mirror of https://github.com/axmolengine/axmol.git
276 lines
8.8 KiB
C++
276 lines
8.8 KiB
C++
/****************************************************************************
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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Copyright (c) 2019-present Axmol Engine contributors (see AUTHORS.md).
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https://axmol.dev/
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "MainScene.h"
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using namespace ax;
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// Print useful error message instead of segfaulting when files are not there.
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static void problemLoading(const char* filename)
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{
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printf("Error while loading: %s\n", filename);
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printf(
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"Depending on how you compiled you might have to add 'Content/' in front of filenames in "
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"MainScene.cpp\n");
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}
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// on "init" you need to initialize your instance
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bool MainScene::init()
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{
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//////////////////////////////
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// 1. super init first
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if (!Scene::init())
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{
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return false;
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}
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auto visibleSize = _director->getVisibleSize();
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auto origin = _director->getVisibleOrigin();
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auto safeArea = _director->getSafeAreaRect();
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auto safeOrigin = safeArea.origin;
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/////////////////////////////
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// 2. add a menu item with "X" image, which is clicked to quit the program
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// you may modify it.
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// add a "close" icon to exit the progress. it's an autorelease object
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auto closeItem = MenuItemImage::create("CloseNormal.png", "CloseSelected.png",
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AX_CALLBACK_1(MainScene::menuCloseCallback, this));
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if (closeItem == nullptr || closeItem->getContentSize().width <= 0 || closeItem->getContentSize().height <= 0)
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{
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problemLoading("'CloseNormal.png' and 'CloseSelected.png'");
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}
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else
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{
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float x = safeOrigin.x + safeArea.size.width - closeItem->getContentSize().width / 2;
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float y = safeOrigin.y + closeItem->getContentSize().height / 2;
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closeItem->setPosition(Vec2(x, y));
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}
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// create menu, it's an autorelease object
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auto menu = Menu::create(closeItem, NULL);
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menu->setPosition(Vec2::ZERO);
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this->addChild(menu, 1);
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/////////////////////////////
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// 3. add your codes below...
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// Some templates (uncomment what you need)
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auto touchListener = EventListenerTouchAllAtOnce::create();
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touchListener->onTouchesBegan = AX_CALLBACK_2(MainScene::onTouchesBegan, this);
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touchListener->onTouchesMoved = AX_CALLBACK_2(MainScene::onTouchesMoved, this);
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touchListener->onTouchesEnded = AX_CALLBACK_2(MainScene::onTouchesEnded, this);
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_eventDispatcher->addEventListenerWithSceneGraphPriority(touchListener, this);
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//auto mouseListener = EventListenerMouse::create();
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//mouseListener->onMouseMove = AX_CALLBACK_1(MainScene::onMouseMove, this);
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//mouseListener->onMouseUp = AX_CALLBACK_1(MainScene::onMouseUp, this);
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//mouseListener->onMouseDown = AX_CALLBACK_1(MainScene::onMouseDown, this);
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//mouseListener->onMouseScroll = AX_CALLBACK_1(MainScene::onMouseScroll, this);
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//_eventDispatcher->addEventListenerWithSceneGraphPriority(mouseListener, this);
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//auto keyboardListener = EventListenerKeyboard::create();
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//keyboardListener->onKeyPressed = AX_CALLBACK_2(MainScene::onKeyPressed, this);
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//keyboardListener->onKeyReleased = AX_CALLBACK_2(MainScene::onKeyReleased, this);
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//_eventDispatcher->addEventListenerWithFixedPriority(keyboardListener, 11);
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// add a label shows "Hello World"
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// create and initialize a label
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auto label = Label::createWithTTF("Hello World", "fonts/Marker Felt.ttf", 24);
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if (label == nullptr)
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{
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problemLoading("'fonts/Marker Felt.ttf'");
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}
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else
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{
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// position the label on the center of the screen
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label->setPosition(
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Vec2(origin.x + visibleSize.width / 2, origin.y + visibleSize.height - label->getContentSize().height));
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// add the label as a child to this layer
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this->addChild(label, 1);
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}
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// add "HelloWorld" splash screen"
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auto sprite = Sprite::create("HelloWorld.png"sv);
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if (sprite == nullptr)
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{
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problemLoading("'HelloWorld.png'");
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}
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else
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{
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// position the sprite on the center of the screen
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sprite->setPosition(Vec2(visibleSize.width / 2 + origin.x, visibleSize.height / 2 + origin.y));
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// add the sprite as a child to this layer
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this->addChild(sprite, 0);
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auto drawNode = DrawNode::create();
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drawNode->setPosition(Vec2(0, 0));
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addChild(drawNode);
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drawNode->drawRect(safeArea.origin + Vec2(1, 1), safeArea.origin + safeArea.size, Color4B::BLUE);
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}
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// scheduleUpdate() is required to ensure update(float) is called on every loop
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scheduleUpdate();
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return true;
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}
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void MainScene::onTouchesBegan(const std::vector<ax::Touch*>& touches, ax::Event* event)
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{
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for (auto&& t : touches)
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{
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AXLOG("onTouchesBegan detected, X:%f Y:%f", t->getLocation().x, t->getLocation().y);
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}
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}
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void MainScene::onTouchesMoved(const std::vector<ax::Touch*>& touches, ax::Event* event)
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{
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for (auto&& t : touches)
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{
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AXLOG("onTouchesMoved detected, X:%f Y:%f", t->getLocation().x, t->getLocation().y);
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}
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}
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void MainScene::onTouchesEnded(const std::vector<ax::Touch*>& touches, ax::Event* event)
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{
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for (auto&& t : touches)
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{
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AXLOG("onTouchesEnded detected, X:%f Y:%f", t->getLocation().x, t->getLocation().y);
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}
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}
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void MainScene::onMouseDown(Event* event)
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{
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EventMouse* e = static_cast<EventMouse*>(event);
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AXLOG("onMouseDown detected, Key: %d", static_cast<int>(e->getMouseButton()));
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}
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void MainScene::onMouseUp(Event* event)
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{
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EventMouse* e = static_cast<EventMouse*>(event);
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AXLOG("onMouseUp detected, Key: %d", static_cast<int>(e->getMouseButton()));
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}
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void MainScene::onMouseMove(Event* event)
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{
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EventMouse* e = static_cast<EventMouse*>(event);
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AXLOG("onMouseMove detected, X:%f Y:%f", e->getCursorX(), e->getCursorY());
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}
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void MainScene::onMouseScroll(Event* event)
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{
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EventMouse* e = static_cast<EventMouse*>(event);
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AXLOG("onMouseScroll detected, X:%f Y:%f", e->getScrollX(), e->getScrollY());
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}
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void MainScene::onKeyPressed(EventKeyboard::KeyCode code, Event* event)
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{
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AXLOG("onKeyPressed, keycode: %d", static_cast<int>(code));
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}
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void MainScene::onKeyReleased(EventKeyboard::KeyCode code, Event* event)
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{
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AXLOG("onKeyReleased, keycode: %d", static_cast<int>(code));
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}
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void MainScene::update(float delta)
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{
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switch (_gameState)
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{
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case GameState::init:
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{
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_gameState = GameState::update;
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break;
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}
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case GameState::update:
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{
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/////////////////////////////
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// Add your codes below...like....
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//
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// UpdateJoyStick();
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// UpdatePlayer();
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// UpdatePhysics();
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// ...
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break;
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}
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case GameState::pause:
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{
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/////////////////////////////
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// Add your codes below...like....
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//
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// anyPauseStuff()
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break;
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}
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case GameState::menu1:
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{ /////////////////////////////
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// Add your codes below...like....
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//
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// UpdateMenu1();
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break;
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}
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case GameState::menu2:
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{ /////////////////////////////
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// Add your codes below...like....
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//
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// UpdateMenu2();
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break;
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}
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case GameState::end:
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{ /////////////////////////////
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// Add your codes below...like....
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//
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// CleanUpMyCrap();
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menuCloseCallback(this);
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break;
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}
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} //switch
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}
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void MainScene::menuCloseCallback(ax::Object* sender)
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{
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// Close the axmol game scene and quit the application
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_director->end();
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/*To navigate back to native iOS screen(if present) without quitting the application ,do not use
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* _director->end() as given above,instead trigger a custom event created in RootViewController.mm
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* as below*/
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// EventCustom customEndEvent("game_scene_close_event");
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//_eventDispatcher->dispatchEvent(&customEndEvent);
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}
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