bool GameLayer::init() { CCLayer::init(); CCSize size = CCDirector::sharedDirector()->getWinSize(); screenW = size.width; screenH = size.height; createBox2DWorld(); generateBackground(); setTerrain(Terrain::terrainWithWorld(world)); addChild(getTerrain()); setHero(Hero::heroWithWorld(world)); getTerrain()->addChild(getHero()); setTouchEnabled(true); tapDown = false; scheduleUpdate(); return true; }
GameState::GameState(Tmx::Map const* map, hgeResourceManager* res) { env = new Environment(map, res); for (Tmx::ObjectGroup const* ob : map->GetObjectGroups()) { if (ob->GetName() != "BodyLayer") continue; for (Tmx::Object const* o : ob->GetObjects()) { if (o->GetType() == "Body") { addBody(new IBody(o, res)); } else if (o->GetType() == "Hero") { setHero(new IBody(o, res)); } } } rData.target1 = res->GetTarget("GameStateTarget1"); if (rData.target1 == 0) { std::cerr << "Can't find GameStateTarget1\n"; exit(0); } rData.target2 = res->GetTarget("GameStateTarget2"); if (rData.target2 == 0) { std::cerr << "Can't find GameStateTarget2\n"; exit(0); } rData.target3 = res->GetTarget("GameStateTarget3"); if (rData.target3 == 0) { std::cerr << "Can't find GameStateTarget3\n"; exit(0); } rData.blurShader = res->GetShader("BlurShader"); if (rData.blurShader == NULL) { std::cerr << "Can't find BlurShader\n"; exit(0); } rData.kSize = 9; rData.dirX[0] = 0.002f, rData.dirX[1] = 0.f; rData.dirY[0] = 0.f, rData.dirY[1] = 0.002f; rData.sigma = 3.f; for (int i = -rData.kSize/2; i <= rData.kSize/2; ++i) { rData.kernel[i+rData.kSize/2] = rData.gaussian(rData.dirX[0]*i, rData.sigma); } }
bool GameLayer::init() { CCLayer::init(); CCSize size = CCDirector::sharedDirector()->getWinSize(); screenW = size.width; screenH = size.height; createBox2DWorld(); //setBackground(CCSprite::spriteWithFile("background.png")); //setBackground(generateBackground()); //getBackground()->setPosition(ccp(screenW/2, screenH/2)); //getBackground()->setScaleX(screenW/getBackground()->getTextureRect().size.width); //getBackground()->setScaleY(screenH/getBackground()->getTextureRect().size.height); //CCLog("sw = %f, sh = %f, bw = %f, bh = %f", screenW, screenH, getBackground()->getTextureRect().size.width, getBackground()->getTextureRect().size.height); //ccTexParams tp = {GL_LINEAR, GL_LINEAR, GL_REPEAT, GL_REPEAT}; //getBackground()->getTexture()->setTexParameters(&tp); //addChild(getBackground()); generateBackground(); setTerrain(Terrain::terrainWithWorld(world)); addChild(getTerrain()); setHero(Hero::heroWithWorld(world)); getTerrain()->addChild(getHero()); setIsTouchEnabled(true); tapDown = false; scheduleUpdate(); return true; }