void TakasuPoppo::swipeSetup() { CCSwipeGestureRecognizer *swipe = CCSwipeGestureRecognizer::create(); swipe->setTarget(this, callfuncO_selector(TakasuPoppo::didSwipe)); swipe->setDirection(kSwipeGestureRecognizerDirectionDown | kSwipeGestureRecognizerDirectionLeft | kSwipeGestureRecognizerDirectionRight | kSwipeGestureRecognizerDirectionUp); swipe->setCancelsTouchesInView(true); this->addChild(swipe); }
// on "init" you need to initialize your instance bool MainGame::init() { ////////////////////////////// // 1. super init first if ( !CCLayer::init() ) { return false; } //creating and initialising swipe gesture recogniser CCSwipeGestureRecognizer * swipe = CCSwipeGestureRecognizer::create(); swipe->setTarget(this, callfuncO_selector(MainGame::didSwipe)); swipe->setDirection(kSwipeGestureRecognizerDirectionRight | kSwipeGestureRecognizerDirectionLeft| kSwipeGestureRecognizerDirectionUp| kSwipeGestureRecognizerDirectionDown); swipe->setCancelsTouchesInView(true); this->addChild(swipe); size = CCDirector::sharedDirector()->getWinSize(); CCLog("size"); std::cout<<size.width; //setting background std::string s1 = "background-iphone5.png"; pSprite = CCSprite::create(s1.c_str()); pSprite->setPosition(ccp(size.width/2, size.height/2) ); this->addChild(pSprite, 0); //ntPopUp->setOpacity(255); //back button CCMenuItemImage* back = CCMenuItemImage::create( "backtomenu.png", "backtomenu.png", this, menu_selector(MainGame::backToChosen)); back->setPosition(ccp(0,360)); //new tile pop up image, pop up that appears when a new tile is reached ntPopUp = CCMenuItemImage::create( "newTilePopUp.png", "newTilePopUp.png", this, menu_selector(MainGame::closePopUp)); ntPopUp->setPosition(ccp(0,0)); ntPopUp->setOpacity(0); //game over pop up that appears when the game is over gameOver = CCMenuItemImage::create( "gameOver.png", "gameOver.png", this, menu_selector(MainGame::replay)); gameOver->setPosition(ccp(0,0)); gameOver->setOpacity(0); gameOver->setEnabled(false); CCMenu* menu = CCMenu::create(); menu->addChild(back,100); menu->addChild(ntPopUp,1100); menu->addChild(gameOver,1000); this->addChild(menu,1000); //tile image at the bottom which shows your highest tile for the current game NewTopTileSprite = CCSprite::create("2.png"); NewTopTileSprite->setScale(2.5); NewTopTileSprite->setOpacity(0); NewTopTileSprite->setPosition(ccp(size.width/2, size.height/2) ); this->addChild(NewTopTileSprite, 1001); /*int hscore = CCUserDefault::sharedUserDefault()->getIntegerForKey("highscore"); if(!hscore){ hscore = 0; } std::stringstream ss; ss << hscore; std::string str = ss.str(); //timeholder.insert(2,":"); std::string s = "hello";*/ //initialising the tile array tiles = new CCArray; //creates a 4*4 matrix or a 2d array. for(int i=0; i<4; i++) //This loops on the rows. { for(int j=0; j<4; j++) //This loops on the columns { //board[i][j] = false; //you can also connect to the file //and place the name of your ifstream in the input after opening the file will //let you read from the file. tilesOnBoard[i][j] = NULL; NewTilesOnBoard[i][j] = NULL; } } //start with 2 tiles newTile(); newTile(); fiveTwelve = CCSprite::create("2.png"); fiveTwelve->setPosition(ccp(size.width/2, size.height/2-409) ); this->addChild(fiveTwelve, 1); CCLog("size"); std::cout<<size.width; return true; }
void homeLayer::animationcompleted(CCNode* sender) { goes_next=false; CCNodeLoaderLibrary * ccNodeLoaderLibrary = CCNodeLoaderLibrary::newDefaultCCNodeLoaderLibrary(); /* Create an autorelease CCBReader. */ cocos2d::extension::CCBReader * ccbReader=NULL; CCNode * node =NULL; if(game_click==11) { Scene_common* pScene = new Scene_common(); if (pScene) { pScene->ReplaceScene("SelectPlayerLayer.ccbi","SelectPlayerLayer", SelectPlayerLayerLoader::loader(),this,true,callfuncO_selector(SelectPlayerLayer::onDidSwipe)); pScene->release(); } return; ccNodeLoaderLibrary->registerCCNodeLoader("CountNumberLayer", CountNumberLayerLoader::loader()); ccbReader = new cocos2d::extension::CCBReader(ccNodeLoaderLibrary); /* Read a ccbi file. */ // from each of the test scenes. node = ccbReader->readNodeGraphFromFile("CountGameLayer.ccbi", this); ((CountNumberLayer*)node)->setAnimationManager(ccbReader->getAnimationManager()); } else if(game_click==12) { Scene_common* pScene = new Scene_common(); if (pScene) { pScene->ReplaceScene("MainLayer.ccbi","MainLayer", MainLayerLoader::loader(),this,true,callfuncO_selector(homeLayer::onDidSwipe)); pScene->release(); } return; // ccNodeLoaderLibrary->registerCCNodeLoader("IdentifyNumberLayer", IdentifyNumberLayerLoader::loader()); // ccbReader = new cocos2d::extension::CCBReader(ccNodeLoaderLibrary); // /* Read a ccbi file. */ // // from each of the test scenes. // node = ccbReader->readNodeGraphFromFile("ClickGameLayer.ccbi", this); } else { ccNodeLoaderLibrary->registerCCNodeLoader("GamePlayLayer", GamePlayLayerLoader::loader()); ccbReader = new cocos2d::extension::CCBReader(ccNodeLoaderLibrary); /* Read a ccbi file. */ // from each of the test scenes. node = ccbReader->readNodeGraphFromFile("GamePlayLayer.ccbi", this); ((GamePlayLayer*)node)->setAnimationManager(ccbReader->getAnimationManager()); } CCScene * scene = CCScene::create(); ccbReader->autorelease(); if(node != NULL) { CCSwipeGestureRecognizer * swipe = CCSwipeGestureRecognizer::create(); swipe->setTarget(node,callfuncO_selector(GamePlayLayer::onDidSwipe)); swipe->setDirection(kSwipeGestureRecognizerDirectionRight | kSwipeGestureRecognizerDirectionLeft|kSwipeGestureRecognizerDirectionUp|kSwipeGestureRecognizerDirectionDown); swipe->setCancelsTouchesInView(true); scene->addChild(swipe); scene->addChild(node); } //CCLog("moved to next scene"); /* Push the new scene with a fancy transition. */ CCDirector::sharedDirector()->pushScene(scene); }