axmol/samples/Lua/TestLua/Resources/luaScript/TouchesTest/TouchesTest.lua

126 lines
3.3 KiB
Lua

require "luaScript/testResource"
require "luaScript/TouchesTest/Ball"
require "luaScript/TouchesTest/Paddle"
require "luaScript/VisibleRect"
local kHighPlayer = 0
local kLowPlayer = 1
local kStatusBarHeight = 0.0
local kSpriteTag = 0
local m_ball = nil
local m_ballStartingVelocity = nil
local m_paddles = {}
local layer = nil
local function backCallback(sender)
local scene = CCScene:create()
scene:addChild(CreateBackMenuItem())
CCDirector:getInstance():replaceScene(scene)
end
local function resetAndScoreBallForPlayer(player)
m_ballStartingVelocity = CCPoint.__mul(m_ballStartingVelocity, -1.1);
m_ball:setVelocity( m_ballStartingVelocity );
m_ball:setPosition( VisibleRect:center() );
end
local function doStep(delta)
m_ball:move(delta);
for _,paddle in ipairs(m_paddles) do
if(paddle == nil) then
break
end
m_ball:collideWithPaddle( paddle );
end
local ballPosition = CCPoint(m_ball:getPosition())
if (ballPosition.y > VisibleRect:top().y - kStatusBarHeight + m_ball:radius()) then
resetAndScoreBallForPlayer( kLowPlayer );
elseif (ballPosition.y < VisibleRect:bottom().y-m_ball:radius()) then
resetAndScoreBallForPlayer( kHighPlayer );
end
m_ball:draw();
end
local function onTouch(event, x, y)
for _,paddle in ipairs(m_paddles) do
if paddle:containsTouchLocation(x,y) == true then
return paddle:onTouch(event, x, y)
end
end
return true
end
local function CreateTouchesLayer()
layer = CCLayer:create()
m_ballStartingVelocity = CCPoint(20.0, -100.0);
local mgr = CCTextureCache:getInstance()
local texture = mgr:addImage(s_Ball)
m_ball = Ball.ballWithTexture(texture);
m_ball:setPosition( VisibleRect:center() );
m_ball:setVelocity( m_ballStartingVelocity );
layer:addChild( m_ball );
m_ball:retain();
local paddleTexture = CCTextureCache:getInstance():addImage(s_Paddle);
local paddlesM = {}
local paddle = Paddle:paddleWithTexture(paddleTexture);
paddle:setPosition( CCPoint(VisibleRect:center().x, VisibleRect:bottom().y + 15) );
paddlesM[#paddlesM+1] = paddle
paddle = Paddle:paddleWithTexture( paddleTexture );
paddle:setPosition( CCPoint(VisibleRect:center().x, VisibleRect:top().y - kStatusBarHeight - 15) );
paddlesM[#paddlesM+1] = paddle
paddle = Paddle:paddleWithTexture( paddleTexture );
paddle:setPosition( CCPoint(VisibleRect:center().x, VisibleRect:bottom().y + 100) );
paddlesM[#paddlesM+1] = paddle
paddle = Paddle:paddleWithTexture( paddleTexture );
paddle:setPosition( CCPoint(VisibleRect:center().x, VisibleRect:top().y - kStatusBarHeight - 100) );
paddlesM[#paddlesM+1] = paddle
m_paddles = paddlesM
for i = 1,#paddlesM do
paddle = paddlesM[i]
if(paddle == nil) then
break
end
layer:addChild(paddle);
end
-- schedule
layer:scheduleUpdateWithPriorityLua(doStep, 0)
layer:setTouchEnabled(true)
layer:registerScriptTouchHandler(onTouch)
return layer
end
local function nextAction()
return CreateTouchesLayer()
end
function TouchesTest()
local scene = CCScene:create()
scene:addChild(nextAction())
scene:addChild(CreateBackMenuItem())
return scene
end