axmol/templates/cpp/Source/MainScene.cpp

276 lines
8.8 KiB
C++

/****************************************************************************
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
Copyright (c) 2019-present Axmol Engine contributors (see AUTHORS.md).
https://axmol.dev/
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#include "MainScene.h"
USING_NS_AX;
// Print useful error message instead of segfaulting when files are not there.
static void problemLoading(const char* filename)
{
printf("Error while loading: %s\n", filename);
printf(
"Depending on how you compiled you might have to add 'Content/' in front of filenames in "
"MainScene.cpp\n");
}
// on "init" you need to initialize your instance
bool MainScene::init()
{
//////////////////////////////
// 1. super init first
if (!Scene::init())
{
return false;
}
auto visibleSize = _director->getVisibleSize();
auto origin = _director->getVisibleOrigin();
auto safeArea = _director->getSafeAreaRect();
auto safeOrigin = safeArea.origin;
/////////////////////////////
// 2. add a menu item with "X" image, which is clicked to quit the program
// you may modify it.
// add a "close" icon to exit the progress. it's an autorelease object
auto closeItem = MenuItemImage::create("CloseNormal.png", "CloseSelected.png",
AX_CALLBACK_1(MainScene::menuCloseCallback, this));
if (closeItem == nullptr || closeItem->getContentSize().width <= 0 || closeItem->getContentSize().height <= 0)
{
problemLoading("'CloseNormal.png' and 'CloseSelected.png'");
}
else
{
float x = safeOrigin.x + safeArea.size.width - closeItem->getContentSize().width / 2;
float y = safeOrigin.y + closeItem->getContentSize().height / 2;
closeItem->setPosition(Vec2(x, y));
}
// create menu, it's an autorelease object
auto menu = Menu::create(closeItem, NULL);
menu->setPosition(Vec2::ZERO);
this->addChild(menu, 1);
/////////////////////////////
// 3. add your codes below...
// Some templates (uncomment what you need)
auto touchListener = EventListenerTouchAllAtOnce::create();
touchListener->onTouchesBegan = AX_CALLBACK_2(MainScene::onTouchesBegan, this);
touchListener->onTouchesMoved = AX_CALLBACK_2(MainScene::onTouchesMoved, this);
touchListener->onTouchesEnded = AX_CALLBACK_2(MainScene::onTouchesEnded, this);
_eventDispatcher->addEventListenerWithSceneGraphPriority(touchListener, this);
//auto mouseListener = EventListenerMouse::create();
//mouseListener->onMouseMove = AX_CALLBACK_1(MainScene::onMouseMove, this);
//mouseListener->onMouseUp = AX_CALLBACK_1(MainScene::onMouseUp, this);
//mouseListener->onMouseDown = AX_CALLBACK_1(MainScene::onMouseDown, this);
//mouseListener->onMouseScroll = AX_CALLBACK_1(MainScene::onMouseScroll, this);
//_eventDispatcher->addEventListenerWithSceneGraphPriority(mouseListener, this);
//auto keyboardListener = EventListenerKeyboard::create();
//keyboardListener->onKeyPressed = AX_CALLBACK_2(MainScene::onKeyPressed, this);
//keyboardListener->onKeyReleased = AX_CALLBACK_2(MainScene::onKeyReleased, this);
//_eventDispatcher->addEventListenerWithFixedPriority(keyboardListener, 11);
// add a label shows "Hello World"
// create and initialize a label
auto label = Label::createWithTTF("Hello World", "fonts/Marker Felt.ttf", 24);
if (label == nullptr)
{
problemLoading("'fonts/Marker Felt.ttf'");
}
else
{
// position the label on the center of the screen
label->setPosition(
Vec2(origin.x + visibleSize.width / 2, origin.y + visibleSize.height - label->getContentSize().height));
// add the label as a child to this layer
this->addChild(label, 1);
}
// add "HelloWorld" splash screen"
auto sprite = Sprite::create("HelloWorld.png"sv);
if (sprite == nullptr)
{
problemLoading("'HelloWorld.png'");
}
else
{
// position the sprite on the center of the screen
sprite->setPosition(Vec2(visibleSize.width / 2 + origin.x, visibleSize.height / 2 + origin.y));
// add the sprite as a child to this layer
this->addChild(sprite, 0);
auto drawNode = DrawNode::create();
drawNode->setPosition(Vec2(0, 0));
addChild(drawNode);
drawNode->drawRect(safeArea.origin + Vec2(1, 1), safeArea.origin + safeArea.size, Color4F::BLUE);
}
// scheduleUpdate() is required to ensure update(float) is called on every loop
scheduleUpdate();
return true;
}
void MainScene::onTouchesBegan(const std::vector<ax::Touch*>& touches, ax::Event* event)
{
for (auto&& t : touches)
{
AXLOG("onTouchesBegan detected, X:%f Y:%f", t->getLocation().x, t->getLocation().y);
}
}
void MainScene::onTouchesMoved(const std::vector<ax::Touch*>& touches, ax::Event* event)
{
for (auto&& t : touches)
{
AXLOG("onTouchesMoved detected, X:%f Y:%f", t->getLocation().x, t->getLocation().y);
}
}
void MainScene::onTouchesEnded(const std::vector<ax::Touch*>& touches, ax::Event* event)
{
for (auto&& t : touches)
{
AXLOG("onTouchesEnded detected, X:%f Y:%f", t->getLocation().x, t->getLocation().y);
}
}
void MainScene::onMouseDown(Event* event)
{
EventMouse* e = static_cast<EventMouse*>(event);
AXLOG("onMouseDown detected, Key: %d", static_cast<int>(e->getMouseButton()));
}
void MainScene::onMouseUp(Event* event)
{
EventMouse* e = static_cast<EventMouse*>(event);
AXLOG("onMouseUp detected, Key: %d", static_cast<int>(e->getMouseButton()));
}
void MainScene::onMouseMove(Event* event)
{
EventMouse* e = static_cast<EventMouse*>(event);
AXLOG("onMouseMove detected, X:%f Y:%f", e->getCursorX(), e->getCursorY());
}
void MainScene::onMouseScroll(Event* event)
{
EventMouse* e = static_cast<EventMouse*>(event);
AXLOG("onMouseScroll detected, X:%f Y:%f", e->getScrollX(), e->getScrollY());
}
void MainScene::onKeyPressed(EventKeyboard::KeyCode code, Event* event)
{
AXLOG("onKeyPressed, keycode: %d", static_cast<int>(code));
}
void MainScene::onKeyReleased(EventKeyboard::KeyCode code, Event* event)
{
AXLOG("onKeyReleased, keycode: %d", static_cast<int>(code));
}
void MainScene::update(float delta)
{
switch (_gameState)
{
case GameState::init:
{
_gameState = GameState::update;
break;
}
case GameState::update:
{
/////////////////////////////
// Add your codes below...like....
//
// UpdateJoyStick();
// UpdatePlayer();
// UpdatePhysics();
// ...
break;
}
case GameState::pause:
{
/////////////////////////////
// Add your codes below...like....
//
// anyPauseStuff()
break;
}
case GameState::menu1:
{ /////////////////////////////
// Add your codes below...like....
//
// UpdateMenu1();
break;
}
case GameState::menu2:
{ /////////////////////////////
// Add your codes below...like....
//
// UpdateMenu2();
break;
}
case GameState::end:
{ /////////////////////////////
// Add your codes below...like....
//
// CleanUpMyCrap();
menuCloseCallback(this);
break;
}
} //switch
}
void MainScene::menuCloseCallback(ax::Object* sender)
{
// Close the axmol game scene and quit the application
_director->end();
/*To navigate back to native iOS screen(if present) without quitting the application ,do not use
* _director->end() as given above,instead trigger a custom event created in RootViewController.mm
* as below*/
// EventCustom customEndEvent("game_scene_close_event");
//_eventDispatcher->dispatchEvent(&customEndEvent);
}