-- 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.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", true) 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 -- play background music CocosDenshion.SimpleAudioEngine:sharedEngine():playBackgroundMusic("background.mp3", true); cocos2d.CCDirector:sharedDirector():runWithScene(sceneGame)