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(); }
//---------------------------------------------------------------------------- bool WaterDropFormation::OnInitialize () { if ( !Application::OnInitialize() ) return false; // create scene m_spkScene = new Node; m_spkTrnNode = new Node(3); m_spkScene->AttachChild(m_spkTrnNode); CreatePlane(); CreateWall(); CreateWaterRoot(); // wireframe m_spkWireframe = new WireframeState; m_spkScene->SetRenderState(m_spkWireframe); // depth buffer ZBufferState* pkZBuffer = new ZBufferState; pkZBuffer->Enabled() = true; pkZBuffer->Writeable() = true; pkZBuffer->Compare() = ZBufferState::CF_LEQUAL; m_spkScene->SetRenderState(pkZBuffer); Configuration0(); // center-and-fit for camera viewing m_spkScene->UpdateGS(0.0f); Bound kWBound = m_spkScene->WorldBound(); m_spkTrnNode->Translate() = -kWBound.Center(); ms_spkCamera->SetFrustum(0.1f,1000.0f,-0.055f,0.055f,0.04125f,-0.04125f); float fAngle = 0.01f*Mathf::PI; float fCos = Mathf::Cos(fAngle), fSin = Mathf::Sin(fAngle); Vector3f kCUp(fSin,0.0f,-fCos); Vector3f kCDir(-fCos,0.0f,-fSin); Vector3f kCLeft(0.0f,1.0f,0.0f); Vector3f kCLoc = -0.9f*kWBound.Radius()*kCDir; ms_spkCamera->SetFrame(kCLoc,kCLeft,kCUp,kCDir); // initial update of objects ms_spkCamera->Update(); m_spkScene->UpdateGS(0.0f); m_spkScene->UpdateRS(); m_spkMotionObject = m_spkScene; m_bTurretActive = true; SetTurretAxes(); m_fTrnSpeed = 0.01f; m_fRotSpeed = 0.001f; m_fLastSeconds = GetTimeInSeconds(); return true; }
//---------------------------------------------------------------------------- void WaterDropFormation::CreateScene () { mScene = new0 Node(); mTrnNode = new0 Node(); mScene->AttachChild(mTrnNode); mWireState = new0 WireState(); mRenderer->SetOverrideWireState(mWireState); CreatePlane(); CreateWall(); CreateWaterRoot(); Configuration0(); }
void DrawCmd::DrawWall( int flag ) { AcDbObjectId objId = ArxUtilHelper::SelectObject( _T( "请选择一个巷道、采掘工作面、硐室:" ) ); if( objId.isNull() ) return; if( !ArxUtilHelper::IsEqualType( _T( "LinkedGE" ), objId ) ) return; AcGePoint3d pt; if( !PromptInsertPt( objId, pt ) ) return; double angle; if( !GetClosePtAndAngle( objId, pt, angle ) ) return; CreateWall( flag, objId, pt, angle ); }
//---------------------------------------------------------------------------- void BouncingBall::CreateScene () { mScene = new0 Node(); mWireState = new0 WireState(); mRenderer->SetOverrideWireState(mWireState); CreateBall(); CreateFloor(); CreateWall(); mScene->AttachChild(mFloor); mScene->AttachChild(mWall); // The floor reflects an image of the ball. mPREffect = new0 PlanarReflectionEffect(1); mPREffect->SetPlane(0, mFloor); mPREffect->SetReflectance(0, 0.2f); }