コード例 #1
0
ファイル: GameScene.cpp プロジェクト: kiyanty/SoloManse
bool GameScene::ccTouchBegan(cocos2d::CCTouch *pTouch, cocos2d::CCEvent *pEvent)
{
    if(GameData::gameState == GameData::STATE_PAUSE)
    {
        return false;
    }
    else if(GameData::gameState == GameData::STATE_GAMEOVER)
    {
        CocosDenshion::SimpleAudioEngine* instance = CocosDenshion::SimpleAudioEngine::sharedEngine();
        instance->stopBackgroundMusic();

        CCScene* scene = CCTransitionFade::create(0.3f, MainScene::scene());
        CCDirector::sharedDirector()->replaceScene(scene);

        GameData::gameState = GameData::STATE_PLAYING;
    
        return false;
    }
    int x = (CCDirector::sharedDirector()->convertToGL(pTouch->getLocationInView())).x;
    if(x>450)
    {
        this->changeCharLine(true);
    }
    else
    {
        this->changeCharLine(false);
    }
    return false;
}
コード例 #2
0
ファイル: MainScene.cpp プロジェクト: HScarb/SK_Parkour
void MainLayer::onPlay(CCObject* pSender)
{
    CocosDenshion::SimpleAudioEngine *audioEngine = CocosDenshion::SimpleAudioEngine::sharedEngine();
    audioEngine->playBackgroundMusic("background.mp3",true);

    CCDirector::sharedDirector()->replaceScene(PlayLayer::scene());
}
コード例 #3
0
int lua_cocos2dx_cocosdenshion_SimpleAudioEngine_stopBackgroundMusic(lua_State* tolua_S)
{
    int argc = 0;
    CocosDenshion::SimpleAudioEngine* cobj = nullptr;
    bool ok  = true;
    
#if COCOS2D_DEBUG >= 1
    tolua_Error tolua_err;
#endif
    
    
#if COCOS2D_DEBUG >= 1
    if (!tolua_isusertype(tolua_S,1,"cc.SimpleAudioEngine",0,&tolua_err)) goto tolua_lerror;
#endif
    
    cobj = (CocosDenshion::SimpleAudioEngine*)tolua_tousertype(tolua_S,1,0);
    
#if COCOS2D_DEBUG >= 1
    if (!cobj)
    {
        tolua_error(tolua_S,"invalid 'cobj' in function 'lua_cocos2dx_cocosdenshion_SimpleAudioEngine_stopBackgroundMusic'", nullptr);
        return 0;
    }
#endif
    
    argc = lua_gettop(tolua_S)-1;
    if (argc == 0)
    {
        if(!ok)
        {
            tolua_error(tolua_S,"invalid arguments in function 'lua_cocos2dx_cocosdenshion_SimpleAudioEngine_stopBackgroundMusic'", nullptr);
            return 0;
        }
        cobj->stopBackgroundMusic();
        return 0;
    }
    if (argc == 1)
    {
        bool arg0;
        
        ok &= luaval_to_boolean(tolua_S, 2,&arg0, "cc.SimpleAudioEngine:stopBackgroundMusic");
        if(!ok)
        {
            tolua_error(tolua_S,"invalid arguments in function 'lua_cocos2dx_cocosdenshion_SimpleAudioEngine_stopBackgroundMusic'", nullptr);
            return 0;
        }
        cobj->stopBackgroundMusic(arg0);
        return 0;
    }
    luaL_error(tolua_S, "%s has wrong number of arguments: %d, was expecting %d \n", "cc.SimpleAudioEngine:stopBackgroundMusic",argc, 0);
    return 0;
    
#if COCOS2D_DEBUG >= 1
tolua_lerror:
    tolua_error(tolua_S,"#ferror in function 'lua_cocos2dx_cocosdenshion_SimpleAudioEngine_stopBackgroundMusic'.",&tolua_err);
#endif
    
    return 0;
}
コード例 #4
0
ファイル: GameScene.cpp プロジェクト: kiyanty/SoloManse
void GameScene::clickBtnResume(CCObject* pObject)
{
    layerPauseMenu->setVisible(false);
    GameData::gameState = GameData::STATE_PLAYING;

    CocosDenshion::SimpleAudioEngine* instance = CocosDenshion::SimpleAudioEngine::sharedEngine();
    instance->resumeBackgroundMusic();
}
コード例 #5
0
ファイル: GameScene.cpp プロジェクト: kiyanty/SoloManse
void GameScene::clickBtnExit(CCObject* pObject)
{
    CocosDenshion::SimpleAudioEngine* instance = CocosDenshion::SimpleAudioEngine::sharedEngine();
    instance->stopBackgroundMusic();

    CCScene* scene = CCTransitionFade::create(0.3f, MainScene::scene());
    CCDirector::sharedDirector()->replaceScene(scene);
//    GameData::gameState = GameData::STATE_PLAYING;
}
コード例 #6
0
ファイル: Runner.cpp プロジェクト: LiYuandong/Parkour
void Runner::crouch()
{
    m_state = RunnerStateCrouch;
    this->initShape("crouch");
    this->stopAllActions();
    this->runAction(m_actionCrouch);
    this->scheduleOnce(schedule_selector(Runner::loadNormal), 1.5);
    CocosDenshion::SimpleAudioEngine *audioEngine = CocosDenshion::SimpleAudioEngine::sharedEngine();
    audioEngine->playEffect("Sound/crouch.mp3");
}
コード例 #7
0
ファイル: GameScene.cpp プロジェクト: kiyanty/SoloManse
void GameScene::startBackgroundMusic()
{
    CocosDenshion::SimpleAudioEngine* instance = CocosDenshion::SimpleAudioEngine::sharedEngine();
    instance->stopBackgroundMusic();
    
    
    if(GameData::isMusicSound)
    {
        instance->playBackgroundMusic("game.wav", true);
    }
}
コード例 #8
0
ファイル: HelloWorldScene.cpp プロジェクト: dimasv28/noob
void HelloWorld::menuMusicCallback(CCObject* pSender)
{
	CocosDenshion::SimpleAudioEngine* audio = CocosDenshion::SimpleAudioEngine::sharedEngine();
	if(!audio->isBackgroundMusicPlaying())
	{
		audio->playBackgroundMusic("akon.mp3", true);
	}
	else
	{
		audio->stopBackgroundMusic();
	}
}
コード例 #9
0
ファイル: Runner.cpp プロジェクト: LiYuandong/Parkour
void Runner::jump()
{
    if (m_state == RunnerStateRunning)
	{
        m_state = RunnerStateJumpUp;
        cpBodyApplyImpulse(body, cpv(0, 400), cpv(0, 0));
        this->stopAllActions();
        this->runAction(m_actionJumpUp);
        
        CocosDenshion::SimpleAudioEngine *audioEngine = CocosDenshion::SimpleAudioEngine::sharedEngine();
        audioEngine->playEffect("Sound/jump.mp3");
    }
}
コード例 #10
0
int lua_cocos2dx_cocosdenshion_SimpleAudioEngine_getDuration(lua_State* tolua_S)
{
    int argc = 0;
    CocosDenshion::SimpleAudioEngine* cobj = nullptr;
    bool ok  = true;
    
#if COCOS2D_DEBUG >= 1
    tolua_Error tolua_err;
#endif
    
    
#if COCOS2D_DEBUG >= 1
    if (!tolua_isusertype(tolua_S,1,"cc.SimpleAudioEngine",0,&tolua_err)) goto tolua_lerror;
#endif
    
    cobj = (CocosDenshion::SimpleAudioEngine*)tolua_tousertype(tolua_S,1,0);
    
#if COCOS2D_DEBUG >= 1
    if (!cobj)
    {
        tolua_error(tolua_S,"invalid 'cobj' in function 'lua_cocos2dx_cocosdenshion_SimpleAudioEngine_getDuration'", nullptr);
        return 0;
    }
#endif
    
    argc = lua_gettop(tolua_S)-1;
    if (argc == 1)
    {
        const char* arg0;
        
        std::string arg0_tmp; ok &= luaval_to_std_string(tolua_S, 2, &arg0_tmp, "cc.SimpleAudioEngine:getDuration"); arg0 = arg0_tmp.c_str();
        if(!ok)
        {
            tolua_error(tolua_S,"invalid arguments in function 'lua_cocos2dx_cocosdenshion_SimpleAudioEngine_getDuration'", nullptr);
            return 0;
        }
        double ret = cobj->getDuration(arg0);
        tolua_pushnumber(tolua_S,(lua_Number)ret);
        return 1;
    }
    luaL_error(tolua_S, "%s has wrong number of arguments: %d, was expecting %d \n", "cc.SimpleAudioEngine:getDuration",argc, 1);
    return 0;
    
#if COCOS2D_DEBUG >= 1
tolua_lerror:
    tolua_error(tolua_S,"#ferror in function 'lua_cocos2dx_cocosdenshion_SimpleAudioEngine_getDuration'.",&tolua_err);
#endif
    
    return 0;
}
コード例 #11
0
ファイル: GameScene.cpp プロジェクト: kiyanty/SoloManse
void GameScene::clickBtnPause(CCObject* pOjbect)
{
    //    initMenuItemBtnPause();
    if(GameData::gameState == GameData::STATE_GAMEOVER)
    {
        return;
    }
    startSoundEffect("pong.wav");
    GameData::gameState = GameData::STATE_PAUSE;
    layerPauseMenu->setVisible(true);
    
    CocosDenshion::SimpleAudioEngine* instance = CocosDenshion::SimpleAudioEngine::sharedEngine();
    instance->pauseBackgroundMusic();
}
コード例 #12
0
int lua_cocos2dx_cocosdenshion_SimpleAudioEngine_pauseEffect(lua_State* tolua_S)
{
    int argc = 0;
    CocosDenshion::SimpleAudioEngine* cobj = nullptr;
    bool ok  = true;

#if COCOS2D_DEBUG >= 1
    tolua_Error tolua_err;
#endif


#if COCOS2D_DEBUG >= 1
    if (!tolua_isusertype(tolua_S,1,"cc.SimpleAudioEngine",0,&tolua_err)) goto tolua_lerror;
#endif

    cobj = (CocosDenshion::SimpleAudioEngine*)tolua_tousertype(tolua_S,1,0);

#if COCOS2D_DEBUG >= 1
    if (!cobj) 
    {
        tolua_error(tolua_S,"invalid 'cobj' in function 'lua_cocos2dx_cocosdenshion_SimpleAudioEngine_pauseEffect'", nullptr);
        return 0;
    }
#endif

    argc = lua_gettop(tolua_S)-1;
    if (argc == 1) 
    {
        unsigned int arg0;

        ok &= luaval_to_uint32(tolua_S, 2,&arg0, "cc.SimpleAudioEngine:pauseEffect");
        if(!ok)
        {
            tolua_error(tolua_S,"invalid arguments in function 'lua_cocos2dx_cocosdenshion_SimpleAudioEngine_pauseEffect'", nullptr);
            return 0;
        }
        cobj->pauseEffect(arg0);
        lua_settop(tolua_S, 1);
        return 1;
    }
    luaL_error(tolua_S, "%s has wrong number of arguments: %d, was expecting %d \n", "cc.SimpleAudioEngine:pauseEffect",argc, 1);
    return 0;

#if COCOS2D_DEBUG >= 1
    tolua_lerror:
    tolua_error(tolua_S,"#ferror in function 'lua_cocos2dx_cocosdenshion_SimpleAudioEngine_pauseEffect'.",&tolua_err);
#endif

    return 0;
}
コード例 #13
0
int lua_cocos2dx_cocosdenshion_SimpleAudioEngine_getEffectsVolume(lua_State* tolua_S)
{
    int argc = 0;
    CocosDenshion::SimpleAudioEngine* cobj = nullptr;
    bool ok  = true;

#if COCOS2D_DEBUG >= 1
    tolua_Error tolua_err;
#endif


#if COCOS2D_DEBUG >= 1
    if (!tolua_isusertype(tolua_S,1,"cc.SimpleAudioEngine",0,&tolua_err)) goto tolua_lerror;
#endif

    cobj = (CocosDenshion::SimpleAudioEngine*)tolua_tousertype(tolua_S,1,0);

#if COCOS2D_DEBUG >= 1
    if (!cobj) 
    {
        tolua_error(tolua_S,"invalid 'cobj' in function 'lua_cocos2dx_cocosdenshion_SimpleAudioEngine_getEffectsVolume'", nullptr);
        return 0;
    }
#endif

    argc = lua_gettop(tolua_S)-1;
    if (argc == 0) 
    {
        if(!ok)
        {
            tolua_error(tolua_S,"invalid arguments in function 'lua_cocos2dx_cocosdenshion_SimpleAudioEngine_getEffectsVolume'", nullptr);
            return 0;
        }
        double ret = cobj->getEffectsVolume();
        tolua_pushnumber(tolua_S,(lua_Number)ret);
        return 1;
    }
    luaL_error(tolua_S, "%s has wrong number of arguments: %d, was expecting %d \n", "cc.SimpleAudioEngine:getEffectsVolume",argc, 0);
    return 0;

#if COCOS2D_DEBUG >= 1
    tolua_lerror:
    tolua_error(tolua_S,"#ferror in function 'lua_cocos2dx_cocosdenshion_SimpleAudioEngine_getEffectsVolume'.",&tolua_err);
#endif

    return 0;
}
コード例 #14
0
ファイル: MainScene.cpp プロジェクト: HScarb/SK_Parkour
bool MainLayer::init()
{
    if (!CCLayer::init()) {
        return false;
    }

    CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize();
    CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin();
    CCPoint centerPos = CCPoint(visibleSize.width / 2, visibleSize.height / 2);

    //add backgroud
    CCSprite *spriteBG = CCSprite::create("MainBG.png");
    spriteBG->setPosition(ccp(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y));
    this->addChild(spriteBG, 0);

    //add menu item
    CCMenuItemFont::setFontSize(60);
    CCMenuItemImage *menuItemPlay = CCMenuItemImage::create("start_n.png", "start_s.png", this, menu_selector(MainLayer::onPlay));
    menuItemPlay->setPosition(centerPos);

    // create menu, it's an autorelease object
    CCMenu* pMenu = CCMenu::create(menuItemPlay, NULL);
    pMenu->setPosition(CCPointZero);
    this->addChild(pMenu, 1);
    
    // preload music
    CocosDenshion::SimpleAudioEngine *audioEngine = CocosDenshion::SimpleAudioEngine::sharedEngine();
    audioEngine->preloadBackgroundMusic("background.mp3");
    audioEngine->preloadEffect("jump.mp3");
    audioEngine->preloadEffect("crouch.mp3");
    audioEngine->setBackgroundMusicVolume(0.3);
    audioEngine->setEffectsVolume(0.3);
    
    return true;
}
コード例 #15
0
ファイル: GameScene.cpp プロジェクト: kiyanty/SoloManse
void GameScene::removeHumanSprite(HumanSprite *humanSprite)
{
    if(humanSprite->humanState == 1 && humanSprite->currentY > -200)
    {
        GameData::gameState = GameData::STATE_GAMEOVER;
        sprGameOver->setVisible(true);
        
        CocosDenshion::SimpleAudioEngine* instance = CocosDenshion::SimpleAudioEngine::sharedEngine();
        instance->stopBackgroundMusic();
        
        this->unschedule(schedule_selector(GameScene::update));
        layerCombo->setVisible(false);
        
        if(GameData::highScore < currentScore)
        {
            GameData::highScore = currentScore;
            FileIO::sharedInstance()->saveFile();
        }
        
        return;
    }
    arrayHumanSprite->removeObject(humanSprite);
    this->removeChild(humanSprite, true);
}
コード例 #16
0
ファイル: CCSWFNodeExt.cpp プロジェクト: lkeplei/QeeQoo
void CCSWFNodeExt::handleFrameChanged(cocos2d::CCObject * obj){
    CCSWFNode * node = (CCSWFNode *)obj;
    if (m_logicDict) {
        
        CocosDenshion::SimpleAudioEngine * audioEngine = CocosDenshion::SimpleAudioEngine::sharedEngine();
        std::stringstream frameKey;
        frameKey << (node->getCurrentFrame() + 1);
        CCDictionary * dict = (CCDictionary *)m_logicDict->objectForKey(frameKey.str());
        if (dict) {
            //切换背景音乐
            CCString * music = (CCString *)dict->objectForKey("music");
            if (music && m_music.compare(music->m_sString) != 0) {
                m_music = music->m_sString;
                if (m_music.length() > 0) {
                    CCLOG("CSWFNodeExt::handleFrameChanged %d playBackgroundMusic %s",node->getCurrentFrame(),m_music.c_str());
                    audioEngine->stopBackgroundMusic(true);
                    audioEngine->preloadBackgroundMusic(m_music.c_str());
                    audioEngine->playBackgroundMusic(m_music.c_str(),true);
                }
            }
            
            //播放音效
            CCString * effect = (CCString *)dict->objectForKey("effect");
            if (effect && effect->length() > 0) {
                const std::string tag = "#";
                std::string srcString = effect->m_sString;
                size_t startPos = srcString.find_first_of(tag);
                if (startPos != std::string::npos) {
                    std::string tmp;
                    do {
                        tmp = srcString.substr(0,startPos);
                        CCLOG("CSWFNodeExt::handleFrameChanged %d playEffect %s",node->getCurrentFrame(),tmp.c_str());
                        audioEngine->preloadEffect(tmp.c_str());
                        audioEngine->playEffect(tmp.c_str(), false);
                        srcString = srcString.substr(startPos+tag.length());
                        startPos = srcString.find_first_of(tag);
                        if(startPos == std::string::npos){
                            CCLOG("CSWFNodeExt::handleFrameChanged %d playEffect %s",node->getCurrentFrame(),tmp.c_str());
                            audioEngine->preloadEffect(tmp.c_str());
                            audioEngine->playEffect(tmp.c_str(), false);
                        }
                    } while(startPos != std::string::npos) ;
                }else{
                    CCLOG("CSWFNodeExt::handleFrameChanged %d playEffect %s",node->getCurrentFrame(),srcString.c_str());
                    audioEngine->preloadEffect(srcString.c_str());
                    audioEngine->playEffect(srcString.c_str(), false);
                }
            }
        }
        
        if (node->getCurrentFrame() == node->getFrameCount() - 1) {
            audioEngine->stopAllEffects();
            if (m_stopBgMusic) {
               audioEngine->stopBackgroundMusic(true);
            }
            CCObject * effectFile = NULL;
            CCARRAY_FOREACH(m_loadEffects, effectFile){
                audioEngine->unloadEffect(((CCString *)effectFile)->getCString());
            }
            m_loadEffects->removeAllObjects();
        }
コード例 #17
0
int lua_cocos2dx_cocosdenshion_SimpleAudioEngine_playEffect(lua_State* tolua_S)
{
    int argc = 0;
    CocosDenshion::SimpleAudioEngine* cobj = nullptr;
    bool ok  = true;

#if COCOS2D_DEBUG >= 1
    tolua_Error tolua_err;
#endif


#if COCOS2D_DEBUG >= 1
    if (!tolua_isusertype(tolua_S,1,"cc.SimpleAudioEngine",0,&tolua_err)) goto tolua_lerror;
#endif

    cobj = (CocosDenshion::SimpleAudioEngine*)tolua_tousertype(tolua_S,1,0);

#if COCOS2D_DEBUG >= 1
    if (!cobj) 
    {
        tolua_error(tolua_S,"invalid 'cobj' in function 'lua_cocos2dx_cocosdenshion_SimpleAudioEngine_playEffect'", nullptr);
        return 0;
    }
#endif

    argc = lua_gettop(tolua_S)-1;
    if (argc == 1) 
    {
        const char* arg0;

        std::string arg0_tmp; ok &= luaval_to_std_string(tolua_S, 2, &arg0_tmp, "cc.SimpleAudioEngine:playEffect"); arg0 = arg0_tmp.c_str();
        if(!ok)
        {
            tolua_error(tolua_S,"invalid arguments in function 'lua_cocos2dx_cocosdenshion_SimpleAudioEngine_playEffect'", nullptr);
            return 0;
        }
        unsigned int ret = cobj->playEffect(arg0);
        tolua_pushnumber(tolua_S,(lua_Number)ret);
        return 1;
    }
    if (argc == 2) 
    {
        const char* arg0;
        bool arg1;

        std::string arg0_tmp; ok &= luaval_to_std_string(tolua_S, 2, &arg0_tmp, "cc.SimpleAudioEngine:playEffect"); arg0 = arg0_tmp.c_str();

        ok &= luaval_to_boolean(tolua_S, 3,&arg1, "cc.SimpleAudioEngine:playEffect");
        if(!ok)
        {
            tolua_error(tolua_S,"invalid arguments in function 'lua_cocos2dx_cocosdenshion_SimpleAudioEngine_playEffect'", nullptr);
            return 0;
        }
        unsigned int ret = cobj->playEffect(arg0, arg1);
        tolua_pushnumber(tolua_S,(lua_Number)ret);
        return 1;
    }
    if (argc == 3) 
    {
        const char* arg0;
        bool arg1;
        double arg2;

        std::string arg0_tmp; ok &= luaval_to_std_string(tolua_S, 2, &arg0_tmp, "cc.SimpleAudioEngine:playEffect"); arg0 = arg0_tmp.c_str();

        ok &= luaval_to_boolean(tolua_S, 3,&arg1, "cc.SimpleAudioEngine:playEffect");

        ok &= luaval_to_number(tolua_S, 4,&arg2, "cc.SimpleAudioEngine:playEffect");
        if(!ok)
        {
            tolua_error(tolua_S,"invalid arguments in function 'lua_cocos2dx_cocosdenshion_SimpleAudioEngine_playEffect'", nullptr);
            return 0;
        }
        unsigned int ret = cobj->playEffect(arg0, arg1, arg2);
        tolua_pushnumber(tolua_S,(lua_Number)ret);
        return 1;
    }
    if (argc == 4) 
    {
        const char* arg0;
        bool arg1;
        double arg2;
        double arg3;

        std::string arg0_tmp; ok &= luaval_to_std_string(tolua_S, 2, &arg0_tmp, "cc.SimpleAudioEngine:playEffect"); arg0 = arg0_tmp.c_str();

        ok &= luaval_to_boolean(tolua_S, 3,&arg1, "cc.SimpleAudioEngine:playEffect");

        ok &= luaval_to_number(tolua_S, 4,&arg2, "cc.SimpleAudioEngine:playEffect");

        ok &= luaval_to_number(tolua_S, 5,&arg3, "cc.SimpleAudioEngine:playEffect");
        if(!ok)
        {
            tolua_error(tolua_S,"invalid arguments in function 'lua_cocos2dx_cocosdenshion_SimpleAudioEngine_playEffect'", nullptr);
            return 0;
        }
        unsigned int ret = cobj->playEffect(arg0, arg1, arg2, arg3);
        tolua_pushnumber(tolua_S,(lua_Number)ret);
        return 1;
    }
    if (argc == 5) 
    {
        const char* arg0;
        bool arg1;
        double arg2;
        double arg3;
        double arg4;

        std::string arg0_tmp; ok &= luaval_to_std_string(tolua_S, 2, &arg0_tmp, "cc.SimpleAudioEngine:playEffect"); arg0 = arg0_tmp.c_str();

        ok &= luaval_to_boolean(tolua_S, 3,&arg1, "cc.SimpleAudioEngine:playEffect");

        ok &= luaval_to_number(tolua_S, 4,&arg2, "cc.SimpleAudioEngine:playEffect");

        ok &= luaval_to_number(tolua_S, 5,&arg3, "cc.SimpleAudioEngine:playEffect");

        ok &= luaval_to_number(tolua_S, 6,&arg4, "cc.SimpleAudioEngine:playEffect");
        if(!ok)
        {
            tolua_error(tolua_S,"invalid arguments in function 'lua_cocos2dx_cocosdenshion_SimpleAudioEngine_playEffect'", nullptr);
            return 0;
        }
        unsigned int ret = cobj->playEffect(arg0, arg1, arg2, arg3, arg4);
        tolua_pushnumber(tolua_S,(lua_Number)ret);
        return 1;
    }
    luaL_error(tolua_S, "%s has wrong number of arguments: %d, was expecting %d \n", "cc.SimpleAudioEngine:playEffect",argc, 1);
    return 0;

#if COCOS2D_DEBUG >= 1
    tolua_lerror:
    tolua_error(tolua_S,"#ferror in function 'lua_cocos2dx_cocosdenshion_SimpleAudioEngine_playEffect'.",&tolua_err);
#endif

    return 0;
}
コード例 #18
0
Scene* SceneManager::generateLevel(int levelIndex, int score)
{
	if (levelIndex == 0) {
		Director* director = Director::getInstance();

		float height = director->getWinSize().height;
		float width = director->getWinSize().width;

		// Create start scene
		ParallaxBackground* bckMenu = new ParallaxBackground();
		bckMenu->addImage("night.png", Vec2(width / 2, height / 1.3), Vec2(0.05, 0));
		bckMenu->addImage("city.png", Vec2(width / 2, height / 1.6), Vec2(0.3, 0));
		bckMenu->addImage("street.png", Vec2(width / 2, height / 2.6), Vec2(1.0, 0), true);
		bckMenu->scheduleUpdate();

		auto startScene = IntermediaryScene::create(IntermediaryScene::MENU);
		startScene->setBackground(bckMenu);

		// Create dummy player
		auto dummy = DummyPlayer::create();
		dummy->setPosition(Vec2(width / 2, 130));
		startScene->setPlayer(dummy);

		// Create music
		CocosDenshion::SimpleAudioEngine* audioEngine = CocosDenshion::SimpleAudioEngine::getInstance();
		audioEngine->playBackgroundMusic("level0.mp3", true);

		Label* playButtonLabel = Label::createWithTTF("Play", "font.ttf", 35);
		MenuItem* playButton = MenuItemLabel::create(playButtonLabel, [&](Ref* sender){SceneManager::getInstance().fillStack();});

		Label* optionsButtonLabel = Label::createWithTTF("Options", "font.ttf", 35);
		MenuItem* optionsButton = MenuItemLabel::create(optionsButtonLabel);

		Label* exitButtonLabel = Label::createWithTTF("Exit", "font.ttf", 35);
		MenuItem* exitButton = MenuItemLabel::create(exitButtonLabel, [&](Ref* sender){Director::getInstance()->end(); });

		startScene->addMenuItem(playButton);
		startScene->addMenuItem(optionsButton);
		startScene->addMenuItem(exitButton);
		startScene->createMenu();

		return startScene;
	}
	if (levelIndex == 1) {
		Director* director = Director::getInstance();

		// Create a new GameLayer
		GameLayer* firstLevelLayer = GameLayer::create();

		// Create a background
		ParallaxBackground* bckFirstLevel = new ParallaxBackground();

		float height = director->getWinSize().height;
		float width = director->getWinSize().width;

		// Create animations and bullets
		bckFirstLevel->addImage("night.png", Vec2(width / 2, height / 1.3), Vec2(0.05, 0));
		bckFirstLevel->addImage("city.png", Vec2(width / 2, height / 1.6), Vec2(0.3, 0));
		bckFirstLevel->addImage("street.png", Vec2(width / 2, height / 2.6), Vec2(1.0, 0),true);
		bckFirstLevel->scheduleUpdate();

		// Create music
		CocosDenshion::SimpleAudioEngine* audioEngine = CocosDenshion::SimpleAudioEngine::getInstance();
		audioEngine->playBackgroundMusic("level1.mp3", true);

		// Create player
		Player* hero = Player::create();
		hero->setPosition(Vec2(width / 2, 130));
		hero->setTag(PLAYER_TAG);
		hero->setScore(score);

		// Create boss
		Boss* boss = Boss::create(OBJECT_FIRSTBOSS);

		BossCannon* cannon1 = BossCannon::create(OBJECT_FIRSTBOSS_CANNON_1, OBJECT_FIRSTBOSS_CANNON_1_D, OBJECT_BOSSBULLET_LASER);
		cannon1->setPosition(Vec2(123, 105));
		cannon1->setFireMethod(1, 10, 50);

		BossCannon* cannon2 = BossCannon::create(OBJECT_FIRSTBOSS_CANNON_2, OBJECT_FIRSTBOSS_CANNON_2_D, OBJECT_BOSSBULLET_SPIKEBALL);
		cannon2->setPosition(Vec2(150, 183));
		cannon2->setFireMethod(2, 10, 50);

		BossCannon* cannon3 = BossCannon::create(OBJECT_FIRSTBOSS_CANNON_3, OBJECT_FIRSTBOSS_CANNON_3_D, OBJECT_BOSSBULLET_BALL);
		cannon3->setPosition(Vec2(59, 148));
		cannon3->setFireMethod(3, 3, 50);

		boss->addCannon(1, cannon2);
		boss->addCannon(2, cannon1);
		boss->addCannon(3, cannon3);

		// Create Interactive object factory
		InteractiveObjectFactory* mailboxFactory = InteractiveObjectFactory::create(OBJECT_MAILBOX, director->getWinSize().height * 1.6 / 800, false, MAILBOX_COLLISION_BITMASK, true, false, true);
		mailboxFactory->setPositionInterval(Vec2(height / GROUND_PERCENTAGE_FOR_BOX + 10, height / GROUND_PERCENTAGE_FOR_BOX + 10));
		mailboxFactory->setSpawnFrequency(5);
		mailboxFactory->setSpeed(Vec2(-(Director::getInstance()->getWinSize().width * 10.0 / 800), 0));

		InteractiveObjectFactory* rocketFactory = InteractiveObjectFactory::create(OBJECT_ROCKET, director->getWinSize().height * 1.6 / 800, false, ROCKET_COLLISION_BITMASK, true, false, false);
		rocketFactory->setPositionInterval(Vec2(100, height));
		rocketFactory->setSpeed(Vec2(-(Director::getInstance()->getWinSize().width * 25.0 / 800), 0));
		rocketFactory->setSpawnFrequency(20);

		InteractiveObjectFactory* spikesFactory = InteractiveObjectFactory::create(OBJECT_SPIKES, director->getWinSize().height * 0.5 / 800, false, SPIKES_COLLISION_BITMASK, false, true, true);
		spikesFactory->setPositionInterval(Vec2(height / GROUND_PERCENTAGE_FOR_BOX + 10, height / GROUND_PERCENTAGE_FOR_BOX + 10));
		spikesFactory->setSpawnFrequency(5);
		spikesFactory->setSpeed(Vec2(-(Director::getInstance()->getWinSize().width * 10.0 / 800), 0));


		firstLevelLayer->setBackground(bckFirstLevel);
		firstLevelLayer->setPlayer(hero);
		firstLevelLayer->setBoss(boss);
		firstLevelLayer->setDistanceToBoss(1000);
		firstLevelLayer->addObjectFactory(mailboxFactory);
		firstLevelLayer->addObjectFactory(rocketFactory);
		firstLevelLayer->addObjectFactory(spikesFactory);

		//Create Scene
		GameLevel* firstLevel = GameLevel::create(firstLevelLayer);

		return firstLevel;
	}
	if (levelIndex == 2)
	{
		Director* director = Director::getInstance();

		// Create a new GameLayer
		GameLayer* secondLevelLayer = GameLayer::create();

		// Create a background
		ParallaxBackground* bckSecondLevel = new ParallaxBackground();

		float height = director->getWinSize().height;
		float width = director->getWinSize().width;

		// Create animations and bullets
		bckSecondLevel->addImage("night.png", Vec2(width / 2, height / 1.3), Vec2(0.05, 0));
		bckSecondLevel->addImage("city.png", Vec2(width / 2, height / 1.6), Vec2(0.3, 0));
		bckSecondLevel->addImage("street.png", Vec2(width / 2, height / 2.6), Vec2(1.0, 0), true);
		bckSecondLevel->scheduleUpdate();

		// Create music
		CocosDenshion::SimpleAudioEngine* audioEngine = CocosDenshion::SimpleAudioEngine::getInstance();
		audioEngine->playBackgroundMusic("level2.mp3", true);

		// Create player
		Player* hero = Player::create();
		hero->setPosition(Vec2(width / 2, 130));
		hero->setTag(PLAYER_TAG);
		hero->setScore(score);

		// Create boss
		Boss* boss = Boss::create(OBJECT_SECONDBOSS,true);

		BossCannon* cannon1 = BossCannon::create(OBJECT_SECONDBOSS_CANNON_1, OBJECT_SECONDBOSS_CANNON_1_D, OBJECT_BOSSBULLET_ENERGYBALL);
		cannon1->setPosition(Vec2(85, 38));
		cannon1->setFireMethod(1, 10, 50);

		BossCannon* cannon2 = BossCannon::create(OBJECT_SECONDBOSS_CANNON_2, OBJECT_SECONDBOSS_CANNON_2_D, OBJECT_BOSSBULLET_SAWBLADE);
		cannon2->setPosition(Vec2(34, 137));
		cannon2->setFireMethod(2, 10, 50);

		BossCannon* cannon3 = BossCannon::create(OBJECT_SECONDBOSS_CANNON_3, OBJECT_SECONDBOSS_CANNON_3_D, OBJECT_BOSSBULLET_FLAMEBALL);
		cannon3->setPosition(Vec2(20, 135));
		cannon3->setFireMethod(3, 3, 50);

		boss->addCannon(1, cannon1);
		boss->addCannon(2, cannon2);
		boss->addCannon(3, cannon3);

		// Create Interactive object factory
		InteractiveObjectFactory* mailboxFactory = InteractiveObjectFactory::create(OBJECT_MAILBOX, director->getWinSize().height * 1.6 / 800, false, MAILBOX_COLLISION_BITMASK, true, false, true);
		mailboxFactory->setPositionInterval(Vec2(height / GROUND_PERCENTAGE_FOR_BOX + 10, height / GROUND_PERCENTAGE_FOR_BOX + 10));
		mailboxFactory->setSpawnFrequency(5);
		mailboxFactory->setSpeed(Vec2(-(Director::getInstance()->getWinSize().width * 10.0 / 800), 0));

		InteractiveObjectFactory* rocketFactory = InteractiveObjectFactory::create(OBJECT_ROCKET, director->getWinSize().height * 1.6 / 800, false, ROCKET_COLLISION_BITMASK, true, false, false);
		rocketFactory->setPositionInterval(Vec2(100, height));
		rocketFactory->setSpeed(Vec2(-(Director::getInstance()->getWinSize().width * 25.0 / 800), 0));
		rocketFactory->setSpawnFrequency(20);

		InteractiveObjectFactory* spikesFactory = InteractiveObjectFactory::create(OBJECT_SPIKES, director->getWinSize().height * 0.5 / 800, false, SPIKES_COLLISION_BITMASK, false, true, true);
		spikesFactory->setPositionInterval(Vec2(height / GROUND_PERCENTAGE_FOR_BOX + 10, height / GROUND_PERCENTAGE_FOR_BOX + 10));
		spikesFactory->setSpawnFrequency(5);
		spikesFactory->setSpeed(Vec2(-(Director::getInstance()->getWinSize().width * 10.0 / 800), 0));


		secondLevelLayer->setBackground(bckSecondLevel);
		secondLevelLayer->setPlayer(hero);
		secondLevelLayer->setBoss(boss);
		secondLevelLayer->setDistanceToBoss(100);
		secondLevelLayer->addObjectFactory(mailboxFactory);
		secondLevelLayer->addObjectFactory(rocketFactory);
		secondLevelLayer->addObjectFactory(spikesFactory);

		//Create Scene
		GameLevel* firstLevel = GameLevel::create(secondLevelLayer);

		return firstLevel;
	}
	if (levelIndex == 3)
	{
		Director* director = Director::getInstance();

		// Create a new GameLayer
		GameLayer* thirdLevelLayer = GameLayer::create();

		// Create a background
		ParallaxBackground* bckThirdLevel = new ParallaxBackground();

		float height = director->getWinSize().height;
		float width = director->getWinSize().width;

		// Create animations and bullets
		bckThirdLevel->addImage("night.png", Vec2(width / 2, height / 1.3), Vec2(0.05, 0));
		bckThirdLevel->addImage("city.png", Vec2(width / 2, height / 1.6), Vec2(0.3, 0));
		bckThirdLevel->addImage("street.png", Vec2(width / 2, height / 2.6), Vec2(1.0, 0), true);
		bckThirdLevel->scheduleUpdate();

		// Create music
		CocosDenshion::SimpleAudioEngine* audioEngine = CocosDenshion::SimpleAudioEngine::getInstance();
		audioEngine->playBackgroundMusic("level3.mp3", true);

		// Create player
		Player* hero = Player::create();
		hero->setPosition(Vec2(width / 2, 130));
		hero->setTag(PLAYER_TAG);
		hero->setScore(score);

		// Create boss
		Boss* boss = Boss::create(OBJECT_THIRDBOSS);

		BossCannon* cannon1 = BossCannon::create(OBJECT_THIRDBOSS_CANNON_1, OBJECT_THIRDBOSS_CANNON_1_D, OBJECT_BOSSBULLET_BOMB);
		cannon1->setPosition(Vec2(68, 218));
		cannon1->setFireMethod(2, 10, 10);

		BossCannon* cannon2 = BossCannon::create(OBJECT_THIRDBOSS_CANNON_2, OBJECT_THIRDBOSS_CANNON_2_D, OBJECT_BOSSBULLET_RASENGAN);
		cannon2->setPosition(Vec2(28, 148));
		cannon2->setFireMethod(3, 1, 10);

		boss->addCannon(1, cannon1);
		boss->addCannon(2, cannon2);

		// Create Interactive object factory
		InteractiveObjectFactory* mailboxFactory = InteractiveObjectFactory::create(OBJECT_MAILBOX, director->getWinSize().height * 1.6 / 800, false, MAILBOX_COLLISION_BITMASK, true, false, true);
		mailboxFactory->setPositionInterval(Vec2(height / GROUND_PERCENTAGE_FOR_BOX + 10, height / GROUND_PERCENTAGE_FOR_BOX + 10));
		mailboxFactory->setSpawnFrequency(5);
		mailboxFactory->setSpeed(Vec2(-(Director::getInstance()->getWinSize().width * 10.0 / 800), 0));

		InteractiveObjectFactory* rocketFactory = InteractiveObjectFactory::create(OBJECT_ROCKET, director->getWinSize().height * 1.6 / 800, false, ROCKET_COLLISION_BITMASK, true, false, false);
		rocketFactory->setPositionInterval(Vec2(100, height));
		rocketFactory->setSpeed(Vec2(-(Director::getInstance()->getWinSize().width * 25.0 / 800), 0));
		rocketFactory->setSpawnFrequency(20);

		InteractiveObjectFactory* spikesFactory = InteractiveObjectFactory::create(OBJECT_SPIKES, director->getWinSize().height * 0.5 / 800, false, SPIKES_COLLISION_BITMASK, false, true, true);
		spikesFactory->setPositionInterval(Vec2(height / GROUND_PERCENTAGE_FOR_BOX + 10, height / GROUND_PERCENTAGE_FOR_BOX + 10));
		spikesFactory->setSpawnFrequency(5);
		spikesFactory->setSpeed(Vec2(-(Director::getInstance()->getWinSize().width * 10.0 / 800), 0));

		thirdLevelLayer->setBackground(bckThirdLevel);
		thirdLevelLayer->setPlayer(hero);
		thirdLevelLayer->setBoss(boss);
		thirdLevelLayer->setDistanceToBoss(1000);
		thirdLevelLayer->addObjectFactory(mailboxFactory);
		thirdLevelLayer->addObjectFactory(rocketFactory);
		thirdLevelLayer->addObjectFactory(spikesFactory);

		//Create Scene
		GameLevel* firstLevel = GameLevel::create(thirdLevelLayer);

		return firstLevel;
	}

	return nullptr;
}
コード例 #19
0
void AppDelegate::preload_sounds()
{

#ifdef _WIN32
    CCLOG("on windows, skipping audio preload");
#else
    CocosDenshion::SimpleAudioEngine* cache = CocosDenshion::SimpleAudioEngine::getInstance();
    CCLOG("start loading audio");
    cache->preloadEffect(clean_path("sounds\\old\\Swoosh.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\old\\barrel.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\old\\beep.mp3").c_str());
    // cache->preloadEffect(clean_path("sounds\\old\\block.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\old\\brick_hit.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\old\\brick_scrape.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\old\\cheering.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\old\\coin.mp3").c_str());
    //cache->preloadEffect(clean_path("sounds\\old\\ding.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\old\\doom_rocket.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\old\\dsnoway.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\old\\glassbreak.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\old\\ice_freeze.mp3").c_str());
    //cache->preloadEffect(clean_path("sounds\\old\\lighter.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\old\\radio_wave.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\old\\real_punch.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\old\\shield_die.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\old\\shield_disable.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\old\\shield_hit.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\old\\shotgun.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\old\\shotgun_reload.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\old\\suicide_bomber.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\old\\wall_destroy.mp3").c_str());

    cache->preloadEffect(clean_path("sounds\\new\\barrel\\C_barrel_1.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\new\\block\\C_block+1.mp3").c_str());
    // cache->preloadEffect(clean_path("sounds\\new\\block\\C_block+2.mp3").c_str());
    // cache->preloadEffect(clean_path("sounds\\new\\block\\C_block_1.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\new\\charged\\C_charged_1.mp3").c_str());
    //cache->preloadEffect(clean_path("sounds\\new\\cheering\\C_cheering_11.mp3").c_str()); //TODO Find a use for this
    //cache->preloadEffect(clean_path("sounds\\new\\cheering\\C_cheering_12.mp3").c_str()); //TODO Find a use for this
    cache->preloadEffect(clean_path("sounds\\new\\cheering\\C_cheering_13.mp3").c_str());
    //cache->preloadEffect(clean_path("sounds\\new\\coin\\C_coin_1.mp3").c_str());
    //cache->preloadEffect(clean_path("sounds\\new\\coin\\C_coin_2.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\new\\doom_rocket\\C_grenade_1.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\new\\doom_rocket\\C_rocket_big_1.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\new\\doom_rocket\\C_rocket_small_1.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\new\\dsnoway\\C_Grunt_11.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\new\\dsnoway\\C_Grunt_12.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\new\\dsnoway\\C_Grunt_13.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\new\\dsnoway\\C_Grunt_14.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\new\\dsnoway\\C_Grunt_15.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\new\\dsnoway\\C_Grunt_16.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\new\\dsnoway\\C_Grunt_17.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\new\\dsnoway\\C_Grunt_18.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\new\\dsnoway\\C_Hit_11.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\new\\dsnoway\\C_Hit_12.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\new\\dsnoway\\C_Hit_13.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\new\\dsnoway\\C_Hit_14.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\new\\dsnoway\\C_Hit_15.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\new\\dsnoway\\C_Hit_16.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\new\\dsnoway\\C_Hit_17.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\new\\dsnoway\\C_Hit_18.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\new\\extra\\C_explosion_1.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\new\\glassbreak\\C_glassbreak_1.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\new\\ice_freeze\\C_ice_freeze+.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\new\\ice_freeze\\C_ice_freeze_1.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\new\\lighter\\C_lighter_1.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\new\\radio_wave\\C_radio_wave_1.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\new\\radio_wave\\C_radio_wave_2.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\new\\radio_wave\\C_radio_wave_3.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\new\\real_punch\\C_combo_1.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\new\\real_punch\\C_punch+1.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\new\\real_punch\\C_punch+2.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\new\\real_punch\\C_punch+3.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\new\\real_punch\\C_punch_11.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\new\\real_punch\\C_punch_21.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\new\\real_punch\\C_punch_22.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\new\\real_punch\\C_punch_23.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\new\\real_punch\\C_punch_24.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\new\\real_punch\\C_punch_25.mp3").c_str());
    // cache->preloadEffect(clean_path("sounds\\new\\real_punch\\C_punch_26.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\new\\real_punch\\C_punch_27.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\new\\real_punch\\C_punch_28.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\new\\real_punch\\C_punch_31.mp3").c_str());

    cache->preloadEffect(clean_path("sounds\\new\\shotgun\\C_shotgun_1.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\new\\shotgun_reload\\C_shotgun_reload_1.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\new\\suicide_bomber\\C_rocket_big+1.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\new\\suicide_bomber\\C_rocket_small+2.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\new\\Swoosh\\C_Swoosh_1.wav").c_str());
    cache->preloadEffect(clean_path("sounds\\new\\Swoosh\\C_Swoosh_11.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\new\\Swoosh\\C_Swoosh_12.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\new\\Swoosh\\C_Swoosh_13.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\new\\Swoosh\\C_Swoosh_14.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\new\\Swoosh\\C_Swoosh_15.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\new\\Swoosh\\C_Swoosh_21.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\new\\Swoosh\\C_Swoosh_22.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\new\\Swoosh\\C_Swoosh_23.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\new\\Swoosh\\C_Swoosh_24.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\new\\Swoosh\\C_Swoosh_25.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\new\\Swoosh\\C_Swoosh_26.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\new\\Swoosh\\C_Swoosh_27.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\new\\woop\\C_woop_1.mp3").c_str());
    cache->preloadEffect(clean_path("sounds\\old\\woop.mp3").c_str());
    CCLOG("done loading audio");
#endif

};