// ステップ実行します void SceneTitle::step(float dt) { ddt+=dt; if (ddt>5) { /* Layer3D *l3 = (Layer3D*)getLayer(0); Matrix3D *mtx = l3->findMatrixByID(2); mtx->loadIdentity(); mtx->rotate(rand()%180, RotateDirZ); mtx->translate(2,3,0); mtx = l3->findMatrixByID(4); mtx->loadIdentity(); mtx->rotate(rand()%50, RotateDirX); mtx->translate(-1.5,5,0); */ Layer2D *layer = (Layer2D *) getLayer(1); ImageAnimationView *v = (ImageAnimationView *) layer->findViewByID(10); if (v) { index++; index %= 4; v->setAnimationFrameIndex(index + 1); } ddt = 0; } super::step(dt); }
SceneSample1::SceneSample1(ApplicationController *controller) : Scene(controller) { LayoutInflater *inflater = controller->getLayoutInflater(); View *root = inflater->inflate("layout/main.xml"); inflater->release(); Button *button = (Button*)root->findViewByID(3); button->setOnButtonClickListener(this); Layer2D *layer = new Layer2D(controller); layer->setContentView(root); root->release(); addLayer(1, layer); }
void Application::OnRender() { for (uint i = 0; i < m_LayerStack.size(); i++) { if (m_LayerStack[i]->IsVisible()) m_LayerStack[i]->OnRender(); } for (uint i = 0; i < m_OverlayStack.size(); i++) { if (m_OverlayStack[i]->IsVisible()) m_OverlayStack[i]->OnRender(); } Layer2D* debugLayer = (Layer2D*)m_DebugLayer; if (debugLayer->IsVisible()) debugLayer->OnRender(); }
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); */ }