HillsideBattleground::HillsideBattleground(float x1, float y1) : Stage(x1, y1) { setSpawnPoint(0, 0,0); setSpawnPoint(1, -110,-110); setSpawnPoint(2, 110,-110); setSpawnPoint(3, 0,-138); setSpawnPoint(4, 0, -10); bottomViewBorder = 255; topViewBorder = -255; leftViewBorder = -320; rightViewBorder = 320; leftBorder = -400; topBorder = -380; rightBorder = 400; bottomBorder = 320; setItemBoundaries(-200, -150, 190, 80); loadGameElements(); loadPlatforms(); loadHangPoints(); loadGround(); setBackground("Images/Game/Stages/HillsideBattleground/bg.png"); setBackgroundScale(1.45); setBackgroundType(BG_FIXED); //setWireframeColor(Color.blue); //showWireframes(true); MusicManager::loadSong("Battlefield v2"); }
void BillboardSample::initialize() { setMultiTouch(true); // Create the font and scene _font = Font::create("res/ui/arial.gpb"); _scene = Scene::create(); // Initialize the camera _camera.initialize(0.1f, 100, 45); _camera.setPosition(Vector3(0, BILLBOARD_HEIGHT * 1.5f, GROUND_WIDTH / 2.0f)); _camera.rotate(0.0f, -MATH_DEG_TO_RAD(10)); _scene->addNode(_camera.getRootNode()); _scene->setActiveCamera(_camera.getCamera()); // Load the ground loadGround(); // Load billboards loadBillboards(); _gamepad = getGamepad(0); // This is needed because the virtual gamepad is shared between all samples. // SamplesGame always ensures the virtual gamepad is disabled when a sample is exited. if (_gamepad && _gamepad->isVirtual()) _gamepad->getForm()->setEnabled(true); }