* update lua application template files

This commit is contained in:
YuLei Liao 2012-02-02 22:15:56 +08:00
parent 4dbc5997f0
commit 7ef0373c8b
2 changed files with 350 additions and 320 deletions

View File

@ -1,166 +1,180 @@
require "hello2"
cocos2d.CCLuaLog("result is " .. myadd(3, 5))
-- 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: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.CCScheduler:sharedScheduler():unscheduleScriptFunc("tick")
cocos2d.CCLuaLog("btnTouchBegin")
for k,v in ipairs(e) do
pointBegin = v:locationInView(v:view())
pointBegin = cocos2d.CCDirector:sharedDirector():convertToGL(pointBegin)
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)
animation = cocos2d.CCAnimation:animation()
animFrames = cocos2d.CCMutableArray_CCSpriteFrame__:new(2)
animFrames:addObject(frame0)
animFrames:addObject(frame1)
animation = cocos2d.CCAnimation:animationWithFrames(animFrames,0.5)
animate = cocos2d.CCAnimate:actionWithAnimation(animation, false);
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
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()
-- 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
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()
local 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
-- avoid memory leak
collectgarbage( "setpause", 100)
collectgarbage( "setstepmul", 5000)
collectgarbage("setpause", 100)
collectgarbage("setstepmul", 5000)
local cclog = function(...)
print(string.format(...))
end
require "hello2"
cclog("result is " .. myadd(3, 5))
---------------
local winSize = CCDirector:sharedDirector():getWinSize()
-- add the moving dog
local function creatDog()
local frameWidth = 105
local frameHeight = 95
-- create dog animate
local textureDog = CCTextureCache:sharedTextureCache():addImage("dog.png")
local rect = CCRectMake(0, 0, frameWidth, frameHeight)
local frame0 = CCSpriteFrame:frameWithTexture(textureDog, rect)
rect = CCRectMake(frameWidth, 0, frameWidth, frameHeight)
local frame1 = CCSpriteFrame:frameWithTexture(textureDog, rect)
local spriteDog = CCSprite:spriteWithSpriteFrame(frame0)
spriteDog.isPaused = false
spriteDog:setPosition(0, winSize.height / 4 * 3)
local animFrames = CCMutableArray_CCSpriteFrame__:new(2)
animFrames:addObject(frame0)
animFrames:addObject(frame1)
local animation = CCAnimation:animationWithFrames(animFrames, 0.5)
local animate = CCAnimate:actionWithAnimation(animation, false);
spriteDog:runAction(CCRepeatForever:actionWithAction(animate))
-- moving dog at every frame
local function tick()
if spriteDog.isPaused then return end
local x, y = spriteDog:getPosition()
if x > winSize.width then
x = 0
else
x = x + 1
end
spriteDog:setPositionX(x)
end
CCScheduler:sharedScheduler():scheduleScriptFunc(tick, 0, false)
return spriteDog
end
-- create farm
local function createLayerFram()
local layerFarm = CCLayer:node()
-- add in farm background
local bg = CCSprite:spriteWithFile("farm.jpg")
bg:setPosition(winSize.width / 2 + 80, winSize.height / 2)
layerFarm:addChild(bg)
-- add land sprite
for i = 0, 3 do
for j = 0, 1 do
local spriteLand = CCSprite:spriteWithFile("land.png")
spriteLand:setPosition(200 + j * 180 - i % 2 * 90, 10 + i * 95 / 2)
layerFarm:addChild(spriteLand)
end
end
-- add crop
local textureCrop = CCTextureCache:sharedTextureCache():addImage("crop.png")
local frameCrop = CCSpriteFrame:frameWithTexture(textureCrop, CCRectMake(0, 0, 105, 95))
for i = 0, 3 do
for j = 0, 1 do
local spriteCrop = CCSprite:spriteWithSpriteFrame(frameCrop);
spriteCrop:setPosition(10 + 200 + j * 180 - i % 2 * 90, 30 + 10 + i * 95 / 2)
layerFarm:addChild(spriteCrop)
end
end
-- add moving dog
local spriteDog = creatDog()
layerFarm:addChild(spriteDog)
-- handing touch events
local touchBeginPoint = nil
local function onTouchBegan(x, y)
cclog("onTouchBegan: %0.2f, %0.2f", x, y)
touchBeginPoint = {x = x, y = y}
spriteDog.isPaused = true
-- CCTOUCHBEGAN event must return true
return true
end
local function onTouchMoved(x, y)
cclog("onTouchMoved: %0.2f, %0.2f", x, y)
if touchBeginPoint then
local cx, cy = layerFarm:getPosition()
layerFarm:setPosition(cx + x - touchBeginPoint.x,
cy + y - touchBeginPoint.y)
touchBeginPoint = {x = x, y = y}
end
end
local function onTouchEnded(x, y)
cclog("onTouchEnded")
touchBeginPoint = nil
spriteDog.isPaused = false
end
local function onTouch(eventType, x, y)
if eventType == CCTOUCHBEGAN then
return onTouchBegan(x, y)
elseif eventType == CCTOUCHMOVED then
return onTouchMoved(x, y)
else
return onTouchEnded(x, y)
end
end
layerFarm:registerScriptTouchHandler(onTouch)
return layerFarm
end
cocos2d.CCScheduler:sharedScheduler():scheduleScriptFunc("tick", 0.01, false)
-- create menu
local function createLayerMenu()
local layerMenu = CCLayer:node()
-- play background music
CocosDenshion.SimpleAudioEngine:sharedEngine():playBackgroundMusic("background.mp3", true);
-- preload effect
CocosDenshion.SimpleAudioEngine:sharedEngine():preloadEffect("effect1.wav");
-- run
cocos2d.CCDirector:sharedDirector():runWithScene(sceneGame)
local menuPopup, menuTools, effectID
local function menuCallbackClosePopup()
-- stop test sound effect
SimpleAudioEngine:sharedEngine():stopEffect(effectID)
menuPopup:setIsVisible(false)
end
local function menuCallbackOpenPopup()
-- loop test sound effect
effectID = SimpleAudioEngine:sharedEngine():playEffect("effect1.wav")
menuPopup:setIsVisible(true)
end
-- add a popup menu
local menuPopupItem = CCMenuItemImage:itemFromNormalImage("menu2.png", "menu2.png")
menuPopupItem:setPosition(0, 0)
menuPopupItem:registerScriptHandler(menuCallbackClosePopup)
menuPopup = CCMenu:menuWithItem(menuPopupItem)
menuPopup:setPosition(winSize.width / 2, winSize.height / 2)
menuPopup:setIsVisible(false)
layerMenu:addChild(menuPopup)
-- add the left-bottom "tools" menu to invoke menuPopup
local menuToolsItem = CCMenuItemImage:itemFromNormalImage("menu1.png", "menu1.png")
menuToolsItem:setPosition(0, 0)
menuToolsItem:registerScriptHandler(menuCallbackOpenPopup)
menuTools = CCMenu:menuWithItem(menuToolsItem)
menuTools:setPosition(30, 40)
layerMenu:addChild(menuTools)
return layerMenu
end
-- play background music, preload effect
SimpleAudioEngine:sharedEngine():playBackgroundMusic("background.mp3", true);
SimpleAudioEngine:sharedEngine():preloadEffect("effect1.wav");
-- run
local sceneGame = CCScene:node()
sceneGame:addChild(createLayerFram())
sceneGame:addChild(createLayerMenu())
CCDirector:sharedDirector():runWithScene(sceneGame)

View File

@ -1,164 +1,180 @@
require "hello2"
cocos2d.CCLuaLog("result is " .. myadd(3, 5))
-- 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: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.CCScheduler:sharedScheduler():unscheduleScriptFunc("tick")
cocos2d.CCLuaLog("btnTouchBegin")
for k,v in ipairs(e) do
pointBegin = v:locationInView(v:view())
pointBegin = cocos2d.CCDirector:sharedDirector():convertToGL(pointBegin)
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:animationWithFrames(animFrames, 0.5)
animate = cocos2d.CCAnimate:actionWithAnimation(animation, false);
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
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()
-- 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
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()
local 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
-- avoid memory leak
collectgarbage( "setpause", 100)
collectgarbage( "setstepmul", 5000)
collectgarbage("setpause", 100)
collectgarbage("setstepmul", 5000)
local cclog = function(...)
print(string.format(...))
end
require "hello2"
cclog("result is " .. myadd(3, 5))
---------------
local winSize = CCDirector:sharedDirector():getWinSize()
-- add the moving dog
local function creatDog()
local frameWidth = 105
local frameHeight = 95
-- create dog animate
local textureDog = CCTextureCache:sharedTextureCache():addImage("dog.png")
local rect = CCRectMake(0, 0, frameWidth, frameHeight)
local frame0 = CCSpriteFrame:frameWithTexture(textureDog, rect)
rect = CCRectMake(frameWidth, 0, frameWidth, frameHeight)
local frame1 = CCSpriteFrame:frameWithTexture(textureDog, rect)
local spriteDog = CCSprite:spriteWithSpriteFrame(frame0)
spriteDog.isPaused = false
spriteDog:setPosition(0, winSize.height / 4 * 3)
local animFrames = CCMutableArray_CCSpriteFrame__:new(2)
animFrames:addObject(frame0)
animFrames:addObject(frame1)
local animation = CCAnimation:animationWithFrames(animFrames, 0.5)
local animate = CCAnimate:actionWithAnimation(animation, false);
spriteDog:runAction(CCRepeatForever:actionWithAction(animate))
-- moving dog at every frame
local function tick()
if spriteDog.isPaused then return end
local x, y = spriteDog:getPosition()
if x > winSize.width then
x = 0
else
x = x + 1
end
spriteDog:setPositionX(x)
end
CCScheduler:sharedScheduler():scheduleScriptFunc(tick, 0, false)
return spriteDog
end
-- create farm
local function createLayerFram()
local layerFarm = CCLayer:node()
-- add in farm background
local bg = CCSprite:spriteWithFile("farm.jpg")
bg:setPosition(winSize.width / 2 + 80, winSize.height / 2)
layerFarm:addChild(bg)
-- add land sprite
for i = 0, 3 do
for j = 0, 1 do
local spriteLand = CCSprite:spriteWithFile("land.png")
spriteLand:setPosition(200 + j * 180 - i % 2 * 90, 10 + i * 95 / 2)
layerFarm:addChild(spriteLand)
end
end
-- add crop
local textureCrop = CCTextureCache:sharedTextureCache():addImage("crop.png")
local frameCrop = CCSpriteFrame:frameWithTexture(textureCrop, CCRectMake(0, 0, 105, 95))
for i = 0, 3 do
for j = 0, 1 do
local spriteCrop = CCSprite:spriteWithSpriteFrame(frameCrop);
spriteCrop:setPosition(10 + 200 + j * 180 - i % 2 * 90, 30 + 10 + i * 95 / 2)
layerFarm:addChild(spriteCrop)
end
end
-- add moving dog
local spriteDog = creatDog()
layerFarm:addChild(spriteDog)
-- handing touch events
local touchBeginPoint = nil
local function onTouchBegan(x, y)
cclog("onTouchBegan: %0.2f, %0.2f", x, y)
touchBeginPoint = {x = x, y = y}
spriteDog.isPaused = true
-- CCTOUCHBEGAN event must return true
return true
end
local function onTouchMoved(x, y)
cclog("onTouchMoved: %0.2f, %0.2f", x, y)
if touchBeginPoint then
local cx, cy = layerFarm:getPosition()
layerFarm:setPosition(cx + x - touchBeginPoint.x,
cy + y - touchBeginPoint.y)
touchBeginPoint = {x = x, y = y}
end
end
local function onTouchEnded(x, y)
cclog("onTouchEnded")
touchBeginPoint = nil
spriteDog.isPaused = false
end
local function onTouch(eventType, x, y)
if eventType == CCTOUCHBEGAN then
return onTouchBegan(x, y)
elseif eventType == CCTOUCHMOVED then
return onTouchMoved(x, y)
else
return onTouchEnded(x, y)
end
end
layerFarm:registerScriptTouchHandler(onTouch)
return layerFarm
end
cocos2d.CCScheduler:sharedScheduler():scheduleScriptFunc("tick", 0.01, false)
-- create menu
local function createLayerMenu()
local layerMenu = CCLayer:node()
-- play background music
CocosDenshion.SimpleAudioEngine:sharedEngine():playBackgroundMusic("background.mp3", true);
-- preload effect
CocosDenshion.SimpleAudioEngine:sharedEngine():preloadEffect("effect1.wav");
-- run
cocos2d.CCDirector:sharedDirector():runWithScene(sceneGame)
local menuPopup, menuTools, effectID
local function menuCallbackClosePopup()
-- stop test sound effect
SimpleAudioEngine:sharedEngine():stopEffect(effectID)
menuPopup:setIsVisible(false)
end
local function menuCallbackOpenPopup()
-- loop test sound effect
effectID = SimpleAudioEngine:sharedEngine():playEffect("effect1.wav")
menuPopup:setIsVisible(true)
end
-- add a popup menu
local menuPopupItem = CCMenuItemImage:itemFromNormalImage("menu2.png", "menu2.png")
menuPopupItem:setPosition(0, 0)
menuPopupItem:registerScriptHandler(menuCallbackClosePopup)
menuPopup = CCMenu:menuWithItem(menuPopupItem)
menuPopup:setPosition(winSize.width / 2, winSize.height / 2)
menuPopup:setIsVisible(false)
layerMenu:addChild(menuPopup)
-- add the left-bottom "tools" menu to invoke menuPopup
local menuToolsItem = CCMenuItemImage:itemFromNormalImage("menu1.png", "menu1.png")
menuToolsItem:setPosition(0, 0)
menuToolsItem:registerScriptHandler(menuCallbackOpenPopup)
menuTools = CCMenu:menuWithItem(menuToolsItem)
menuTools:setPosition(30, 40)
layerMenu:addChild(menuTools)
return layerMenu
end
-- play background music, preload effect
SimpleAudioEngine:sharedEngine():playBackgroundMusic("background.mp3", true);
SimpleAudioEngine:sharedEngine():preloadEffect("effect1.wav");
-- run
local sceneGame = CCScene:node()
sceneGame:addChild(createLayerFram())
sceneGame:addChild(createLayerMenu())
CCDirector:sharedDirector():runWithScene(sceneGame)