// on "init" you need to initialize your instance bool Dialog::init() { ////////////////////////////// // 1. super init first if ( !LayerColor::initWithColor(Color4B(0, 0, 0, 127)) ) { return false; } Size visibleSize = Director::getInstance()->getVisibleSize(); Point origin = Director::getInstance()->getVisibleOrigin(); m_dialog = Layer::create(); this->addChild(m_dialog); EventListenerTouchOneByOne* listener = EventListenerTouchOneByOne::create(); listener->onTouchBegan = [] (Touch* touch, Event* e) { return true; }; listener->setSwallowTouches(true); Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(listener, this); clearLayout(); return true; }
KDbool SampleLayer::init ( KDvoid ) { if ( !Layer::init ( ) ) { return KD_FALSE; } m_nMaxJump = 0; EventListenerTouchOneByOne* pListner = EventListenerTouchOneByOne::create ( ); pListner->setSwallowTouches ( KD_TRUE ); pListner->onTouchBegan = CC_CALLBACK_2 ( SampleLayer::onTouchBegan, this ); m_pEventDispatcher->addEventListenerWithSceneGraphPriority ( pListner, this ); SimpleAudioEngine::getInstance ( )->playBackgroundMusic ( "bgm_main.mp3", KD_TRUE ); this->initBox2DWorld ( ); this->initItem ( ); this->addLevelBoundaries ( ); this->addBackground ( ); this->addFloor ( ); this->addCharacter ( ); this->schedule ( schedule_selector ( SampleLayer::step ) ); //this->schedule ( schedule_selector ( SampleLayer::collisionCheck ), 0.2f ); this->setItem ( ); return KD_TRUE; }
// on "init" you need to initialize your instance bool HelloWorld::init() { ////////////////////////////// // 1. super init first if ( !Layer::init() ) { return false; } EventListenerTouchOneByOne *listener = EventListenerTouchOneByOne::create( ); listener->setSwallowTouches( true ); listener->onTouchBegan = CC_CALLBACK_2( HelloWorld::onTouchBegan, this ); listener->onTouchMoved = CC_CALLBACK_2( HelloWorld::onTouchMoved, this ); listener->onTouchEnded = CC_CALLBACK_2( HelloWorld::onTouchEnded, this ); Director::getInstance( )->getEventDispatcher( )->addEventListenerWithSceneGraphPriority( listener, this ); sprite1 = Sprite::create( "HelloWorld.png" ); sprite2 = Sprite::create( "HelloWorld.png" ); sprite1->setPosition( Vec2( 100, 200 ) ); sprite2->setPosition( Vec2( 400, 200 ) ); sprite1->setScale( 0.1 ); this->addChild( sprite1 ); this->addChild( sprite2 ); return true; }
void GameLayer::registerEventHandlers() { Director* director = Director::getInstance(); EventDispatcher* eventDispatcher = director->getEventDispatcher(); EventListenerTouchOneByOne* eventListener = EventListenerTouchOneByOne::create(); eventListener->setSwallowTouches(true); eventListener->onTouchEnded = [=](Touch* touch, Event* event){ if (!getAcceptInput()) { return; } Vec2 position = m_tileLayer->convertTouchToNodeSpace(touch); for (auto iterator = m_tileLayer->getChildren().begin(); iterator != m_tileLayer->getChildren().end(); iterator++) { auto child = *iterator; GameTileView* gameTileView = dynamic_cast<GameTileView*>(child); if(gameTileView->getBoundingBox().containsPoint(position)) { if (gameTileView->getGameTile()->getCanMove()) { doSelectGameTileView(gameTileView); } break; } } }; eventListener->onTouchBegan = [](Touch* touch, Event* event){ return true; }; eventListener->onTouchMoved = [](Touch* touch, Event* event){}; eventListener->onTouchCancelled = [](Touch* touch, Event* event){}; eventDispatcher->addEventListenerWithSceneGraphPriority(eventListener, m_tileLayer); }
void PianoLayer::onTouchEnded(Touch* touch, Event* event) { pauseFlag = true; slider->setEnabled(false); //获取可见区域尺寸 Size visibleSize = Director::getInstance()->getVisibleSize(); selection->setTexture(pic_RESOURE_PATH + "back.png"); underside = Sprite::create(pic_RESOURE_PATH + "blackBackGround.png"); underside->setPosition(visibleSize.width/2, visibleSize.height/2); this->addChild(underside, 10); menuBack = Sprite::create(pic_RESOURE_PATH + "kuang.png"); menuBack->setPosition(visibleSize.width/2, visibleSize.height/2); menuSize = menuBack->getContentSize(); underside->addChild(menuBack, 5); for(int i=1, row=0, col=0; i<9; i++) { Sprite* selects = Sprite::create(pic_RESOURE_PATH + "instrument.png"); sSize = selects->getContentSize(); //----------------------------------------------------- string instrument = getInstrumentChinese(i); Label* labels = Label::createWithTTF(instrument, fonts_RESOURE_PATH + "FZKATJW.ttf", 40, Size::ZERO, TextHAlignment::LEFT, TextVAlignment::TOP); labels->setColor(Color3B::BLACK); selects->addChild(labels, 2); selects->setScale(0.9); labels->setPosition(Point(sSize.width/2 , sSize.height/2)); selects->setPosition(Point(220 + 260*col, 300 - 80*row)); if(i%2 == 0) { row++; col--; }else { col++; } string number = StringUtils::format("%d", i); select.insert(pair<string,Sprite*>(number, selects)); } map<string,Sprite*>::iterator iter; for(iter = select.begin(); iter!=select.end(); iter++) { int number = atoi(iter->first.c_str()); if(number == instrumentNumber) { iter->second->setTexture(pic_RESOURE_PATH + "yellow.png"); } menuBack->addChild(iter->second, 1); } //创建单点触摸监听 EventListenerTouchOneByOne* listener = EventListenerTouchOneByOne::create(); //设置下传触摸 listener->setSwallowTouches(false); //开始触摸时回调onTouchBegan方法 listener->onTouchBegan = CC_CALLBACK_2(PianoLayer::onTouchBeganInstrument, this); listener->onTouchEnded = CC_CALLBACK_2(PianoLayer::onTouchEndedInstrument, this); //添加到监听器 _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, underside); }
bool MyEditText::init(const std::string& placehold, const std::string& fontName, float fontSize, const Size& constraintSize) { if(!Node::init()) return false; this->setCascadeOpacityEnabled(true); this->setAnchorPoint(Vec2::ANCHOR_MIDDLE); //touch EventListenerTouchOneByOne *touchEventListener = EventListenerTouchOneByOne::create(); touchEventListener->setSwallowTouches(true); touchEventListener->onTouchBegan = [=](Touch* touch, Event* event)->bool{ if(event->getCurrentTarget() == this) { Vec2 touchLocation = touch->getLocation(); touchLocation = this->convertToNodeSpace(touchLocation); Rect rect; rect.size = _contentSize; if(rect.containsPoint(touchLocation)) { if(m_isEnable || m_isAttachWithIME) return true; } else { if(m_isAttachWithIME) { m_textField->detachWithIME(); return true; } } } return false; }; touchEventListener->onTouchEnded = [=](Touch* touch, Event* event) { if(m_isEnable && event->getCurrentTarget() == this) { m_textField->attachWithIME(); } }; _eventDispatcher->addEventListenerWithSceneGraphPriority(touchEventListener, this); //textField m_textField = MyTextField::create(placehold, fontName, fontSize); m_textField->setContentSize(constraintSize); m_textField->setPosition(Vec2::ZERO); m_textField->setAnchorPoint(Vec2::ANCHOR_BOTTOM_LEFT); m_textField->setVerticalAlignment(TextVAlignment::TOP); m_textField->setHorizontalAlignment(TextHAlignment::LEFT); m_textField->setOrientation(TextFieldOrientation::HORIZONTAL); //限制宽度 m_textField->setConstraintSize(constraintSize); m_textField->setIsUseContraintSize(true); this->addChild(m_textField); m_textField->setDelegate(this); m_isAttachWithIME = false; m_isCursorDirty = false; m_isEnable = true; return true; }
void GamePlayScene::initTouchListener() { setTouchEnabled(true); EventListenerTouchOneByOne* listener = EventListenerTouchOneByOne::create(); listener->setSwallowTouches(true); listener->onTouchBegan = CC_CALLBACK_2(GamePlayScene::onTouchBegan, this); listener->onTouchEnded = CC_CALLBACK_2(GamePlayScene::onTouchEnded, this); getEventDispatcher()->addEventListenerWithFixedPriority(listener, 1); }
void ChatScene::setEventHadlers() { EventDispatcher* pDispatcher = Director::getInstance()->getEventDispatcher(); EventListenerTouchOneByOne* pEventListener = EventListenerTouchOneByOne::create(); pEventListener->setSwallowTouches(true); pEventListener->onTouchBegan = CC_CALLBACK_2(ChatScene::onTouchBegan, this); pEventListener->onTouchMoved = CC_CALLBACK_2(ChatScene::onTouchMoved, this); pEventListener->onTouchEnded = CC_CALLBACK_2(ChatScene::onTouchEnded, this); pDispatcher->addEventListenerWithSceneGraphPriority(pEventListener, this); }
void GameScreen::CreateListener() { EventListenerTouchOneByOne* listener = EventListenerTouchOneByOne::create(); listener->setSwallowTouches(true); listener->onTouchBegan = CC_CALLBACK_2(GameScreen::onTouchBegan, this); listener->onTouchMoved = CC_CALLBACK_2(GameScreen::onTouchMoved, this); listener->onTouchEnded = CC_CALLBACK_2(GameScreen::onTouchEnded, this); listener->onTouchCancelled = CC_CALLBACK_2(GameScreen::onTouchCancelled, this); this->getEventDispatcher()->addEventListenerWithSceneGraphPriority(listener, this); }
void GameLayer::registerHandler(Node* node, std::function<void(Touch*, Event*)> onTouchEnded) { Director* director = Director::getInstance(); EventDispatcher* eventDispatcher = director->getEventDispatcher(); EventListenerTouchOneByOne* eventListener = EventListenerTouchOneByOne::create(); eventListener->setSwallowTouches(true); eventListener->onTouchEnded = onTouchEnded; eventListener->onTouchBegan = [](Touch* touch, Event* event){ return true; }; eventDispatcher->addEventListenerWithSceneGraphPriority(eventListener, node); }
EventListenerTouchOneByOne* TestTouch::onCreateTouchListen() { EventListenerTouchOneByOne* touchEvent = EventListenerTouchOneByOne::create(); // 当设置为 true, 则在 onTouchBegan 方法发返回 'true' 将会吃掉触控事件, 防止其他监听器使用这个事件. touchEvent->setSwallowTouches(true); // 高端的用法,c11中可以直接定义函数回调 // touchEvent->onTouchBegan = [](Touch* touch, Event* event){return true; }; touchEvent->onTouchBegan = CC_CALLBACK_2(TestTouch::onMyTouchBegan, this); touchEvent->onTouchEnded = CC_CALLBACK_2(TestTouch::onMyTouchEnded, this); touchEvent->onTouchMoved = CC_CALLBACK_2(TestTouch::onMyTouchMoved, this); touchEvent->onTouchCancelled = CC_CALLBACK_2(TestTouch::onMyTouchCancelled, this); return touchEvent; }
bool HelloWorld::init() { if ( !Layer::init() ) { return false; } Size visibleSize = Director::getInstance()->getVisibleSize(); Vec2 origin = Director::getInstance()->getVisibleOrigin(); // add backgroundLayer Sprite* background = Sprite::create("background.jpg"); background->setPosition(visibleSize.width / 2, visibleSize.height / 2); addChild(background); // create a fish sprite and run animation // add the fish sprite to the fishLayer fishLayer = Layer::create(); m_fish = Sprite::createWithSpriteFrameName("fish13_01.png"); Animate* fishAnimate = Animate::create(AnimationCache::getInstance()->getAnimation("fishAnimation")); m_fish->runAction(RepeatForever::create(fishAnimate)); m_fish->setPosition(visibleSize.width / 2, visibleSize.height / 2); fishLayer->addChild(m_fish); // create a weapon sprite. // add the weapon sprite to the weaponLayer weaponLayer = Layer::create(); m_weapon = Sprite::create("CloseSelected.png"); m_weapon->setPosition(visibleSize.width / 2, 50); weaponLayer->addChild(m_weapon); // create a shoot button LabelTTF *label = LabelTTF::create("Shoot", "Arial", 20); MenuItemLabel *shootLabel = MenuItemLabel::create(label, CC_CALLBACK_1(HelloWorld::onShootClick, this)); Menu *shoot = Menu::create(shootLabel, NULL); shoot->setPosition(visibleSize.width-40, 20); // add layers. first add buttom layer. addChild(weaponLayer); addChild(fishLayer); addChild(shoot); // the menu must be the uppest layer. // add touch listener EventListenerTouchOneByOne* listener = EventListenerTouchOneByOne::create(); listener->setSwallowTouches(true); listener->onTouchBegan = CC_CALLBACK_2(HelloWorld::onTouchBegan, this); Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(listener, this); return true; }
void GamePlayingScene::initial() { this->getPhysicsWorld()->setGravity(ParameterManager::getGravity()); this->getPhysicsWorld()->setDebugDrawMask(PhysicsWorld::DEBUGDRAW_ALL); SetGameCacheController::getInstance()->setGameCache(); auto map = CSLoader::createNode(Constant::getLevel1MapCsdPath()); this->addChild(map,0); //加入弓箭手 this->addChild(ArcherController::getInstance(),1); //进度条 this->addChild(ProgressTimeController::getInstance(), 1); //地板 this->addChild(GroundController::getInstance(),1); //产生敌人 this->addChild(EnemyController::getInstance(),1); //物理世界监听 auto listener = EventListenerPhysicsContact::create(); listener->onContactBegin = CC_CALLBACK_1(GamePlayingScene::onContactBegan, this); Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(listener, this); //触屏 listener EventListenerTouchOneByOne* screenListener = EventListenerTouchOneByOne::create(); screenListener->setSwallowTouches(true);// true不向下触摸,简单点来说,比如有两个sprite ,A和 B,A在上B在下(位置重叠) screenListener->onTouchBegan = CC_CALLBACK_2(GamePlayingScene::onTouchBegan, this); screenListener->onTouchEnded = CC_CALLBACK_2(GamePlayingScene::onTouchEnded, this); Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(screenListener, this); auto menu = Menu::create(); menu->setPosition(Vec2::ZERO); menu->setAnchorPoint(Vec2::ANCHOR_BOTTOM_LEFT); this->addChild(menu,1); Size visibleSize = ParameterManager::getVisibleSize(); auto gameEndedItem = MenuItemImage::create(Constant::getGameEndedPath(), Constant::getGameEndedPath(), CC_CALLBACK_1(GamePlayingScene::ClickGameEnded, this)); gameEndedItem->setPosition(visibleSize.width, visibleSize.height); gameEndedItem->setAnchorPoint(Vec2::ANCHOR_TOP_RIGHT); menu->addChild(gameEndedItem); auto keyboardListener = EventListenerKeyboard::create(); keyboardListener->onKeyPressed = CC_CALLBACK_2(GamePlayingScene::onKeyPressed,this); _eventDispatcher->addEventListenerWithSceneGraphPriority(keyboardListener,this); }
// on "init" you need to initialize your instance bool GameScene::init() { ////////////////////////////// // 1. super init first if ( !Layer::init() ) { return false; } SonarCocosHelper::UI::AddCentredBackground( GAME_BACKGROUND_FILEPATH, this ); gridSprite = Sprite::create( GRID_FILEPATH ); gridSprite->setPosition( SonarCocosHelper::UI::GetScreenCenter( ) ); this->addChild( gridSprite ); InitGridRects( ); InitGridPieces( ); for ( int x = 0; x < 3; x++ ) { for ( int y = 0; y < 3; y++ ) { gridArray[x][y] = EMPTY_PIECE; } } turn = PLAYER_PIECE; ai = new AI::AI( turn ); ui = new UI::UI( this ); gameState = STATE_PLAYING; EventListenerTouchOneByOne *listener = EventListenerTouchOneByOne::create( ); listener->setSwallowTouches( true ); listener->onTouchBegan = CC_CALLBACK_2( GameScene::onTouchBegan, this ); listener->onTouchMoved = CC_CALLBACK_2( GameScene::onTouchMoved, this ); listener->onTouchEnded = CC_CALLBACK_2( GameScene::onTouchEnded, this ); listener->onTouchCancelled = CC_CALLBACK_2( GameScene::onTouchCancelled, this ); Director::getInstance( )->getEventDispatcher( )->addEventListenerWithSceneGraphPriority( listener, this ); return true; }
void Plane::addTouchEvent() { EventListenerTouchOneByOne *listener = EventListenerTouchOneByOne::create(); listener->setSwallowTouches(false); listener->onTouchBegan = [=](Touch* touch, Event *event) { Plane *plane = dynamic_cast<Plane*>(event->getCurrentTarget()); assert((plane && (plane == this))); Point screenPos = touch->getLocation(); Point pos = plane->convertToNodeSpace(screenPos); Size s = plane->getContentSize(); Rect rect(0, 0, s.width, s.height); if (rect.containsPoint(pos) && !Director::getInstance()->isPaused()) { this->m_isMoving = true; return true; } return false; }; listener->onTouchMoved = [=](Touch *touch, Event *event) { Plane *plane = dynamic_cast<Plane*>(event->getCurrentTarget()); assert((plane && (plane == this))); Point pos = touch->getLocation(); Point pos1 = touch->getPreviousLocation(); Point diff = pos - pos1; if (this->m_isMoving && !this->m_dead) { Point newPos = plane->getPosition() + diff; Size size = Director::getInstance()->getWinSize(); Size content = plane->getContentSize(); float x = fmax(content.width * 0.5, fmin(newPos.x, size.width - content.width * 0.5)); float y = fmax(content.height * 0.5, fmin(newPos.y, size.height - content.height * 0.5)); plane->setPosition(Point(x, y)); }; }; listener->onTouchEnded = [=](Touch *touch, Event *event) { Plane *plane = dynamic_cast<Plane*>(event->getCurrentTarget()); assert((plane && (plane == this))); this->m_isMoving = false; }; _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this); }
// on "init" you need to initialize your instance bool HelloWorld::init() { ////////////////////////////// // 1. super init first if ( !Layer::init() ) { return false; } Size visibleSize = Director::getInstance()->getVisibleSize(); Vec2 origin = Director::getInstance()->getVisibleOrigin(); EventListenerTouchOneByOne* listener = EventListenerTouchOneByOne::create(); listener->setSwallowTouches(true); listener->onTouchBegan = std::bind(&HelloWorld::onTouchBegan, this, std::placeholders::_1, std::placeholders::_2); listener->onTouchMoved = std::bind(&HelloWorld::onTouchMoved, this, std::placeholders::_1, std::placeholders::_2); listener->onTouchEnded = std::bind(&HelloWorld::onTouchEnded, this, std::placeholders::_1, std::placeholders::_2); listener->onTouchCancelled = std::bind(&HelloWorld::onTouchCancelled, this, std::placeholders::_1, std::placeholders::_2); Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(listener, this); _map = TMXTiledMap::create("tmx/map.tmx"); this->addChild(_map); _label = LabelTTF::create(); _label->setString("Click anywhere on the screen"); _label->setFontSize(30); _label->setPosition(visibleSize.width / 2, visibleSize.height*0.8); this->addChild(_label); _player = CCSprite::create("tmx/red.png"); //_player->setAnchorPoint(ccp(0,0)); Vec2 pos =_map->getLayer("road")->getPositionAt(Vec2(2, 5)); _player->setPosition(pos.x+_player->getContentSize().width/2 , pos.y+_player->getContentSize().height/2); this->addChild(_player); _path = nullptr; this->schedule(std::bind(&HelloWorld::update,this,std::placeholders::_1), 0.5f,"HelloWorld"); return true; }
bool myScene::init() { if (!Layer::init()) { return false; } Size visibleSize = Director::getInstance()->getVisibleSize(); Vec2 origin = Director::getInstance()->getVisibleOrigin(); //add background //Sprite* background = Sprite::create("denglu.jpg"); //background->setPosition(visibleSize.width / 2, visibleSize.height / 2); //addChild(background); //create a fish sprite and run animation //mybutton = Sprite::createWithSpriteFrameName("fish13_01.png"); //Animate* fishAnimate = Animate::create(AnimationCache::getInstance()->getAnimation("fishAnimation")); //m_fish->runAction(RepeatForever::create(fishAnimate)); //mybutton->setPosition(visibleSize.width / 2, visibleSize.height / 2); //addChild(button); auto button = MenuItemLabel::create(Label::createWithTTF("Start", "fonts/Marker Felt.ttf", 36), CC_CALLBACK_1(myScene::myClick, this)); //button->setPosition(Vec2(origin.x + visibleSize.width - button->getContentSize().width / 2, //origin.y + button->getContentSize().height / 2)); auto menu = Menu::create(button, NULL); //menu->setPosition(Vec2(origin.x + visibleSize.width - menu->getContentSize().width / 2, //origin.y + visibleSize.height - menu->getContentSize().height / 2)); menu->setPosition(visibleSize/2); this->addChild(menu,1); //addChild(mybutton); //add touch listener EventListenerTouchOneByOne* listener = EventListenerTouchOneByOne::create(); listener->setSwallowTouches(true); listener->onTouchBegan = CC_CALLBACK_2(myScene::onTouchBegan, this); Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(listener, this); return true; }
// on "init" you need to initialize your instance bool TestScene::init() { ////////////////////////////// // 1. super init first if ( !Layer::init() ) { return false; } Size visibleSize = Director::getInstance()->getVisibleSize(); Vec2 origin = Director::getInstance()->getVisibleOrigin(); EventListenerTouchOneByOne *touchListener = EventListenerTouchOneByOne::create(); touchListener->setSwallowTouches(true); touchListener->onTouchBegan = CC_CALLBACK_2(TestScene::onTouchBegan, this); this->getEventDispatcher()->addEventListenerWithSceneGraphPriority(touchListener, this); return true; }
void MyScene::onEnter(){ CCLayer::onEnter(); EventListenerTouchOneByOne* touchListener = EventListenerTouchOneByOne::create(); touchListener->setSwallowTouches(true); touchListener->onTouchBegan = CC_CALLBACK_2(MyScene::onTouchBegan, this); touchListener->onTouchMoved = CC_CALLBACK_2(MyScene::onTouchMoved, this); touchListener->onTouchEnded = CC_CALLBACK_2(MyScene::onTouchEnded, this); EventListenerKeyboard* keyListener = EventListenerKeyboard::create(); keyListener->onKeyPressed = CC_CALLBACK_2(InputHandler::onKeyPressed, InputHandler::getInstance()); keyListener->onKeyReleased = CC_CALLBACK_2(InputHandler::onKeyReleased, InputHandler::getInstance()); EventListenerMouse* mouseListener = EventListenerMouse::create(); mouseListener->onMouseMove = CC_CALLBACK_1(MyScene::onMouseMove, this); mouseListener->onMouseDown = CC_CALLBACK_1(MyScene::onMouseDown, this); _eventDispatcher->addEventListenerWithSceneGraphPriority(touchListener, this); _eventDispatcher->addEventListenerWithSceneGraphPriority(keyListener, this); _eventDispatcher->addEventListenerWithSceneGraphPriority(mouseListener, this); }
bool HelloWorld::init() { if ( !Layer::init() ) { return false; } Size visibleSize = Director::getInstance()->getVisibleSize(); Vec2 origin = Director::getInstance()->getVisibleOrigin(); 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)); auto menu = Menu::create(closeItem, NULL); menu->setPosition(Vec2::ZERO); this->addChild(menu, 1); auto label = Label::createWithTTF("Hello World", "fonts/Marker Felt.ttf", 24); label->setPosition(Vec2(origin.x + visibleSize.width/2, origin.y + visibleSize.height - label->getContentSize().height)); this->addChild(label, 1); auto sprite = Sprite::create("HelloWorld.png"); sprite->setPosition(Vec2(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y)); this->addChild(sprite, 0); tiledMap = TMXTiledMap::create("res/test2.tmx"); addChild(tiledMap); EventListenerTouchOneByOne* listener = EventListenerTouchOneByOne::create(); listener->setSwallowTouches(true); listener->onTouchBegan = CC_CALLBACK_2(HelloWorld::onTouchBegan, this); listener->onTouchCancelled = CC_CALLBACK_2(HelloWorld::onTouchCancelled,this); listener->onTouchEnded = CC_CALLBACK_2(HelloWorld::onTouchEnded, this); listener->onTouchMoved = CC_CALLBACK_2(HelloWorld::onTouchMoved, this); Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(listener, tiledMap); return true; }
void setupKeyListener(IKeyListener* l) { // key listener keyListener = l; listener = EventListenerKeyboard::create(); listener->onKeyPressed = CC_CALLBACK_2(HeartBeatLayer::onKeyPressed, this); listener->onKeyReleased = CC_CALLBACK_2(HeartBeatLayer::onKeyReleased, this); _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this); touchListener = EventListenerTouchOneByOne::create(); touchListener->setSwallowTouches(true); touchListener->onTouchBegan = CC_CALLBACK_2( HeartBeatLayer::onTouchBegan, this); touchListener->onTouchCancelled = CC_CALLBACK_2( HeartBeatLayer::onTouchCancelled, this); touchListener->onTouchEnded = CC_CALLBACK_2( HeartBeatLayer::onTouchEnded, this); _eventDispatcher->addEventListenerWithSceneGraphPriority(touchListener, this); }
bool PauseLayer::init() { if (!Layer::init()) { return false; } const Size &size=Director::getInstance()->getWinSize(); //灰色背景 LayerColor* backLayerColor = LayerColor::create(Color4B(25, 25, 25, 125)); this->addChild(backLayerColor); // 暂停 MenuItemFont *menuItemPause = MenuItemFont::create("Continue", CC_CALLBACK_1(PauseLayer::menuContinueCallBack, this)); menuItemPause->setPosition(Point(size.width / 2 - 100, size.height / 2)); // 重新开始 MenuItemFont *menuItemRestart = MenuItemFont::create("Restart", CC_CALLBACK_1(PauseLayer::menuRestartCallBack, this)); menuItemRestart->setPosition(Point(size.width / 2 + 100, size.height / 2)); Menu *menu=Menu::create(menuItemPause, menuItemRestart, NULL); menu->setPosition(Point::ZERO); this->addChild(menu); //不声明 不定义 ontouchbegan的使用方法 // auto callback = [](Touch * ,Event *) // { // return true; // }; // auto listener = EventListenerTouchOneByOne::create(); // listener->onTouchBegan = callback; // listener->setSwallowTouches(true); // _eventDispatcher->addEventListenerWithSceneGraphPriority(listener,this); EventListenerTouchOneByOne* listener = EventListenerTouchOneByOne::create(); listener->onTouchBegan = CC_CALLBACK_2(PauseLayer::onTouchBegan, this); listener->setSwallowTouches(true); _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this); return true; }
bool MenuScene::init() { ////////////////////////////// // 1. super init first if ( !Layer::init() ) { return false; } m_menu = Menu::create(); m_menu->setPosition(Point::ZERO); this->addChild(m_menu); for (size_t i = 0; i < g_fractals_size; ++i) { LabelTTF * label = LabelTTF::create(g_fractals[i].fractal_name, "fonts/Marker Felt.ttf", 24); MenuItemLabel * menuItem = MenuItemLabel::create(label, CC_CALLBACK_1(MenuScene::menuCallback, this)); menuItem->setPosition(Point(VisibleRect::center().x, (VisibleRect::top().y - (i + 1) * LINE_SPACE))); m_menu->addChild(menuItem, i); } EventListenerTouchOneByOne * touchListener = EventListenerTouchOneByOne::create(); touchListener->setSwallowTouches(true); touchListener->onTouchBegan = CC_CALLBACK_2(MenuScene::onTouchBegan, this); touchListener->onTouchMoved = CC_CALLBACK_2(MenuScene::onTouchMoved, this); this->getEventDispatcher()->addEventListenerWithSceneGraphPriority(touchListener, this); EventListenerMouse * mouseListener = EventListenerMouse::create(); mouseListener->onMouseScroll = CC_CALLBACK_1(MenuScene::onMouseScroll, this); this->getEventDispatcher()->addEventListenerWithSceneGraphPriority(mouseListener, this); return true; }
bool PopLayer::init() { bool bRef = false; do{ CC_BREAK_IF(!CCLayer::init()); this->setContentSize(Size::ZERO); // 初始化需要的 Menu Menu* menu = CCMenu::create(); menu->setPosition(Vec2::ZERO); setMenuButton(menu); //屏蔽下方的触摸 EventListenerTouchOneByOne *listener = EventListenerTouchOneByOne::create(); listener->setSwallowTouches(true); listener->onTouchBegan = [](Touch *touch, Event *event){ return true; }; this->_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this); bRef = true; }while(0); return bRef; }
bool ChooseLevelLayer::init() { //调用父类的初始化 if (!Layer::init()) { return false; } //标题精灵 Sprite* ttSprite = Sprite::create("mainpic/title.png"); ttSprite->setPosition(Point(270,780)); this->addChild(ttSprite,1); bgSpriteO = Sprite::create("scene/scene1.jpg"); bgSpriteO->setPosition(270,480); this->addChild(bgSpriteO,BGZORDER-1); bgSpriteT = Sprite::create("scene/scene1.jpg"); bgSpriteT->setPosition(270,-480); this->addChild(bgSpriteT,BGZORDER); for(int i=0;i<3;i++) { gate0Sprite[i] = Sprite::create(StringUtils::format("choose/gate%d.png",i)); gate0Sprite[i]->setPosition(Point(110+i*160,550)); this->addChild(gate0Sprite[i],BGZORDER+1); int lock = UserDefault::getInstance()->getIntegerForKey( Constant::uesrGKLock[i].c_str()); if(lock == 0) { Sprite* lockSp = Sprite::create("choose/lock.png"); lockSp->setPosition(Point(110+i*160,550)); this->addChild(lockSp,BGZORDER+2); } } Sprite* txtund = Sprite::create("choose/txtund.png"); txtund->setPosition(Point(270,300)); this->addChild(txtund,BGZORDER+1); taskLabel = Label::createWithTTF("\u70b9\u51fb\u5173\u5361\u67e5\u770b\u4efb\u52a1","fonts/FZKATJW.ttf",48); taskLabel->setPosition(Point(250,67)); txtund->addChild(taskLabel,1); //创建下一个菜单项 MenuItemImage* backMenu = MenuItemImage::create( "mainpic/goback.png", //平时的图片 "mainpic/gobackp.png", //选中时的图片 CC_CALLBACK_0(ChooseLevelLayer::backMenuCallback, this) //点击时执行的回调方法 ); //设置下一个菜单项的位置 backMenu->setPosition(Point(40,920)); //创建菜单对象 auto menu = Menu::create(backMenu,NULL); //设置菜单位置 menu->setPosition(Point::ZERO); //将菜单添加到布景中 this->addChild(menu, 1); //设置定时回调指定方法干活 auto director = Director::getInstance(); auto sched = director->getScheduler(); //背景滚屏定时回调 sched->scheduleSelector(SEL_SCHEDULE(&ChooseLevelLayer::bgUpdate),this,0.005,false); EventListenerTouchOneByOne* listener = EventListenerTouchOneByOne::create(); listener->setSwallowTouches(true); listener->onTouchBegan = CC_CALLBACK_2(ChooseLevelLayer::onTouchBegan, this); listener->onTouchEnded = CC_CALLBACK_2(ChooseLevelLayer::onTouchEnded, this); _eventDispatcher->addEventListenerWithSceneGraphPriority(listener,gate0Sprite[0]); for(int i=1;i<3;i++) { _eventDispatcher->addEventListenerWithSceneGraphPriority(listener->clone(),gate0Sprite[i]); } return true; }
// on "init" you need to initialize your instance bool MenuSence::init() { if (!Layer::init()) { return false; } //add touch listener EventListenerTouchOneByOne* listener = EventListenerTouchOneByOne::create(); listener->setSwallowTouches(true); listener->onTouchBegan = CC_CALLBACK_2(MenuSence::onTouchBegan, this); Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(listener, this); Size visibleSize = Director::getInstance()->getVisibleSize(); Vec2 origin = Director::getInstance()->getVisibleOrigin(); auto bg_sky = Sprite::create("menu-background-sky.jpg"); bg_sky->setPosition(Vec2(visibleSize.width / 2 + origin.x, visibleSize.height / 2 + origin.y + 150)); this->addChild(bg_sky, 0); auto bg = Sprite::create("menu-background.png"); bg->setPosition(Vec2(visibleSize.width / 2 + origin.x, visibleSize.height / 2 + origin.y - 60)); this->addChild(bg, 0); //caveAnimation of Spangle auto cave = Sprite::createWithSpriteFrameName("cave-0.png"); Animate* caveAnimate = Animate::create(AnimationCache::getInstance()->getAnimation("caveAnimation")); cave->runAction(RepeatForever::create(caveAnimate)); cave->setPosition(visibleSize.width / 2 + origin.x + 160, visibleSize.height / 2 + origin.y - 60); this->addChild(cave, 1); auto miner = Sprite::create("menu-miner.png"); miner->setPosition(Vec2(150 + origin.x, visibleSize.height / 2 + origin.y - 60)); this->addChild(miner, 1); auto leg = Sprite::createWithSpriteFrameName("miner-leg-0.png"); Animate* legAnimate = Animate::create(AnimationCache::getInstance()->getAnimation("legAnimation")); leg->runAction(RepeatForever::create(legAnimate)); leg->setPosition(110 + origin.x, origin.y + 102); this->addChild(leg, 1); auto gold = Sprite::create("menu-start-gold.png"); gold->setPosition(Vec2(visibleSize.width / 1.3 + origin.x, visibleSize.height / 2 + origin.y - 160)); this->addChild(gold, 0); //Click the Start button to switch scenes and change auto startItem = MenuItemImage::create( "start-0.png", "start-1.png", CC_CALLBACK_1(MenuSence::menuCallback, this)); startItem->setPosition(Vec2(visibleSize.width / 1.3 + origin.x, visibleSize.height / 2 + origin.y - 120)); // create menu, it's an autorelease object auto menu = Menu::create(startItem, NULL); menu->setPosition(Vec2::ZERO); this->addChild(menu, 1); auto text = Sprite::create("gold-miner-text.png"); text->setPosition(Vec2(visibleSize.width / 2 + origin.x, visibleSize.height / 1.2 + origin.y)); this->addChild(text, 1); return true; }
//实现PianoLayer类中的init方法,初始化布景 bool PianoLayer::init() { //调用父类的初始化 if ( !Layer::init() ) { return false; } degree = 0; musicFlag = false; pauseFlag = false; instrumentName = "piano"; instrumentNumber = 1; changeFlag = true; musicNum = 0; //获取可见区域尺寸 Size visibleSize = Director::getInstance()->getVisibleSize(); //获取可见区域原点坐标 Point origin = Director::getInstance()->getVisibleOrigin(); Sprite* volume = Sprite::create(pic_RESOURE_PATH + "volume_cn.png"); //音量 volumeSize = volume->getContentSize(); volume->setScale(1.2); volume->setPosition(Point(volumeSize.width/2 + 20, visibleSize.height - volumeSize.height/2)); this->addChild(volume, 2); exit = Sprite::create(pic_RESOURE_PATH + "exit.png"); //退出 Size exitSize = exit->getContentSize(); exit->setScale(1.2); exit->setPosition(Point(visibleSize.width - exitSize.width/2, visibleSize.height - exitSize.height/2)); this->addChild(exit, 2); slider = Slider::create(); slider->loadBarTexture(pic_RESOURE_PATH + "soundBackGround.png"); slider->loadSlidBallTextures(pic_RESOURE_PATH + "transparent.png",pic_RESOURE_PATH + "transparent.png", ""); slider->loadProgressBarTexture(pic_RESOURE_PATH + "sound.png"); slider->setAnchorPoint(Point(0, 0.5)); sliderSize = slider->getContentSize(); slider->setPercent(CocosDenshion::SimpleAudioEngine::getInstance()->getEffectsVolume()*100); slider->setPosition(Point(volumeSize.width*1.2 + 20, visibleSize.height - volumeSize.height/2)); slider->addEventListener(CC_CALLBACK_2(PianoLayer::sliderEvent, this)); this->addChild(slider, 5); instrument = Sprite::create(pic_RESOURE_PATH + "piano_cn.png"); //选择 Size selectSize = instrument->getContentSize(); instrument->setPosition( Point( visibleSize.width - exitSize.width - selectSize.width/2 -20, visibleSize.height - selectSize.height/2 )); this->addChild(instrument, 2); selection = Sprite::create(pic_RESOURE_PATH + "back.png"); //背景 selection->setPosition( Point( visibleSize.width - exitSize.width - selectSize.width/2 -20, visibleSize.height - selectSize.height/2 )); this->addChild(selection, 1); Sprite* left = Sprite::create(pic_RESOURE_PATH + "left.png"); //左键 leftSize = left->getContentSize(); left->setScale(SCALE); left->setPosition( Point( leftSize.width/2*SCALE + 10, visibleSize.height - volumeSize.height - leftSize.height*SCALE/2 - 5 )); this->addChild(left, 2); Sprite* right = Sprite::create(pic_RESOURE_PATH + "right.png"); //右键 rightSize = right->getContentSize(); right->setScale(SCALE); right->setPosition( Point( visibleSize.width - rightSize.width*SCALE/2 - 10, visibleSize.height - volumeSize.height - rightSize.height*SCALE/2 - 5 )); this->addChild(right, 2); //第二个参数为最大储存数 SpriteBatchNode* batchNode = SpriteBatchNode::create(pic_RESOURE_PATH + "white_small.jpg", 50); //小键盘 batchNode->setAnchorPoint(Point(0, 0)); batchNode->setPosition( Point( leftSize.width*SCALE + LEFT_INTERVAL, visibleSize.height - volumeSize.height - ABOVE_INTERVAL )); this->addChild(batchNode); for(int i = 0; i<PIANO_KEY; i++) //小键盘 { Sprite* whiteSmall = Sprite::createWithTexture(batchNode->getTexture(), Rect(0, 0, 34, 57)); whiteSmall->setScale(SCALE); whiteSmall->setAnchorPoint(Point(0, 0)); smallSize = whiteSmall->getContentSize(); whiteSmall->setPosition(Point(i*smallSize.width*SCALE,0)); batchNode->addChild(whiteSmall, 2); } selectBack = Sprite::create(pic_RESOURE_PATH + "selectBack.png"); backSize = selectBack->getContentSize(); selectBack->setPosition( Point( leftSize.width*SCALE + LEFT_INTERVAL + smallSize.width*SCALE*7 + backSize.width/2, visibleSize.height - volumeSize.height - 37 )); this->addChild(selectBack, 4); float width = PIANO_KEY*smallSize.width*SCALE - backSize.width; //总长 percent = (selectBack->getPosition().x - backSize.width/2 - leftSize.width*SCALE - LEFT_INTERVAL) / width; float positionX = -percent*WHITE_INTERVAL*13; // for(int i=0; i<PIANO_KEY; i++) { Sprite* white = Sprite::create(pic_RESOURE_PATH + "white.png"); white->setScale(1.12); white->setAnchorPoint(Point(0, 0)); white->setPosition(Point(positionX + i*WHITE_INTERVAL, 0)); string tempNumber = StringUtils::format("%d", i); whiteSize = white->getContentSize(); piano.insert(pair<string,Sprite*>(tempNumber, white)); } for(int i = PIANO_KEY,j=0;i<38; i++) { Sprite* black = Sprite::create(pic_RESOURE_PATH + "black.png"); black->setScale(1.12); black->setAnchorPoint(Point(0.5, 0)); blackSize = black->getContentSize(); black->setPosition(Point(positionX + (i-21+j)*WHITE_INTERVAL, (whiteSize.height - blackSize.height)*1.12)); string tempNumber = StringUtils::format("%d", i); if((i-21)%5==0||(i-21)==2||(i-21)==7||(i-21)==12) { j++; } piano_black.insert(pair<string,Sprite*>(tempNumber, black)); } map<string, Sprite*>::iterator iter; for(iter=piano.begin(); iter != piano.end();iter++) { this->addChild(iter->second, 5); } for(iter=piano_black.begin(); iter != piano_black.end(); iter++) { this->addChild(iter->second, 6); } for(int i = PIANO_KEY,j = 0; i<38; i++) { Sprite* blackSmall; float positionX; if(i==37) { blackSmall = Sprite::create(pic_RESOURE_PATH + "black_small_half.jpg"); Size size = blackSmall->getContentSize(); positionX = leftSize.width*SCALE + LEFT_INTERVAL + (i-21+j)*smallSize.width*SCALE-size.width/2; }else { blackSmall = Sprite::create(pic_RESOURE_PATH + "black_small.jpg"); positionX = leftSize.width*SCALE + LEFT_INTERVAL + (i-21+j)*smallSize.width*SCALE; } blackSmall->setScale(SCALE); blackSmall->setAnchorPoint(Point(0.5, 0)); blackSmall->setPosition(Point( positionX, visibleSize.height - volumeSize.height - ABOVE_INTERVAL + smallSize.height*SCALE/2)); if((i-21)%5==0||(i-21)==2||(i-21)==7||(i-21)==12) { j++; } this->addChild(blackSmall, 2); } //设置定时回调指定方法干活 auto director = Director::getInstance(); schedRound = director->getScheduler(); //创建退出单点触摸监听 EventListenerTouchOneByOne* listenerExit = EventListenerTouchOneByOne::create(); //开始触摸时回调onTouchBegan方法 listenerExit->onTouchBegan = CC_CALLBACK_2(PianoLayer::onTouchExitBegan, this); //添加到监听器 _eventDispatcher->addEventListenerWithSceneGraphPriority(listenerExit, exit); //创建乐器单点触摸监听 EventListenerTouchOneByOne* listenerSelect = EventListenerTouchOneByOne::create(); listenerSelect->setSwallowTouches(true); //开始触摸时回调onTouchBegan方法 listenerSelect->onTouchBegan = CC_CALLBACK_2(PianoLayer::onTouchBegan, this); listenerSelect->onTouchEnded = CC_CALLBACK_2(PianoLayer::onTouchEnded, this); //添加到监听器 _eventDispatcher->addEventListenerWithSceneGraphPriority(listenerSelect, instrument); //创建左箭头单点触摸监听 EventListenerTouchOneByOne* listenerLeft = EventListenerTouchOneByOne::create(); listenerLeft->setSwallowTouches(true); //开始触摸时回调onTouchBegan方法 listenerLeft->onTouchBegan = CC_CALLBACK_2(PianoLayer::onTouchLeftBegan, this); listenerLeft->onTouchEnded = CC_CALLBACK_2(PianoLayer::onTouchLeftEnded, this); //添加到监听器 _eventDispatcher->addEventListenerWithSceneGraphPriority(listenerLeft, left); //创建右箭头单点触摸监听 EventListenerTouchOneByOne* listenerRight= EventListenerTouchOneByOne::create(); listenerRight->setSwallowTouches(true); //开始触摸时回调onTouchBegan方法 listenerRight->onTouchBegan = CC_CALLBACK_2(PianoLayer::onTouchRightBegan, this); listenerRight->onTouchEnded = CC_CALLBACK_2(PianoLayer::onTouchRightEnded, this); //添加到监听器 _eventDispatcher->addEventListenerWithSceneGraphPriority(listenerRight, right); //创建单点触摸监听 EventListenerTouchOneByOne* listenerBack = EventListenerTouchOneByOne::create(); //设置下传触摸 listenerBack->setSwallowTouches(true); //开始触摸时回调onTouchBegan方法 listenerBack->onTouchBegan = CC_CALLBACK_2(PianoLayer::onTouchSelectBegan, this); listenerBack->onTouchMoved = CC_CALLBACK_2(PianoLayer::onTouchSelectMoved, this); //添加到监听器 _eventDispatcher->addEventListenerWithSceneGraphPriority(listenerBack, selectBack); //---------------------------------单点触控,用于选择钢琴键----------------------------- //创建单点触摸监听 EventListenerTouchOneByOne* listener = EventListenerTouchOneByOne::create(); //开始触摸时回调onTouchBegan方法 listener->onTouchBegan = CC_CALLBACK_2(PianoLayer::onMyTouchBegan, this); _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this); //---------------------------------多点触控,用于点击钢琴键------------------------------ //创建一个多点触摸监听 auto listenerTouch = EventListenerTouchAllAtOnce::create(); //开始触摸时回调onTouchBegan方法 listenerTouch->onTouchesBegan = CC_CALLBACK_2(PianoLayer::onMyTouchesBegan, this); //触摸移动时回调onTouchMoved方法 listenerTouch->onTouchesMoved = CC_CALLBACK_2(PianoLayer::onMyTouchesMoved, this); //触摸结束时回调onTouchEnded方法 listenerTouch->onTouchesEnded = CC_CALLBACK_2(PianoLayer::onMyTouchesEnded, this); //添加到监听器 _eventDispatcher->addEventListenerWithSceneGraphPriority(listenerTouch, this); return true; }
bool HelpLayer::init() { //调用父类的初始化 if ( !Layer::init()) { return false; } MenuItemImage* backItem = MenuItemImage::create ( PIC_PATH+std::string("choose_game_exit_btn.png"), PIC_PATH+std::string("choose_game_exit_btn.png"), CC_CALLBACK_0(HelpLayer::goBack, this) ); backItem->setPosition(Point(40,510)); //创建菜单对象 auto backMenu = Menu::create(backItem, NULL); //设置菜单位置 backMenu->setPosition(Point::ZERO); //将菜单添加到布景中 this->addChild(backMenu,5); bgSprite = Sprite::create(PIC_PATH+std::string("background.png")); //设置精灵对象的位置 bgSprite->setPosition(Point(480,270)); //将精灵添加到布景中 this->addChild(bgSprite,2); for(int i=0;i<5;i++) { spIntro[i] = Sprite::create((PIC_PATH+StringUtils::format("help%d.png",i)).c_str());//创建显示精灵 spIntro[i]->setAnchorPoint(Point(0,0)); spIntro[i]->setPosition(160+i*960,90); TBGPoint[i] = spIntro[i]->getPosition(); this->addChild(spIntro[i],3); } for(int i=0;i<5;i++) { if(currIntroIndex==i) { bSprite[i]=Sprite::create(PIC_PATH+std::string("white.png")); }else { bSprite[i]=Sprite::create(PIC_PATH+std::string("black.png")); } bSprite[i]->setPosition(Point(300+i*90,60)); this->addChild(bSprite[i],3); } //创建一个单点触摸监听 EventListenerTouchOneByOne* listenerTouch = EventListenerTouchOneByOne::create(); //设置下传触摸 listenerTouch->setSwallowTouches(true); //开始触摸时回调onTouchBegan方法 listenerTouch->onTouchBegan = CC_CALLBACK_2(HelpLayer::onMyTouchBegan, this); //开始触摸时回调onTouchMoved方法 listenerTouch->onTouchMoved = CC_CALLBACK_2(HelpLayer::onMyTouchMoved, this); //触摸结束时回调onTouchEnded方法 listenerTouch->onTouchEnded = CC_CALLBACK_2(HelpLayer::onMyTouchEnded, this); //添加到监听器 _eventDispatcher->addEventListenerWithSceneGraphPriority(listenerTouch,this); return true; }
bool NewGameScene_japan::init() { if (!Layer::init()){ return false; } //this->schedule(schedule_selector(TollgateScene::logic)); Size visibleSize = Director::getInstance()->getVisibleSize(); Vec2 origin = Director::getInstance()->getVisibleOrigin(); //set up the border // position the label on the center of the screen auto label = Label::createWithTTF("Japan Mission!", "fonts/Marker Felt.ttf", 24); label->setPosition(Vec2(origin.x + visibleSize.width / 2, label->getContentSize().height/2)); // add the label as a child to this layer this->addChild(label, 6); //menu auto menu_item_1 = MenuItemImage::create("Menu/menu.png","Menu/menu_1.png", CC_CALLBACK_1(NewGameScene_japan::GoBack, this)); menu_item_1->setScale(0.8); //menu_item_1->setPosition(Vec2(visibleSize.width - menu_item_1->getContentSize().width - borderWidth/2, // menu_item_1->getContentSize().height / 2)); menu_item_1->setPosition(Vec2(origin.x + visibleSize.width - menu_item_1->getContentSize().width / 2, origin.y + menu_item_1->getContentSize().height / 2)); ////background auto bg_sprite_1 = Sprite::create("japan/Nihon1.png"); if (visibleSize.width / bg_sprite_1->getContentSize().width >= visibleSize.height / bg_sprite_1->getContentSize().height) bg_sprite_1->setScale(bg_scale = visibleSize.height / bg_sprite_1->getContentSize().height); else bg_sprite_1->setScale(bg_scale = visibleSize.width / bg_sprite_1->getContentSize().width); bg_sprite_1->setPosition(Point(visibleSize.width / 2, visibleSize.height/2)); bg_origin = Vec2(bg_sprite_1->getBoundingBox().getMinX(), bg_sprite_1->getBoundingBox().getMinY()); bg_size = Vec2(bg_sprite_1->getBoundingBox().size); // bg_sprite_1->setScale(0.8); // position the sprite on the center of the screen auto Move_Down_1 = MoveTo::create(100, Point(bg_size.width / 2 + bg_origin.x, -bg_size.height / 2)); // auto action_1 = RepeatForever::create(Move_Down_1); bg_sprite_1->runAction(Move_Down_1); // add the sprite as a child to this layer this->addChild(bg_sprite_1, 4); auto bg_sprite_2 = Sprite::create("japan/Nihon2.png"); // bg_sprite_2->setScale(0.5); // position the sprite on the center of the screen bg_sprite_2->setScale(bg_scale); bg_sprite_2->setPosition(Point(bg_size.width / 2 + bg_origin.x, bg_size.height / 2 + bg_origin.y)); auto Move_Down_2 = MoveTo::create(300, Point(bg_size.width / 2 + bg_origin.x, -bg_size.height / 2)); // auto action_2 = RepeatForever::create(Move_Down_2); bg_sprite_2->runAction(Move_Down_2); // add the sprite as a child to this layer this->addChild(bg_sprite_2, 3); auto bg_sprite_3 = Sprite::create("japan/Nihon3.png"); // position the sprite on the center of the screen bg_sprite_3->setScale(bg_scale); bg_sprite_3->setPosition(Point(bg_size.width / 2 + bg_origin.x, bg_size.height / 2 + bg_origin.y)); auto Move_Down_3 = MoveTo::create(500, Point(bg_size.width / 2 + bg_origin.x, -bg_size.height / 2)); // auto action_3 = RepeatForever::create(Move_Down_3); bg_sprite_3->runAction(Move_Down_3); // add the sprite as a child to this layer this->addChild(bg_sprite_3, 2); auto bg_sprite_4 = Sprite::create("japan/Nihon4.png"); // position the sprite on the center of the screen bg_sprite_4->setScale(bg_scale); bg_sprite_4->setPosition(Point(bg_size.width / 2 + bg_origin.x, bg_size.height / 2 + bg_origin.y)); bg_sprite_4->setTag(1); // add the sprite as a child to this layer this->addChild(bg_sprite_4, 1); // HP label auto labelHp = Label::createWithSystemFont(StringUtils::format("Hp: %d", HP), "fonts/Marker Felt.ttf", 40); labelHp->setColor(Color3B::RED); labelHp->setPosition(Vec2(origin.x + visibleSize.width / 2, origin.y + visibleSize.height - label->getContentSize().height)); labelHp->setTag(110); this->addChild(labelHp, 2); //height label score = 0; auto labelHeight = Label::createWithSystemFont(StringUtils::format("%d", score), "fonts/Marker Felt.ttf", 40); labelHeight->setColor(Color3B::RED); labelHeight->setPosition(Vec2(bg_origin.x + bg_size.width / 2, bg_origin.y + bg_size.height - labelHp->getContentSize().height - labelHeight->getContentSize().height)); labelHeight->setTag(111); this->addChild(labelHeight, 2); //boarder { auto border1 = Sprite::create("japan/border_j.png"); auto border3 = Sprite::create("japan/border_j.png"); auto border2 = Sprite::create("japan/border_j_2.png"); auto border4 = Sprite::create("japan/border_j_2.png"); border1->setScale(bg_scale); border3->setScale(bg_scale); border2->setScale(bg_scale); border4->setScale(bg_scale); borderWidth = border1->getBoundingBox().size.width; border1->setPosition(Point(bg_origin.x + borderWidth / 2, bg_origin.y + bg_size.height / 2)); this->addChild(border1, 10, Scene_Tag::border1); border3->setPosition(Point(bg_origin.x + borderWidth / 2, bg_origin.y + bg_size.height *3 / 2)); this->addChild(border3, 10, Scene_Tag::border3); border2->setPosition(Point(bg_origin.x + bg_size.width - borderWidth / 2, bg_origin.y + bg_size.height / 2)); this->addChild(border2, 10, Scene_Tag::border2); border4->setPosition(Point(bg_origin.x + bg_size.width - borderWidth / 2, bg_origin.y + bg_size.height *3 / 2)); this->addChild(border4, 10, Scene_Tag::border4); } //player m_player = Player::create(); m_player->setScale(bg_scale); m_player->playerWidth *= bg_scale; /* m_player->allframe.clear(); for (int i = 1; i < 6; i++){ auto sf = SpriteFrame::create(StringUtils::format("run/run_left%d.png", i), Rect(0, 0, m_player->playerWidth, m_player->playerWidth)); m_player->allframe.pushBack(sf); } */ //m_player->spPlayer->setPosition(Point(bg_origin.x + borderWidth + m_player->playerWidth / 2, bg_origin.y + bg_size.height * 0.16f)); //m_player->setTag(0); m_player->setPosition(Point(bg_origin.x + borderWidth + m_player->playerWidth / 2, bg_origin.y + bg_size.height * 0.16f)); this->addChild(m_player, 11, 0); //skill button auto abilityButtonItem = MenuItemImage::create( "bang.png", "bang.png", CC_CALLBACK_1(NewGameScene_japan::playerAbility_Teleportation, this) ); abilityButtonItem->setScale(bg_scale); abilityButtonItem->setPosition(bg_origin + abilityButtonItem->getBoundingBox().size/2); //abilityButtonItem->setTag(112); // create menu, it's an autorelease object auto *menu = Menu::create(menu_item_1, abilityButtonItem, NULL); menu->setPosition(Point(0, 0)); //menu->setColor(Color3B::BLUE); this->addChild(menu, 20); //=================== EventListenerTouchOneByOne * event = EventListenerTouchOneByOne::create(); event->setSwallowTouches(true); event->onTouchBegan = CC_CALLBACK_2(NewGameScene_japan::onTouchBegan, this); event->onTouchMoved = CC_CALLBACK_2(NewGameScene_japan::onTouchMoved, this); event->onTouchEnded = CC_CALLBACK_2(NewGameScene_japan::onTouchEnded, this); event->onTouchCancelled = CC_CALLBACK_2(NewGameScene_japan::onTouchCancelled, this); _eventDispatcher->addEventListenerWithSceneGraphPriority(event, this); // enemyLeftRightDis = -1; //Enemy this->schedule(schedule_selector(NewGameScene_japan::logic)); // borderSpeed; this->schedule(schedule_selector(NewGameScene_japan::moveEnemyRoof)); // same as borderSpeed this->schedule(schedule_selector(NewGameScene_japan::moveEnemyFallen)); this->schedule(schedule_selector(NewGameScene_japan::moveStar)); this->schedule(schedule_selector(NewGameScene_japan::moveEnemyLeft)); this->schedule(schedule_selector(NewGameScene_japan::moveEnemyRight)); this->schedule(schedule_selector(NewGameScene_japan::newEnemy),1.5); //http://www.hawstein.com/posts/ctci-solutions-contents.html this->scheduleUpdate(); return true; }
// on "init" you need to initialize your instance bool GameScene::init() { ////////////////////////////// // 1. super init first if ( !Layer::init() ) { return false; } srand(time(NULL)); Vec2 size = Director::getInstance()->getVisibleSize(); mV = 0; // 创建背景 auto BackgroundSprite = Sprite::create("background.jpg"); BackgroundSprite->setAnchorPoint(Vec2(0, 0)); BackgroundSprite->setPosition(Vec2(0, 0)); addChild(BackgroundSprite); // 记分板 auto SwordSprite = Sprite::createWithSpriteFrameName("knife3.png"); SwordSprite->setAnchorPoint(Vec2::ZERO); SwordSprite->setPosition(Vec2(size.x-155, size.y-118)); SwordSprite->setScale(0.4, 0.18); addChild(SwordSprite); auto xSprite = Sprite::createWithSpriteFrameName("x.png"); xSprite->setAnchorPoint(Vec2::ZERO); xSprite->setPosition(Vec2(size.x-115, size.y-95)); xSprite->setScale(0.7); addChild(xSprite); Score::getInstance()->reset(); displayScore(); // 添加主角人物 auto PersonSprite = Sprite::createWithSpriteFrameName("person.png"); PersonSprite->setAnchorPoint(Vec2(0, 0)); PersonSprite->setPosition(Vec2(20, 30)); PersonSprite->setScale(0.7); addChild(PersonSprite); // 添加脸部 mFaceSprite = Sprite::createWithSpriteFrameName("face1.png"); mFaceSprite->setAnchorPoint(Vect::ZERO); mFaceSprite->setPosition(Vect(73, 546)); mFaceSprite->setScale(0.7); addChild(mFaceSprite); mFaceAnimationSucc.pushBack(SpriteFrameCache::getInstance()->getSpriteFrameByName("face3.png")); mFaceAnimationSucc.pushBack(SpriteFrameCache::getInstance()->getSpriteFrameByName("face1.png")); mFaceAnimationFail.pushBack(SpriteFrameCache::getInstance()->getSpriteFrameByName("face4.png")); mFaceAnimationFail.pushBack(SpriteFrameCache::getInstance()->getSpriteFrameByName("face1.png")); mFaceAnimationMiss.pushBack(SpriteFrameCache::getInstance()->getSpriteFrameByName("face2.png")); mFaceAnimationMiss.pushBack(SpriteFrameCache::getInstance()->getSpriteFrameByName("face1.png")); // 添加手部 mHandSprite = Sprite::createWithSpriteFrameName("hand1.png"); mHandSprite->setAnchorPoint(Vec2(0,0)); mHandSprite->setScale(0.7); mHandSprite->setPosition(Vec2(365,511)); addChild(mHandSprite); mHandAnimations.pushBack(SpriteFrameCache::getInstance()->getSpriteFrameByName("hand1.png")); mHandAnimations.pushBack(SpriteFrameCache::getInstance()->getSpriteFrameByName("hand2.png")); mHandAnimations.pushBack(SpriteFrameCache::getInstance()->getSpriteFrameByName("hand4.png")); mHandAnimations.pushBack(SpriteFrameCache::getInstance()->getSpriteFrameByName("hand1.png")); EventListenerTouchOneByOne *listener = EventListenerTouchOneByOne::create(); listener->onTouchBegan = CC_CALLBACK_2(GameScene::onTouchBegan,this); listener->onTouchEnded = CC_CALLBACK_2(GameScene::onTouchEnded,this); listener->setSwallowTouches(true); Director::getInstance()->getEventDispatcher()-> addEventListenerWithSceneGraphPriority(listener,this); // 刀子测试 //sword->setPosition(Vec2(420, orign.y)); mKnife = createKnife(); addChild(mKnife->getKnife()); /* 663.365173 ng 474.713837 ok 429.050385 */ MusicButton *mb = MusicButton::getInstance(); addChild(mb->getStopSprite(),7); addChild(mb->getStartSprite(),7); this->schedule(schedule_selector(GameScene::downSword), 0.05); return true; }