예제 #1
0
void GameScene::update(float dt)
{
    //隨機產生0(沒有)或1(100分)或2(200分)
    int n =  random(0, 2);
    int randomHole = random(0, 8);
    
    if(n==1)
    {
        //只有兩種可能時,createRabbits(randomHole, n == 1 ? _NORMALRABBIT : _ANGRYRABBIT);
        createRabbits(randomHole, _NORMALRABBIT);
    }
    else if(n==2)
    {
       createRabbits(randomHole, _ANGRYRABBIT);
    }
    else
    {
        _touchArray[randomHole] = false;  //代表不能點擊
        
        ClippingNode *clippingSprite = _clippingNodeArray.at(randomHole);
        Sprite *rabbitSprite = _rabbitMap.at(randomHole);
        clippingSprite->removeChild(rabbitSprite);
    }
    
}
예제 #2
0
//創建兔子
void GameScene::createRabbits(int randomHole, int type)
{
    ClippingNode *clippingSprite = _clippingNodeArray.at(randomHole);
    Sprite *rabbitSprite = _rabbitMap.at(randomHole);
    
    if(!clippingSprite->getChildren().contains(rabbitSprite))
    {
        //底板(兔兔)
        Sprite *rabbit = Sprite::createWithSpriteFrameName(__String::createWithFormat("download_rabbit_0%d.png",type)->getCString());
        rabbit->setPosition(Vec2(0, -110));
        rabbit->setAnchorPoint(Vec2::ANCHOR_BOTTOM_LEFT);
        rabbit->setTag(10000000 + type);
        
        auto move = MoveTo::create(0.1f, Vec2(0, -10));
        auto moveBack = MoveTo::create(0.1f, Vec2(0, -200));
        
        //CC_CALLBACK_x可以帶很多參數,可是必須加在this後面,x代表的是程序強迫帶的參數個數
        //ex:CC_CALLBACK_0(cppName::functionName, this, var1, var2...);
        auto animateDone = CallFunc::create(CC_CALLBACK_0(GameScene::actionFinished, this, randomHole) );
        
        ActionInterval* delay = Sequence::create(move, DelayTime::create(1), moveBack, animateDone, NULL);
        rabbit->runAction(delay);
        
        _touchArray[randomHole] = true;   //代表開放第一次點擊
        _rabbitMap.insert(randomHole, rabbit);
        _clippingNodeArray.at(randomHole)->addChild(rabbit);
    }
}
예제 #3
0
bool InGameLayer::init()
{
	Layer::init();
	//获取屏幕宽度大小
	Size winSize				= Director::getInstance()->getVisibleSize();
	Size ballSize			    = this->getContentSize();
	//创建背景图
	Sprite* background = Sprite::create("backMain.jpg");
	this->addChild(background);
	background->setAnchorPoint(Point::ZERO);
	//创建黄色球
	yBall						= Sprite::create("mouse_1.png");
	this->addChild(yBall);
	yBall->setPosition(winSize.width - 100,winSize.height - 500);	
	//创建时间计时文本
	char chTxt[1024];
	sprintf(chTxt,"%d",timeCount);
	timeTxt					= LabelAtlas::create(chTxt,"farAwayCount_38x45.png", 38,45,'0');
	this->addChild(timeTxt);
	timeTxt->setPosition(10,winSize.height - timeTxt->getContentSize().height);
	//创建小球
	createBalls(50);
	//添加侦听
	addEvents();
	//添加播放暂停按钮
	MenuItemImage* pauseItem = MenuItemImage::create(	"pause.png","pause.png",
																								CC_CALLBACK_1(InGameLayer
																								::pauseCallBack,this));
	pauseMenu  = Menu::create(pauseItem,NULL);
	this->addChild(pauseMenu,1);
	pauseMenu->setPosition(winSize.width - 100,winSize.height - 40);

	MenuItemImage* replayItem = MenuItemImage::create(	"play.png","play.png",
																								CC_CALLBACK_1(InGameLayer
																								::replayCallBack,this));
	Menu* replayMenu					= Menu::create(replayItem,NULL);
	this->addChild(replayMenu,1);
	replayMenu->setPosition(winSize.width - 50,winSize.height - 40);
	//遮造物
	Sprite* mask							=	Sprite::create("progressBar1.png");
	//被遮物
	timeBar									=	Sprite::create("progressBar.png");
	ClippingNode* clip					=  ClippingNode::create(mask);
	clip->addChild(timeBar);
	this->addChild(clip);
	clip->setPosition(winSize.width / 2,winSize.height - 15);

	
	
	return true;
}
예제 #4
0
ClippingNode* ClippingNode::create(Node *pStencil)
{
    ClippingNode *ret = new (std::nothrow) ClippingNode();
    if (ret && ret->init(pStencil))
    {
        ret->autorelease();
    }
    else
    {
        CC_SAFE_DELETE(ret);
    }
    
    return ret;
}
예제 #5
0
ClippingNode* ClippingNode::create()
{
    ClippingNode *ret = new ClippingNode();
    if (ret && ret->init())
    {
        ret->autorelease();
    }
    else
    {
        CC_SAFE_DELETE(ret);
    }
    
    return ret;
}
bool HelloWorld::init()
{
    if ( !Layer::init() )
    {
        return false;
    }
    
    visibleSize = Director::getInstance()->getVisibleSize();
	winSize = Director::getInstance()->getWinSize();
    origin = Director::getInstance()->getVisibleOrigin();


	Sprite* bg = Sprite::create("HelloWorld.png");
	bg->setPosition(visibleSize / 2);
	//this->addChild(bg, -1);


	Sprite* gameTitle = Sprite::create("game_title.png");

	Size clipSize = gameTitle->getContentSize();

	Sprite* spark = Sprite::create("spark.png");
	spark->setPosition(-clipSize.width, 0);


	ClippingNode* clippingNode = ClippingNode::create();
	clippingNode->setAlphaThreshold(0);
	clippingNode->setContentSize(clipSize);
	clippingNode->setPosition(visibleSize / 2);
	this->addChild(clippingNode);


	clippingNode->setStencil(gameTitle);   //设置模板

	clippingNode->addChild(gameTitle, 1);  //先添加标题,会完全显示出来,因为跟模板一样大小
	clippingNode->addChild(spark,2);       //会被裁减
	

	MoveTo* moveAction = MoveTo::create(2.0f, Vec2(clipSize.width, 0));
	MoveTo* moveBackAction = MoveTo::create(2.0f, Vec2(-clipSize.width, 0));
	Sequence* seq = Sequence::create(moveAction, moveBackAction, NULL);
	RepeatForever* repeatAction = RepeatForever::create(seq);
	spark->runAction(repeatAction); //进行左右移动的重复动作

    return true;
}
예제 #7
0
파일: GLView.cpp 프로젝트: wuqiang22/opengl
void GLView::render()
{
	m_render = Director::getInstance()->getRenderer();
	initTexture2d();

	ClippingNode* clippingNode = ClippingNode::create();
	Sprite* stencil = Sprite::createWithFileName("E://5.png");
	Sprite* back = Sprite::createWithFileName("E://3.png");
//	back->setPosition(200, 10);
	stencil->setPosition(200, 10);
	clippingNode->setSprite(back);
	clippingNode->setStencil(stencil);
	clippingNode->setAlpha(1.0);

	bool saveImage = false;  //截图功能 RenderTexure
	bool testClippingNode = false;  //遮罩功能ClippingNode
	bool testDrawNodePoint = false;  //DrawNode功能之画点
	bool testDrawNodeLine = true; //DrawNode功能之画线

	/* Loop until the user closes the window */
	while (!glfwWindowShouldClose(_mainWindow))
	{
		glClearColor(0.2, 0.2, 0.2, 1);
		glClear(GL_COLOR_BUFFER_BIT);
		

		if (saveImage)
		{
			/*  测试 RenderTexture
			Size size = Director::getInstance()->getWinSize();
			RenderTexture* renderTexure = RenderTexture::create(20,20);
			renderTexure->begin();
			renderTexure->end();

			renderTexure->onBegin();
			for (Sprite* sprite : _sprites)
			{
				sprite->setPosition(20, 20);
				sprite->visit(&m_render);
				sprite->setPosition(0, 0);
			}
			m_render.draw();
			renderTexure->onEnd();
			renderTexure->saveToFile("1.png");
			saveImage = false;

			CC_SAFE_DELETE(renderTexure);*/
		}
		else if (testClippingNode){
			/* 测试ClippingNode
			auto _director = Director::getInstance();
			clippingNode->onBeforeVisit();
			
			stencil->visit(&m_render);
			m_render.draw();
			clippingNode->onAfterVisitStencil();

			back->visit(&m_render);
			m_render.draw();

			clippingNode->onAfterVisit();*/
		} else if (testDrawNodePoint)
		{
			DrawNode* drawNode = DrawNode::create();
			CHECK_GL_ERROR_DEBUG();
			for (int i = 1; i <= 100; i++)
			{
				drawNode->drawPoint(Vec2(100+i, 100), 1, Color4F(255.0, 0, 0, 255.0));
			}
			
			drawNode->onDrawPoinit();
	//		CHECK_GL_ERROR_DEBUG();
		}else if (testDrawNodeLine)
		{
			DrawNode* drawNode = DrawNode::create();
			CHECK_GL_ERROR_DEBUG();
			drawNode->drawLine(Vec2(100, 100), Vec2(200, 200), Color4F(255.0, 0, 0, 255.0));
			drawNode->drawLine(Vec2(100, 200), Vec2(200, 100), Color4F(255.0, 0, 0, 255.0));
			drawNode->onDrawLine();
		}
		else{
			
			for (Sprite* sprite : _sprites)
			{
				sprite->visit(&m_render);
			}

			m_render.draw();

		}
		

		/* Swap front and back buffers */
		glfwSwapBuffers(_mainWindow);

		/* Poll for and process events */
		glfwPollEvents();

	}
}
예제 #8
0
void GameResultSuccess::playWingAction(void)
{
	auto NodeWing = (Node*)GameMainLayer::seekNodeByName(_myLayer, "NodeWing");
	NodeWing->setScale(1.2f);
	// 右流光效果
	auto imgLeftWing = Sprite::create("ccsRes/resResoutLayer/ImgWing.png");
	imgLeftWing->setAnchorPoint(Vec2(0, 0.5));

	Size clipSize = imgLeftWing->getContentSize();
	Sprite* spark = Sprite::create("FirstUIRes/Sptigeguang.png");
	spark->setScaleY(1.2f);
	//spark->setPosition(-clipSize.width, -50);

	ClippingNode* clippingLeftNode = ClippingNode::create();
	NodeWing->addChild(clippingLeftNode);

	clippingLeftNode->setAlphaThreshold(0.05f); //设置alpha闸值  
	clippingLeftNode->setContentSize(clipSize); //设置尺寸大小  

	clippingLeftNode->setStencil(imgLeftWing);   //设置模板stencil  
	clippingLeftNode->addChild(imgLeftWing, 1);  //先添加标题,会完全显示出来,因为跟模板一样大小  
	clippingLeftNode->addChild(spark, 2);       //会被裁减  

	MoveTo* moveAction = MoveTo::create(1.0f, Vec2(clipSize.width, 0));
	MoveTo* moveBackAction = MoveTo::create(0.01f, Vec2(-clipSize.width, 0));
	spark->runAction(RepeatForever::create(Sequence::create(CCDelayTime::create(1.5f), moveAction, moveBackAction, NULL)));

	// 左流光效果
	auto imgRightWing = Sprite::create("ccsRes/resResoutLayer/ImgWing.png");
	imgRightWing->setFlipX(true);
	imgRightWing->setAnchorPoint(Vec2(1, 0.5));

	clipSize = imgRightWing->getContentSize();
	Sprite* rightspark = Sprite::create("FirstUIRes/Sptigeguang.png");
	rightspark->setFlipX(true);
	rightspark->setScaleY(1.2f);
	//spark->setPosition(-clipSize.width, -50);

	ClippingNode* clippingRightNode = ClippingNode::create();
	NodeWing->addChild(clippingRightNode);

	clippingRightNode->setAlphaThreshold(0.05f); //设置alpha闸值  
	clippingRightNode->setContentSize(clipSize); //设置尺寸大小  

	clippingRightNode->setStencil(imgRightWing);   //设置模板stencil  
	clippingRightNode->addChild(imgRightWing, 1);  //先添加标题,会完全显示出来,因为跟模板一样大小  
	clippingRightNode->addChild(rightspark, 2);       //会被裁减  

	MoveTo* moveAction1 = MoveTo::create(1.0f, Vec2(-clipSize.width, 0));
	MoveTo* moveBackAction1 = MoveTo::create(0.01f, Vec2(clipSize.width, 0));
	rightspark->runAction(RepeatForever::create(Sequence::create(CCDelayTime::create(1.5f), moveAction1, moveBackAction1, NULL)));
}
예제 #9
0
bool ExorbitanceScene::init()
{
    if(!Layer::init()) {
        return false;
    }
    SpriteFrameCache::getInstance()->addSpriteFramesWithFile(HERO_PICTURE_PLIST);
    std::string df = FileUtils::getInstance()->getWritablePath() + SAVEYOURSISTERSQL;
    if(!FileUtils::getInstance()->isFileExist(df))
    {
        log("There is a sqlite!");
    }
    else
    {
        std::string fe = FileUtils::getInstance()->fullPathForFilename(SAVEYOURSISTERSQL);
        std::string df = FileUtils::getInstance()->getWritablePath() + SAVEYOURSISTERSQL;
        log("database path == %s", df.c_str());
        fileCopy(fe.c_str(),df.c_str());
    }
    //数据库操作
    opendb();
    querySkillDb();
    queryHeroDb();
    queryGearDb();
    //开始界面显示
    Size vSize = Director::getInstance()->getVisibleSize();
    //背景
    Sprite * ground = Sprite::create("startground.png");
    ground->setPosition(vSize/2);
    this->addChild(ground);
    //进入游戏按钮实现
    Vec2 vOrigin = Director::getInstance()->getVisibleOrigin();
    ClippingNode * cl = ClippingNode::create();
    cl->setAlphaThreshold(0.5f);
    cl->setAnchorPoint(Vec2(0.5,0.5));
    this->addChild(cl);
    auto l1 = Label::createWithTTF("SAVE,YOUR,SISTER","Marker Felt.ttf",80,Size::ZERO,
                                   TextHAlignment::CENTER);
    l1->setColor(Color3B::BLACK);
    l1->setPosition(400,500);
    cl->addChild(l1);
    auto sp = Sprite::create("Orb_Icons_003.png");
    sp->setPosition(l1->getPosition().x - l1->getContentSize().width/2,l1->getPositionY());
    cl->setStencil(sp);
    auto mv = MoveBy::create(fabsf(vSize.width/100),Vec2(vSize.width-l1->getPositionX(),0));
    sp->runAction(RepeatForever::create(Sequence::create(mv,mv->reverse(),NULL)));
    auto bg = Sprite::create("jnm.png");
    bg->setPosition(300,300);
    this->addChild(bg);
    auto lb = Label::createWithTTF("Please Click On The Screen","Marker Felt.ttf",30,Size::ZERO,
                                   TextHAlignment::CENTER);
    lb->setPosition(600,300);
    lb->setColor(Color3B::BLACK);
    lb->runAction(RepeatForever::create(Sequence::create(FadeIn::create(0.8),FadeOut::create(0.8),NULL)));
    this->addChild(lb);
    auto listen = EventListenerTouchOneByOne::create();
    listen->onTouchBegan = [=](Touch *t,Event *e) {
        auto scene = StartScene::createScene();
        Director::getInstance()->replaceScene(scene);
        SimpleAudioEngine::getInstance()->playEffect("select.wav");
        return true;
    };
    Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(listen,this);

    return true;
}
예제 #10
0
ClippingNode* ClippingNode::create()
{
    ClippingNode* newNode = new ClippingNode();
    newNode->autorelease();
    return newNode;
}