Пример #1
0
bool TestScene::init()
{
    assert(TRBaseScene::init());

    _layer = Layer::create();
    this->addChild(_layer);

    _lightningInter = DDLightningNode::create();
    _lightningInter->setPosition(genPos({0.5,0.5}));
    _defaultLayer->addChild(_lightningInter);
    _lightningInter->configWidth(1.f);

    _rectEffectNode = DDRectEffectNode::create();
    _rectEffectNode->setPosition(genPos({0.5,0.5}));
    _defaultLayer->addChild(_rectEffectNode);

    addCommonBtn({0.5,0.1}, "t", [this](){
//        lightn();
        rect();
//        this->emit();
    });

    scheduleUpdate();
    return true;
}
Пример #2
0
  bool OcTreeLUT::genNeighborKey(const OcTreeKey& node_key, const signed char& dir,
                                 OcTreeKey& neighbor_key) const {
    
    neighbor_key.k[0] = node_key.k[0];
    neighbor_key.k[1] = node_key.k[1];
    neighbor_key.k[2] = node_key.k[2];

    unsigned int depth = 0;
    signed char curDir = dir;
    
    signed char pos;
    while (depth < max_depth) {
      pos = static_cast<signed char>(genPos(neighbor_key, depth));
      changeKey(nf_values[pos][curDir], neighbor_key, depth);

      if (nf_rec_values[pos][curDir] != LUT_NO_REC) { // recurs
        curDir -= nf_rec_values[pos][curDir];
        depth++;
      } 
      else { 
        return true;
      }
    }

    return false;
  };
Пример #3
0
cocos2d::Sprite* McdLayer::decorateImg(const std::string& img, const cocos2d::Vec2& pos)
{
    auto sp = Sprite::create(img);
    sp->setPosition(genPos(pos));
    this->addChild(sp, 2);
    return sp;
}
Пример #4
0
bool ScatOrcScene::init()
{
    assert(TRBaseScene::init());

    _layer = Layer::create();
    this->addChild(_layer);

    auto sp2 = Sprite::create("images/white.png");
    sp2->setScale(500);
    _layer->addChild(sp2);


    auto sp = Sprite::create("images/scatorc.png");
    sp->setPosition(genPos({0.5,0.5}));
    _layer->addChild(sp);
    auto size = Director::getInstance()->getWinSize();
//    sp->setScale(size.width/sp->getContentSize().width, size.height/sp->getContentSize().height);
    sp->setOpacity(0);
    sp->runAction(Sequence::create(FadeIn::create(0.1), DelayTime::create(0.1), FadeOut::create(0.1), nullptr));

    scheduleOnce([this](float dt){
        Director::getInstance()->replaceScene(WelcomeScene::create());
    }, 0.4, "gamescene open");


    return true;
}
Пример #5
0
Label* TRBaseScene::addCommonLabel(const cocos2d::Vec2 &pos, const std::string &text, int size)
{
    auto lb = Label::createWithTTF(text, "fonts/fz.ttf", size);
    lb->setPosition(genPos(pos));
    _defaultLayer->addChild(lb);
    return lb;
}
Пример #6
0
bool BeatQuestScene::init()
{
    assert(TRBaseScene::init());


//    addCommonBtn({0.5,0.9}, "t", [](){});

    _spCover = Sprite::create("images/beat/cover.png");
    auto size = Director::getInstance()->getWinSize();
    _spCover->setScale(size.width/_spCover->getContentSize().width      );
    _spCover->setPosition(genPos({0.5,0.5}));
    _defaultLayer->addChild(_spCover);

    _lbEnemyStatus = Label::createWithTTF("", "fonts/pixel.ttf", 80);
    _lbEnemyStatus->setPosition(genPos({0.6, 0.95}));
    _lbEnemyStatus->setTextColor(Color4B::BLACK);
    _defaultLayer->addChild(_lbEnemyStatus);


    _lbFriendStatus = Label::createWithTTF("", "fonts/pixel.ttf", 80);
    _lbFriendStatus->setPosition(genPos({0.6, 0.05}));
    _lbFriendStatus->setTextColor(Color4B::BLACK);
    _defaultLayer->addChild(_lbFriendStatus);


    _lbEnemyInfo = Label::createWithTTF("", "fonts/pixel.ttf", 120);
    _lbEnemyInfo->setPosition(genPos({0.5, 0.9}));
    _lbEnemyInfo->setTextColor(Color4B::RED);
    _defaultLayer->addChild(_lbEnemyInfo);


    _lbFriendInfo = Label::createWithTTF("", "fonts/pixel.ttf", 120);
    _lbFriendInfo->setPosition(genPos({0.5, 0.1}));
    _lbFriendInfo->setTextColor(Color4B::RED);
    _defaultLayer->addChild(_lbFriendInfo);

    initTouchThings();

    newFriend();
    newEnemy();

    scheduleUpdate();

    return true;
}
Пример #7
0
bool EditorScene::init()
{
    assert(TRBaseScene::init());

    _layer = Layer::create();
    this->addChild(_layer);

    _presentingLayer = Layer::create();
    _presentingLayer->setPosition({512,256+512});
    this->addChild(_presentingLayer);
    
    _pointLayer = Layer::create();
    _pointLayer->setPosition({512,256+512});
    this->addChild(_pointLayer);


    _diggColorPanel = Sprite::create("images/dfdg.png");
    _diggColorPanel->setPosition({512,256/2});
    _layer->addChild(_diggColorPanel);

    _diggColorLabel = Label::createWithTTF("color", "fonts/fz.ttf", 25);
    _diggColorLabel->setPosition({512, 256*0.77});
    _layer->addChild(_diggColorLabel);

    initLinesThings();
    initTrianglesThings();

    _rulerBg = Sprite::create("images/ruler.png");
    _rulerBg->setOpacity(128);
    _presentingLayer->addChild(_rulerBg);

    initKeyboardMouse();
    addTestLights();

    _lbFrameNum = Label::createWithTTF("0", "fonts/fz.ttf", 30);
    _lbFrameNum->setPosition(genPos({0.1,0.95}));
    _layer->addChild(_lbFrameNum);

    addCommonBtn({0.9,0.95}, "save", [this](){
        save();
    });
    addCommonBtn({0.7,0.95}, "back", [this](){
        save();
        Director::getInstance()->popScene();
    });

    addCommonLabel({0.5,0.95}, EditState::s()->_moduleName);

    load();
    refreshLines();
    refreshTriangles();
    refreshDiggColor();

    return true;
}
Пример #8
0
void GameScene::initBaseUI()
{
    _generalLayer = Layer::create();
    this->addChild(_generalLayer);
    _generalLayer->setZOrder(LZ_GENERAL);


    auto spBaseCover = Sprite::create("images/cover.png");
    spBaseCover->setPosition(genPos({0.5,0.5}));
    _generalLayer->addChild(spBaseCover);
}
Пример #9
0
ui::Button* McdLayer::decorateButtonEx(const Btn_info& btnInfo, BTN_CALLBACK callback){
    auto button = ui::Button::create(btnInfo.img, btnInfo.img_p);
    button->setPressedActionEnabled(true);
    button->setPosition(genPos(btnInfo.pos));
    auto mytag = _tagAI++;
    button->setTag(mytag);
    button->addTouchEventListener(CC_CALLBACK_2(McdLayer::touchEvent, this));
    button->setScale(btnInfo.scale);
    button->setTitleText(btnInfo.text);
    button->setTitleFontName(uic::font_zh);
    button->setTitleFontSize(20);
    this->addChild(button, 1);
    _cbMap[mytag] = callback;
    return button;
}
Пример #10
0
ui::Button* McdLayer::decorateButton(const Btn_info& btnInfo , int tag)
{
    auto button = ui::Button::create(btnInfo.img, btnInfo.img_p);
    button->setPressedActionEnabled(true);
    //    button->setAnchorPoint({0,0});
    button->setPosition(genPos(btnInfo.pos));
    button->setTag(tag);
    button->addTouchEventListener(CC_CALLBACK_2(McdLayer::touchEvent, this));
    button->setScale(btnInfo.scale);
    button->setTitleText(btnInfo.text);
    button->setTitleFontName(uic::font_zh);
    button->setTitleFontSize(30);
    this->addChild(button, 1);
    return button;
}
Пример #11
0
void TestScene::emit()
{
    auto _emitter = ParticleSystemQuad::createWithTotalParticles(100);
    addChild(_emitter, 10);

    _emitter->setTexture(Director::getInstance()->getTextureCache()->addImage("images/test_lizi.png"));
    _emitter->setDuration(1.f);

    // gravity
    _emitter->setGravity(Vec2::ZERO);

    // angle
    _emitter->setAngle(90);
    _emitter->setAngleVar(0);

    // speed of particles
    _emitter->setSpeed(260);
    _emitter->setSpeedVar(0);

    // radial
    _emitter->setRadialAccel(-260);
    _emitter->setRadialAccelVar(0);

    // tagential
    _emitter->setTangentialAccel(00);
    _emitter->setTangentialAccelVar(0);

    // emitter position
    //    _emitter->setPosition( Vec2(160,240) );
    _emitter->setPosVar({2,10});

    // life of particles
    _emitter->setLife(1);
    _emitter->setLifeVar(0);

    // spin of particles
    _emitter->setStartSpin(10000);
    _emitter->setStartSizeVar(360);
    _emitter->setEndSpin(0);
    _emitter->setEndSpinVar(360);

    // color of particles
    Color4F startColor(0.f, 0.5f, 0.f, 1.0f);
    _emitter->setStartColor(startColor);

    Color4F startColorVar(0.f, 0.1f, 0.f, 1.0f);
    _emitter->setStartColorVar(startColorVar);

    Color4F endColor(0.1f, 0.5f, 0.1f, 1.0f);
    _emitter->setEndColor(endColor);

    Color4F endColorVar(0.1f, 0.1f, 0.1f, 0.2f);
    _emitter->setEndColorVar(endColorVar);

    // size, in pixels
    _emitter->setStartSize(5.0f);
    _emitter->setStartSizeVar(1.0f);
    _emitter->setEndSize(ParticleSystem::START_SIZE_EQUAL_TO_END_SIZE);

    // emits per second
    _emitter->setEmissionRate(_emitter->getTotalParticles()/_emitter->getLife());

    // additive
    _emitter->setBlendAdditive(true);
    //addChild(_emitter);
    _emitter->setPosition(genPos({0.5,0.5}));
    //    _emitter->runAction(RotateBy::create(10.f, 1000));
}
Пример #12
0
bool GameScene::init()
{
    static cocos2d::Label* _lbAnimationIndex;
    static int _animationIndex = 0;
    assert(TRBaseScene::init());


    if (DDMapData::s()->hasSavedGame()) {
        CCLOG("has saved game");
        DDMapData::s()->loadMinmapTemplates();
        DDMapData::s()->loadPresentingMinmapsFromSavedGame();
    } else {
        CCLOG("no saved game, init game");
        DDMapData::s()->randomChooseTemplates();
        DDMapData::s()->loadMinmapTemplates();
        DDMapData::s()->loadPresentingMinmapsForNew();
    }

    initBaseUI();
    initBigmap();
    initBattleField();
    initBuildingField();
    initPropertyField();

    _bigmap.configProtocals(&_battleField);
    DDMapData::s()->configProtocals(&_battleField);

    DDMapData::s()->isBattleFieldObserving = true;

    /*
    addCommonBtn({0.5,0.1}, "battle dlg", [this](){
        this->battleDialog("this is message", "action", [](){
            CCLOG("test dlg func");
        });
    });
     */
    addCommonBtn({0.5,0.1}, "reset", [this](){
        Director::getInstance()->replaceScene(GameScene::create());
    });

    addCommonBtn({0.25,0.1}, "refresh", [this](){
        _battleField.configAnimationTexture("/Users/chenbingfeng/Documents/NormalMapPreviewer/0/animation.png");
    });

    addCommonBtn({0.75,0.1}, "shadow", [this](){
        _battleField.configShadowVisible();
    });

    _lbAnimationIndex = Label::createWithTTF("123", "fonts/fz.ttf", 30);
    _lbAnimationIndex->setPosition(genPos({0.5, 0.9}));
    _defaultLayer->addChild(_lbAnimationIndex);

    addCommonBtn({0.75,0.9}, "next", [this](){
        _animationIndex++;
        _battleField.configAnimationIndex(_animationIndex);
        _lbAnimationIndex->setString(fmt::sprintf("%d", _animationIndex));
    });

    addCommonBtn({0.25,0.9}, "prev", [this](){
        _animationIndex--;
        _battleField.configAnimationIndex(_animationIndex);
        _lbAnimationIndex->setString(fmt::sprintf("%d", _animationIndex));
    });

    _defaultLayer->setZOrder(1000);

    scheduleUpdate();


    return true;
}
Пример #13
0
void TRBaseScene::addCommonBg()
{
    auto bg = Sprite::create("images/common_bg.jpg");
    bg->setPosition(genPos({.5f,.5f}));
    _defaultLayer->addChild(bg);
}