bool VenusScene::init() { ////////////////////////////// // 1. super init first if (!Layer::init()) { return false; } Size visibleSize = Director::getInstance()->getVisibleSize(); Point origin = Director::getInstance()->getVisibleOrigin(); loadMap("maps/PantallaMercurio/Venus.tmx", "Objetos", "Rocas2", "Rocas1", "bg1", "bg2", "FondoPrincipal", "Meta"); setEventHandlers(); createCharacter("maps/personajepequeno.png"); //createCharacterAnimation(); tileMap->addChild(playerOne->PlayerSprite, 2); crearParticulaFuego(Point(2200,120)); this->addChild(tileMap, -1, 1); setPointOfView(Point(playerOne->PlayerSprite->getPosition())); printf("x mapPosition %f", tileMap->getPosition().x); printf("x mapPosition %f", tileMap->getPosition().y); auto listener = EventListenerKeyboard::create(); cocos2d::Sprite* ptr = playerOne->PlayerSprite; while (metaCheck(Point(ptr->getPositionX(), ptr->getPositionY()-3)) == "Normal") { ptr->setPosition(Point(ptr->getPositionX() + 0.5, ptr->getPositionY() - 0.5)); ptr->setPosition(Point(ptr->getPositionX(), playerOne->PlayerSprite->getPositionY() - 1.5)); setPointOfView(Point(ptr->getPosition())); } listener->onKeyPressed = CC_CALLBACK_2(VenusScene::keyPressed, this); listener->onKeyReleased = CC_CALLBACK_2(VenusScene::keyReleased, this); this->schedule(schedule_selector(VenusScene::onKeyHold)); _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this); //Carga de las estrellas de puntaje loadStars(); //Etiqueta en pantalla del marcador marcadores(); cargarPropulsores(); cargarNave(); //Método para verificar las distintas colisiones, en este caso, de estrellas para actualizar el puntaje schedule(schedule_selector(VenusScene::updateColision)); return true; }
int main(int argc, char *argv[]) { glutInit(&argc,argv); glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH); glutInitWindowSize(WIDTH,HEIGHT); glutInitWindowPosition( (glutGet(GLUT_SCREEN_WIDTH)-WIDTH)/2, (glutGet(GLUT_SCREEN_HEIGHT)-HEIGHT)/2); glutCreateWindow("Perihelion"); glutDisplayFunc(drawScene); glutReshapeFunc(reshape); glutKeyboardFunc(keyDown); glutKeyboardUpFunc(keyUp); glutIdleFunc(idle); glEnable(GL_DEPTH_TEST); loadStars(); init(); glutMainLoop(); return 0; }