fix all xcode4 templates before version release.

1. modify version description in install-teampltes-xcode.sh
2. replace the deprecated methods in box2d/HelloWorldScene.cpp
3. fix the error usage in hello.lua
4. add effect & BGM in HelloLua
5. update baisc cocos2dx library file list
This commit is contained in:
Walzer 2011-08-17 12:13:13 +08:00
parent e338779fb8
commit 3b97f4d73a
4 changed files with 16 additions and 7 deletions

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@ -2,7 +2,7 @@
echo 'cocos2d-x template installer'
COCOS2D_VER='cocos2d-1.0.0-x-0.9.0'
COCOS2D_VER='cocos2d-1.0.1-x-0.9.1'
BASE_TEMPLATE_DIR="/Library/Application Support/Developer/Shared/Xcode"
BASE_TEMPLATE_USER_DIR="$HOME/Library/Application Support/Developer/Shared/Xcode"

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@ -83,7 +83,7 @@ HelloWorld::HelloWorld()
//Set up sprite
CCSpriteBatchNode *mgr = CCSpriteBatchNode::spriteSheetWithFile("blocks.png", 150);
CCSpriteBatchNode *mgr = CCSpriteBatchNode::batchNodeWithFile("blocks.png", 150);
addChild(mgr, 0, kTagSpriteManager);
addNewSpriteWithCoords( CCPointMake(screenSize.width/2, screenSize.height/2) );
@ -130,7 +130,8 @@ void HelloWorld::addNewSpriteWithCoords(CCPoint p)
//just randomly picking one of the images
int idx = (CCRANDOM_0_1() > .5 ? 0:1);
int idy = (CCRANDOM_0_1() > .5 ? 0:1);
CCSprite *sprite = sheet->createSpriteWithRect( CCRectMake(32 * idx,32 * idy,32,32));
CCSprite *sprite = CCSprite::spriteWithBatchNode(sheet, CCRectMake(32 * idx,32 * idy,32,32));
sheet->addChild(sprite);
sprite->setPosition( CCPointMake( p.x, p.y) );

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@ -0,0 +1 @@
aec1c0a8c8068377fddca5ddd32084d8c3c3c419

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@ -24,17 +24,17 @@ function btnTouchMove(e)
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))
local positionCurrent = layerFarm:getPosition()
layerFarm:setPosition(cocos2d.CCPoint(positionCurrent.x + pointMove.x - pointBegin.x, positionCurrent.y + pointMove.y - pointBegin.y))
pointBegin = pointMove
end
end
function btnTouchBegin(e)
cocos2d.CCLuaLog("btnTouchBegin")
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
@ -91,7 +91,7 @@ animFrames = cocos2d.CCMutableArray_CCSpriteFrame__:new(2)
animFrames:addObject(frame0)
animFrames:addObject(frame1)
animation = cocos2d.CCAnimation:animationWithName("wait", 0.5, animFrames)
animation = cocos2d.CCAnimation:animationWithFrames(animFrames, 0.5)
animate = cocos2d.CCAnimate:actionWithAnimation(animation, false);
spriteDog:runAction(cocos2d.CCRepeatForever:actionWithAction(animate))
@ -100,6 +100,8 @@ spriteDog:runAction(cocos2d.CCRepeatForever:actionWithAction(animate))
-- add a popup menu
function menuCallbackClosePopup()
-- stop test sound effect
CocosDenshion.SimpleAudioEngine:sharedEngine():stopEffect(effectID)
menuPopup:setIsVisible(false)
end
@ -114,6 +116,9 @@ layerMenu:addChild(menuPopup)
-- add the left-bottom "tools" menu to invoke menuPopup
function menuCallbackOpenPopup()
-- loop test sound effect
-- NOTE: effectID is global, so it can be used to stop
effectID = CocosDenshion.SimpleAudioEngine:sharedEngine():playEffect("effect1.wav")
menuPopup:setIsVisible(true)
end
@ -142,5 +147,7 @@ end
cocos2d.CCScheduler:sharedScheduler():scheduleScriptFunc("tick", 0.01, false)
-- run
-- play background music
CocosDenshion.SimpleAudioEngine:sharedEngine():playBackgroundMusic("background.mp3", true);
cocos2d.CCDirector:sharedDirector():runWithScene(sceneGame)