mirror of https://github.com/axmolengine/axmol.git
222 lines
7.6 KiB
Lua
222 lines
7.6 KiB
Lua
-- CC_USE_DEPRECATED_API = true
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require "cocos.init"
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-- cclog
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cclog = function(...)
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print(string.format(...))
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end
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-- for CCLuaEngine traceback
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function __G__TRACKBACK__(msg)
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cclog("----------------------------------------")
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cclog("LUA ERROR: " .. tostring(msg) .. "\n")
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cclog(debug.traceback())
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cclog("----------------------------------------")
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end
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local function initGLView()
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local director = cc.Director:getInstance()
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local glView = director:getOpenGLView()
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if nil == glView then
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glView = cc.GLViewImpl:create("Lua Empty Test")
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director:setOpenGLView(glView)
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end
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director:setOpenGLView(glView)
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glView:setDesignResolutionSize(480, 320, cc.ResolutionPolicy.NO_BORDER)
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--turn on display FPS
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director:setDisplayStats(true)
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--set FPS. the default value is 1.0/60 if you don't call this
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director:setAnimationInterval(1.0 / 60)
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end
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local function main()
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-- avoid memory leak
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collectgarbage("setpause", 100)
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collectgarbage("setstepmul", 5000)
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initGLView()
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require "hello2"
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cclog("result is " .. myadd(1, 1))
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---------------
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local visibleSize = cc.Director:getInstance():getVisibleSize()
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local origin = cc.Director:getInstance():getVisibleOrigin()
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-- add the moving dog
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local function creatDog()
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local frameWidth = 105
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local frameHeight = 95
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-- create dog animate
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local textureDog = cc.Director:getInstance():getTextureCache():addImage("dog.png")
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local rect = cc.rect(0, 0, frameWidth, frameHeight)
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local frame0 = cc.SpriteFrame:createWithTexture(textureDog, rect)
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rect = cc.rect(frameWidth, 0, frameWidth, frameHeight)
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local frame1 = cc.SpriteFrame:createWithTexture(textureDog, rect)
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local spriteDog = cc.Sprite:createWithSpriteFrame(frame0)
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spriteDog.isPaused = false
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spriteDog:setPosition(origin.x, origin.y + visibleSize.height / 4 * 3)
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--[[
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local animFrames = CCArray:create()
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animFrames:addObject(frame0)
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animFrames:addObject(frame1)
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]]--
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local animation = cc.Animation:createWithSpriteFrames({frame0,frame1}, 0.5)
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local animate = cc.Animate:create(animation)
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spriteDog:runAction(cc.RepeatForever:create(animate))
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-- moving dog at every frame
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local function tick()
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if spriteDog.isPaused then return end
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local x, y = spriteDog:getPosition()
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if x > origin.x + visibleSize.width then
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x = origin.x
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else
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x = x + 1
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end
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spriteDog:setPositionX(x)
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end
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cc.Director:getInstance():getScheduler():scheduleScriptFunc(tick, 0, false)
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return spriteDog
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end
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-- create farm
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local function createLayerFarm()
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local layerFarm = cc.Layer:create()
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-- add in farm background
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local bg = cc.Sprite:create("farm.jpg")
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bg:setPosition(origin.x + visibleSize.width / 2 + 80, origin.y + visibleSize.height / 2)
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layerFarm:addChild(bg)
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-- add land sprite
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for i = 0, 3 do
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for j = 0, 1 do
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local spriteLand = cc.Sprite:create("land.png")
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spriteLand:setPosition(200 + j * 180 - i % 2 * 90, 10 + i * 95 / 2)
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layerFarm:addChild(spriteLand)
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end
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end
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-- add crop
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local frameCrop = cc.SpriteFrame:create("crop.png", cc.rect(0, 0, 105, 95))
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for i = 0, 3 do
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for j = 0, 1 do
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local spriteCrop = cc.Sprite:createWithSpriteFrame(frameCrop)
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spriteCrop:setPosition(10 + 200 + j * 180 - i % 2 * 90, 30 + 10 + i * 95 / 2)
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layerFarm:addChild(spriteCrop)
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end
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end
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-- add moving dog
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local spriteDog = creatDog()
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layerFarm:addChild(spriteDog)
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-- handing touch events
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local touchBeginPoint = nil
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local function onTouchBegan(touch, event)
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local location = touch:getLocation()
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cclog("onTouchBegan: %0.2f, %0.2f", location.x, location.y)
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touchBeginPoint = {x = location.x, y = location.y}
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spriteDog.isPaused = true
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-- CCTOUCHBEGAN event must return true
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return true
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end
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local function onTouchMoved(touch, event)
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local location = touch:getLocation()
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cclog("onTouchMoved: %0.2f, %0.2f", location.x, location.y)
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if touchBeginPoint then
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local cx, cy = layerFarm:getPosition()
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layerFarm:setPosition(cx + location.x - touchBeginPoint.x,
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cy + location.y - touchBeginPoint.y)
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touchBeginPoint = {x = location.x, y = location.y}
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end
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end
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local function onTouchEnded(touch, event)
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local location = touch:getLocation()
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cclog("onTouchEnded: %0.2f, %0.2f", location.x, location.y)
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touchBeginPoint = nil
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spriteDog.isPaused = false
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end
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local listener = cc.EventListenerTouchOneByOne:create()
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listener:registerScriptHandler(onTouchBegan,cc.Handler.EVENT_TOUCH_BEGAN )
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listener:registerScriptHandler(onTouchMoved,cc.Handler.EVENT_TOUCH_MOVED )
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listener:registerScriptHandler(onTouchEnded,cc.Handler.EVENT_TOUCH_ENDED )
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local eventDispatcher = layerFarm:getEventDispatcher()
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eventDispatcher:addEventListenerWithSceneGraphPriority(listener, layerFarm)
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return layerFarm
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end
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-- create menu
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local function createLayerMenu()
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local layerMenu = cc.Layer:create()
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local menuPopup, menuTools, effectID
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local function menuCallbackClosePopup()
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-- stop test sound effect
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cc.AudioEngine:stop(effectID)
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menuPopup:setVisible(false)
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end
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local function menuCallbackOpenPopup()
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-- loop test sound effect
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local effectPath = cc.FileUtils:getInstance():fullPathForFilename("effect1.wav")
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effectID = cc.AudioEngine:play2d(effectPath)
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menuPopup:setVisible(true)
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end
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-- add a popup menu
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local menuPopupItem = cc.MenuItemImage:create("menu2.png", "menu2.png")
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menuPopupItem:setPosition(0, 0)
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menuPopupItem:registerScriptTapHandler(menuCallbackClosePopup)
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menuPopup = cc.Menu:create(menuPopupItem)
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menuPopup:setPosition(origin.x + visibleSize.width / 2, origin.y + visibleSize.height / 2)
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menuPopup:setVisible(false)
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layerMenu:addChild(menuPopup)
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-- add the left-bottom "tools" menu to invoke menuPopup
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local menuToolsItem = cc.MenuItemImage:create("menu1.png", "menu1.png")
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menuToolsItem:setPosition(0, 0)
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menuToolsItem:registerScriptTapHandler(menuCallbackOpenPopup)
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menuTools = cc.Menu:create(menuToolsItem)
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local itemWidth = menuToolsItem:getContentSize().width
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local itemHeight = menuToolsItem:getContentSize().height
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menuTools:setPosition(origin.x + itemWidth/2, origin.y + itemHeight/2)
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layerMenu:addChild(menuTools)
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return layerMenu
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end
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-- play background music, preload effect
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local bgMusicPath = cc.FileUtils:getInstance():fullPathForFilename("background.mp3")
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cc.AudioEngine:play2d(bgMusicPath, true)
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local effectPath = cc.FileUtils:getInstance():fullPathForFilename("effect1.wav")
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cc.AudioEngine:preload(effectPath)
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-- run
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local sceneGame = cc.Scene:create()
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sceneGame:addChild(createLayerFarm())
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sceneGame:addChild(createLayerMenu())
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cc.Director:getInstance():runWithScene(sceneGame)
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end
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xpcall(main, __G__TRACKBACK__)
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