require "Cocos2d" -- cclog cclog = function(...) print(string.format(...)) end -- for CCLuaEngine traceback function __G__TRACKBACK__(msg) cclog("----------------------------------------") cclog("LUA ERROR: " .. tostring(msg) .. "\n") cclog(debug.traceback()) cclog("----------------------------------------") end local function main() -- avoid memory leak collectgarbage("setpause", 100) collectgarbage("setstepmul", 5000) require "hello2" cclog("result is " .. myadd(1, 1)) --------------- local visibleSize = cc.Director:getInstance():getVisibleSize() local origin = cc.Director:getInstance():getVisibleOrigin() -- add the moving dog local function creatDog() local frameWidth = 105 local frameHeight = 95 -- create dog animate local textureDog = cc.TextureCache:getInstance():addImage("dog.png") local rect = cc.rect(0, 0, frameWidth, frameHeight) local frame0 = cc.SpriteFrame:createWithTexture(textureDog, rect) rect = cc.rect(frameWidth, 0, frameWidth, frameHeight) local frame1 = cc.SpriteFrame:createWithTexture(textureDog, rect) local spriteDog = cc.Sprite:createWithSpriteFrame(frame0) spriteDog.isPaused = false spriteDog:setPosition(origin.x, origin.y + visibleSize.height / 4 * 3) --[[ local animFrames = CCArray:create() animFrames:addObject(frame0) animFrames:addObject(frame1) ]]-- local animation = cc.Animation:createWithSpriteFrames({frame0,frame1}, 0.5) local animate = cc.Animate:create(animation); spriteDog:runAction(cc.RepeatForever:create(animate)) -- moving dog at every frame local function tick() if spriteDog.isPaused then return end local position = spriteDog:getPosition() local x, y = position.x,position.y if x > origin.x + visibleSize.width then x = origin.x else x = x + 1 end spriteDog:setPositionX(x) end cc.Director:getInstance():getScheduler():scheduleScriptFunc(tick, 0, false) return spriteDog end -- create farm local function createLayerFarm() local layerFarm = cc.Layer:create() -- add in farm background local bg = cc.Sprite:create("farm.jpg") bg:setPosition(origin.x + visibleSize.width / 2 + 80, origin.y + visibleSize.height / 2) layerFarm:addChild(bg) -- add land sprite for i = 0, 3 do for j = 0, 1 do local spriteLand = cc.Sprite:create("land.png") spriteLand:setPosition(200 + j * 180 - i % 2 * 90, 10 + i * 95 / 2) layerFarm:addChild(spriteLand) end end -- add crop local frameCrop = cc.SpriteFrame:create("crop.png", cc.rect(0, 0, 105, 95)) for i = 0, 3 do for j = 0, 1 do local spriteCrop = cc.Sprite:createWithSpriteFrame(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 position = layerFarm:getPosition() local cx, cy = position.x,position.y layerFarm:setPosition(cx + x - touchBeginPoint.x, cy + y - touchBeginPoint.y) touchBeginPoint = {x = x, y = y} end end local function onTouchEnded(x, y) cclog("onTouchEnded: %0.2f, %0.2f", x, y) touchBeginPoint = nil spriteDog.isPaused = false end local function onTouch(eventType, x, y) if eventType == "began" then return onTouchBegan(x, y) elseif eventType == "moved" then return onTouchMoved(x, y) else return onTouchEnded(x, y) end end layerFarm:registerScriptTouchHandler(onTouch) layerFarm:setTouchEnabled(true) return layerFarm end -- create menu local function createLayerMenu() local layerMenu = cc.Layer:create() local menuPopup, menuTools, effectID local function menuCallbackClosePopup() -- stop test sound effect cc.SimpleAudioEngine:getInstance():stopEffect(effectID) menuPopup:setVisible(false) end local function menuCallbackOpenPopup() -- loop test sound effect local effectPath = cc.FileUtils:getInstance():fullPathForFilename("effect1.wav") effectID = cc.SimpleAudioEngine:getInstance():playEffect(effectPath) menuPopup:setVisible(true) end -- add a popup menu local menuPopupItem = cc.MenuItemImage:create("menu2.png", "menu2.png") menuPopupItem:setPosition(0, 0) menuPopupItem:registerScriptTapHandler(menuCallbackClosePopup) menuPopup = cc.Menu:create(menuPopupItem) menuPopup:setPosition(origin.x + visibleSize.width / 2, origin.y + visibleSize.height / 2) menuPopup:setVisible(false) layerMenu:addChild(menuPopup) -- add the left-bottom "tools" menu to invoke menuPopup local menuToolsItem = cc.MenuItemImage:create("menu1.png", "menu1.png") menuToolsItem:setPosition(0, 0) menuToolsItem:registerScriptTapHandler(menuCallbackOpenPopup) menuTools = cc.Menu:create(menuToolsItem) local itemWidth = menuToolsItem:getContentSize().width local itemHeight = menuToolsItem:getContentSize().height menuTools:setPosition(origin.x + itemWidth/2, origin.y + itemHeight/2) layerMenu:addChild(menuTools) return layerMenu end -- play background music, preload effect -- uncomment below for the BlackBerry version -- local bgMusicPath = CCFileUtils:getInstance():fullPathForFilename("background.ogg") local bgMusicPath = cc.FileUtils:getInstance():fullPathForFilename("background.mp3") cc.SimpleAudioEngine:getInstance():playMusic(bgMusicPath, true) local effectPath = cc.FileUtils:getInstance():fullPathForFilename("effect1.wav") cc.SimpleAudioEngine:getInstance():preloadEffect(effectPath) -- run local sceneGame = cc.Scene:create() sceneGame:addChild(createLayerFarm()) sceneGame:addChild(createLayerMenu()) cc.Director:getInstance():runWithScene(sceneGame) end xpcall(main, __G__TRACKBACK__)