bool Box2DView::initWithEntryID(int entryId) { setIsAccelerometerEnabled( true ); setIsTouchEnabled( true ); schedule( schedule_selector(Box2DView::tick) ); m_entry = g_testEntries + entryId; m_test = m_entry->createFcn(); return true; }
//////////////////////////////////////////////////////// // // Bug624Layer2 // //////////////////////////////////////////////////////// bool Bug624Layer2::init() { if(BugsTestBaseLayer::init()) { CCSize size = CCDirector::sharedDirector()->getWinSize(); CCLabelTTF *label = CCLabelTTF::labelWithString("Layer2", "Marker Felt", 36); label->setPosition(ccp(size.width/2, size.height/2)); addChild(label); setIsAccelerometerEnabled(true); schedule(schedule_selector(Bug624Layer2::switchLayer), 5.0f); return true; } return false; }
void AccelerometerTest::onEnter() { CCLayer::onEnter(); setIsAccelerometerEnabled(true); CCSize s = CCDirector::sharedDirector()->getWinSize(); CCLabelTTF* label = CCLabelTTF::labelWithString(title().c_str(), "Arial", 32); addChild(label, 1); label->setPosition( CCPointMake(s.width/2, s.height-50) ); m_pBall = CCSprite::spriteWithFile("Images/ball.png"); m_pBall->setPosition(ccp(s.width / 2, s.height / 2)); addChild(m_pBall); m_pBall->retain(); }
Box2DTestLayer::Box2DTestLayer() { setIsTouchEnabled( true ); setIsAccelerometerEnabled( true ); CCSize screenSize = CCDirector::sharedDirector()->getWinSize(); //UXLOG(L"Screen width %0.2f screen height %0.2f",screenSize.width,screenSize.height); // Define the gravity vector. b2Vec2 gravity; gravity.Set(0.0f, -10.0f); // Do we want to let bodies sleep? bool doSleep = true; // Construct a world object, which will hold and simulate the rigid bodies. world = new b2World(gravity, doSleep); world->SetContinuousPhysics(true); /* m_debugDraw = new GLESDebugDraw( PTM_RATIO ); world->SetDebugDraw(m_debugDraw); uint flags = 0; flags += b2DebugDraw::e_shapeBit; flags += b2DebugDraw::e_jointBit; flags += b2DebugDraw::e_aabbBit; flags += b2DebugDraw::e_pairBit; flags += b2DebugDraw::e_centerOfMassBit; m_debugDraw->SetFlags(flags); */ // Define the ground body. b2BodyDef groundBodyDef; groundBodyDef.position.Set(0, 0); // bottom-left corner // Call the body factory which allocates memory for the ground body // from a pool and creates the ground box shape (also from a pool). // The body is also added to the world. b2Body* groundBody = world->CreateBody(&groundBodyDef); // Define the ground box shape. b2PolygonShape groundBox; // bottom groundBox.SetAsEdge(b2Vec2(0,0), b2Vec2(screenSize.width/PTM_RATIO,0)); groundBody->CreateFixture(&groundBox, 0); // top groundBox.SetAsEdge(b2Vec2(0,screenSize.height/PTM_RATIO), b2Vec2(screenSize.width/PTM_RATIO,screenSize.height/PTM_RATIO)); groundBody->CreateFixture(&groundBox, 0); // left groundBox.SetAsEdge(b2Vec2(0,screenSize.height/PTM_RATIO), b2Vec2(0,0)); groundBody->CreateFixture(&groundBox, 0); // right groundBox.SetAsEdge(b2Vec2(screenSize.width/PTM_RATIO,screenSize.height/PTM_RATIO), b2Vec2(screenSize.width/PTM_RATIO,0)); groundBody->CreateFixture(&groundBox, 0); //Set up sprite CCSpriteBatchNode *mgr = CCSpriteBatchNode::spriteSheetWithFile(s_pPathBlock, 150); addChild(mgr, 0, kTagSpriteManager); addNewSpriteWithCoords( CCPointMake(screenSize.width/2, screenSize.height/2) ); CCLabelTTF *label = CCLabelTTF::labelWithString("Tap screen", "Marker Felt", 32); addChild(label, 0); label->setColor( ccc3(0,0,255) ); label->setPosition( CCPointMake( screenSize.width/2, screenSize.height-50) ); schedule( schedule_selector(Box2DTestLayer::tick) ); }