示例#1
0
Entity* EntityFactory::gen(
    EntityIdentifier identifier,
    EntityType entityType,
    EntityParameterLevel parameterLevel,
    std::map<std::string, EntityAttackParams> attackMap,
    Color4B initialColor
)
{
    CSLoader* instance = CSLoader::getInstance();
    switch (entityType) {
    case EntityType::CIRCLE:
    {
        instance->registReaderObject("CircleReader", (ObjectFactory::Instance)CircleReader::getInstance);
        Circle* circle = dynamic_cast<Circle*>(CSLoader::createNode("Circle.csb"));
        circle->setEntityType(entityType);
        circle->setEntityParameterLevel(parameterLevel);
        circle->setAttackMap(attackMap);
        circle->setInitialColor(initialColor);
        circle->setIdentifier(identifier);
        return circle;
    }

    case EntityType::NONE:
    {
        return nullptr;
    }
    }

    CCASSERT(false, "Undefined entity type is passed.");
}
示例#2
0
bool MainScene::init()
{
    if ( !Layer::init() )
    {
        return false;
    }
    
    CSLoader* instance = CSLoader::getInstance();
    instance->registReaderObject("CharacterReader", (ObjectFactory::Instance) CharacterReader::getInstance);
    instance->registReaderObject("ObstacleReader" , (ObjectFactory::Instance) ObstacleReader::getInstance);
    
    auto rootNode = CSLoader::createNode("MainScene.csb");

    Size size = Director::getInstance()->getVisibleSize();
    rootNode->setContentSize(size);
    ui::Helper::doLayout(rootNode);
    
    this->background = rootNode->getChildByName("back");
    this->character = this->background->getChildByName<Character*>("character");
    this->ground[0] = rootNode->getChildByName("ground0");
    this->ground[1] = rootNode->getChildByName("ground1");
    this->scoreLabel = this->background->getChildByName<ui::TextBMFont*>("scoreLabel");
    score = 0;
    this->setScore(score);
    
    this->character->setLocalZOrder(1);
    this->scoreLabel->setLocalZOrder(1);
    
    addChild(rootNode);

    return true;
}
示例#3
0
void MainScene::initNodeReader()
{
    CSLoader* instance = CSLoader::getInstance(); // -> Cocos Studio instance loader

    // Register the readers for our custom classes, type casting to ObjectFactory, WITHOUT IT WILL BREAK ROOT NODE
    instance->registReaderObject("CharacterReader", (ObjectFactory::Instance) CharacterReader::getInstance);
    instance->registReaderObject("PieceReader", (ObjectFactory::Instance) PieceReader::getInstance);
}
示例#4
0
// on "init" you need to initialize your instance
bool MainScene::init()
{
    //////////////////////////////
    // 1. super init first
    if ( !Layer::init() )
    {
        return false;
    }
    
    // Register the readers for our custom classes
    // Be very careful to do CharacterReader::getInstance, not CharacterReader::getInstance() which will crash
    CSLoader* instance = CSLoader::getInstance();
    instance->registReaderObject("CharacterReader", (ObjectFactory::Instance) CharacterReader::getInstance);
    instance->registReaderObject("PieceReader", (ObjectFactory::Instance) PieceReader::getInstance);
    
    this->pieceIndex = 0;
    this->lastObstacleSide = Side::Left;
    this->gameState = GameState::Title;
    
    // set up references to instance variables
    auto rootNode = CSLoader::createNode("MainScene.csb");
    
    // fix resizing bug
    Size size = Director::getInstance()->getVisibleSize();
    rootNode->setContentSize(size);
    ui::Helper::doLayout(rootNode);
    
    auto lifeBG = rootNode->getChildByName("lifeBG");
    this->timeBar = lifeBG->getChildByName<Sprite*>("lifeBar");
    this->character = rootNode->getChildByName<Character*>("character");
    this->pieceNode = rootNode->getChildByName("pieceNode");
    this->scoreLabel = rootNode->getChildByName<cocos2d::ui::Text*>("scoreLabel");
    
    // initialize ten sushi pieces
    // stack their heights
    // put them in the pieces vector to track references to them
    for (int i = 0; i < 10; ++i)
    {
        Piece* piece = dynamic_cast<Piece*>(CSLoader::createNode("Piece.csb"));
        
        // set chopstick side
        this->lastObstacleSide = this->getSideForObstacle(this->lastObstacleSide);
        piece->setObstacleSide(this->lastObstacleSide);
        
        float rollHeight = piece->getSpriteHeight();
        piece->setPosition(0.0f, rollHeight / 2.0f * i);
        
        this->pieceNode->addChild(piece);
        
        this->pieces.pushBack(piece);
    }
    
    this->resetGameState();
    
    this->addChild(rootNode);
    
    return true;
}
示例#5
0
CoinContainer::CoinContainer()
{
    CSLoader* instance = CSLoader::getInstance();
    instance->registReaderObject("CoinReader", (ObjectFactory::Instance)CoinReader::getInstance);

    this->currentCoinCacheIndex = 0;
    this->coinCache = Vector<Coin*>();

    for (int i = 0; i < 100; ++i) {
        Coin* coin = dynamic_cast<Coin*>(CSLoader::createNode("Coin.csb"));
        this->coinCache.pushBack(coin);
    }
}
示例#6
0
Node* CSLoader::createNode(const std::string &filename, const ccNodeLoadCallback &callback)
{
    std::string path = filename;
    size_t pos = path.find_last_of('.');
    std::string suffix = path.substr(pos + 1, path.length());
    
    CSLoader* load = CSLoader::getInstance();

    if (suffix == "csb")
    {
        return load->createNodeWithFlatBuffersFile(filename, callback);
    }
    
    return nullptr;
}
示例#7
0
// on "init" you need to initialize your instance
bool HelloWorld::init()
{
    //////////////////////////////
    // 1. super init first
    if ( !Layer::init() )
    {
        return false;
    }
	//wchar_t buf[1000];
	//GetCurrentDirectory(1000, buf);  //得到当前工作路径
	CSLoader* instance = CSLoader::getInstance();
	instance->registReaderObject("CCLoginReader", (ObjectFactory::Instance)CCLoginReader::getInstance);

    auto rootNode = CSLoader::createNode("LoginScene.csb");

    addChild(rootNode);

    return true;
}
示例#8
0
Node* CSLoader::createNode(const std::string& filename)
{
    std::string path = filename;
    size_t pos = path.find_last_of('.');
    std::string suffix = path.substr(pos + 1, path.length());
    
    CSLoader* load = CSLoader::getInstance();

    if (suffix == "csb")
    {
        return load->createNodeWithFlatBuffersFile(filename);
    }
    else if (suffix == "json" || suffix == "ExportJson")
    {
        return load->createNodeFromJson(filename);
    }

    return nullptr;
}
示例#9
0
Node * CSLoader::createNode(const Data& data, const ccNodeLoadCallback &callback)
{
    CSLoader * loader = CSLoader::getInstance();
    Node * node = nullptr;
    do 
    {
        CC_BREAK_IF(data.isNull() || data.getSize() <= 0);
        auto csparsebinary = GetCSParseBinary(data.getBytes());
        CC_BREAK_IF(nullptr == csparsebinary);
        auto csBuildId = csparsebinary->version();
        if (csBuildId)
        {
            CCASSERT(strcmp(loader->_csBuildID.c_str(), csBuildId->c_str()) == 0,
                StringUtils::format("%s%s%s%s%s%s%s%s%s%s",
                "The reader build id of your Cocos exported file(",
                csBuildId->c_str(),
                ") and the reader build id in your Cocos2d-x(",
                loader->_csBuildID.c_str(),
                ") are not match.\n",
                "Please get the correct reader(build id ",
                csBuildId->c_str(),
                ")from ",
                "http://www.cocos2d-x.org/filedown/cocos-reader",
                " and replace it in your Cocos2d-x").c_str());
        }

        // decode plist
        auto textures = csparsebinary->textures();
        int textureSize = csparsebinary->textures()->size();
        CCLOG("textureSize = %d", textureSize);
        for (int i = 0; i < textureSize; ++i)
        {
            SpriteFrameCache::getInstance()->addSpriteFramesWithFile(textures->Get(i)->c_str());
        }

        node = loader->nodeWithFlatBuffers(csparsebinary->nodeTree(), callback);
    } while (0);

    loader->reconstructNestNode(node);

    return node;
}
示例#10
0
// on "init" you need to initialize your instance
bool HelloWorld::init()
{
    //////////////////////////////
    // 1. super init first
    if ( !Layer::init() )
    {
        return false;
    }
    
    //CSLoader is the class that reads the binary files exported by Cocos Studio to create instances of the objects in code
    CSLoader* instance = CSLoader::getInstance();
    // Be very careful to do GridReader::getInstance, not GridReader::getInstance() which will crash
    instance->registReaderObject("GridReader", (ObjectFactory::Instance) GridReader::getInstance);
    
    auto rootNode = CSLoader::createNode("MainScene.csb");
    
    // Fixing a IDE / Code interpolation
    Size size = Director::getInstance()->getVisibleSize();
    rootNode->setContentSize(size);
    ui::Helper::doLayout(rootNode);
    
    // Getting References
    auto leftPanel = rootNode->getChildByName("leftPanel");
    auto rightPanel = rootNode->getChildByName("rightPanel");
    
    grid = rightPanel->getChildByName<Grid*>("gridNode");
    
    auto balloon = leftPanel->getChildByName("balloon");
    generationCount = balloon->getChildByName<cocos2d::ui::Text*>("generationCount");
    populationCount = balloon->getChildByName<cocos2d::ui::Text*>("populationCount");
    
    cocos2d::ui::Button* playButton = leftPanel->getChildByName<cocos2d::ui::Button*>("btnPlay");
    cocos2d::ui::Button* pauseButton = leftPanel->getChildByName<cocos2d::ui::Button*>("btnPause");
    
    playButton->addTouchEventListener(CC_CALLBACK_2(HelloWorld::play, this));
    pauseButton->addTouchEventListener(CC_CALLBACK_2(HelloWorld::pause, this));

    addChild(rootNode);

    return true;
}
示例#11
0
// on "init" you need to initialize your instance
bool MainScene::init()
{
    //////////////////////////////
    // 1. super init first
    if ( !Layer::init() )
    {
        return false;
    }
    
    CSLoader* instance = CSLoader::getInstance();
    instance->registReaderObject("CharacterReader", (ObjectFactory::Instance) CharacterReader::getInstance);
    instance->registReaderObject("ObstacleReader", (ObjectFactory::Instance) ObstacleReader::getInstance);
    
    auto rootNode = CSLoader::createNode("MainScene.csb");
    
    //Cocosのバグ修正のために以下の3行を追加
    Size size = Director::getInstance()->getVisibleSize();
    rootNode->setContentSize(size);
    ui::Helper::doLayout(rootNode);
    
    addChild(rootNode);
    
    this->back = rootNode->getChildByName("back");
    this->character = back->getChildByName<Character*>("character");
    
    this->character->setLocalZOrder(1);
    auto ground = this->back->getChildByName<Sprite*>("ground");
    ground->setLocalZOrder(1);
    
    auto ground2 = this->back->getChildByName<Sprite*>("ground2");
    ground2->setLocalZOrder(1);
    
    this->grounds.pushBack( ground );
    this->grounds.pushBack( ground2 );
    
    this->state = GameState::Ready;
    
    return true;
}
示例#12
0
// on "init" you need to initialize your instance
bool HelloWorld::init()
{
    /**  you can create scene with following comment code instead of using csb file.
    // 1. super init first
    if ( !Layer::init() )
    {
        return false;
    }
    
    Size visibleSize = Director::getInstance()->getVisibleSize();
    Vec2 origin = Director::getInstance()->getVisibleOrigin();

    /////////////////////////////
    // 2. add a menu item with "X" image, which is clicked to quit the program
    //    you may modify it.

    // add a "close" icon to exit the progress. it's an autorelease object
    auto closeItem = MenuItemImage::create(
                                           "CloseNormal.png",
                                           "CloseSelected.png",
                                           CC_CALLBACK_1(HelloWorld::menuCloseCallback, this));
    
	closeItem->setPosition(Vec2(origin.x + visibleSize.width - closeItem->getContentSize().width/2 ,
                                origin.y + closeItem->getContentSize().height/2));

    // create menu, it's an autorelease object
    auto menu = Menu::create(closeItem, NULL);
    menu->setPosition(Vec2::ZERO);
    this->addChild(menu, 1);

    /////////////////////////////
    // 3. add your codes below...

    // add a label shows "Hello World"
    // create and initialize a label
    
    auto label = Label::createWithTTF("Hello World", "fonts/Marker Felt.ttf", 24);
    
    // position the label on the center of the screen
    label->setPosition(Vec2(origin.x + visibleSize.width/2,
                            origin.y + visibleSize.height - label->getContentSize().height));

    // add the label as a child to this layer
    this->addChild(label, 1);

    // add "HelloWorld" splash screen"
    auto sprite = Sprite::create("HelloWorld.png");

    // position the sprite on the center of the screen
    sprite->setPosition(Vec2(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y));

    // add the sprite as a child to this layer
    this->addChild(sprite, 0);
    **/
    
    //////////////////////////////
    // 1. super init first
    if ( !Layer::init() )
    {
        return false;
    }
	CSLoader* instance = CSLoader::getInstance();
	// Be very careful to do GridReader::getInstance, not GridReader::getInstance() which will crash
	instance->registReaderObject("GridReader", (ObjectFactory::Instance) GridReader::getInstance);

    auto rootNode = CSLoader::createNode("MainScene.csb");
	Size size = Director::getInstance()->getVisibleSize();
	rootNode->setContentSize(size);
	ui::Helper::doLayout(rootNode);

    addChild(rootNode);

    return true;
}