::create("assets/land.png");
    landSprite1->setAnchorPoint(Vec2(0, 0));
    landSprite1->setPosition(Vec2(visiableOrigin.x, visiableOrigin.y));
    landSprite1->setScaleX(visiableSize.width / landSprite1->getContentSize().width / 2);
    
    Sprite * landSprite2 = Sprite::create("assets/land.png");
    landSprite2->setAnchorPoint(Vec2(0, 0));
    landSprite2->setPosition(Vec2(visiableOrigin.x + visiableSize.width / 2, visiableOrigin.y));
    landSprite2->setScaleX(visiableSize.width / landSprite2->getContentSize().width / 2);
    
    Sprite * landSprite3 = Sprite::create("assets/land.png");
    landSprite3->setAnchorPoint(Vec2(0, 0));
    landSprite3->setPosition(Vec2(visiableOrigin.x + visiableSize.width, visiableOrigin.y));
    landSprite3->setScaleX(visiableSize.width / landSprite3->getContentSize().width / 2);
    
    Sprite * landSprite4 = Sprite::create("assets/land.png");
    landSprite4->setAnchorPoint(Vec2(0, 0));
    landSprite4->setPosition(Vec2(visiableOrigin.x + visiableSize.width * 1.5, visiableOrigin.y));
    landSprite4->setScaleX(visiableSize.width / landSprite4->getContentSize().width / 2);
    
    Node * landAnimNode = Node::create();    // node hold the land animation
    landAnimNode->addChild(landSprite1);
    landAnimNode->addChild(landSprite2);
    landAnimNode->addChild(landSprite3);
    landAnimNode->addChild(landSprite4);
    
    MoveBy * landForward = MoveBy::create(5, Vec2(-visiableSize.width, 0));
    MoveBy * landBackward = MoveBy::create(0.001, Vec2(visiableSize.width, 0));
    Sequence * moveSeq = Sequence::create(landForward, 0.001, landBackward,NULL);
    landSprite1->runAction(RepeatForever::create(moveSeq));
    landSprite2->runAction(RepeatForever::create(moveSeq->clone()));
    landSprite3->runAction(RepeatForever::create(moveSeq->clone()));
    landSprite4->runAction(RepeatForever::create(moveSeq->clone()));
    
    this->addChild(landAnimNode);
    this->setAnchorPoint(Vec2(0, 0));
    this->setContentSize(Size(visiableSize.width, landSprite1->getContentSize().height));
    
    PhysicsBody * landPhysicsBody = PhysicsBody::createBox(Size(visiableSize.width, landSprite1->getContentSize().height), PhysicsMaterial(1, 1, 0));
    landPhysicsBody->setGravityEnable(false);
    landPhysicsBody->setDynamic(false);
    landPhysicsBody->setContactTestBitmask(1);
    landPhysicsBody->setCollisionBitmask(2);
    this->setPhysicsBody(landPhysicsBody);
    
    
    return true;
}
Exemple #2
0
void WarLayer::showWarWindow(Layer * layer, String title, String content) {
	Size visibleSize = Director::getInstance()->getWinSize();
	WarLayer * wl = WarLayer::getInstanceFrom(layer);
	wl->setLabelWarTitle(title);
	wl->setLabelWarContent(content);
	wl->setBackground("layers/WarLayer.png");
	wl->setPosition(visibleSize.width / 2 + 64 * 2, visibleSize.height / 2);
	FadeOut * fadeOutFirst = FadeOut::create(0.0f);
	FadeIn * fadeIn = FadeIn::create(0.5f);
	FadeOut * fadeOut = FadeOut::create(0.5f);
	//Sequence * sequence = Sequence::create(fadeOutFirst, fadeIn, fadeOut, NULL);
	ScaleTo * scaleToFirst = ScaleTo::create(0.0f,0.0f);
	ScaleTo * scaleToBig = ScaleTo::create(0.5f,1.0f);
	ScaleTo * hold = ScaleTo::create(0.5f, 1.0f);
	ScaleTo * scaleToSmall = ScaleTo::create(0.5f, 0.0f);
	Spawn * spawnFirst = Spawn::create(fadeOutFirst,scaleToFirst,NULL);
	Spawn * spawnIn = Spawn::create(fadeIn, scaleToBig, NULL);
	Spawn * spawnOut = Spawn::create(fadeOut, scaleToSmall, NULL);
	//Sequence * sequence = Sequence::create(scaleToFirst, hold, scaleToBig, scaleToSmall, NULL);
	Sequence * sequence = Sequence::create(spawnFirst, spawnIn, hold, spawnOut, NULL);
	wl->runAction(sequence->clone());

}