axmol/tests/lua-empty-test/src/hello.lua

222 lines
7.6 KiB
Lua

-- CC_USE_DEPRECATED_API = true
require "cocos.init"
-- 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 initGLView()
local director = cc.Director:getInstance()
local glView = director:getOpenGLView()
if nil == glView then
glView = cc.GLViewImpl:create("Lua Empty Test")
director:setOpenGLView(glView)
end
director:setOpenGLView(glView)
glView:setDesignResolutionSize(480, 320, cc.ResolutionPolicy.NO_BORDER)
--turn on display FPS
director:setDisplayStats(true)
--set FPS. the default value is 1.0/60 if you don't call this
director:setAnimationInterval(1.0 / 60)
end
local function main()
-- avoid memory leak
collectgarbage("setpause", 100)
collectgarbage("setstepmul", 5000)
initGLView()
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.Director:getInstance():getTextureCache():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 x, y = spriteDog:getPosition()
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(touch, event)
local location = touch:getLocation()
cclog("onTouchBegan: %0.2f, %0.2f", location.x, location.y)
touchBeginPoint = {x = location.x, y = location.y}
spriteDog.isPaused = true
-- CCTOUCHBEGAN event must return true
return true
end
local function onTouchMoved(touch, event)
local location = touch:getLocation()
cclog("onTouchMoved: %0.2f, %0.2f", location.x, location.y)
if touchBeginPoint then
local cx, cy = layerFarm:getPosition()
layerFarm:setPosition(cx + location.x - touchBeginPoint.x,
cy + location.y - touchBeginPoint.y)
touchBeginPoint = {x = location.x, y = location.y}
end
end
local function onTouchEnded(touch, event)
local location = touch:getLocation()
cclog("onTouchEnded: %0.2f, %0.2f", location.x, location.y)
touchBeginPoint = nil
spriteDog.isPaused = false
end
local listener = cc.EventListenerTouchOneByOne:create()
listener:registerScriptHandler(onTouchBegan,cc.Handler.EVENT_TOUCH_BEGAN )
listener:registerScriptHandler(onTouchMoved,cc.Handler.EVENT_TOUCH_MOVED )
listener:registerScriptHandler(onTouchEnded,cc.Handler.EVENT_TOUCH_ENDED )
local eventDispatcher = layerFarm:getEventDispatcher()
eventDispatcher:addEventListenerWithSceneGraphPriority(listener, layerFarm)
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.AudioEngine:stop(effectID)
menuPopup:setVisible(false)
end
local function menuCallbackOpenPopup()
-- loop test sound effect
local effectPath = cc.FileUtils:getInstance():fullPathForFilename("effect1.wav")
effectID = cc.AudioEngine:play2d(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
local bgMusicPath = cc.FileUtils:getInstance():fullPathForFilename("background.mp3")
cc.AudioEngine:play2d(bgMusicPath, true)
local effectPath = cc.FileUtils:getInstance():fullPathForFilename("effect1.wav")
cc.AudioEngine:preload(effectPath)
-- run
local sceneGame = cc.Scene:create()
sceneGame:addChild(createLayerFarm())
sceneGame:addChild(createLayerMenu())
cc.Director:getInstance():runWithScene(sceneGame)
end
xpcall(main, __G__TRACKBACK__)