bool GameScene::init() { Scene = this; ShaderLayer::init("shaders/vignette.glsl"); rendTexSprite->getGLProgramState()->setUniformVec2("darkness", Vec2(1,1)); mGame = new GameLogic(this); mGame->mWinGameEvent = [this]{onWinGame();}; createControlPad(); createMenuButtons(); #if 0 Rect r = VisibleRect::getVisibleRect(); Size sz(r.size); auto testsp = Sprite::create(); testsp->setContentSize(sz); testsp->setTag(1024); testsp->setTexture(renderTextureBlur->getSprite()->getTexture()); addChild(testsp,5000); r.size = sz; testsp->setTextureRect(r); auto ruv = r; ruv.size = renderTexture->getSprite()->getTexture()->getContentSizeInPixels() / 4; testsp->setPosition(VisibleRect::center()); testsp->setFlippedY(true); testsp->setTextureCoords(ruv); //testsp->addEffect(EffectBloom::create(), 1); //testsp->addEffect(EffectBlur::create(), 2); testsp->setBlendFunc({GL_ONE,GL_ONE}); //auto visibleRect = VisibleRect::getVisibleRect(); //testsp->setScale(visibleRect.size.width / sz.width, visibleRect.size.height / sz.height); #endif return true; }
void Menu::initMenu() { centerOfScreen.x = MainWindow::game_width / 2; centerOfScreen.y = MainWindow::game_height / 2; createMenuButtons(); }