axmol/template/msvc/CCAppWiz.win32/Templates/1033/Resource/hello.lua

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Lua
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-- create scene & layer
layerFarm = cocos2d.CCLayer:node()
layerFarm:setIsTouchEnabled(true)
layerMenu = cocos2d.CCLayer:node()
sceneGame = cocos2d.CCScene:node()
sceneGame:addChild(layerFarm)
sceneGame:addChild(layerMenu)
winSize = cocos2d.CCDirector:sharedDirector():getWinSize()
-- add in farm background
spriteFarm = cocos2d.CCSprite:spriteWithFile("farm.jpg")
spriteFarm:setPosition(cocos2d.CCPoint(winSize.width/2 + 80, winSize.height/2))
layerFarm:addChild(spriteFarm)
-- touch handers
pointBegin = nil
function btnTouchMove(e)
cocos2d.CCLuaLog("btnTouchMove")
if pointBegin ~= nil then
local v = e[1]
local pointMove = v:locationInView(v:view())
pointMove = cocos2d.CCDirector:sharedDirector():convertToGL(pointMove)
local positionCurrent = layerFarm.__CCNode__:getPosition()
layerFarm.__CCNode__:setPosition(cocos2d.CCPoint(positionCurrent.x + pointMove.x - pointBegin.x, positionCurrent.y + pointMove.y - pointBegin.y))
pointBegin = pointMove
end
end
function btnTouchBegin(e)
for k,v in ipairs(e) do
pointBegin = v:locationInView(v:view())
pointBegin = cocos2d.CCDirector:sharedDirector():convertToGL(pointBegin)
cocos2d.CCLuaLog("btnTouchBegin, x= %d, y = %d", pointBegin.x, pointBegin.y)
end
end
function btnTouchEnd(e)
cocos2d.CCLuaLog("btnTouchEnd")
touchStart = nil
end
-- regiester touch handlers
layerFarm.__CCTouchDelegate__:registerScriptTouchHandler(cocos2d.CCTOUCHBEGAN, "btnTouchBegin")
layerFarm.__CCTouchDelegate__:registerScriptTouchHandler(cocos2d.CCTOUCHMOVED, "btnTouchMove")
layerFarm.__CCTouchDelegate__:registerScriptTouchHandler(cocos2d.CCTOUCHENDED, "btnTouchEnd")
-- add land sprite
for i=0,3,1 do
for j=0,1,1 do
spriteLand = cocos2d.CCSprite:spriteWithFile("land.png")
layerFarm:addChild(spriteLand)
spriteLand:setPosition(cocos2d.CCPoint(200+j*180 - i%2*90, 10+i*95/2))
end
end
-- add crop
for i=0,3,1 do
for j=0,1,1 do
textureCrop = cocos2d.CCTextureCache:sharedTextureCache():addImage("crop.png")
frameCrop = cocos2d.CCSpriteFrame:frameWithTexture(textureCrop, cocos2d.CCRectMake(0, 0, 105, 95))
spriteCrop = cocos2d.CCSprite:spriteWithSpriteFrame(frameCrop);
layerFarm:addChild(spriteCrop)
spriteCrop:setPosition(cocos2d.CCPoint(10+200+j*180 - i%2*90, 30+10+i*95/2))
end
end
-- add the moving dog
FrameWidth = 105
FrameHeight = 95
textureDog = cocos2d.CCTextureCache:sharedTextureCache():addImage("dog.png")
frame0 = cocos2d.CCSpriteFrame:frameWithTexture(textureDog, cocos2d.CCRectMake(0, 0, FrameWidth, FrameHeight))
frame1 = cocos2d.CCSpriteFrame:frameWithTexture(textureDog, cocos2d.CCRectMake(FrameWidth*1, 0, FrameWidth, FrameHeight))
spriteDog = cocos2d.CCSprite:spriteWithSpriteFrame(frame0)
spriteDog:setPosition(cocos2d.CCPoint(0, winSize.height/4*3))
layerFarm:addChild(spriteDog)
animFrames = cocos2d.CCMutableArray_CCSpriteFrame__:new(2)
animFrames:addObject(frame0)
animFrames:addObject(frame1)
animation = cocos2d.CCAnimation:animationWithName("wait", 0.5, animFrames)
animate = cocos2d.CCAnimate:actionWithAnimation(animation, false);
spriteDog:runAction(cocos2d.CCRepeatForever:actionWithAction(animate))
-- add a popup menu
function menuCallbackClosePopup()
menuPopup:setIsVisible(false)
end
menuPopupItem = cocos2d.CCMenuItemImage:itemFromNormalImage("menu2.png", "menu2.png")
menuPopupItem:setPosition( cocos2d.CCPoint(0, 0) )
menuPopupItem:registerScriptHandler("menuCallbackClosePopup")
menuPopup = cocos2d.CCMenu:menuWithItem(menuPopupItem)
menuPopup:setPosition( cocos2d.CCPoint(winSize.width/2, winSize.height/2) )
menuPopup:setIsVisible(false)
layerMenu:addChild(menuPopup)
-- add the left-bottom "tools" menu to invoke menuPopup
function menuCallbackOpenPopup()
menuPopup:setIsVisible(true)
end
menuToolsItem = cocos2d.CCMenuItemImage:itemFromNormalImage("menu1.png","menu1.png")
menuToolsItem:setPosition( cocos2d.CCPoint(0, 0) )
menuToolsItem:registerScriptHandler("menuCallbackOpenPopup")
menuTools = cocos2d.CCMenu:menuWithItem(menuToolsItem)
menuTools:setPosition( cocos2d.CCPoint(30, 40) )
layerMenu:addChild(menuTools)
function tick()
point = spriteDog:getPosition();
if point.x > winSize.width then
point.x = 0
spriteDog:setPosition(point)
else
point.x = point.x + 1
spriteDog:setPosition(point)
end
end
cocos2d.CCScheduler:sharedScheduler():scheduleScriptFunc("tick", 0.01, false)
-- run
cocos2d.CCDirector:sharedDirector():runWithScene(sceneGame)