axmol/samples/Lua/HelloLua/Resources/hello.lua

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require "Cocos2d"
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-- cclog
cclog = function(...)
print(string.format(...))
end
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-- for CCLuaEngine traceback
function __G__TRACKBACK__(msg)
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cclog("----------------------------------------")
cclog("LUA ERROR: " .. tostring(msg) .. "\n")
cclog(debug.traceback())
cclog("----------------------------------------")
end
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local function main()
-- avoid memory leak
collectgarbage("setpause", 100)
collectgarbage("setstepmul", 5000)
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require "hello2"
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cclog("result is " .. myadd(1, 1))
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---------------
local visibleSize = cc.Director:getInstance():getVisibleSize()
local origin = cc.Director:getInstance():getVisibleOrigin()
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-- add the moving dog
local function creatDog()
local frameWidth = 105
local frameHeight = 95
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-- create dog animate
local textureDog = cc.TextureCache:getInstance():addImage("dog.png")
local rect = cc.rect(0, 0, frameWidth, frameHeight)
local frame0 = cc.SpriteFrame:createWithTexture(textureDog, rect)
rect = cc.rect(frameWidth, 0, frameWidth, frameHeight)
local frame1 = cc.SpriteFrame:createWithTexture(textureDog, rect)
local spriteDog = cc.Sprite:createWithSpriteFrame(frame0)
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spriteDog.isPaused = false
spriteDog:setPosition(origin.x, origin.y + visibleSize.height / 4 * 3)
--[[
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local animFrames = CCArray:create()
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animFrames:addObject(frame0)
animFrames:addObject(frame1)
]]--
local animation = cc.Animation:createWithSpriteFrames({frame0,frame1}, 0.5)
local animate = cc.Animate:create(animation);
spriteDog:runAction(cc.RepeatForever:create(animate))
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-- moving dog at every frame
local function tick()
if spriteDog.isPaused then return end
local x, y = spriteDog:getPosition()
if x > origin.x + visibleSize.width then
x = origin.x
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else
x = x + 1
end
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spriteDog:setPositionX(x)
end
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cc.Director:getInstance():getScheduler():scheduleScriptFunc(tick, 0, false)
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return spriteDog
end
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-- create farm
local function createLayerFarm()
local layerFarm = cc.Layer:create()
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-- add in farm background
local bg = cc.Sprite:create("farm.jpg")
bg:setPosition(origin.x + visibleSize.width / 2 + 80, origin.y + visibleSize.height / 2)
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layerFarm:addChild(bg)
-- add land sprite
for i = 0, 3 do
for j = 0, 1 do
local spriteLand = cc.Sprite:create("land.png")
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spriteLand:setPosition(200 + j * 180 - i % 2 * 90, 10 + i * 95 / 2)
layerFarm:addChild(spriteLand)
end
end
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-- add crop
local frameCrop = cc.SpriteFrame:create("crop.png", cc.rect(0, 0, 105, 95))
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for i = 0, 3 do
for j = 0, 1 do
local spriteCrop = cc.Sprite:createWithSpriteFrame(frameCrop);
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spriteCrop:setPosition(10 + 200 + j * 180 - i % 2 * 90, 30 + 10 + i * 95 / 2)
layerFarm:addChild(spriteCrop)
end
end
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-- add moving dog
local spriteDog = creatDog()
layerFarm:addChild(spriteDog)
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-- handing touch events
local touchBeginPoint = nil
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local function onTouchBegan(x, y)
cclog("onTouchBegan: %0.2f, %0.2f", x, y)
touchBeginPoint = {x = x, y = y}
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spriteDog.isPaused = true
-- CCTOUCHBEGAN event must return true
return true
end
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local function onTouchMoved(x, y)
cclog("onTouchMoved: %0.2f, %0.2f", x, y)
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if touchBeginPoint then
local cx, cy = layerFarm:getPosition()
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layerFarm:setPosition(cx + x - touchBeginPoint.x,
cy + y - touchBeginPoint.y)
touchBeginPoint = {x = x, y = y}
end
end
local function onTouchEnded(x, y)
cclog("onTouchEnded: %0.2f, %0.2f", x, y)
touchBeginPoint = nil
spriteDog.isPaused = false
end
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local function onTouch(eventType, x, y)
if eventType == "began" then
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return onTouchBegan(x, y)
elseif eventType == "moved" then
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return onTouchMoved(x, y)
else
return onTouchEnded(x, y)
end
end
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layerFarm:registerScriptTouchHandler(onTouch)
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layerFarm:setTouchEnabled(true)
return layerFarm
end
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-- create menu
local function createLayerMenu()
local layerMenu = cc.Layer:create()
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local menuPopup, menuTools, effectID
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local function menuCallbackClosePopup()
-- stop test sound effect
cc.SimpleAudioEngine:getInstance():stopEffect(effectID)
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menuPopup:setVisible(false)
end
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local function menuCallbackOpenPopup()
-- loop test sound effect
local effectPath = cc.FileUtils:getInstance():fullPathForFilename("effect1.wav")
effectID = cc.SimpleAudioEngine:getInstance():playEffect(effectPath)
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menuPopup:setVisible(true)
end
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-- add a popup menu
local menuPopupItem = cc.MenuItemImage:create("menu2.png", "menu2.png")
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menuPopupItem:setPosition(0, 0)
menuPopupItem:registerScriptTapHandler(menuCallbackClosePopup)
menuPopup = cc.Menu:create(menuPopupItem)
menuPopup:setPosition(origin.x + visibleSize.width / 2, origin.y + visibleSize.height / 2)
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menuPopup:setVisible(false)
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layerMenu:addChild(menuPopup)
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-- add the left-bottom "tools" menu to invoke menuPopup
local menuToolsItem = cc.MenuItemImage:create("menu1.png", "menu1.png")
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menuToolsItem:setPosition(0, 0)
menuToolsItem:registerScriptTapHandler(menuCallbackOpenPopup)
menuTools = cc.Menu:create(menuToolsItem)
local itemWidth = menuToolsItem:getContentSize().width
local itemHeight = menuToolsItem:getContentSize().height
menuTools:setPosition(origin.x + itemWidth/2, origin.y + itemHeight/2)
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layerMenu:addChild(menuTools)
return layerMenu
end
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-- play background music, preload effect
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-- uncomment below for the BlackBerry version
-- local bgMusicPath = CCFileUtils:getInstance():fullPathForFilename("background.ogg")
local bgMusicPath = cc.FileUtils:getInstance():fullPathForFilename("background.mp3")
cc.SimpleAudioEngine:getInstance():playMusic(bgMusicPath, true)
local effectPath = cc.FileUtils:getInstance():fullPathForFilename("effect1.wav")
cc.SimpleAudioEngine:getInstance():preloadEffect(effectPath)
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-- run
local sceneGame = cc.Scene:create()
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sceneGame:addChild(createLayerFarm())
sceneGame:addChild(createLayerMenu())
cc.Director:getInstance():runWithScene(sceneGame)
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end
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xpcall(main, __G__TRACKBACK__)