Пример #1
0
void LevelManager::repeatAction(CCNode* psender)
{
	CCDelayTime* delay = CCDelayTime::create(1);
	CCMoveBy* mv = CCMoveBy::create(1,ccp(100+100*CCRANDOM_0_1(),0));
	CCFiniteTimeAction* seq = CCSequence::create(delay,mv,delay->copy(), mv->reverse(), NULL);
	psender->runAction(CCRepeatForever::create((CCActionInterval*)seq));
}
Пример #2
0
//------------------------------------------------------------------
//
// Layer Clip
//
//------------------------------------------------------------------
void CommonLayerClip::onEnter()
{
    CommonDemo::onEnter();
    
    CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize();
	CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin();
    
    // clip layer
    CCSprite* flag = CCSprite::create("Images/usa_flag.jpg");
    CCLayerClip* layer = CCLayerClip::create(cc4RED);
    layer->ignoreAnchorPointForPosition(false);
    layer->setContentSize(CCSizeMake(visibleSize.width / 2,
                                     flag->getContentSize().height));
    layer->setPosition(ccp(origin.x + visibleSize.width / 2,
                           origin.y + visibleSize.height / 2));
    addChild(layer);
    
    // add flag to clip layer
    flag->setAnchorPoint(ccp(0, 0.5f));
    flag->setPosition(ccp(layer->getContentSize().width,
                           layer->getContentSize().height / 2));
    layer->addChild(flag);
    
    // let flag move to see clip effect
    CCMoveBy* move = CCMoveBy::create(5, ccp(-flag->getContentSize().width - layer->getContentSize().width, 0));
    CCFiniteTimeAction* back = (CCFiniteTimeAction*)move->reverse();
    CCSequence* seq = CCSequence::createWithTwoActions(move, back);
    flag->runAction(CCRepeatForever::create(seq));
}
// on "init" you need to initialize your instance
bool HelloWorld::init()
{
    //////////////////////////////
    // 1. super init first
    if ( !CCLayerColor::initWithColor(ccc4(255, 255, 255, 255)) )
    {
        return false;
    }
    
    CCSprite *pBackground = CCSprite::create("Images/background.png");
    pBackground->setAnchorPoint(ccp(0, 0));
    
    CCParallaxNode *pVoidNode = CCParallaxNode::create();
    pVoidNode->addChild(pBackground, 1, ccp(1.0f, 0.0f), ccp(0, 0));
    
    CCMoveBy *go = CCMoveBy::create(4, ccp(-160, 0));
    CCActionInterval *goBack = go->reverse();
    CCSequence *seq = CCSequence::create(go, goBack, NULL);
    CCAction *act = CCRepeatForever::create(seq);
    
    pVoidNode->runAction(act);
    
    this->addChild(pVoidNode);
    
    return true;
}
Пример #4
0
void LayerIgnoreAnchorPointPos::onEnter()
{
    LayerTest::onEnter();

    CCSize s = CCDirector::sharedDirector()->getWinSize();

    CCLayerColor *l = CCLayerColor::create(ccc4(255, 0, 0, 255), 150, 150);

    l->setAnchorPoint(ccp(0.5f, 0.5f));
    l->setPosition(ccp( s.width/2, s.height/2));

    CCMoveBy *move = CCMoveBy::create(2, ccp(100,2));
    CCMoveBy * back = (CCMoveBy *)move->reverse();
    CCSequence *seq = CCSequence::create(move, back, NULL);
    l->runAction(CCRepeatForever::create(seq));
    this->addChild(l, 0, kLayerIgnoreAnchorPoint);

    CCSprite *child = CCSprite::create("Images/grossini.png");
    l->addChild(child);
    CCSize lsize = l->getContentSize();
    child->setPosition(ccp(lsize.width/2, lsize.height/2));

    CCMenuItemFont *item = CCMenuItemFont::create("Toogle ignore anchor point", this, menu_selector(LayerIgnoreAnchorPointPos::onToggle));

    CCMenu *menu = CCMenu::create(item, NULL);
    this->addChild(menu);

    menu->setPosition(ccp(s.width/2, s.height/2));
}
Пример #5
0
void FlyLamaSprite::CloseMouth(float) {
	this->lamaBody->setTexture(CCTextureCache::sharedTextureCache()->textureForKey("pilot/lama_whole.png"));
	this->lamaFace->setVisible(false);
	this->BlinkAnimation();

	CCMoveBy* move = CCMoveBy::create(0.05f, ccp(-3, 0));
	this->lamaBody->runAction(move);
	CCMoveBy* verse = CCMoveBy::create(0.1f, ccp(6, 0));
	CCSequence* pse = CCSequence::create(verse, verse->reverse(), NULL);
	CCRepeat* rpt = CCRepeat::create(pse, 20);
	this->lamaBody->runAction(rpt); 
}
Пример #6
0
bool MissileAttack::enable()
{
    if (distance < 120)
    {
        CCPoint p(0, -10);
        CCAffineTransform transform = CCAffineTransformRotate(CCAffineTransformIdentity, angle);
        p = CCPointApplyAffineTransform(p, transform);
        CCMoveBy * move = CCMoveBy::create(0.1f, p);
        CCActionInterval * rev = move->reverse();
        CCAction * seq = CCSequence::create(move, rev, NULL);
        getParent()->runAction(seq);
        return false;
    }
    
    return true;
}
Пример #7
0
bool VVBookScene::init()
{
    if ( !CCScene::init() )
        return false;

    pageIdx = 0;

    winSize = CCDirector::sharedDirector()->getWinSizeInPixels();
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
    if( winSize.width == 1280 && (winSize.height == 800 || winSize.height == 720) )
        winSize.height = 752;
#endif
    isActionOngoing = false;
    curPage = NULL;


    CCDelayTime * delay = CCDelayTime::actionWithDuration(0.35);
    CCDelayTime * delay2 = CCDelayTime::actionWithDuration(0.1);
    CCMoveBy *moveOut = CCMoveBy::actionWithDuration(0.35f, ccp(-winSize.width,0));
    CCMoveBy *moveIn = (CCMoveBy *)moveOut->reverse();


    CCPageTurn3D *turnNext = CCPageTurn3D::actionWithSize(ccg(64,64), 0.7);
    CCFiniteTimeAction *slideOut = CCSequence::actions(delay,moveOut,NULL);
    CCFiniteTimeAction *slideIn = CCSequence::actions(delay,moveIn,NULL);

    CCFiniteTimeAction *pageTurnNext = CCSequence::actions(delay,turnNext,NULL);
    CCFiniteTimeAction *pageTurnPrev = CCSequence::actions(delay,turnNext,NULL);

    CCFiniteTimeAction *pushToLeft = CCSequence::actions(delay2,moveOut,NULL);
    CCFiniteTimeAction *pushToRight = CCSequence::actions(delay2,moveIn,NULL);

    transActionArray = CCMutableArray<CCFiniteTimeAction*>::arrayWithObjects(slideIn,slideOut,pageTurnNext,pageTurnPrev,pushToLeft,pushToRight,NULL);
    transActionArray->retain();

    return true;
}
Пример #8
0
bool Boss::init(){
	if ( !CCSprite::init() )
    {
        return false;
    }
	this->initWithFile(s_boss_one);
	m_bomb = new Enemy();
	m_bomb->autorelease();
	m_bomb->initWithFile(s_boss_one_bomb);
	addChild(m_bomb,1);
	CCSize size = this->getContentSize();
	m_bomb->setAnchorPoint(ccp(0.5,0.8));
	m_bomb->setPosition(ccp(size.width/2,size.height/2));


	CCDelayTime *delay =  CCDelayTime::create(1);
    CCMoveBy *mv = CCMoveBy::create(6, ccp(300, 0));
    CCFiniteTimeAction *seq = CCSequence::create(delay, mv, delay->copy(), mv->reverse(), NULL);
    this->runAction(CCRepeatForever::create((CCActionInterval*)seq));

	this->schedule(schedule_selector(Boss::calRoat),1);

	childrenInit();
}
Пример #9
0
void GameScene::setStatus(int state){
    CCSize screenSize = CCDirector::sharedDirector()->getWinSize();
    CCPoint center = ccp(screenSize.width * 0.5, screenSize.height * 0.5);
    
    GameState = state;
    if (state == GameReady) {
        
        //
        newRecord = false;
        pipeCount = 0;
        //remove pipes if have
        for (int i = pipesArray->count()-1; i >= 0; i--) {
            Pipe *pi = (Pipe*)pipesArray->objectAtIndex(i);
            actionNode->removeChild(pi);
        }
        pipesArray->removeAllObjects();
        
        //score
        score = 0;
        scoreTip->setCount(score);
        
        //show
        stateTipReady->setOpacity(255);
        help->setOpacity(255);
        
        //bg
        CCArray *bgAnimArray = Utils::createAnimArray("bg", 2);
        int bgRand = 0 + rand() % (1 - 0 + 1);
        bg->setDisplayFrame((CCSpriteFrame *)bgAnimArray->objectAtIndex(bgRand));
        
        //bird     
        CCMoveBy *birdMove = CCMoveBy::create(0.5, ccp(0, 10));
        CCRepeatForever *upDown = CCRepeatForever::create(CCSequence::create(birdMove, birdMove->reverse(), NULL));
        upDown->setTag(ActionTagBirdUpDown);
        bird->runAction(upDown);
        bird->setInit();
        bird->setPosition(ccpAdd(center, ccp(-60, 0)));
        bird->setRotation(0);

        //land
        CCAction *landMove = CCRepeatForever::create (CCSequence::create(CCMoveTo::create(48/SpeedLand, ccp(-48, 0)), CCMoveTo::create(0, ccp(0, 0)), NULL));
        landMove->setTag(ActionTagLandMove);
        land->runAction(landMove);
    }
    else if (state == GameRun) {
        //bird cancel upDown
        bird->stopActionByTag(ActionTagBirdUpDown);
        
        //tip and help fade action
        float durFade = 0.1;
        CCFadeOut *fade1 = CCFadeOut::create(durFade);
        CCFadeOut *fade2 = (CCFadeOut*)fade1->copy();
        stateTipReady->runAction(fade1);
        help->runAction(fade2);
        
        this->unscheduleUpdate();
        this->scheduleUpdate();
        this->unschedule(schedule_selector(GameScene::setPipes));
        this->schedule(schedule_selector(GameScene::setPipes), (screenSize.width/2 + 30)/SpeedPipe, kCCRepeatForever, 1);
    }
    else if (state == GameEnd) {
        this->unscheduleUpdate();
        this->unschedule(schedule_selector(GameScene::setPipes));
        //pipe action
        for (int i = 0 ; i < pipesArray->count(); i++) {
            Pipe *pi = (Pipe*)pipesArray->objectAtIndex(i);
            //pi->stopActionByTag(ActionTagPipeMove);
            pi->setAniNodeMoveSpeed(ccp(0, 0));
        }
        
        //land action
        land->stopAllActions();
        
        //layerColor
        color->runAction(CCSequence::create(CCFadeIn::create(0.1), CCFadeOut::create(0.1), NULL));
        
        //actionNode
        actionNode->runAction(CCShake::createWithStrength(0.5, 20, 5));
        
        //best score
        int highScore = GameData::instance()->getGDHighScore();
        if (score > highScore) {
            GameData::instance()->setGDHighScore(score);
            newRecord = true;
        }
        
        //gold
        GameData::instance()->setGDGold(goldCount);
    }
    
}
Пример #10
0
// on "init" you need to initialize your instance
bool HelloWorld::init()
{   
	if ( !CCLayer::init() )
    {
        return false;
    }

	CCLog(" HelloWorld  init --->");

	/*CCLog(" SCALE_FACTOR --->%f " , SCALE_FACTOR);*/

	top_distance = SCALE_FACTOR * 16;


    /*CCMenuItemImage *pCloseItem = CCMenuItemImage::create(
                                        "CloseNormal.png",
                                        "CloseSelected.png",
                                        this,
                                        menu_selector(HelloWorld::menuCloseCallback));
 
    pCloseItem->setPosition(ccpAdd(VisibleRect::rightBottom(), 
                                ccp(-pCloseItem->getContentSize().width/2, pCloseItem->getContentSize().height/2)));
 
    CCMenu* pMenu = CCMenu::create(pCloseItem, NULL);
    pMenu->setPosition(CCPointZero);
    this->addChild(pMenu, 1);*/
 
    CCLabelTTF* pLabel = CCLabelTTF::create("hello cocos2d-x", "Arial", SCALE_FACTOR * 36 );
    pLabel->setPosition(ccpAdd(VisibleRect::top(),ccp(0, -pLabel->getContentSize().height)));
    this->addChild(pLabel, 1);
 
	//载入主菜单的pic list
	CCSpriteFrameCache *cache = CCSpriteFrameCache::sharedSpriteFrameCache();
    cache->addSpriteFramesWithFile("main_menu.plist", "main_menu.png");


	//背景图片
    CCSprite* pSprite = CCSprite::create("bg.jpg");
    pSprite->setPosition(VisibleRect::center());
    this->addChild(pSprite, 0);
	
	//两片树叶
	//树叶1
	CCSprite* pSprite_leaf1 = CCSprite::createWithSpriteFrameName("leaf1.png");
	pSprite_leaf1->setPosition( ccpAdd(VisibleRect::center(), ccp(0,pSprite_leaf1->getContentSize().height/2*3)) );
	this->addChild(pSprite_leaf1);

	pSprite_leaf1->setAnchorPoint(ccp(0.5f,0.0f)); //设置锚点为中下点

	//不停摆动的动画
	CCActionInterval* rotateAction1 = CCRotateBy::create(0.1f,25.0f);
    CCActionInterval* rotateAction2 = CCRotateTo::create(0.1f, -25.0f);
	CCDelayTime* sleep_rotate = CCDelayTime::create(4.0f);

	pSprite_leaf1->runAction(CCRepeatForever::create((CCActionInterval*)(CCSequence::create(rotateAction1, rotateAction2,rotateAction1, rotateAction2,sleep_rotate, NULL))));

	//树叶2
	CCSprite* pSprite_leaf2 = CCSprite::createWithSpriteFrameName("leaf2.png");
	pSprite_leaf2->setPosition( ccpAdd(VisibleRect::center(), ccp(pSprite_leaf1->getContentSize().width,pSprite_leaf1->getContentSize().height/2*3)) );
	this->addChild(pSprite_leaf2);
	pSprite_leaf2->setAnchorPoint(ccp(0.5f,0.0f)); //设置锚点为中下点


	CCDelayTime* sleep_rotate_2 = CCDelayTime::create(2.0f);
	
	pSprite_leaf2->runAction(CCRepeatForever::create((CCActionInterval*)(CCSequence::create(sleep_rotate_2,rotateAction1, rotateAction2,rotateAction1, rotateAction2,sleep_rotate_2, NULL))));


	//小岛
	CCSprite* pSprite_Island = CCSprite::create("island.png");
    pSprite_Island->setPosition(VisibleRect::center());
    this->addChild(pSprite_Island, 0);



	//设置选项(左)
	CCMenuItemSprite* pMenuItemSprite_small_left = CCMenuItemSprite::create(CCSprite::createWithSpriteFrameName("small_item_normal.png"), CCSprite::createWithSpriteFrameName("small_item_pressed.png") , this, menu_selector(HelloWorld::menuCallback));   
	
	CCMenu* pSpriteMenu_small_left = CCMenu::create(pMenuItemSprite_small_left,NULL);
	pSpriteMenu_small_left->setPosition( ccpAdd(VisibleRect::center(),ccp( - pSprite_Island->getContentSize().width / 2   ,- pSprite_Island->getContentSize().height/3)) );  
	this->addChild(pSpriteMenu_small_left ,1);

	
	//帮助选项(右)
	CCMenuItemSprite* pMenuItemSprite_small_right = CCMenuItemSprite::create(CCSprite::createWithSpriteFrameName("small_item_normal.png"), CCSprite::createWithSpriteFrameName("small_item_pressed.png") , this,menu_selector(HelloWorld::menuCallback));   
	
	CCMenu* pSpriteMenu_small_right = CCMenu::create(pMenuItemSprite_small_right,NULL);
	pSpriteMenu_small_right->setPosition( ccpAdd(VisibleRect::center(),ccp(  pSprite_Island->getContentSize().width / 2   ,- pSprite_Island->getContentSize().height/3)) );  
	this->addChild(pSpriteMenu_small_right ,1);


	//开始游戏选项

	CCMenuItemSprite* pMenuItemSprite = CCMenuItemSprite::create(CCSprite::createWithSpriteFrameName("start_normal.png"),  CCSprite::createWithSpriteFrameName("start_pressed.png"), this,menu_selector(HelloWorld::menuCallback));   
	pMenuItemSprite->setTag(MENU_ID_START);
	
	CCMenu* pSpriteMenu = CCMenu::create(pMenuItemSprite,NULL);    
	pSpriteMenu->setPosition( ccpAdd(VisibleRect::bottom(),ccp(0,pMenuItemSprite->getContentSize().height/2*3)) );   
	this->addChild(pSpriteMenu ,1); 


	//关于我们选项
	CCMenuItemSprite* pMenuItemSprite_about = CCMenuItemSprite::create(CCSprite::createWithSpriteFrameName("about_us_normal.png"), CCSprite::createWithSpriteFrameName("about_us_pressed.png"), this,menu_selector(HelloWorld::menuCallback));   
	pMenuItemSprite_about->setTag(MENU_ID_ABOUT);

	CCMenu* pSpriteMenu_about = CCMenu::create(pMenuItemSprite_about,NULL);    
	pSpriteMenu_about->setPosition( ccpAdd(pSpriteMenu->getPosition(),ccp(- (pMenuItemSprite_about->getContentSize().width+(36*SCALE_FACTOR)),0 )) );   
	this->addChild(pSpriteMenu_about ,1); 


	//左上角心跳选项
	CCMenuItemSprite* pMenuItemSprite_heart = CCMenuItemSprite::create(CCSprite::createWithSpriteFrameName("heart_normal.png"), CCSprite::createWithSpriteFrameName("heart_pressed.png") , this,menu_selector(HelloWorld::menuCallback));   
	
	CCMenu* pSpriteMenu_heart = CCMenu::create(pMenuItemSprite_heart,NULL);
	pSpriteMenu_heart->setPosition( ccpAdd(VisibleRect::leftTop(),ccp(pMenuItemSprite_heart->getContentSize().width / 2 + top_distance  , -pMenuItemSprite_heart->getContentSize().height / 2 - top_distance)) );  
	this->addChild(pSpriteMenu_heart ,1);

	//添加跳动的动画效果
	CCActionInterval* scaleAction1 = CCScaleTo::create(0.1f, 1.2f, 1.2f);
    CCActionInterval* scaleAction2 = CCScaleTo::create(0.1f, 1.0f, 1.0f);
	CCDelayTime* sleep = CCDelayTime::create(1.0f);

	CCActionInterval* seq = (CCActionInterval*)(CCSequence::create(scaleAction1, scaleAction2,scaleAction1, scaleAction2,sleep, NULL));
	CCActionInterval* rep = CCRepeatForever::create(seq);

	pMenuItemSprite_heart->runAction(rep);


	//小飞块 
	CCSprite* pS_fly = CCSprite::createWithSpriteFrameName("fly.png");
	pS_fly->setPosition( ccpAdd( pSpriteMenu_heart->getPosition() , ccp(pS_fly->getContentSize().width, -pS_fly->getContentSize().height*2) ) );

	this->addChild(pS_fly);

	//添加上下来回移动的动画效果
	CCMoveBy *move = CCMoveBy::create(3.5f,ccp(0,pS_fly->getContentSize().height));  
    pS_fly->runAction(CCRepeatForever::create(static_cast<CCSequence *>(CCSequence::create(move,move->reverse(),NULL))));  


    return true;
}
Пример #11
0
bool MonsterLayer::ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent)
{
	if (m_status == SLEEP && !m_isMagicMatrixAvailable)
		return false;
	CCPoint touchPos = pTouch->getLocation();
	CCLOG("%f,%f",touchPos.x,touchPos.y);
	int iMonsterCount = m_data->size();
	float fScreenHeight =  CCDirector::sharedDirector()->getVisibleSize().height;
	if (touchPos.y > fScreenHeight - TOP_BORDER_HEIGHT) {
		if (m_isMagicMatrixAvailable) {
			CCSize magicTagSize = m_magicTag->getContentSize();
			CCPoint middlePoint = m_magicTag->getPosition();
			if (touchPos.x > middlePoint.x - magicTagSize.width*0.5 
				&& touchPos.x < middlePoint.x + magicTagSize.width*0.5
				&& touchPos.y > middlePoint.y - magicTagSize.height*0.5 
				&& touchPos.y < middlePoint.y + magicTagSize.height*0.5) {
					if (m_magicPointer->getScale() != 1)
						m_magicPointer->setScale(1);
					m_magicPointer->runAction(CCFadeIn::create(0.1f));
					setStatus(SPECIAL_ATTACK_PRE);
					return true;
			}
		}
	}
	if (m_status == WAIT_TARGET) {
		if (touchPos.y < PLAYER_SPRITE_HEIGHT) {
			this->setStatus(SLEEP);
			return false;
		}
		else {
			for (int i = 0;i<iMonsterCount;++i)	{
				if (m_data->at(i)->getStatus() == DEAD)
					continue;
				CCSize size = this->getChildByTag(i)->getContentSize();
				CCPoint middlePoint = this->getChildByTag(i)->getPosition();
				float fLeftCornerX = middlePoint.x - size.width/2;
				if (touchPos.x > fLeftCornerX && touchPos.x < fLeftCornerX + size.width) {
					CCMoveBy *pMoveAction = CCMoveBy::create(0.05f,ccp(10,10));
					this->getChildByTag(i)->runAction(CCRepeat::create(
						CCSequence::createWithTwoActions(pMoveAction,pMoveAction->reverse()),4));
					this->getChildByTag(i)->runAction(CCMoveTo::create(0.05f,m_originalPos.at(i)));
					this->setStatus(TARGET_SELECTED);
					CCLOG("Target is %d",i);
					m_target = i;
					return false;
				}
			}
		}
	}
	else if (m_status == SPECIAL_ATTACK) {
		CC_ASSERT(m_bubbles);
		CCObject *bubble = NULL;
		CCLOG("All have %d bubbles",m_bubbles->count());
		CCARRAY_FOREACH(m_bubbles,bubble) {
			CCSprite *bubbleSprite = (CCSprite*)bubble;
			CCPoint middlePoint = bubbleSprite->getPosition();
			CCSize size = bubbleSprite->getContentSize();
			if (touchPos.x > middlePoint.x-size.width*0.5 && touchPos.x < middlePoint.x+size.width*0.5
				&& touchPos.y > middlePoint.y-size.height*0.5 && touchPos.y < middlePoint.y+size.height*0.5) {
					//bubbleSprite->cleanup();
					bubbleSprite->stopAllActions();
					CCSpriteFrameCache *cache = CCSpriteFrameCache::sharedSpriteFrameCache();
					CCAnimation *breakAnimation = CCAnimation::create();
					breakAnimation->addSpriteFrame(cache->spriteFrameByName("paopao_m6"));
					breakAnimation->addSpriteFrame(cache->spriteFrameByName("paopao_m7"));
					breakAnimation->addSpriteFrame(cache->spriteFrameByName("paopao_m8"));
					breakAnimation->addSpriteFrame(cache->spriteFrameByName("paopao_m9"));
					breakAnimation->addSpriteFrame(cache->spriteFrameByName("paopao_m10"));
					breakAnimation->setDelayPerUnit(0.1f);
					breakAnimation->setLoops(1);
					breakAnimation->setRestoreOriginalFrame(false);
					bubbleSprite->runAction(CCSequence::createWithTwoActions(CCAnimate::create(breakAnimation),
						CCFadeOut::create(0.1f)));
					m_BubbleHit++;
					m_bubbles->removeObject(bubbleSprite,true);
					CCLOG("Bubble touched retain count:%u",bubbleSprite->retainCount());
					//removeChild(bubbleSprite,true);
					float currentPercent = m_longHPBar->getPercentage();
					m_longHPBar->runAction(CCProgressFromTo::create(0.1f,currentPercent,currentPercent-10.0));
					break;
			}
		}
Пример #12
0
CCAction *SudokuActionManager::createFailInputCellAction(CCPoint pt){
    
    CCMoveBy *acMove = CCMoveBy::create(0.2,pt);
    CCRotateBy *rotate = CCRotateBy::create(0.2,80.f);
    CCJumpBy *jump = CCJumpBy::create(0.5,ccp(0,0),25,5);
    CCSequence *inputCellAction = CCSequence::create(acMove,rotate, rotate->reverse(), acMove->reverse(), jump, NULL);
    
    return inputCellAction;
}
Пример #13
0
// on "init" you need to initialize your instance
bool StartMenu::init()
{
    //////////////////////
    // 1. super init first
    if ( !CCLayer::init() )
    {
        return false;
    }
    CCTexture2D *shipTexture = CCTextureCache::sharedTextureCache()->addImage(s_ship01);
    // 添加Android的按键处理,这里加了全局代理
    this->setKeypadEnabled(true);
    CostomeKeyPadDelegae *keyDelegate = new CostomeKeyPadDelegae();
    keyDelegate->autorelease();
    CCDirector::sharedDirector()->getKeypadDispatcher()->addDelegate(keyDelegate);

    //////////////////
    // 2. add main menu ,logo, loading, and ships
    winSize = CCDirector::sharedDirector()->getWinSize();

    CCSprite* sl = CCSprite::create(s_loading);
    sl->setAnchorPoint(ccp(0, 0));
    this->addChild(sl,0,1);

    CCSprite* logo = CCSprite::create(s_logo);
    logo->setAnchorPoint(ccp(0.5, 1));
    logo->setPosition(ccp(winSize.width/2, winSize.height-100));
    this->addChild(logo, 10, 1);

    CCSprite* newGameNormal = CCSprite::create(s_menu, CCRectMake(0, 0, 126, 33));
    CCSprite* newGameSelected = CCSprite::create(s_menu, CCRectMake(0, 33, 126, 33));
    CCSprite* newGameDisabled = CCSprite::create(s_menu, CCRectMake(0, 33*2, 126, 33));

    CCSprite* gameSettingNormal = CCSprite::create(s_menu, CCRectMake(126, 0, 126, 33));
    CCSprite* gameSettingNSelected = CCSprite::create(s_menu, CCRectMake(126, 33, 126, 33));
    CCSprite* gameSettingDesabled = CCSprite::create(s_menu, CCRectMake(126, 33*2, 126, 33));

    CCSprite* aboutNormal = CCSprite::create(s_menu, CCRectMake(252, 0, 126, 33));
    CCSprite* aboutSelected = CCSprite::create(s_menu, CCRectMake(252, 33, 126, 33));
    CCSprite* aboutDesabled = CCSprite::create(s_menu, CCRectMake(252, 33*2, 126, 33));


    CCMenuItemSprite* newGame = CCMenuItemSprite::create(newGameNormal, newGameSelected, newGameDisabled, this, menu_selector(StartMenu::flareEffect));
    newGame->setScale(1.5f);
    CCMenuItemSprite* gameSetting = CCMenuItemSprite::create(gameSettingNormal, gameSettingNSelected, gameSettingDesabled, this, menu_selector(StartMenu::menuCallback));
    gameSetting->setScale(1.5f);
    gameSetting->setTag(20);
    CCMenuItemSprite* about = CCMenuItemSprite::create(aboutNormal, aboutSelected, aboutDesabled, this, menu_selector(StartMenu::menuCallback));
    about->setScale(1.5f);
    about->setTag(21);

    // 最后一个参数要是NULL
    CCMenu* menu = CCMenu::create(newGame, gameSetting, about, NULL);
    menu->alignItemsVerticallyWithPadding(30);
    this->addChild(menu, 1, 2);
    menu->setPosition(ccp(winSize.width / 2, winSize.height / 2 - 80));
    this->schedule(schedule_selector(StartMenu::update), 0.1);

    // ships
    CCTexture2D *textCache = CCTextureCache::sharedTextureCache()->textureForKey(s_ship01);
    m_ship = CCSprite::createWithTexture(textCache, CCRectMake(0, 45, 60, 38));
    this->addChild(m_ship, 0, 4);
    CCPoint position = ccp(CCRANDOM_0_1() * winSize.width, 0);
    m_ship->setPosition(position);
    m_ship->runAction(CCMoveBy::create(2, ccp(CCRANDOM_0_1() * winSize.width, position.y + winSize.height + 100)));


    if (Config::sharedConfig()->getAudioState()&&!Config::sharedConfig()->isOptions()&&!Config::sharedConfig()->isAbout()) {
        SimpleAudioEngine::sharedEngine()->setBackgroundMusicVolume(0.7);
        SimpleAudioEngine::sharedEngine()->playBackgroundMusic(s_mainMainMusic, true);

    }
    Config::sharedConfig()->setOptions(false);
    Config::sharedConfig()->setAbout(false);

    CCSprite* fragment = CCSprite::create();
    fragment->initWithFile(s_fragment);
    this->addChild(fragment,1000);
    fragment->setPosition(ccp(240,300));
    CCOrbitCamera * orbit = CCOrbitCamera::create(0.3, 1, 0, 0, 360, 0, 0);//(8, 1, 0, 0, 360, 90, -45)
    fragment->runAction(CCRepeatForever::create(orbit));

    /////////////////////////////////////////////////////////////////////////////
    CCSprite *sprite = CCSprite::create();
    sprite->initWithFile(s_fire);
    this->addChild(sprite,10);
    sprite->setPosition(ccp(100,200));

    CCMyParticleSun *system = CCMyParticleSun::create();
    sprite->addChild(system,10);
    CCSize size = sprite->getContentSize();
    system->setPosition(ccp(size.width/2,size.height/2));

    CCMoveBy *by = CCMoveBy::create(5,ccp(400,100));
    CCFiniteTimeAction *seq = CCSequence::create(by,  by->reverse(), NULL);
    sprite->runAction(CCRepeatForever::create((CCActionInterval*)seq));

    /*
    	CCTexture2D *temp = CCTextureCache::sharedTextureCache()->addImage(s_boss_one);
    	CCTexture2D* texture = Util::getGrayTexture(temp);
    	// create a new CCSprite to return
    	CCSprite* s = CCSprite::create();
        s->initWithTexture(texture);
    	addChild(s,1000);
    	s->setPosition(ccp(200,100));
    	*/

    return true;
}