mirror of https://github.com/axmolengine/axmol.git
128 lines
4.5 KiB
C++
128 lines
4.5 KiB
C++
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/****************************************************************************
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "HelloWorldScene.h"
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USING_NS_CC;
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// Print useful error message instead of segfaulting when files are not there.
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static void problemLoading(const char* filename)
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{
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printf("Error while loading: %s\n", filename);
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printf("Depending on how you compiled you might have to add 'Resources/' in front of filenames in HelloWorldScene.cpp\n");
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}
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// on "init" you need to initialize your instance
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bool HelloWorld::init()
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{
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//////////////////////////////
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// 1. super init first
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if ( !Scene::init() )
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{
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return false;
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}
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auto visibleSize = Director::getInstance()->getVisibleSize();
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Vec2 origin = Director::getInstance()->getVisibleOrigin();
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/////////////////////////////
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// 2. add a menu item with "X" image, which is clicked to quit the program
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// you may modify it.
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// add a "close" icon to exit the progress. it's an autorelease object
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auto closeItem = MenuItemImage::create(
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"CloseNormal.png",
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"CloseSelected.png",
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CC_CALLBACK_1(HelloWorld::menuCloseCallback, this));
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if (closeItem == nullptr ||
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closeItem->getContentSize().width <= 0 ||
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closeItem->getContentSize().height <= 0)
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{
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problemLoading("'CloseNormal.png' and 'CloseSelected.png'");
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}
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else
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{
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float x = origin.x + visibleSize.width - closeItem->getContentSize().width/2;
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float y = origin.y + closeItem->getContentSize().height/2;
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closeItem->setPosition(Vec2(x,y));
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}
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// create menu, it's an autorelease object
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auto menu = Menu::create(closeItem, NULL);
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menu->setPosition(Vec2::ZERO);
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this->addChild(menu, 1);
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/////////////////////////////
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// 3. add your codes below...
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// add a label shows "Hello World"
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// create and initialize a label
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auto label = Label::createWithTTF("Hello World", "fonts/Marker Felt.ttf", 24);
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if (label == nullptr)
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{
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problemLoading("'fonts/Marker Felt.ttf'");
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}
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else
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{
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// position the label on the center of the screen
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label->setPosition(Vec2(origin.x + visibleSize.width/2,
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origin.y + visibleSize.height - label->getContentSize().height));
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// add the label as a child to this layer
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this->addChild(label, 1);
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}
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// add "HelloWorld" splash screen"
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auto sprite = Sprite::create("HelloWorld.png");
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if (sprite == nullptr)
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{
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problemLoading("'HelloWorld.png'");
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}
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else
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{
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// position the sprite on the center of the screen
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sprite->setPosition(Vec2(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y));
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// add the sprite as a child to this layer
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this->addChild(sprite, 0);
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}
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return true;
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}
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void HelloWorld::menuCloseCallback(Ref* pSender)
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{
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//Close the cocos2d-x game scene and quit the application
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Director::getInstance()->end();
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/*To navigate back to native iOS screen(if present) without quitting the application ,do not use Director::getInstance()->end() as given above,instead trigger a custom event created in RootViewController.mm as below*/
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//EventCustom customEndEvent("game_scene_close_event");
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//_eventDispatcher->dispatchEvent(&customEndEvent);
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}
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