static int tolua_SneakyJoystickSkinnedBase_SneakyJoystickSkinnedBase_getThumbSprite00(lua_State* tolua_S) { #ifndef TOLUA_RELEASE tolua_Error tolua_err; if ( !tolua_isusertype(tolua_S,1,"SneakyJoystickSkinnedBase",0,&tolua_err) || !tolua_isnoobj(tolua_S,2,&tolua_err) ) goto tolua_lerror; else #endif { SneakyJoystickSkinnedBase* self = (SneakyJoystickSkinnedBase*) tolua_tousertype(tolua_S,1,0); #ifndef TOLUA_RELEASE if (!self) tolua_error(tolua_S,"invalid 'self' in function 'getThumbSprite'", NULL); #endif { CCSprite* tolua_ret = (CCSprite*) self->getThumbSprite(); tolua_pushusertype(tolua_S,(void*)tolua_ret,"CCSprite"); } } return 1; #ifndef TOLUA_RELEASE tolua_lerror: tolua_error(tolua_S,"#ferror in function 'getThumbSprite'.",&tolua_err); return 0; #endif }
void InputLayer::addJoyStick() { float stickRadius = 50; joystick = new SneakyJoystick(); joystick->initWithRect(CCRectMake(0, 0, 100.0f, 100.0f)); joystick->setAutoCenter(true); joystick->setHasDeadzone(true); joystick->setDeadRadius(10); SneakyJoystickSkinnedBase *skinjoystick = SneakyJoystickSkinnedBase::create(); skinjoystick->setPosition(stickRadius * 1.5f, stickRadius * 1.5f); skinjoystick->setBackgroundSprite(Sprite::create("button-disabled.png")); skinjoystick->getBackgroundSprite()->setColor(ccMAGENTA); skinjoystick->setThumbSprite(Sprite::create("button-disabled.png")); skinjoystick->getThumbSprite()->setScale(0.5f); skinjoystick->setJoystick(joystick); this->addChild(skinjoystick); }
// on "init" you need to initialize your instance bool CCGVirtualJoystick::init() { ////////////////////////////// // 1. super init first if (!Layer::init()) { return false; } // set joystick params. float defaultThumbRadius = 64; float defaultBackgroundRadius = 100; float defaultDeathRadius = 10; Vec2 defaultJoystickPosition = Vec2(200, 200); _leftJoystick = static_cast<CCGJoystick*>(new SneakyJoystick()); _leftJoystick->initWithRect(Rect::ZERO); _leftJoystick->setAutoCenter(true); _leftJoystick->setHasDeadzone(true); _leftJoystick->setDeadRadius(defaultDeathRadius); SneakyJoystickSkinnedBase *leftJoystickSkin = new SneakyJoystickSkinnedBase(); leftJoystickSkin->autorelease(); leftJoystickSkin->init(); // set background sprite leftJoystickSkin->setBackgroundSprite(CCSprite::create("joystick/RadialJoy_Area.png")); auto backgroundSpriteSize = leftJoystickSkin->getBackgroundSprite()->getContentSize(); leftJoystickSkin->getBackgroundSprite()->setScaleX(2* defaultBackgroundRadius / backgroundSpriteSize.width); leftJoystickSkin->getBackgroundSprite()->setScaleY(2* defaultBackgroundRadius / backgroundSpriteSize.height); // set thumb sprite leftJoystickSkin->setThumbSprite(CCSprite::create("joystick/Button_normal.png")); auto thumbSpriteSize = leftJoystickSkin->getThumbSprite()->getContentSize(); leftJoystickSkin->getThumbSprite()->setScaleX(2 * defaultThumbRadius / thumbSpriteSize.width); leftJoystickSkin->getThumbSprite()->setScaleY(2 * defaultThumbRadius / thumbSpriteSize.height); leftJoystickSkin->setPosition(defaultJoystickPosition); leftJoystickSkin->setJoystick(_leftJoystick.get()); this->addChild(leftJoystickSkin); // create attack button Size visibleSize = Director::getInstance()->getVisibleSize(); Vec2 defaultAttackButtonPosition = Vec2(visibleSize.width - 200, 200); _attackButton = static_cast<CCGButton*>(new SneakyButton()); _attackButton->initWithRect(Rect::ZERO); _attackButton->setIsToggleable(false); _attackButton->setIsHoldable(false); SneakyButtonSkinnedBase *attackButtonSkin = new SneakyButtonSkinnedBase(); attackButtonSkin->autorelease(); attackButtonSkin->init(); attackButtonSkin->setDefaultSprite(CCSprite::create("joystick/attackButton_normal.png")); attackButtonSkin->setPressSprite(CCSprite::create("joystick/attackButton_pressed.png")); attackButtonSkin->setActivatedSprite(CCSprite::create("joystick/attackButton_pressed.png")); attackButtonSkin->setPosition(defaultAttackButtonPosition); attackButtonSkin->setButton(_attackButton.get()); this->addChild(attackButtonSkin); return true; }
HelloWorld::HelloWorld() { hello = this; // Define the gravity vector. b2Vec2 gravity; gravity.Set(0.0f, 0.0f); // Do we want to let bodies sleep? bool doSleep = true; // Construct a world object, which will hold and simulate the rigid bodies. world = new b2World(gravity); world->SetAllowSleeping(doSleep); world->SetContinuousPhysics(true); joyStick = new SneakyJoystick(); joyStick->autorelease(); joyStick->initWithRect(CCRectZero); joyStick->setAutoCenter(true); joyStick->setHasDeadzone(true); joyStick->setDeadRadius(10); SneakyJoystickSkinnedBase *joystickSkin = new SneakyJoystickSkinnedBase(); joystickSkin->autorelease(); joystickSkin->init(); joystickSkin->setBackgroundSprite(CCSprite::create("button-default.png")); joystickSkin->setThumbSprite(CCSprite::create("button-disabled.png")); joystickSkin->getThumbSprite()->setScale(0.5f); joystickSkin->setPosition(ccp(50, 50)); joystickSkin->setJoystick(joyStick); // load shapes GB2ShapeCache::sharedGB2ShapeCache()->addShapesWithFile("physicalTest.plist"); setTouchEnabled(true); setAccelerometerEnabled( true ); CCSize screenSize = CCDirector::sharedDirector()->getWinSize(); // m_debugDraw = new GLESDebugDraw( PTM_RATIO ); // world->SetDebugDraw(m_debugDraw); // // uint32 flags = 0; // flags += b2Draw::e_shapeBit; // flags += b2Draw::e_jointBit; // // flags += b2Draw::e_aabbBit; // // flags += b2Draw::e_pairBit; // // flags += b2Draw::e_centerOfMassBit; // m_debugDraw->SetFlags(flags); // b2BodyDef groundBodyDef; groundBodyDef.position.Set(screenSize.width/2/PTM_RATIO, screenSize.height/2/PTM_RATIO); // Call the body factory which allocates memory for the ground body // from a pool and creates the ground box shape (also from a pool). // The body is also added to the world. b2Body *groundBody = world->CreateBody(&groundBodyDef); // Define the ground box shape. b2PolygonShape groundBox; /* // bottom groundBox.SetAsBox(screenSize.width/2/PTM_RATIO, 0, b2Vec2(0, -screenSize.height/2/PTM_RATIO), 0); groundBody->CreateFixture(&groundBox, 0); // top groundBox.SetAsBox(screenSize.width/2/PTM_RATIO, 0, b2Vec2(0, screenSize.height/2/PTM_RATIO), 0); groundBody->CreateFixture(&groundBox, 0); // left groundBox.SetAsBox(0, screenSize.height/2/PTM_RATIO, b2Vec2(-screenSize.width/2/PTM_RATIO, 0), 0); groundBody->CreateFixture(&groundBox, 0); // right groundBox.SetAsBox(0, screenSize.height/2/PTM_RATIO, b2Vec2(screenSize.width/2/PTM_RATIO, 0), 0); groundBody->CreateFixture(&groundBox, 0); */ //initBG initBG(); PhysicsSprite *sprite = PhysicsSprite::create("missile", CCPointMake(screenSize.width/2/32, screenSize.height/2/32), world); sprite->setCollisionGroup(-10); sprite->setTag(1); playerBody = sprite->getBody(); bgLayer->addChild(sprite); Weapon *gun = Weapon::create("SlienceBullet.png"); sprite->addChild(gun); PhysicsSprite *sprite_2 = PhysicsSprite::create("missile", CCPointMake(screenSize.width/2/32, screenSize.height/2/32), world); sprite_2->setTag(2); bgLayer->addChild(sprite_2); //addNewSpriteWithCoords( CCPointMake(screenSize.width/2, screenSize.height/2) ); //playerBody = addNewSpriteWithCoords( CCPointMake(screenSize.width/2, screenSize.height/2),"missile" ,1); //addNewSpriteWithCoords( CCPointMake(screenSize.width/2 + 100, screenSize.height/2),"missile",2 ); CCFollow *follow = new CCFollow(); follow->initWithTarget((CCSprite*)playerBody->GetUserData(),CCRectMake(0, 0, screenSize.width * 2, screenSize.height * 2)); bgLayer->runAction(follow); bgLayer->setTag(100); follow->release(); schedule(schedule_selector(HelloWorld::tick)); scheduleUpdate(); CCLayer *UI = CCLayer::create(); this->addChild(UI); UI->addChild(joystickSkin); joystickSkin->setPosition(ccp(100, 100)); speed = 0; // MyContactListener *_contactListener; _contactListener = new MyContactListener(); world->SetContactListener(_contactListener); }