コード例 #1
0
bool LevelSelectScene::init()
{
	if (!cocos2d::Scene::init())
		return false;
	
	mScreenSize = cocos2d::Director::getInstance()->getWinSize();
	mVisibleSize = cocos2d::Director::getInstance()->getVisibleSize();
	mOrigin = cocos2d::Director::getInstance()->getVisibleOrigin();
	
	cocos2d::Texture2D::TexParams texParams;
	texParams.magFilter = GL_LINEAR;
	texParams.minFilter = GL_LINEAR;
	texParams.wrapS = GL_REPEAT;
	texParams.wrapT = GL_REPEAT;
	
	cocos2d::Sprite* bg = cocos2d::Sprite::create("bg.png", cocos2d::Rect(mOrigin.x, mOrigin.y, mVisibleSize.width, mVisibleSize.height));
	bg->getTexture()->setTexParameters(texParams);
	bg->setPosition(cocos2d::Vec2(mOrigin.x + mVisibleSize.width/2, mOrigin.y + mVisibleSize.height/2));
	addChild(bg);
	
	auto logo = cocos2d::Sprite::createWithSpriteFrameName("levels_title");
	logo->setPosition(cocos2d::Vec2(mOrigin.x + mVisibleSize.width/2, mOrigin.y + mVisibleSize.height * 0.92f));
	this->addChild(logo);
	
	mMenu = cocos2d::Menu::create();
	mMenu->ignoreAnchorPointForPosition(false);
	mMenu->setPosition(cocos2d::Vec2(mOrigin.x, mOrigin.y));
	mMenu->setAnchorPoint(cocos2d::Vec2::ZERO);
	mMenu->setContentSize(cocos2d::Size(mVisibleSize.width, mVisibleSize.height));
	this->addChild(mMenu);
	
	cocos2d::MenuItem* exitBtn = cocos2d::MenuItemSprite::create(cocos2d::Sprite::createWithSpriteFrameName("back_btn"),
			nullptr, [] (cocos2d::Ref* btn) {
		cocos2d::Director::getInstance()->popScene();
	});
	exitBtn->setPosition(9, 9);
	mMenu->addChild(exitBtn);
	
	cocos2d::MenuItem* menuItem;
	float width = (mVisibleSize.width - 20) / 3;
	float height = (mVisibleSize.height - 40) / 5;
	int n = LEVEL_NR;
	//cocos2d::SpriteFrame* frame = cocos2d::SpriteFrameCache::getInstance()->getSpriteFrameByName("bitmap_font");
	//cocos2d::log("rect %f %f", frame->getOriginalSize().width, frame->getOriginalSizeInPixels().height);
	
	for (int y = 0; y < 5; y++)
	{
		for (int x = 0; x < 3; x++)
		{
			int levelNr = y * 3 + x;
			
			if (levelNr >= n)
				break;
			
			menuItem = cocos2d::MenuItem::create();
			menuItem->setPosition(cocos2d::Vec2(10 + width * x, mVisibleSize.height - 25 - y * height));
			menuItem->setContentSize(cocos2d::Size(width, height));
			menuItem->setAnchorPoint(cocos2d::Vec2::ANCHOR_TOP_LEFT);
			menuItem->setTag(LEVELS[levelNr].getId());
			mMenu->addChild(menuItem);
			
			cocos2d::Sprite* btnBg = cocos2d::Sprite::createWithSpriteFrameName("level_btn");
			btnBg->setPosition(width/2, height * 0.60f);
			btnBg->setTag(99999);
			menuItem->addChild(btnBg);
			
			cocos2d::Label* label = cocos2d::Label::createWithTTF(helpers::String::format("%d", levelNr+1), "fonts/semibold.otf", 6);
			label->enableShadow(cocos2d::Color4B::BLACK, cocos2d::Size(0.25f, -0.25f));
			label->setPosition(btnBg->getContentSize().width/2, btnBg->getContentSize().height*0.5f);
			/*
			cocos2d::Label* label = cocos2d::Label::createWithCharMap(frame->getTexture(),
					frame->getOriginalSizeInPixels().width/10, frame->getOriginalSizeInPixels().height, '0');
			label->setString(helpers::String::format("%d", levelNr+1));
			label->setPosition(btnBg->getContentSize().width/2, btnBg->getContentSize().height*0.5f);
			*//*
			cocos2d::LayerColor* lc = cocos2d::LayerColor::create(cocos2d::Color4B::RED);
			lc->ignoreAnchorPointForPosition(false);
			lc->setPosition(btnBg->getContentSize().width/2, btnBg->getContentSize().height/2);
			lc->setAnchorPoint(cocos2d::Vec2::ANCHOR_MIDDLE);
			lc->setContentSize(label->getContentSize());
			btnBg->addChild(lc);
			*/
			btnBg->addChild(label);
			
			for (int i = 0; i < 3; i++)
			{
				cocos2d::Sprite* star = cocos2d::Sprite::createWithSpriteFrameName("star_b");
				star->setPosition(width / 4 * (i+1), i == 1 ? 5 : 6);
				star->setTag(i+1);
				menuItem->addChild(star);
			}
		}
	}
	
	auto dispatcher = cocos2d::Director::getInstance()->getEventDispatcher();
	
	auto listener = cocos2d::EventListenerKeyboard::create();
	listener->onKeyPressed = CC_CALLBACK_2(LevelSelectScene::onKeyPressed, this);
	listener->onKeyReleased = CC_CALLBACK_2(LevelSelectScene::onKeyReleased, this);
	dispatcher->addEventListenerWithSceneGraphPriority(listener, this);
	
	if (AppDelegate::pluginAnalytics != nullptr)
	{
		cocos2d::plugin::LogEventParamMap params;
		params.insert(cocos2d::plugin::LogEventParamPair(GameScene::ANALYTICS_GAME_MODE_INDEX, "mode_3"));
		AppDelegate::pluginAnalytics->logPageView("level_select", &params);
	}
	
	return true;
}
コード例 #2
0
void TouchesPerformTest3::onEnter()
{
    PerformBasicLayer::onEnter();
    
    
    auto s = Director::getInstance()->getWinSize();
    
    // add title
    auto label = Label::createWithTTF(title().c_str(), "fonts/arial.ttf", 32);
    addChild(label, 1);
    label->setPosition(Vec2(s.width/2, s.height-50));
    
#define TOUCH_PROFILER_NAME  "TouchProfileName"
#define TOUCHABLE_NODE_NUM 1000
    
    srand((unsigned)time(nullptr));
    
    for (int i = 0; i < TOUCHABLE_NODE_NUM; ++i)
    {
        int zorder = rand() % TOUCHABLE_NODE_NUM;
        auto layer = new TouchableLayer();
        
        auto listener = EventListenerTouchOneByOne::create();
        listener->onTouchBegan = CC_CALLBACK_2(TouchableLayer::onTouchBegan, layer);
        listener->onTouchMoved = CC_CALLBACK_2(TouchableLayer::onTouchMoved, layer);
        listener->onTouchEnded = CC_CALLBACK_2(TouchableLayer::onTouchEnded, layer);
        listener->onTouchCancelled = CC_CALLBACK_2(TouchableLayer::onTouchCancelled, layer);
        _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, layer);
        
        addChild(layer, zorder);
        layer->release();
    }
    
    auto emitEventlabel = Label::createWithSystemFont("Emit Touch Event", "", 24);
    auto menuItem = MenuItemLabel::create(emitEventlabel, [this](Ref* sender){
        
        CC_PROFILER_PURGE_ALL();
        
        std::vector<Touch*> touches;
        for (int i = 0; i < EventTouch::MAX_TOUCHES; ++i)
        {
            Touch* touch = new Touch();
            touch->setTouchInfo(i, 10, (i+1) * 10);
            touches.push_back(touch);
        }
        
        EventTouch event;
        event.setEventCode(EventTouch::EventCode::BEGAN);
        event.setTouches(touches);
        
        for (int i = 0; i < 100; ++i)
        {
            CC_PROFILER_START(TOUCH_PROFILER_NAME);
            
            _eventDispatcher->dispatchEvent(&event);
            
            CC_PROFILER_STOP(TOUCH_PROFILER_NAME);
        }
        
        CC_PROFILER_DISPLAY_TIMERS();
        
        for (auto& touch : touches)
        {
            touch->release();
        }
    });
    
    menuItem->setPosition(Vec2(0, -20));
    auto menu = Menu::create(menuItem, nullptr);
    addChild(menu);
}
コード例 #3
0
bool RogueScene::init()
{
    // 1. super init first
    if ( !Layer::init() )
    {
        return false;
    }
    
    // 乱数
    srand((unsigned int)time(NULL));
    
    // TouchEvent settings
    auto listener = EventListenerTouchOneByOne::create();
    listener->setSwallowTouches(true);
    
    listener->onTouchBegan = CC_CALLBACK_2(RogueScene::onTouchBegan, this);
    listener->onTouchMoved = CC_CALLBACK_2(RogueScene::onTouchMoved, this);
    listener->onTouchEnded = CC_CALLBACK_2(RogueScene::onTouchEnded, this);
//    this->getEventDispatcher()->addEventListenerWithSceneGraphPriority(listener, this);
    this->getEventDispatcher()->addEventListenerWithFixedPriority(listener, 1);
    
    auto winSize = Director::getInstance()->getWinSize();
    
    // ---------------------
    // タイルマップを生成
    // ---------------------
    auto pTiledMap = TMXTiledMap::create("tmx/desert.tmx");
    pTiledMap->setPosition(Point::ZERO);
    this->addChild(pTiledMap, RogueScene::zTiledMapIndex, RogueScene::kTiledMapTag);
    
    m_baseMapSize = pTiledMap->getMapSize();
    m_baseTileSize = pTiledMap->getTileSize();
    m_baseContentSize = pTiledMap->getContentSize();
    
    m_mapManager.init(0, (int)m_baseMapSize.height, 0, (int)m_baseMapSize.width);

    // 使ってなかった
//    // フロントレイヤー
//    auto pFrontLayer = Layer::create();
//    pTiledMap->addChild(pFrontLayer,
//                        RogueScene::TiledMapIndex::zTiledMapFrontIndex,
//                        RogueScene::TiledMapTag::kTiledMapFrontTag);
    
    // エネミーレイヤー
    auto pEnemyLayer = Layer::create();
    pTiledMap->addChild(pEnemyLayer,
                        RogueScene::TiledMapIndex::zTiledMapEnemyBaseIndex,
                        RogueScene::TiledMapTag::kTiledMapEnemyBaseTag);
    
    // ドロップアイテムレイヤー
    auto pDropItemLayer = Layer::create();
    pTiledMap->addChild(pDropItemLayer,
                        RogueScene::TiledMapIndex::zTiledMapDropItemBaseIndex,
                        RogueScene::TiledMapTag::kTiledMapDropItemBaseTag);
    
    // 障害物をmapManagerに適応する
    auto pColisionLayer = pTiledMap->getLayer("colision");
    for (int x = 0; x < m_baseMapSize.width; x++)
    {
        for (int y = 0; y < m_baseMapSize.height; y++)
        {
            if (pColisionLayer->getTileAt(Point(x, y)))
            {
                MapIndex mapIndex = {x, y, MoveDirectionType::MOVE_NONE};
                auto tileMapIndex = mapIndexToTileIndex(mapIndex);
                m_mapManager.addObstacle(&tileMapIndex);
            }
        }
    }
    
    // ---------------------
    // グリッド線を生成
    // ---------------------
    auto draw = DrawNode::create();
    draw->setPosition(Point::ZERO);
    
    // 線の太さと色
    float lineSize = 1 * 0.5;
    Color4F color = Color4F::MAGENTA;
    
    // 縦線を引く
    for (int x = 1; x < m_baseMapSize.width; x++)
    {
        float xPoint = x * m_baseTileSize.width;
        draw->drawSegment(Point(xPoint, 0), Point(xPoint, m_baseContentSize.height), lineSize, color);
    }
    // 横線を引く
    for (int y = 1; y < m_baseMapSize.height; y++)
    {
        float yPoint = y * m_baseTileSize.height;
        draw->drawSegment(Point(0, yPoint), Point(m_baseContentSize.width, yPoint), lineSize, color);
    }
    
    // マップに追加
    pTiledMap->addChild(draw, RogueScene::TiledMapIndex::zGridLineIndex, RogueScene::TiledMapTag::kGridLineTag);

    //-------------------------
    // ステータスバー?
    //-------------------------
    auto statusLayer = LayerColor::create(Color4B::BLACK);
    statusLayer->setContentSize(Size(winSize.width, m_baseTileSize.height * 0.8));
    statusLayer->setPosition(Point(0, winSize.height - statusLayer->getContentSize().height));
    
    // TODO: あとで更新する
    auto sampleText = LabelTTF::create(" --F Lv-- HP ---/--- 満腹度 ---/---          - G", GAME_FONT(16), 16);
    
    sampleText->setPosition(Point(sampleText->getContentSize().width / 2, statusLayer->getContentSize().height / 2));
    statusLayer->addChild(sampleText);
    
    this->addChild(statusLayer, RogueScene::zStatusBarIndex, RogueScene::kStatusBarTag);
    
    //    // 下のステータスバー2
    //    auto pStatusLayer2 = LayerColor::create(Color4B::BLACK);
    //    pStatusLayer2->setContentSize(Size(m_baseTileSize.width, m_baseTileSize.height));
    //    pStatusLayer2->setPosition(Point(0, 0));
    //
    //    // TODO: アイコン表示するかな(ステータスバー2?)
    //    auto pFaceSprite = Sprite::createWithSpriteFrame(SpriteFrame::create("actor_4_f.png", Rect(0, 0, 96, 96)));
    //    float scale = 1.0f / 3.0f;
    //    pFaceSprite->setScale(scale, scale);
    //    //    pFaceSprite->setContentSize(pFaceSprite->getContentSize() * scale);
    //    //    CCLOG("getContentSize (%f, %f) ", pFaceSprite->getContentSize().width, pFaceSprite->getContentSize().height);
    //    //    pFaceSprite->setPosition(Point(pFaceSprite->getContentSize().width / 2, pFaceSprite->getContentSize().height / 2));
    //    pFaceSprite->setPosition(Point(pFaceSprite->getContentSize().width * pFaceSprite->getScaleX() / 2, pFaceSprite->getContentSize().height * pFaceSprite->getScaleY() / 2));
    //    pStatusLayer2->addChild(pFaceSprite);
    //
    //    this->addChild(pStatusLayer2, RogueScene::zStatusBar2Index, RogueScene::kStatusBar2Tag);
    
    //-------------------------
    // ゲームログ表示
    //-------------------------
    //    float startWidth = pFaceSprite->getContentSize().width * pFaceSprite->getScaleX();
    auto pGameLogLayer = LayerColor::create(Color4B(0, 0, 0, 192));
    pGameLogLayer->setContentSize(Size(winSize.width * 0.8, m_baseTileSize.height * 1.5));
    pGameLogLayer->setPosition(winSize.width / 2 - pGameLogLayer->getContentSize().width / 2, 0);
    
    int baseFontSize = 10;
    auto pLogTextLabel = LabelTTF::create("", GAME_FONT(baseFontSize), baseFontSize, Size::ZERO, TextHAlignment::LEFT, TextVAlignment::TOP);
    pLogTextLabel->setPosition(Point(pLogTextLabel->getContentSize().width / 2 + pLogTextLabel->getFontSize() / 4, pGameLogLayer->getContentSize().height - pLogTextLabel->getContentSize().height / 2 - pLogTextLabel->getFontSize() / 4));
    pGameLogLayer->addChild(pLogTextLabel);
    this->addChild(pGameLogLayer, RogueScene::zGameLogIndex, RogueScene::kGameLogTag);
    
    // ------------------------
    // ミニマップ
    // ------------------------
    // 青で半透明
    auto miniMapLayer = LayerColor::create(Color4B(0, 0, 196, 128));
    // 1/8サイズ
    miniMapLayer->setContentSize(Size(m_baseMapSize.width * m_baseTileSize.width / 8,
                                      m_baseMapSize.height * m_baseTileSize.height / 8));
    // ステータスバーの下くらい
    miniMapLayer->setPosition(0, miniMapLayer->getPositionY() + winSize.height - miniMapLayer->getContentSize().height - statusLayer->getContentSize().height);
    this->addChild(miniMapLayer, RogueScene::zMiniMapIndex, RogueScene::kMiniMapTag);
    
    // ------------------------
    // イベントリ作成
    // ------------------------
    showItemList(1);
    hideItemList();
    
    // ---------------------
    // プレイヤー生成
    // ---------------------
    ActorSprite::ActorDto actorDto;
    actorDto.name = "ジニー";
    actorDto.faceImgId = 0;
    actorDto.imageResId = 1015;
    // 基本
    actorDto.attackRange = 1;
    actorDto.movePoint = 5;
    actorDto.playerId = 4;
    // 攻守
    actorDto.attackPoint = 5;
    actorDto.defencePoint = 1;
    // 経験値
    actorDto.exp = 0;
    actorDto.nextExp = 10;
    // HP
    actorDto.hitPoint = 15;
    actorDto.hitPointLimit = 15;
    actorDto.lv = 1;
    // 満腹度?精神力?
    actorDto.magicPoint = 100;
    actorDto.magicPointLimit = 100;

    ActorMapItem actorMapItem;
    actorMapItem.mapDataType = MapDataType::PLAYER;
    // 画面の中心(固定)
    actorMapItem.mapIndex = pointToIndex(Point(winSize.width/2, winSize.height/2));
    actorMapItem.seqNo = 1;
    actorMapItem.moveDist = actorDto.movePoint;
    actorMapItem.attackDist = actorDto.attackRange;
    actorMapItem.moveDone = false;
    actorMapItem.attackDone = false;
    
    auto actorSprite = ActorSprite::createWithActorDto(actorDto);
    actorSprite->setPosition(indexToPoint(actorMapItem.mapIndex)); // 画面の中心
    actorSprite->setActorMapItem(actorMapItem);
    actorSprite->runBottomAction();
    // プレイヤーは画面中心にくるのでmapLayerに追加しない
    this->addChild(actorSprite, RogueScene::zActorBaseIndex, (RogueScene::kActorBaseTag + actorMapItem.seqNo));
    
    // マップに追加
    m_mapManager.addActor(actorSprite->getActorMapItem());
    
    refreshStatus();
    
    // プレイヤーの位置表示用(同じく1/8サイズ)
    auto miniMapActorLayer = LayerColor::create(Color4B::YELLOW);
    // タイルの1/8サイズ
    miniMapActorLayer->setContentSize(m_baseTileSize / 8);
    // 現在位置からPositionを取得して1/8にする
    miniMapActorLayer->setPosition(indexToPointNotTileSize(actorSprite->getActorMapItem()->mapIndex) / 8);
    // 移動時に更新できるようにplayerIdをtag管理
    miniMapActorLayer->setTag(actorSprite->getTag());
    // add
    miniMapLayer->addChild(miniMapActorLayer);
    
    // ---------------------
    // 敵キャラ生成
    // ---------------------
    ActorSprite::ActorDto enemyDto;
    enemyDto.name = "スライム";
    enemyDto.faceImgId = 0;
    enemyDto.imageResId = 1011;
    // 基本
    enemyDto.attackRange = 1; // TODO: 未使用
    enemyDto.movePoint = 10; // 索敵範囲
    enemyDto.playerId = 901;
    // 攻守
    enemyDto.attackPoint = 2;
    enemyDto.defencePoint = 0;
    // 経験値
    enemyDto.exp = 0;
    enemyDto.nextExp = 10;
    // HP
    enemyDto.hitPoint = 10;
    enemyDto.hitPointLimit = 10;
    enemyDto.lv = 1;
    // 満腹度?精神力?
    enemyDto.magicPoint = 100;
    enemyDto.magicPointLimit = 100;
    
    MapIndex enemyMapIndex1 = {4, 4, MoveDirectionType::MOVE_DOWN};
    tileSetEnemyActorMapItem(enemyDto, enemyMapIndex1);
    
    ActorSprite::ActorDto enemyDto2 = enemyDto;
    MapIndex enemyMapIndex2 = {14,12, MoveDirectionType::MOVE_DOWN};
    tileSetEnemyActorMapItem(enemyDto2, enemyMapIndex2);
    
    ActorSprite::ActorDto enemyDto3 = enemyDto;
    MapIndex enemyMapIndex3 = {20,4, MoveDirectionType::MOVE_DOWN};
    tileSetEnemyActorMapItem(enemyDto3, enemyMapIndex3);
    
    //-------------------------
    // アイテム配置
    //-------------------------
    DropItemSprite::DropItemDto dropItemDto;
    dropItemDto.itemId = 1;
    dropItemDto.imageResId = 64; // imageId 10064
    dropItemDto.name = "ポーション";
    
    MapIndex mapIndex = {7, 5, MoveDirectionType::MOVE_NONE};
    tileSetDropMapItem(dropItemDto, mapIndex);

    DropItemSprite::DropItemDto dropItemDto2;
    dropItemDto2.itemId = 2;
    dropItemDto2.imageResId = 168; // imageId 10168
    dropItemDto2.name = "ぶどう";
    
    MapIndex mapIndex2 = {10, 9, MoveDirectionType::MOVE_NONE};
    tileSetDropMapItem(dropItemDto2, mapIndex2);
    
    // -------------------------------
    // メニュー
    // -------------------------------
    auto rect = Rect(0, 0, 300, 30);
    auto capRect = Rect(0, 0, 300, 30);
    auto pScale9Sprite1 = extension::Scale9Sprite::create("menu_button.png", rect, capRect);
    pScale9Sprite1->setContentSize(Size(40, 20));
    pScale9Sprite1->setOpacity(192);
    auto pScale9Sprite2 = extension::Scale9Sprite::create("menu_button.png", rect, capRect);
    pScale9Sprite2->setContentSize(Size(40, 20));
    pScale9Sprite2->setOpacity(128);
    
    auto pMenuItem1 = MenuItemSprite::create(pScale9Sprite1, pScale9Sprite2, [this](Object *pSender) {
        CCLOG("menuItem1が押された!");
            showItemList(1);
    });
    pMenuItem1->setColor(Color3B::GREEN);
    pMenuItem1->setPosition(Point(winSize.width - pMenuItem1->getContentSize().width / 2, pMenuItem1->getContentSize().height / 2));
    auto pMenu = Menu::create(pMenuItem1, NULL);
    pMenu->setPosition(Point::ZERO);
    this->addChild(pMenu, RogueScene::zMenuIndex, RogueScene::kMenuTag);

    // ---------------------------------
    // プレイヤーの先行
    changeGameStatus(GameStatus::PLAYER_TURN);
    
    return true;
}
コード例 #4
0
// on "init" you need to initialize your instance
bool NewScene::init()
{

   //////////////////////////////
    // 1. super init first
	if ( !LayerColor::initWithColor(Color4B::GREEN) )
    {
        return false;
    }
    
    Size visibleSize = Director::getInstance()->getVisibleSize();
    Vec2 origin = Director::getInstance()->getVisibleOrigin();

     
   //------------------ LABEL------------------------

	auto label = Label::createWithTTF("Nueva Escena", "fonts/airstrike3d.ttf", 24);
    
	label->setColor(Color3B::BLACK);
    
    label->setPosition(Vec2(origin.x + visibleSize.width/2,
                            origin.y + visibleSize.height - label->getContentSize().height));

   
    this->addChild(label, 1);


	
	//---------- BOTON ---------------------

	Button *b1 = Button::create("b1.png","b2.png");

	b1->setPosition(Point(origin.x + visibleSize.width - b1->getContentSize().width / 2, origin.y + visibleSize.height - b1->getContentSize().height ));

	this->addChild(b1, 1);

	b1->addTouchEventListener(CC_CALLBACK_2(NewScene::touchEvent, this));



	auto b2 = Button::create("b1.png","b2.png");

	b2->setPosition(Point(origin.x + b2->getContentSize().width / 2, origin.y + visibleSize.height / 2));

	this->addChild(b2,1);

	b2->addTouchEventListener(CC_CALLBACK_2(NewScene::touchEvent2,this));



	
	



	//-----------CHECKBOX----------------



	auto checkbox1 = CheckBox::create("ui/3.png","ui/3.png","ui/1.png","ui/3.png","ui/3.png" );
	checkbox1->setPosition(Point(origin.x + checkbox1->getContentSize().width / 2, origin.y +  visibleSize.height - checkbox1->getContentSize().height));
	this->addChild(checkbox1,1);

	checkbox1->addEventListener(CC_CALLBACK_2(NewScene::selectedEvent, this));


	auto checkbox2 = CheckBox::create("ui/3.png","ui/3.png","ui/1.png","ui/3.png","ui/3.png" );
	checkbox2->setPosition(Point(origin.y + checkbox1->getContentSize().width / 2, checkbox1->getPositionY() - checkbox1->getContentSize().height));
	this->addChild(checkbox2,1);

	
	checkbox2->addEventListener(CC_CALLBACK_2(NewScene::selectedEvent, this));


	//-----------VOLVER------------------

	auto menuItem = MenuItemLabel::create(Label::createWithTTF("Volver", "fonts/airstrike3d.ttf", 34), CC_CALLBACK_1(NewScene::volver, this));

	menuItem->setPosition(Point(origin.x + visibleSize.width / 2, origin.y + menuItem->getContentSize().height / 2));
	menuItem->setColor(Color3B::BLACK);

	auto menuGral = Menu::create(menuItem,NULL);
	menuGral->setPosition(Point::ZERO);

	this->addChild(menuGral,2);




	this->setKeyboardEnabled(true);


    
    return true;
}
void HelloWorld::addPhysicsSprite()
{
    //    _scene->getPhysicsWorld()->setUpdateRate(5.0f);
    // wall 添加物理边境
    Size size = VisibleRect::getVisibleRect().size;
    auto wall = Node::create();
    //给节点添加静态矩形刚体(PhysicsBody)并带材质(PhysicsMaterial)
    wall->setPhysicsBody(PhysicsBody::createEdgeBox(Size(size.width - 5, size.height - 5), PhysicsMaterial(0.1f, 1.0f, 1.0f)));
    //    wall->getPhysicsBody()->setDynamic(false);//设置为静态刚体(Edge
    //    wall->getPhysicsBody()->setEnable(false);
    wall->getPhysicsBody()->setGroup(1); //组编号
    /**一个body的CategoryBitmask和另一个body的ContactTestBitmask的逻辑与的结果不等于0时,接触事件将被发出,否则不发送。
     *一个body的CategoryBitmask和另一个body的CollisionBitmask的逻辑与结果不等于0时,他们将碰撞,否则不碰撞
     */
    //    wall->getPhysicsBody()->setCategoryBitmask(0x03);//  0011  碰撞系数编号
    //    wall->getPhysicsBody()->setContactTestBitmask(0x03);// 0001        碰撞检测编号
    //    wall->getPhysicsBody()->setCollisionBitmask(0x01);// 0001          碰撞编号
    wall->setPosition(VisibleRect::center()); //位置可见区域中心
    this->addChild(wall);
    
        //多纳的头
    auto tou = Sprite::create(shizi_tou_png);
//    tou->setPhysicsBody(PhysicsBody::createCircle(271, PhysicsMaterial(1000.1f, 0.0f, 1.0f)));//添加半径为271动态圆形刚体 并赋予材质密度1000.1f 反弹力0.0f 摩擦力1.0f
    auto toubody = PEShapeCache::getInstance()->getPhysicsBodyByName("shizi_tou");
    tou->setPhysicsBody(toubody);
    tou->getPhysicsBody()->setTag(DRAG_BODYS_TAG);//给刚体设置标签
    tou->getPhysicsBody()->setMass(0.1);//刚体设置质量
    tou->getPhysicsBody()->setGroup(2);//刚体组编号
    tou->getPhysicsBody()->setCategoryBitmask(0x01);    //  0001
    tou->getPhysicsBody()->setContactTestBitmask(0x01); // 0001
    tou->getPhysicsBody()->setCollisionBitmask(0x01);   // 0001
    //    tou->getPhysicsBody()->setDynamic(false); 动态刚体是可以设置为静态
    tou->getPhysicsBody()->setRotationEnable(false); //设置不可旋转刚体 碰撞后也不会旋转刚体
        //    tou->getPhysicsBody()->setGravityEnable(false);//设置是否接受重力影响
    tou->getPhysicsBody()->setLinearDamping(3.0f); //设置线性阻尼系数 理论是0-1 但是可以大于1 值越大惯性越小
    this->addChild(tou);
    tou->setPosition(VisibleRect::center());
    auto touyingzi = Node::create();
    touyingzi->setPhysicsBody(PhysicsBody::createCircle(271, PhysicsMaterial(1000.1f, 0.0f, 1.0f)));
    touyingzi->getPhysicsBody()->setTag(DRAG_BODYS_TAG_Y);
    
        //多纳的身子
        //PhysicsShapePolygon 是通过点数组来构建不规则的凸多边形;用工具PhysicsEditor 编辑shap 让后导出Chipmunk 格式的plist 中的数据 注:PhysicsEditor Relative为锚点Anchor  设置为cocos默认值(0.5,0.5)才行 ,
    auto shengzi = Sprite::create(shizi_shenzi_png);
//    auto shengzibody = PhysicsBody::create();
//    Point vert1[3] = {Point(109.50000, 71.00000), Point(14.00000, 77.00000), Point(117.50000, 147.00000)};
//    shengzibody->addShape(PhysicsShapePolygon::create(vert1, 3, PhysicsMaterial(0.1f, 0.0f, 1.0f)));
//    Point vert2[6] = {Point(-130.50000, -154.00000), Point(-120.50000, 46.00000), Point(-67.50000, 102.00000), Point(14.00000, 77.00000), Point(-4.00000, -93.00000), Point(-63.00000, -178.50000)};
//    shengzibody->addShape(PhysicsShapePolygon::create(vert2, 6, PhysicsMaterial(0.1f, 0.0f, 1.0f)));
//    Point vert3[6] = {Point(138.50000, 18.00000), Point(110.50000, -177.00000), Point(51.50000, -175.00000), Point(-4.00000, -93.00000), Point(14.00000, 77.00000), Point(109.50000, 71.00000)};
//    shengzibody->addShape(PhysicsShapePolygon::create(vert3, 6, PhysicsMaterial(0.1f, 0.0f, 1.0f)));
//    Point vert4[4] = {Point(-67.50000, 102.00000), Point(-55.00000, 172.50000), Point(-54.00000, 172.50000), Point(14.00000, 77.00000)};
//    shengzibody->addShape(PhysicsShapePolygon::create(vert4, 4, PhysicsMaterial(0.1f, 0.0f, 1.0f)));
    
    auto shengzibody = PEShapeCache::getInstance()->getPhysicsBodyByName("shizi_shenzi");
    shengzi->setPhysicsBody(shengzibody);
    shengzibody->setTag(DRAG_BODYS_TAG1);
    shengzibody->setRotationEnable(false);
    shengzibody->setGroup(2);
    shengzibody->setMass(0.1);
    shengzibody->setCategoryBitmask(0x02);    //0010
    shengzibody->setContactTestBitmask(0x02); //0010
    shengzibody->setCollisionBitmask(0x02);   //0010
    shengzibody->setLinearDamping(3.0f);
    this->addChild(shengzi);
    shengzi->setPosition(VisibleRect::bottom() - Point(0, -300));
    //    auto contactListener = EventListenerPhysicsContactWithBodies::create(tou->getPhysicsBody(), shengzi->getPhysicsBody());
    //    contactListener->onContactBegin = CC_CALLBACK_1(HelloWorld::onContactBegin, this);
    //    _eventDispatcher->addEventListenerWithSceneGraphPriority(contactListener, this);
    
    
        //多纳的头
    auto b1 = Sprite::create(shizi_youshou_png);
    b1->setPhysicsBody(PEShapeCache::getInstance()->getPhysicsBodyByName("shizi_youshou"));
    b1->setPosition(VisibleRect::center()+Point(300,0));
    b1->getPhysicsBody()->setTag(1);
    b1->getPhysicsBody()->setRotationEnable(false);
    this->addChild(b1);
    auto b2 = Sprite::create(shizi_zuoshou_png);
    b2->setPhysicsBody(PEShapeCache::getInstance()->getPhysicsBodyByName("shizi_zuoshou"));
    b2->setPosition(VisibleRect::center()-Point(300,0));
    b2->getPhysicsBody()->setRotationEnable(false);
    b2->getPhysicsBody()->setTag(1);
    this->addChild(b2);
    
    
    
        // LabelTTF
    auto label2 = LabelTTF::create("多纳小狮子爱学习", "Arial", 64);
    label2->setPhysicsBody(PhysicsBody::createBox(label2->getBoundingBox().size, PhysicsMaterial(0.1f, 0.0f, 1.0f)));
    label2->getPhysicsBody()->setTag(1);
//    label2->getPhysicsBody()->setRotationEnable(false);
    label2->setPosition(VisibleRect::center()+Point(0,300));
    addChild(label2, 0);
    
    PEShapeCache::getInstance()->removeBodysWithWithFile(buttonsbodys_plist);
    
        //注册碰撞检测监听
    auto contactListener1 = EventListenerPhysicsContact::create();
    contactListener1->onContactBegin = CC_CALLBACK_1(HelloWorld::onContactBegin, this);
    contactListener1->onContactPostSolve = CC_CALLBACK_2(HelloWorld::onContactPostSolve, this);
    _eventDispatcher->addEventListenerWithSceneGraphPriority(contactListener1, this);
}
コード例 #6
0
ファイル: GameScene.cpp プロジェクト: dotrung/floppy-robin
bool GameScene::init()
{
	if (!Layer::init())
		return false;

	_state = GameState::STOPPED;

	std::srand(std::time(nullptr));
	_tube_spawn_interval = 0;
	_game_score = 0;

	CCLOG("screen width: %.2f, screen height: %.2f",
		Director::getInstance()->getVisibleSize().width,
		Director::getInstance()->getVisibleSize().height
		);
	CCLOG("visible origin x: %.2f, visible origin y: %.2f",
		Director::getInstance()->getVisibleOrigin().x,
		Director::getInstance()->getVisibleOrigin().y
		);

	_background = Sprite::create(BACKGROUND_FILENAME);
	_background->setAnchorPoint(Vec2{ 0, 0 });
	_background->setPosition(0, 0);
	this->addChild(_background, BACKGROUND_Z_INDEX);

	_floor = Sprite::create(FLOOR_FILENAME);
	_floor->setAnchorPoint(Vec2{ 0, 0 });
	_floor->setPosition(0, 0);
	this->addChild(_floor, FLOOR_Z_INDEX);

	_robin = Robin::create_sprite();
	this->addChild(_robin, ROBIN_Z_INDEX);

	auto tree_1 = ScrollingComponent::create_sprite(TREE_FILENAME, TREE_SPEED_X, TREE_1_POS, TREE_SCALE);
	this->addChild(tree_1, TREE_Z_INDEX);
	_scrolling_components.push_back(tree_1);

	auto tree_2 = ScrollingComponent::create_sprite(TREE_FILENAME, TREE_SPEED_X, TREE_2_POS, TREE_SCALE);
	this->addChild(tree_2, TREE_Z_INDEX);
	_scrolling_components.push_back(tree_2);

	auto tree_3 = ScrollingComponent::create_sprite(TREE_FILENAME, TREE_SPEED_X, TREE_3_POS, TREE_SCALE);
	this->addChild(tree_3, TREE_Z_INDEX);
	_scrolling_components.push_back(tree_3);

	auto slow_cloud_1 = ScrollingComponent::create_sprite(
		CLOUD_FILENAME, SLOW_CLOUD_SPEED_X, SLOW_CLOUD_1_POS, SLOW_CLOUD_SCALE);
	this->addChild(slow_cloud_1, SLOW_CLOUD_Z_INDEX);
	_scrolling_components.push_back(slow_cloud_1);

	auto slow_cloud_2 = ScrollingComponent::create_sprite(
		CLOUD_FILENAME, SLOW_CLOUD_SPEED_X, SLOW_CLOUD_2_POS, SLOW_CLOUD_SCALE);
	this->addChild(slow_cloud_2, SLOW_CLOUD_Z_INDEX);
	_scrolling_components.push_back(slow_cloud_2);

	auto fast_cloud_1 = ScrollingComponent::create_sprite(
		CLOUD_FILENAME, FAST_CLOUD_SPEED_X, FAST_CLOUD_1_POS, FAST_CLOUD_SCALE);
	this->addChild(fast_cloud_1, FAST_CLOUD_Z_INDEX);
	_scrolling_components.push_back(fast_cloud_1);

	auto fast_cloud_2 = ScrollingComponent::create_sprite(
		CLOUD_FILENAME, FAST_CLOUD_SPEED_X, FAST_CLOUD_2_POS, FAST_CLOUD_SCALE);
	this->addChild(fast_cloud_2, FAST_CLOUD_Z_INDEX);
	_scrolling_components.push_back(fast_cloud_2);

	auto fast_cloud_3 = ScrollingComponent::create_sprite(
		CLOUD_FILENAME, FAST_CLOUD_SPEED_X, FAST_CLOUD_3_POS, FAST_CLOUD_SCALE);
	this->addChild(fast_cloud_3, FAST_CLOUD_Z_INDEX);
	_scrolling_components.push_back(fast_cloud_3);

	auto mount_1 = ScrollingComponent::create_sprite(
		MOUNT_FILENAME, MOUNT_SPEED_X, MOUNT_1_POS, MOUNT_SCALE);
	this->addChild(mount_1, MOUNT_Z_INDEX);
	_scrolling_components.push_back(mount_1);

	auto mount_2 = ScrollingComponent::create_sprite(
		MOUNT_FILENAME, MOUNT_SPEED_X, MOUNT_2_POS, MOUNT_SCALE);
	this->addChild(mount_2, MOUNT_Z_INDEX);
	_scrolling_components.push_back(mount_2);

	_score_label = Label::createWithTTF("Score: 0", "Marker Felt.ttf", 24);
	_score_label->setPosition(LABEL_SCORE_POS);
	_score_label->setTextColor(Color4B::RED);
	this->addChild(_score_label, LABEL_SCORE_Z_INDEX);

	auto touch_listener = EventListenerTouchOneByOne::create();
	touch_listener->onTouchBegan = CC_CALLBACK_2(GameScene::onTouchBegan, this);
	touch_listener->onTouchEnded = CC_CALLBACK_2(GameScene::onTouchEnded, this);
	Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(touch_listener, this);

	this->schedule(schedule_selector(GameScene::update_game));

	return true;
}
コード例 #7
0
ファイル: ChrsGrid.cpp プロジェクト: demon90s/CharCrush
bool ChrsGrid::init(ValueMap level_info, int col, int row)
{
	Node::init();

	m_letter_info = level_info;//获取关卡配置信息

	//设置棋盘的锚点和大小,锚点为中心
	this->setContentSize(Size(col*GRID_WIDTH, row*GRID_WIDTH));
	this->setAnchorPoint(Vec2(0.5, 0.5));

	//绘制一个矩形,用以测试棋盘范围
	auto drawnode = DrawNode::create();
	drawnode->drawRect(Vec2(0, 0), Vec2(this->getContentSize().width, this->getContentSize().height), Color4F::RED);
	//addChild(drawnode);

	//棋盘底图
	auto gridbg = ui::Scale9Sprite::create("grid_bg.png");
	gridbg->setContentSize(Size(col * GRID_WIDTH + 10, row * GRID_WIDTH + 10));
	gridbg->setPosition(this->getContentSize().width / 2, this->getContentSize().height / 2);
	addChild(gridbg, 0, 1000);

	//得到单词集合
	m_Letters = level_info.at("letter").asValueVector();

	//初始化汉字集合
	initChrBox();

	//生成布局
	//根据行列初始化一个空的汉字盒子大小
	m_row = row;
	m_col = col;
	m_canCrush = false;
	m_SelectedChrs.clear();
	m_NewChrs.clear();
	m_ChrsBox.resize(m_col);
	for (auto &vec : m_ChrsBox) { vec.resize(m_row); }

	//生成汉字字典树
	createTrie(&chr_root, &m_Letters);

	//1.根据布局大小创建出汉字阵列
	//2.布局坐标以左下角为原点,x右y上为正方向
	for (int x = 0; x < m_col; x++)
	{
		for (int y = 0; y < m_row; y++)
		{ 
			m_ChrsBox[x][y] = createAChr(x, y); 
		}
	}

	//判断是否是死图
	while (isDeadMap())
	{
		//这里稍后做一个更新的算法
		for (int x = 0; x < m_col; x++)
		{
			for (int y = 0; y < m_row; y++)
			{ 
				m_ChrsBox[x][y]->removeFromParent();
				m_ChrsBox[x][y] = createAChr(x, y); 
			}
		}
	}

	//加入触摸监听
	auto listener = EventListenerTouchOneByOne::create();
	listener->setSwallowTouches(true);
	listener->onTouchBegan = CC_CALLBACK_2(ChrsGrid::onTouchBegan, this);
	listener->onTouchMoved = CC_CALLBACK_2(ChrsGrid::onTouchMoved, this);
	listener->onTouchEnded = CC_CALLBACK_2(ChrsGrid::onTouchEnded, this);
	listener->onTouchCancelled = CC_CALLBACK_2(ChrsGrid::onTouchCancelled, this);

	_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);

	//开始提示倒计时
	resetCountdown();
	schedule(schedule_selector(ChrsGrid::onCountdownCallBack), 1);

	log("ChrsGrid init!");

	return true;
}
コード例 #8
0
ファイル: LvUpLayer.cpp プロジェクト: 6520874/-zhihuaqibing
bool CLvUpLayer::init()
{
    //CBaseLayer::init();
    CBaseLayer::initWithColor(Color4B(0, 0, 0, 200));
    
    m_pListener = EventListenerTouchOneByOne::create();
    m_pListener->setSwallowTouches(true);
    m_pListener->onTouchBegan = CC_CALLBACK_2(CLvUpLayer::onTouchBegan, this);
    m_pListener->onTouchMoved = CC_CALLBACK_2(CLvUpLayer::onTouchMoved, this);
    m_pListener->onTouchEnded = CC_CALLBACK_2(CLvUpLayer::onTouchEnded, this);
    _eventDispatcher->addEventListenerWithSceneGraphPriority(m_pListener,this);

    Sprite* m_pSoldierBg = Sprite::createWithSpriteFrameName("hero_bg.png");
    m_pSoldierBg->setPosition(Vec2(m_winSize.width*0.5, m_winSize.height*0.5));
    addChild(m_pSoldierBg);
    
    
    Size tBg = m_pSoldierBg->getContentSize();
    
    Sprite *pCloseSprite = Sprite::createWithSpriteFrameName("closeBtn.png");
    
    Sprite *pCloseSpriteSelc  = Sprite::createWithSpriteFrameName("closeBtn.png");
    pCloseSpriteSelc->setColor(Color3B::GRAY);
    LYMenuItemSprite *pCloseItem = LYMenuItemSprite::create(pCloseSprite,pCloseSpriteSelc,CC_CALLBACK_1(CLvUpLayer::OnExitLvLayer, this));
    CommonData::enlargeItemSprite(pCloseItem, 2);
    m_pMenuCose =  Menu::create(pCloseItem,NULL);
    
    m_pMenuCose->setPosition(tBg.width*0.95,tBg.height*0.94);
    m_pSoldierBg->addChild(m_pMenuCose,1, 100);
    
    //士兵
    
    float fbtScale = 0.95f;
    float fLabelScale = 0.55f;
    
    Sprite *pSoldierbtn = Sprite::createWithSpriteFrameName("bluebtn.png");
    pSoldierbtn->setScale(fbtScale);
    Sprite *pSoldierbtnSelect = Sprite::createWithSpriteFrameName("organge.png");
    pSoldierbtnSelect->setScale(fbtScale);
    Sprite *pSoldierbtnEnable = Sprite::createWithSpriteFrameName("organge.png");
    pSoldierbtnEnable->setScale(fbtScale);
    
    Label *pLabelSoldier = Label::createWithTTF("士兵","fonts/cuti.ttf",30);
    pLabelSoldier->setScale(fLabelScale);
    
    Size tLable1 = pSoldierbtn->getContentSize();
    pLabelSoldier->setPosition(Point(tLable1.width*0.5,tLable1.height*0.5));
    pSoldierbtn->addChild(pLabelSoldier);
    
    Label *pLabelSoldierSelc = Label::createWithTTF("士兵","fonts/cuti.ttf",30);
    pLabelSoldierSelc->setScale(fLabelScale);
    pLabelSoldierSelc->setPosition(Point(tLable1.width*0.5,tLable1.height*0.5));
    pSoldierbtnEnable->addChild(pLabelSoldierSelc);
    
    Label *pLabelSoldier2 = Label::createWithTTF("士兵","fonts/cuti.ttf",30);
    pLabelSoldier2->setScale(fLabelScale);
    pLabelSoldier2->setPosition(Point(tLable1.width*0.5,tLable1.height*0.5));
    pSoldierbtnSelect->addChild(pLabelSoldier2);
    
    m_pMenuItemSoldier  = LYMenuItemSprite::create(pSoldierbtn,pSoldierbtnSelect,pSoldierbtnEnable,CC_CALLBACK_1(CLvUpLayer::OnMenuClose, this));
    m_pMenuItemSoldier->setScale(2);
    
    m_pMenuItemSoldier->setEnabled(false);
    m_pMenuItemSoldier->setTag(LvUpTagSoldier);
    m_pMenuItemSoldier->setPosition(Point(m_winSize.width*0.3,m_winSize.height*0.9));

    
    //能量
    Sprite *pEnergybtn = Sprite::createWithSpriteFrameName("bluebtn.png");
    pEnergybtn->setScale(fbtScale);
    Sprite *pEnergybtnSelect = Sprite::createWithSpriteFrameName("organge.png");
    pEnergybtnSelect->setScale(fbtScale);
    Sprite *pEnergybtnEnable = Sprite::createWithSpriteFrameName("organge.png");
    pEnergybtnEnable->setScale(fbtScale);
    
    Label *pLabelEnergy = Label::createWithTTF("能量","fonts/cuti.ttf",30);
    pLabelEnergy->setScale(fLabelScale);
    Size tLable2 = pSoldierbtn->getContentSize();
    pLabelEnergy->setPosition(Point(tLable2.width*0.5,tLable2.height*0.5));
    pEnergybtn->addChild(pLabelEnergy);
    
    Label *pLabelEnergy2 = Label::createWithTTF("能量","fonts/cuti.ttf",30);
    pLabelEnergy2->setScale(fLabelScale);
    pLabelEnergy2->setPosition(Point(tLable2.width*0.5,tLable2.height*0.5));
    pEnergybtnSelect->addChild(pLabelEnergy2);
    
    Label *pLabelEnergyDis = Label::createWithTTF("能量","fonts/cuti.ttf",30);
    pLabelEnergyDis->setScale(fLabelScale);
    pLabelEnergyDis->setPosition(Point(tLable2.width*0.5,tLable2.height*0.5));
    pEnergybtnEnable->addChild(pLabelEnergyDis);
    
    m_pMenuItemEnegy  = LYMenuItemSprite::create(pEnergybtn,pEnergybtnSelect,pEnergybtnEnable,CC_CALLBACK_1(CLvUpLayer::OnMenuClose, this));
    
    m_pMenuItemEnegy->setPosition(Point(m_winSize.width*0.5,m_winSize.height*0.9));
    
    m_pMenuItemEnegy->setTag(LvUpTagNengliang);
    m_pMenuItemEnegy->setScale(2);

    //建筑
    Sprite *pBuildbtn = Sprite::createWithSpriteFrameName("bluebtn.png");
    pBuildbtn->setScale(fbtScale);
    
    Sprite *pBuildbtnSelect = Sprite::createWithSpriteFrameName("organge.png");
    pBuildbtnSelect->setScale(fbtScale);
    
    
    Sprite *pBuildbtnEnable = Sprite::createWithSpriteFrameName("organge.png");
    pBuildbtnEnable->setScale(fbtScale);
    
    Label *pLabelBuilding = Label::createWithTTF("英雄","fonts/cuti.ttf",30);
    
    //Label::createWithSystemFont("英雄","Arial",30);
    pLabelBuilding->setScale(fLabelScale);
    Size tLable3 = pSoldierbtn->getContentSize();
    pLabelBuilding->setPosition(Point(tLable3.width*0.5,tLable3.height*0.5));
    pBuildbtn->addChild(pLabelBuilding);
    
    Label *pLabeBuilding2 = Label::createWithTTF("英雄","fonts/cuti.ttf",30);
    pLabeBuilding2->setScale(fLabelScale);
    pLabeBuilding2->setPosition(Point(tLable3.width*0.5,tLable3.height*0.5));
    pBuildbtnEnable->addChild(pLabeBuilding2);
    
    Label *pLabeBuildingDisc = Label::createWithTTF("英雄","fonts/cuti.ttf",30);
    pLabeBuildingDisc->setScale(fLabelScale);
    pLabeBuildingDisc->setPosition(Point(tLable3.width*0.5,tLable3.height*0.5));
    pBuildbtnSelect->addChild(pLabeBuildingDisc);
    
    
    
    bool bGril =  CommonData::GetSingletonPtr()->IsGirlHeroVisable();
    
   
    m_pMenuItemBuilding  = LYMenuItemSprite::create(pBuildbtn,pBuildbtnSelect,pBuildbtnEnable,CC_CALLBACK_1(CLvUpLayer::OnMenuClose, this));

    m_pMenuItemBuilding->setPosition(Point(m_winSize.width*0.7,m_winSize.height*0.9));
    
    m_pMenuItemBuilding->setTag(LVUptagBuilding);
    
    m_pMenuItemBuilding->setScale(2);
    
  
    if(!bGril)
    {
        m_pMenuItemBuilding->setVisible(false);
        
        m_pMenuItemEnegy->setPosition(m_winSize.width*0.7,m_winSize.height*0.9);
    }
    
    
    Menu  * pMenu  = Menu::create(m_pMenuItemSoldier,m_pMenuItemEnegy,m_pMenuItemBuilding,NULL);
    
    pMenu->setPosition(Vec2::ZERO);
    addChild(pMenu,2);
    
    if((guiderManagerLayer::getInstance()->getGuideType() == GUIDE_UPGRADE_SOLIDER) && (guiderManagerLayer::getInstance()->getStepNum() == 2))
    {
        NotificationCenter::getInstance()->addObserver(this, callfuncO_selector(CLvUpLayer::addSoliderCloseGuide), "SoliderCloseGuide", NULL);
    }
    m_pLayer1 = CSoldierLvUpLayer::create();
    
    addChild(m_pLayer1,1,100);
    
    if(!CDataManager::getEndedBy(GUIDE_SOLIDER_NUM))
    {
        m_pMenuItemEnegy->setVisible(false);
    }
    
    
    //debug模式下显示
#ifdef DEBUG_Mode
    m_pMenuItemEnegy->setVisible(true);
#endif
    
    
    

    if((guiderManagerLayer::getInstance()->getGuideType() == GUIDE_SOLIDER_NUM) && (guiderManagerLayer::getInstance()->getStepNum() == 2))
    {
        m_pMenuItemBuilding->setVisible(false);
        m_pMenuItemEnegy->setVisible(true);
        NotificationCenter::getInstance()->addObserver(this, callfuncO_selector(CLvUpLayer::addSoliderCloseGuide), "SoliderCloseGuide", NULL);
        Vec2 pos = Vec2(m_winSize.width * 0.67f, m_winSize.height * 0.905f);
        guiderManagerLayer::getInstance()->setStepNum(guiderManagerLayer::getInstance()->getStepNum() + 1);
        guiderManagerLayer::getInstance()->createLayer(this, GUIDE_SHOW_FINGER, pos);
    }
    if((CPersonalData::getInstance()->getUserInfo()->m_iSmallLevel >= 23) && (!CDataManager::getEndedBy(GUIDE_GIRL_HERO)))
    {
        //m_pMenuItemBuilding
        Sprite *pRedPoint = Sprite::createWithSpriteFrameName("newTip.png");
        m_pMenuItemBuilding->addChild(pRedPoint, 1, 50);
        pRedPoint->setScale(0.5f);
        Vec2 pos = Vec2(m_pMenuItemBuilding->getNormalImage()->getContentSize().width * 0.58f,
                        m_pMenuItemBuilding->getNormalImage()->getContentSize().height * 0.65f);
        pRedPoint->setPosition(pos);
        scheduleUpdate();
    }
    return true;
}
コード例 #9
0
ファイル: ChapterScene.cpp プロジェクト: Cocos2dxGame/MHE
// on "init" you need to initialize your instance
bool ChapterScene::init()
{
    //////////////////////////////
    // 1. super init first
    if ( !Layer::init() )
    {
        return false;
    }
    
    Size visibleSize = Director::getInstance()->getVisibleSize();
    Vec2 origin = Director::getInstance()->getVisibleOrigin();

    /////////////////////////////
    // 2. add a menu item with "X" image, which is clicked to quit the program
    //    you may modify it.

    // add a "close" icon to exit the progress. it's an autorelease object
    auto returnItem = MenuItemImage::create(
                                           "button/return.png",
                                           "button/return_selected.png",
                                           CC_CALLBACK_1(ChapterScene::doReturn, this));
    
	returnItem->setScale(visibleSize.width/20/returnItem->getContentSize().width);
	returnItem->setPosition(visibleSize.width-returnItem->getContentSize().width/2,
		visibleSize.height-returnItem->getContentSize().height/2);

	auto closeItem = MenuItemImage::create(
		"CloseNormal.png",
		"CloseSelected.png",
		CC_CALLBACK_1(ChapterScene::menuCloseCallback,this));

	closeItem->setScale(visibleSize.width/800);
	closeItem->setPosition(Vec2(origin.x + visibleSize.width - 0.5*(closeItem->getBoundingBox().getMaxX()-closeItem->getBoundingBox().getMinX()) ,
		origin.y + 0.5*(closeItem->getBoundingBox().getMaxY()-closeItem->getBoundingBox().getMinY())));

    // create menu, it's an autorelease object
    auto menu = Menu::create(returnItem, closeItem, NULL);
    menu->setPosition(Vec2::ZERO);
    this->addChild(menu, 1);

    /////////////////////////////
    // 3. add your codes below...

    // add a label shows "Hello World"
    // create and initialize a label

    // add "ChapterScene" splash screen"
    auto background = Sprite::create("background/bg_001.png");

    // position the sprite on the center of the screen
    background->setPosition(Vec2(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y));
	background->setScaleX(visibleSize.width/background->getContentSize().width);
	background->setScaleY(visibleSize.height/background->getContentSize().height);

    // add the sprite as a child to this layer
    this->addChild(background, 0);

	// add the menu icon
	std::string images[] = {"background/bgs_002.png", "background/bgs_003.png", "background/bgs_004.png"};
	int imagesNum = 3;
	m_imageWidth = visibleSize.width * 0.6;
	m_imageHeight = visibleSize.height * 0.6;
	m_imageSpace = visibleSize.width * 0.05;
	float imageOrigin = m_imageSpace + m_imageWidth/2;
	m_xmin = 0;
	m_x = m_xmax = imagesNum*m_imageWidth + (imagesNum+1)*m_imageSpace - visibleSize.width;

	for(int i=0; i<imagesNum; i++)
	{
		std::string image = images[i];
		Sprite *pSprite = Sprite::create(image);
		pSprite->setScaleX(m_imageWidth/pSprite->getContentSize().width);
		pSprite->setScaleY(m_imageHeight/pSprite->getContentSize().height);
		float offset = imageOrigin + (m_imageWidth + m_imageSpace) * i;
		pSprite->setPosition(origin.x+offset, origin.y+visibleSize.height/2);
		pSprite->setTag(i);
		this->addChild(pSprite, 0);
		m_menuIconVector.pushBack(pSprite);
	}
    
	// register event listener
	auto listener = EventListenerTouchOneByOne::create();
	listener->setSwallowTouches(true);
	listener->onTouchBegan = CC_CALLBACK_2(ChapterScene::onTouchBegan, this);
	listener->onTouchMoved = CC_CALLBACK_2(ChapterScene::onTouchMoved, this);
	listener->onTouchEnded = CC_CALLBACK_2(ChapterScene::onTouchEnded, this);
	_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);

    return true;
}
コード例 #10
0
bool HomeSceneLayer::init(){
    
    if (!Layer::init()) {
        
        return false;
    }
    //对手机返回键的监听
    auto listener = EventListenerKeyboard::create();
    //和回调函数绑定
    listener->onKeyReleased = CC_CALLBACK_2(HomeSceneLayer::onKeyReleased,this);
    //添加到事件分发器中
    Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(listener,this);
    
    
    //SpriteFrameCache::getInstance()->addSpriteFramesWithFile("UIResource_ch.plist");
    
    auto sky=Sprite::createWithSpriteFrameName("sky.png");
    
    sky->setAnchorPoint(Vec2(1.0,1.0));
    
    sky->setPosition(Vec2(WINSIZE_WIDTH,WINSIZE_HEIGHT));
    
    this->addChild(sky);
    
    auto cloud_01=Sprite::createWithSpriteFrameName("cloud_01.png");
    cloud_01->setPosition(CLOUD_01_VEC2);
    this->addChild(cloud_01);
    
    auto moveBy_01=MoveBy::create(15,Vec2(WINSIZE_WIDTH-250,0));
    auto rev_01=moveBy_01->reverse();
    auto seq_01=Sequence::create(moveBy_01,rev_01, NULL);
    cloud_01->runAction(RepeatForever::create(seq_01));
    
    auto cloud_02=Sprite::createWithSpriteFrameName("cloud_02.png");
    cloud_02->setPosition(CLOUD_02_VEC2);
    this->addChild(cloud_02);
    
    auto moveBy_02=MoveBy::create(13,Vec2(-WINSIZE_WIDTH+250,0));
    auto rev_02=moveBy_02->reverse();
    auto seq_02=Sequence::create(moveBy_02,rev_02, NULL);
    cloud_02->runAction(RepeatForever::create(seq_02));
    
    auto cloud_03=Sprite::createWithSpriteFrameName("cloud_03.png");
    cloud_03->setPosition(Vec2(cloud_03->getContentSize().width/2,400));
    this->addChild(cloud_03);
    
    auto cloud_04=Sprite::createWithSpriteFrameName("cloud_04.png");
    cloud_04->setPosition(Vec2(WINSIZE_WIDTH-50,380));
    this->addChild(cloud_04);
    
    auto wall=Sprite::createWithSpriteFrameName("wall.png");
    
    wall->setAnchorPoint(Vec2(0.5,0));
    
    wall->setPosition(Vec2(WINSIZE_WIDTH/2,0));
    
    this->addChild(wall);
    
    auto Defend_monk=Sprite::createWithSpriteFrameName("Defend_monk.png");
    
    Defend_monk->setPosition(Vec2(320,670));
    
    this->addChild(Defend_monk);
    
    auto best_score=Sprite::createWithSpriteFrameName("best_score.png");
    
    best_score->setPosition(Vec2(320,520));
    
    this->addChild(best_score);
    
    auto labFont=Label::createWithBMFont("fonts.fnt","0");
    
    if (Value(UserDefault::getInstance()->getStringForKey("string").c_str()).asInt()!=0) {
        
        labFont->setString(UserDefault::getInstance()->getStringForKey("string").c_str());
        
    }
    
    labFont->setAnchorPoint(Vec2(0,0));//左对齐
    
    labFont->setPosition(Vec2(304,502));
    
    
    this->addChild(labFont);
    
    float baseX=106;  //设定初始值,即第一个和尚的X,Y轴坐标。
    float baseY=235;
    for (int i=0;i<5;i++)
    {                                                 //循环5次,创建五个精灵对象
        
        __String  *fileName=__String::createWithFormat("monk_0%d.png",i+1); //fileName存储变换的路径字符串
        
        auto monkSpr=Sprite::createWithSpriteFrameName(fileName->getCString()); //获得fileName对象存储的路径
        
        monkSpr->setPosition(Vec2(baseX,baseY));
        
        this->addChild(monkSpr);
        
        baseX+=107; //从第二个和尚开始加X坐标值加120
        
    }
    
    auto StartItem = MenuItemSprite::create(
                                           Sprite::createWithSpriteFrameName("start_01.png"),
                                           Sprite::createWithSpriteFrameName("start_02.png"),
                                           CC_CALLBACK_1(HomeSceneLayer::menuStartCallback, this));
    
    StartItem->setPosition(Vec2(320,410));
    
    
    auto CommentItem = MenuItemSprite::create(
                                             Sprite::createWithSpriteFrameName("comment_01.png"),
                                             Sprite::createWithSpriteFrameName("comment_02.png"),
                                           CC_CALLBACK_1(HomeSceneLayer::menucommentCallback, this));
    
    CommentItem->setPosition(Vec2(132,110));
    
    auto FeedbackItem = MenuItemSprite::create(
                                            Sprite::createWithSpriteFrameName("feedback_01.png"),
                                            Sprite::createWithSpriteFrameName("feedback_02.png"),
                                           CC_CALLBACK_1(HomeSceneLayer::menuFeedbackCallback, this));
    
    FeedbackItem->setPosition(Vec2(320,110));
    
    auto ShareItem = MenuItemSprite::create(
                                           Sprite::createWithSpriteFrameName("share_01.png"),
                                           Sprite::createWithSpriteFrameName("share_02.png"),
                                           CC_CALLBACK_1(HomeSceneLayer::menuShareCallback, this));
    
    ShareItem->setPosition(Vec2(508,110));
    
    
    
    
    auto menu = Menu::create(StartItem,CommentItem,FeedbackItem,ShareItem,NULL);
    menu->setPosition(Vec2::ZERO);
    this->addChild(menu);
    


    return true;
}
コード例 #11
0
ファイル: TileMap.cpp プロジェクト: sevenzou/cocos2dx_astart
// on "init" you need to initialize your instance
bool TileMap::init()
{
    if ( !Layer::init() )
    {
        return false;
    }
    
    Size visibleSize = Director::getInstance()->getVisibleSize();
    Vec2 origin = Director::getInstance()->getVisibleOrigin();
    _visibleSize = visibleSize;
    _origin = origin;

    auto closeItem = MenuItemImage::create(
                                           "CloseNormal.png",
                                           "CloseSelected.png",
                                           CC_CALLBACK_1(TileMap::menuCloseCallback, this));
    
	closeItem->setPosition(Vec2(origin.x + visibleSize.width - closeItem->getContentSize().width/2 ,
                                origin.y + closeItem->getContentSize().height/2));
    // create menu, it's an autorelease object
    auto menu = Menu::create(closeItem, NULL);
    menu->setPosition(Vec2::ZERO);
    this->addChild(menu, 1);

    auto label = LabelTTF::create("TileMap", "Arial", 24);
    label->setPosition(Vec2(origin.x + visibleSize.width/2,
                            origin.y + visibleSize.height - label->getContentSize().height));
    this->addChild(label, 1);


    _tileMap = TMXTiledMap::create("bg_TileMap.tmx");
	_tileMap->setPosition(Vec2(0,0));
//    _tileMap->setScale(_visibleSize.width/_tileMap->getContentSize().width,_visibleSize.height/_tileMap->getContentSize().height);
	_tileMap->setVisible(true);
    _background = _tileMap->layerNamed("bg");
    _collidable =  _tileMap->layerNamed("Meta");
	_collidable->setVisible(false);
	Director::getInstance()->setProjection(Director::Projection::_2D);
	this->addChild(_tileMap, 0, 50);

	TMXObjectGroup *group = _tileMap->getObjectGroup("Objects");
	ValueMap spawnPoint = group->getObject("SpawnPoint");
	float x = spawnPoint["x"].asFloat();
	float y = spawnPoint["y"].asFloat();

//	ActorManager::getInstance()->_actorTarget = new Vector<Actor*>(50);
//	ActorManager::getInstance()->_monsterTarget = Vector<Actor*>(50);
	_actor = Actor::create();
	_player = Sprite::create("ninja.png");
	_player->setTag(100);
	_player->setPosition(Vec2(x,y));
//	_posInScreen = Vec2(x,y);
	this->addChild(_player, 2);
	auto bld = new ActorBlood(100);
	_actor->setActorSprite(_player);
	_actor->setActorTag(1);
	_actor->setActorBlood(bld);
	ActorManager::getInstance()->_actorTarget.pushBack(_actor);

	_collision = new CollisionBlood(this, ActorManager::getInstance()->_monsterTarget);
	for (int i=1; i<6; i++) {
		ValueMap point = group->getObject("target"+Value(i).asString());
		float x = point["x"].asFloat();
		float y = point["y"].asFloat();
		std::string str = "BasiliskBrown.PNG";
		_collision->addTarget(Vec2(x,y), str);
	}


	/*
	 * screen Touch
	 */
	_listener = EventListenerTouchOneByOne::create();
	_listener->onTouchBegan = CC_CALLBACK_2(TileMap::onTouchBegan,this);
	_listener->onTouchMoved = CC_CALLBACK_2(TileMap::onTouchMoved,this);
	_listener->onTouchEnded = CC_CALLBACK_2(TileMap::onTouchEnded,this);
	_listener->setSwallowTouches(true);//²»ÏòÏ´«µÝ´¥Ãþ
	_eventDispatcher->addEventListenerWithSceneGraphPriority(_listener,this);
	//_listener->setEnabled(false);

	/*
	 * AstartPathFinding
	 */
	AstartPathFinding* astart = new AstartPathFinding(_tileMap->getMapSize().width, _tileMap->getMapSize().height);
	_astart = astart;
	astart->mapInit();
	for (int i=0; i<_tileMap->getMapSize().width; i++)
		for (int j=0; j<_tileMap->getMapSize().height; j++) {
			if (checkNodePassable(Vec2(i,_tileMap->getMapSize().height-j-1)) == false)
				astart->getMap(i,j)->setPassable(false);
		}

//	for (int i=0; i<_tileMap->getMapSize().width; i++)
//		for (int j=0; j<_tileMap->getMapSize().height; j++)  {
//			log("checkNodePassable_[%d][%d] =  %d",i, j,_astart->getMap(i,j)->getPassable());
//		}
//	log("_tileMap->getMapSize().width = %f",_tileMap->getMapSize().width);
//	log("_tileMap->getMapSize().height = %f",_tileMap->getMapSize().height);

	this->scheduleUpdate();

    return true;
}