void GameWorld::CreateGame() { // create the environment background_manager_ = BackgroundManager::create(); background_manager_->game_world_ = this; addChild(background_manager_, E_LAYER_BACKGROUND); // create & add the batch node sprite_batch_node_ = CCSpriteBatchNode::create("cjtexset_01.png", 128); game_object_layer_->addChild(sprite_batch_node_); CreateWall(); CreateClown(); CreateBasePlatform(); CreatePlatform(); CreateCollectibles(); CreateHUD(); // enable touch & accelerometer setTouchEnabled(true); setAccelerometerEnabled(true); // everything created, start updating scheduleUpdate(); }
Box2DTestLayer::Box2DTestLayer() : m_pSpriteTexture(NULL) { setTouchEnabled( true ); setAccelerometerEnabled( true ); // init physics this->initPhysics(); // create reset button this->createResetButton(); //Set up sprite #if 1 // Use batch node. Faster CCSpriteBatchNode *parent = CCSpriteBatchNode::create("Images/blocks.png", 100); m_pSpriteTexture = parent->getTexture(); #else // doesn't use batch node. Slower m_pSpriteTexture = CCTextureCache::sharedTextureCache()->addImage("Images/blocks.png"); CCNode *parent = CCNode::create(); #endif addChild(parent, 0, kTagParentNode); addNewSpriteAtPosition(VisibleRect::center()); CCLabelTTF *label = CCLabelTTF::create("Tap screen", "Marker Felt", 32); addChild(label, 0); label->setColor(ccc3(0,0,255)); label->setPosition(ccp( VisibleRect::center().x, VisibleRect::top().y-50)); scheduleUpdate(); }
// Initialize the GameScene bool GameScene::init() { CCLog("GameScene::init"); bool bRet = false; do { ////////////////////////////////////////////////////////////////////////// // super init first ////////////////////////////////////////////////////////////////////////// CC_BREAK_IF(! CCLayer::init()); // Initialize the parent - gets the sprite sheet loaded, sets the background and inits the clouds MainScene::init(); // Start off as game suspended gameSuspended = true; // Get the bird sprite CCSprite *bird = CCSprite::createWithSpriteFrame(CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("bird.png")); this->addChild(bird, 4, kBird); // Initialize the platforms initPlatforms(); // Create the bonus sprite CCSprite *bonus; // Load in the bonus images, 5, 10, 50, 100 for(int i=0; i<kNumBonuses; i++) { bonus = CCSprite::createWithSpriteFrame(CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName(bonus_image[i])); this->addChild(bonus,4, kBonusStartTag+i); bonus->setVisible(false); } // Create the Score Label CCLabelBMFont* scoreLabel = CCLabelBMFont::create("0", "Images/bitmapFont.fnt"); this->addChild(scoreLabel, 5, kScoreLabel); // Center the label scoreLabel->setPosition(ccp(CCDirector::sharedDirector()->getWinSize().width/2,CCDirector::sharedDirector()->getWinSize().height - 50)); // Start the GameScene stepping schedule(schedule_selector(GameScene::step)); // Enable the touch events setTouchEnabled(true); // Enable accelerometer events setAccelerometerEnabled(true); // Start the game startGame(); bRet = true; } while (0); return bRet; }
ChipmunkTestLayer::ChipmunkTestLayer() { #if CC_ENABLE_CHIPMUNK_INTEGRATION // enable events setTouchEnabled(true); setAccelerometerEnabled(true); // title auto label = LabelTTF::create("Multi touch the screen", "Marker Felt", 36); label->setPosition(Point( VisibleRect::center().x, VisibleRect::top().y - 30)); this->addChild(label, -1); // reset button createResetButton(); // init physics initPhysics(); #if 1 // Use batch node. Faster auto parent = SpriteBatchNode::create("Images/grossini_dance_atlas.png", 100); _spriteTexture = parent->getTexture(); #else // doesn't use batch node. Slower _spriteTexture = TextureCache::getInstance()->addImage("Images/grossini_dance_atlas.png"); auto parent = Node::create(); #endif addChild(parent, 0, kTagParentNode); addNewSpriteAtPosition(Point(200,200)); // menu for debug layer MenuItemFont::setFontSize(18); auto item = MenuItemFont::create("Toggle debug", CC_CALLBACK_1(ChipmunkTestLayer::toggleDebugCallback, this)); auto menu = Menu::create(item, NULL); this->addChild(menu); menu->setPosition(Point(VisibleRect::right().x-100, VisibleRect::top().y-60)); scheduleUpdate(); #else auto label = LabelTTF::create("Should define CC_ENABLE_CHIPMUNK_INTEGRATION=1\n to run this test case", "Arial", 18); auto size = Director::getInstance()->getWinSize(); label->setPosition(Point(size.width/2, size.height/2)); addChild(label); #endif }
ShmupHUD::ShmupHUD() : Cistron::Component("HUD"), health_(0), health_bar_background_(NULL), health_bar_(NULL), button_pause_(NULL), button_debug_(NULL) { setTouchEnabled(true); setAccelerometerEnabled(true); SetupViewer(); }
SkirmishHUD::SkirmishHUD() : Cistron::Component("HUD") , label_stage_background_(NULL) , stage_(0) , label_stage_(NULL) , button_pause_(NULL) , button_debug_(NULL) , title_("") { setTouchEnabled(true); setAccelerometerEnabled(true); SetupViewer(); }
PauseGameLayer::PauseGameLayer() { setTouchEnabled(true); setAccelerometerEnabled(true); SetupViewer(); scheduleUpdate(); // Swallow all input below cocos2d::CCDirector::sharedDirector()->getTouchDispatcher()->addTargetedDelegate( this, kLayerPriority, true); }
bool Layer::init() { bool bRet = false; do { Director * pDirector; CC_BREAK_IF(!(pDirector = Director::getInstance())); this->setContentSize(pDirector->getWinSize()); setTouchEnabled(false); setAccelerometerEnabled(false); // success bRet = true; } while(0); return bRet; }
//////////////////////////////////////////////////////// // // Bug624Layer2 // //////////////////////////////////////////////////////// bool Bug624Layer2::init() { if(BugsTestBaseLayer::init()) { CCSize size = CCDirector::sharedDirector()->getWinSize(); CCLabelTTF *label = CCLabelTTF::create("Layer2", "Marker Felt", 36); label->setPosition(ccp(size.width/2, size.height/2)); addChild(label); setAccelerometerEnabled(true); schedule(schedule_selector(Bug624Layer2::switchLayer), 5.0f); return true; } return false; }
void AccelerometerTest::onEnter() { CCLayer::onEnter(); setAccelerometerEnabled(true); CCLabelTTF* label = CCLabelTTF::create(title().c_str(), "Arial", 32); addChild(label, 1); label->setPosition( ccp(VisibleRect::center().x, VisibleRect::top().y-50) ); m_pBall = CCSprite::create("Images/ball.png"); m_pBall->setPosition(ccp(VisibleRect::center().x, VisibleRect::center().y)); addChild(m_pBall); m_pBall->retain(); }
//////////////////////////////////////////////////////// // // Bug624Layer2 // //////////////////////////////////////////////////////// bool Bug624Layer2::init() { if(BugsTestBaseLayer::init()) { auto size = Director::getInstance()->getWinSize(); auto label = LabelTTF::create("Layer2", "Marker Felt", 36); label->setPosition(Point(size.width/2, size.height/2)); addChild(label); setAccelerometerEnabled(true); schedule(schedule_selector(Bug624Layer2::switchLayer), 5.0f); return true; } return false; }
void HelloWorld::initPhysic() { #if CC_ENABLE_CHIPMUNK_INTEGRATION //启动重力加速度,系统会定时调用didAccelerate setAccelerometerEnabled(true); m_pSpace = cpSpaceNew(); m_pSpace->gravity = cpv(0, -100); // // rogue shapes // We have to free them manually // // bottom m_pWalls[0] = cpSegmentShapeNew( m_pSpace->staticBody, cpv(VisibleRect::leftBottom().x,VisibleRect::leftBottom().y), cpv(VisibleRect::rightBottom().x, VisibleRect::rightBottom().y), 0.0f); // top m_pWalls[1] = cpSegmentShapeNew( m_pSpace->staticBody, cpv(VisibleRect::leftTop().x, VisibleRect::leftTop().y), cpv(VisibleRect::rightTop().x, VisibleRect::rightTop().y), 0.0f); // left m_pWalls[2] = cpSegmentShapeNew( m_pSpace->staticBody, cpv(VisibleRect::leftBottom().x,VisibleRect::leftBottom().y), cpv(VisibleRect::leftTop().x,VisibleRect::leftTop().y), 0.0f); // right m_pWalls[3] = cpSegmentShapeNew( m_pSpace->staticBody, cpv(VisibleRect::rightBottom().x, VisibleRect::rightBottom().y), cpv(VisibleRect::rightTop().x, VisibleRect::rightTop().y), 0.0f); for( int i=0;i<4;i++) { m_pWalls[i]->e = 1.0f; m_pWalls[i]->u = 1.0f; cpSpaceAddStaticShape(m_pSpace, m_pWalls[i] ); } // Physics debug layer m_pDebugLayer = CCPhysicsDebugNode::create(m_pSpace); this->addChild(m_pDebugLayer, Z_PHYSICS_DEBUG); #endif }
BattleHUD::BattleHUD() : Cistron::Component("HUD"), health_(0), combo_(0), total_kills_background_(NULL), total_kills_(0), label_combo_(NULL), label_total_kills_(NULL), health_bar_background_(NULL), health_bar_(NULL), button_pause_(NULL), button_debug_(NULL) { setTouchEnabled(true); setAccelerometerEnabled(true); SetupViewer(); }
void AccelerometerTest::onEnter() { CCLayer::onEnter(); setAccelerometerEnabled(true); CCSize s = CCDirector::sharedDirector()->getWinSize(); CCLabelTTF* label = CCLabelTTF::create(title().c_str(), "Arial", 32); addChild(label, 1); label->setPosition( CCPointMake(s.width/2, s.height-50) ); m_pBall = CCSprite::create("Images/ball.png"); m_pBall->setPosition(ccp(s.width / 2, s.height / 2)); addChild(m_pBall); m_pBall->retain(); }
PhysicsTestLayer::PhysicsTestLayer() : _spriteTexture(nullptr) , _scene(nullptr) { #ifdef CC_USE_PHYSICS setTouchEnabled(true); setAccelerometerEnabled(true); // title auto label = LabelTTF::create("Multi touch the screen", "Marker Felt", 36); label->setPosition(Point( VisibleRect::center().x, VisibleRect::top().y - 30)); this->addChild(label, -1); // menu for debug layer MenuItemFont::setFontSize(18); auto item = MenuItemFont::create("Toggle debug", CC_CALLBACK_1(PhysicsTestLayer::toggleDebugCallback, this)); auto menu = Menu::create(item, NULL); this->addChild(menu); menu->setPosition(Point(VisibleRect::right().x-100, VisibleRect::top().y-60)); auto sp = Sprite::create(); auto body = PhysicsBody::createEdgeBox(VisibleRect::getVisibleRect().size); sp->setPhysicsBody(body); this->addChild(sp); sp->setPosition(VisibleRect::center()); auto parent = SpriteBatchNode::create("Images/grossini_dance_atlas.png", 100); _spriteTexture = parent->getTexture(); addNewSpriteAtPosition(VisibleRect::center()); createResetButton(); #else auto label = LabelTTF::create("Should define CC_USE_BOX2D or CC_USE_CHIPMUNK\n to run this test case", "Arial", 18); auto size = Director::getInstance()->getWinSize(); label->setPosition(Point(size.width/2, size.height/2)); addChild(label); #endif }
Box2DTestLayer::Box2DTestLayer() : _spriteTexture(NULL) , world(NULL) { #if CC_ENABLE_BOX2D_INTEGRATION setTouchEnabled( true ); setAccelerometerEnabled( true ); // init physics this->initPhysics(); // create reset button this->createResetButton(); //Set up sprite #if 1 // Use batch node. Faster SpriteBatchNode *parent = SpriteBatchNode::create("Images/blocks.png", 100); _spriteTexture = parent->getTexture(); #else // doesn't use batch node. Slower _spriteTexture = TextureCache::getInstance()->addImage("Images/blocks.png"); Node *parent = Node::create(); #endif addChild(parent, 0, kTagParentNode); addNewSpriteAtPosition(VisibleRect::center()); LabelTTF *label = LabelTTF::create("Tap screen", "Marker Felt", 32); addChild(label, 0); label->setColor(Color3B(0,0,255)); label->setPosition(Point( VisibleRect::center().x, VisibleRect::top().y-50)); scheduleUpdate(); #else LabelTTF *label = LabelTTF::create("Should define CC_ENABLE_BOX2D_INTEGRATION=1\n to run this test case", "Arial", 18); Size size = Director::getInstance()->getWinSize(); label->setPosition(Point(size.width/2, size.height/2)); addChild(label); #endif }
GameLayer::GameLayer() { _screenSize = CCDirector::sharedDirector()->getWinSize(); _running = false; createScreen(); std::string levelsFile = CCFileUtils::sharedFileUtils()->fullPathForFilename("levels.plist"); _levels = CCArray::createWithContentsOfFileThreadSafe(levelsFile.c_str()); _levels->retain(); initPhysics(); createPools(); setTouchEnabled( true ); setAccelerometerEnabled( true ); }
void ShootingGameScene::balanceinterruption(float f) { if(_state == 3) { setAccelerometerEnabled(false); if (_deadCount > 30) { this->unschedule(schedule_selector(ShootingGameScene::balanceinterruption)); standtimeE = _totallScore; type = 2; CCScene* pScene = HallofFame::scene(); CCDirector::sharedDirector()->replaceScene( CCTransitionPageTurn::create(0.5f, pScene, false)); } else _deadCount++; }else if(_state ==2) { if(_readyCount >20) { _bulletmark->setVisible(false); _shootBtn->setNormalImage(CCSprite::create("shootinggameScene/images/shootBtn.png")); _shootMenu->setEnabled(true); _readyCount = 0; _state = 1; } else _readyCount++; } else { int randvalueX = rand() % 70 + 1; float plusminusX = CCRANDOM_MINUS1_1(); randvalueX = (int) randvalueX * plusminusX; int randvalueY = rand() % 70 + 1; float plusminusY = CCRANDOM_MINUS1_1(); randvalueY = (int) randvalueY * plusminusY; _aim->setPosition(ccp(_aim->getPositionX()+randvalueX,_aim->getPositionY()+randvalueY)); } }
// Initialize the GameScene bool GameScene::init() { // CCLog("GameScene::init"); bool bRet = false; do { coin50Platform = 12; coin100Platform = 15; coinJumpPlatform = 25; CocosDenshion::SimpleAudioEngine::sharedEngine()->playBackgroundMusic("GameFieldMusic.mp3", true); target_Score = 10000; ////////////////////////////////////////////////////////////////////////// // super init first ////////////////////////////////////////////////////////////////////////// CC_BREAK_IF(! CCLayer::init()); // Initialize the parent - gets the sprite sheet loaded, sets the background and inits the clouds MainScene::init(); // Start off as game suspended gameSuspended = true; // Get the jumper sprite jumper = CCSprite::create("jumper_0.png"); this->addChild(jumper, 4, kjumper); CCArray * animArr = CCArray::create(); for (int i = 0 ; i < 16; i++) { CCString * tempString = CCString::createWithFormat("jumper_%d.png",i); CCSpriteFrame * tempFrame = CCSpriteFrame::create(tempString->getCString(),CCRectMake(jumper->getPosition().x, jumper->getPosition().y, jumper->getContentSize().width, jumper->getContentSize().height)); animArr->addObject(tempFrame); } CCAnimation * jumpAnimation = CCAnimation::createWithSpriteFrames(animArr,0.1); jumpAnimate = CCAnimate::create(jumpAnimation); jumpAnimate->retain(); coin50Anim = CCArray::create(); coin100Anim = CCArray::create(); coinJumpAnim = CCArray::create(); CCSprite * coin1 = CCSprite::create("coin_1/coin50_1.png"); for (int i = 1;i < 20 ; i++) { CCString * tempString = CCString::createWithFormat("coin_1/coin50_%d.png",i); CCSpriteFrame * tempFrame = CCSpriteFrame::create(tempString->getCString(),CCRectMake(coin1->getPosition().x, coin1->getPosition().y, coin1->getContentSize().width, coin1->getContentSize().height)); coin50Anim->addObject(tempFrame); } coin50Anim->retain(); CCSprite * coin2 = CCSprite::create("coin_2/coin100_1.png"); for (int i = 1;i < 20 ; i++) { CCString * tempString = CCString::createWithFormat("coin_2/coin100_%d.png",i); CCSpriteFrame * tempFrame = CCSpriteFrame::create(tempString->getCString(),CCRectMake(coin2->getPosition().x, coin2->getPosition().y, coin2->getContentSize().width, coin2->getContentSize().height)); coin100Anim->addObject(tempFrame); } coin100Anim->retain(); CCSprite * coin3 = CCSprite::create("powerup/coinJump_1.png"); for (int i = 1;i < 20 ; i++) { CCString * tempString = CCString::createWithFormat("powerup/coinJump_%d.png",i); CCSpriteFrame * tempFrame = CCSpriteFrame::create(tempString->getCString(),CCRectMake(coin3->getPosition().x, coin3->getPosition().y, coin3->getContentSize().width, coin3->getContentSize().height)); coinJumpAnim->addObject(tempFrame); } coinJumpAnim->retain(); CCTexture2D *texture = CCTextureCache::sharedTextureCache()->addImage("fx-leafe.png"); particles = CCParticleFireworks::create(); particles->setTexture( texture ); particles->setLife(0.5); particles->setEmissionRate(100); particles->setPosVar(ccp(10,5)); particles->setSpeed(60); particles->setPosition(0, 0); particles->setAngle(90); particles->setAngleVar(270); particles->setStartSize(10.0); particles->setStartSizeVar(5); particles->setStartColor( ccc4f(1.0,1.0,1.0,1.0) ); particles->setEndColor(ccc4f(1.0,1.0,1.0,0.0) ); particles->setStartSpin(-90); particles->setStartSpinVar(30); particles->setEndSpin(-90); particles->setEndSpinVar(30); particles->setSpeedVar(30); particles->setPositionType( kCCPositionTypeGrouped ); this->addChild(particles, 10); particles_counter = 1; // Initialize the platforms for(int i=0; i<kNumCoines; i++) { CCSprite *bonus = CCSprite::create("coin_1/coin50_1.png"); this->addChild(bonus,4, kBonusStartTag+i); bonus->setScale(2.0); CCAnimation * coin50Animation = CCAnimation::createWithSpriteFrames(coin50Anim,0.03); CCAnimate * coin50Animate = CCAnimate::create(coin50Animation); bonus->runAction(CCRepeatForever::create(coin50Animate)); bonus->setVisible(false); bonus = NULL; } for(int i=0; i<kNumCoines; i++) { CCSprite *bonus = CCSprite::create("coin_2/coin100_1.png"); bonus->setScale(2.0); this->addChild(bonus,4, kBonusStartTag+i+30); CCAnimation * coin100Animation = CCAnimation::createWithSpriteFrames(coin100Anim,0.03); CCAnimate * coin100Animate = CCAnimate::create(coin100Animation); bonus->runAction(CCRepeatForever::create(coin100Animate)); bonus->setVisible(false); bonus = NULL; } for(int i=0; i<kNumCoines; i++) { CCSprite *bonus = CCSprite::create("powerup/coinJump_1.png"); this->addChild(bonus,4, kBonusStartTag+i+60); bonus->setScale(2.0); CCAnimation * coinJumpAnimation = CCAnimation::createWithSpriteFrames(coinJumpAnim,0.03); CCAnimate * coinJumpAnimate = CCAnimate::create(coinJumpAnimation); bonus->runAction(CCRepeatForever::create(coinJumpAnimate)); bonus->setVisible(false); bonus = NULL; } initPlatforms(); initTree(); // Create the bonus sprite // Load in the bonus images, 5, 10, 50, 100 // Create the Score Label CCLabelTTF* scoreLabel = CCLabelTTF::create("0", "Arial", 15.0); this->addChild(scoreLabel, 5, kScoreLabel); // Center the label scoreLabel->setPosition(ccp(CCDirector::sharedDirector()->getWinSize().width/2,CCDirector::sharedDirector()->getWinSize().height - 50)); // Start the GameScene stepping schedule(schedule_selector(GameScene::step)); // Enable the touch events setTouchEnabled(true); // Enable accelerometer events setAccelerometerEnabled(true); // Start the game startGame(); bRet = true; } while (0); return bRet; }
void ShootingGameScene::onEnter() { CCLayer::onEnter(); setAccelerometerEnabled(true); }