Scene* MainScene::createScene() { // init with physics auto scene = Scene::createWithPhysics(); auto layer = MainScene::create(); //set physics world layer->setPhysicsWorld(scene->getPhysicsWorld()); scene->addChild(layer); return scene; }
Scene *World::createScene() { auto scene = Scene::createWithPhysics(); auto physicsWorld = scene->getPhysicsWorld(); physicsWorld->setGravity(Vect(0, 0)); // physicsWorld->setDebugDrawMask(PhysicsWorld::DEBUGDRAW_ALL); auto layer = World::create(); layer->setPhysicsWorld(physicsWorld); scene->addChild(layer); return scene; }
Scene* ___FILEBASENAMEASIDENTIFIER___::createScene() { // 'scene' is an autorelease object auto scene = Scene::createWithPhysics(); //scene->getPhysicsWorld()->setDebugDrawMask( PhysicsWorld::DEBUGDRAW_ALL ); // 'layer' is an autorelease object auto layer = ___FILEBASENAMEASIDENTIFIER___::create(); layer->setPhysicsWorld( scene->getPhysicsWorld()); scene->addChild(layer); return scene; }
Scene* GameScreen::createScene() { // 'scene' is an autorelease object auto scene = Scene::createWithPhysics(); // 'layer' is an autorelease object auto layer = GameScreen::create(); layer->setPhysicsWorld(scene->getPhysicsWorld()); // add layer as a child to scene scene->addChild(layer); // return the scene return scene; }
//float rot = 0.2f; //int direc = 0; Scene* Game2::createScene() { // 'scene' is an autorelease object auto scene = Scene::createWithPhysics(); scene->getPhysicsWorld()->setDebugDrawMask(PhysicsWorld::DEBUGDRAW_ALL); // 'layer' is an autorelease object auto layer = Game2::create(); layer->setPhysicsWorld(scene->getPhysicsWorld()); // add layer as a child to scene scene->addChild(layer); // return the scene return scene; }
cocos2d::Scene* WorldLayer::createScene(void) { auto scene = cocos2d::Scene::createWithPhysics(); scene->getPhysicsWorld()->setDebugDrawMask(PhysicsWorld::DEBUGDRAW_ALL); auto layer = WorldLayer::create(); layer->setPhysicsWorld(scene->getPhysicsWorld()); scene->getPhysicsWorld()->setGravity(Vec2::ZERO); scene->addChild(layer); //can change this to whatever size Size visibleSize = Director::getInstance()->getVisibleSize(); auto body = PhysicsBody::createEdgeBox(visibleSize, PHYSICSBODY_MATERIAL_DEFAULT, 3); auto edgeNode = Node::create(); edgeNode->setPosition(visibleSize.width / 2 , visibleSize.height / 2); edgeNode->setPhysicsBody(body); scene->addChild(edgeNode); return scene; }
Scene* GameLayer::createScene() { auto scene = Scene::createWithPhysics(); auto world = scene->getPhysicsWorld(); // No need for gravity. world->setGravity(Vect::ZERO); #ifndef NDEBUG // Display physics in debug mode. world->setDebugDrawMask(PhysicsWorld::DEBUGDRAW_ALL); #endif // Create layer. auto layer = GameLayer::create(); layer->setPhysicsWorld(scene->getPhysicsWorld()); scene->addChild(layer); return scene; }