-- avoid memory leak 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) layerFarm:setIsTouchEnabled(true) return layerFarm end -- create menu local function createLayerMenu() local layerMenu = CCLayer:node() 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)