[Cocos2d-x] Poruszanie obiektem
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[Cocos2d-x] Poruszanie obiektem

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[Cocos2d-x] Poruszanie obiektem
» 2017-11-21 21:42:49
Czesc.
Ostatnio zaczalem sie brac za projekt z C++, no i wybralem sobie biblioteke jak w temacie. Teraz jest za pozno, by cos zmienic. A wiec, czy jest ktos doswiadczony i bylby w stanie mi powiedziec, czy da sie na podstawie tego kodu sprawic, by obiekt "character" skakal po wcisnieciu "closeItem"? Majac te dane, bylby to dla mnie wiekszy krok, niz ladawanie na ksiezycu dla ludzkosci (tak, wiem, nie kazdy w to wierzy). Mam kilka przeblyskow, no ale ta biblioteka nie daje zbyt duzo miejsca na pomylke,tzn. aby cos wygladalo ok, musze napisac 15 linijek, a potem zazwyczaj dowiaduje sie, ze zrobilem blad w pierwszej i musze od nowa. Z gory dzieki za pomoc.

Plik .cpp
C/C++
#include "HelloWorldScene.h"
#include "SimpleAudioEngine.h"
#include "Definitions.h"

USING_NS_CC;

Scene * HelloWorld::createScene()
{
    auto scene = Scene::createWithPhysics();
    scene->getPhysicsWorld()->setDebugDrawMask( PhysicsWorld::DEBUGDRAW_ALL );
    scene->getPhysicsWorld()->setGravity( Vect( 0, 0 ) );
   
    auto layer = HelloWorld::create();
    layer->SetPhysicsWorld( scene->getPhysicsWorld() );
   
    scene->addChild( layer );
   
    return scene;
}

// 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 'Resources/' in front of filenames in HelloWorldScene.cpp\n" );
}


// on "init" you need to initialize your instance
bool HelloWorld::init()
{
    //////////////////////////////
    // 1. super init first
    if( !Scene::init() )
    {
        return false;
    }
   
    auto visibleSize = Director::getInstance()->getVisibleSize();
    Vec2 origin = Director::getInstance()->getVisibleOrigin();
   
    // przycisk skoku
    auto closeItem = MenuItemImage::create(
    "images/buttons/Button_Jump.png", // po Button_Jump2.png można dopisać, i przed nawiasem dać inne funkncjonalności
    "images/buttons/Button_Jump2.png" ); //CC_CALLBACK_1(HelloWorld::menuCloseCallback, this));
   
    if( closeItem == nullptr ||
    closeItem->getContentSize().width <= 0 ||
    closeItem->getContentSize().height <= 0 )
    {
        problemLoading( "'Button_Jump.png' and 'Button_Jump2.png'" );
    }
    else
    {
        float x = origin.x + visibleSize.width / 1.2;
        float y = origin.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 );
   
   
    // przycisk prawy
    auto rightItem = MenuItemImage::create(
    "images/buttons/Button_Right.png",
    "images/buttons/Button_Right2.png" );
   
    if( rightItem == nullptr ||
    rightItem->getContentSize().width <= 0 ||
    rightItem->getContentSize().height <= 0 )
    {
        problemLoading( "'Button_Right.png' and 'Button_Right2.png'" );
    }
    else
    {
        float x = visibleSize.width / 2.75 + origin.x;
        float y = origin.y + rightItem->getContentSize().height / 1.5;
        rightItem->setPosition( Vec2( x, y ) );
    }
   
    // create menu, it's an autorelease object
    auto menu_2 = Menu::create( rightItem, NULL );
    menu_2->setPosition( Vec2::ZERO );
    this->addChild( menu_2, 1 );
   
    // przycisk lewy
    auto leftItem = MenuItemImage::create(
    "images/buttons/Button_Left.png",
    "images/buttons/Button_Left2.png" );
   
    if( leftItem == nullptr ||
    leftItem->getContentSize().width <= 0 ||
    leftItem->getContentSize().height <= 0 )
    {
        problemLoading( "'Button_Left.png' and 'Button_Left2.png'" );
    }
    else
    {
        float x = visibleSize.width / 7 + origin.x;
        float y = origin.y + leftItem->getContentSize().height / 1.5;
        leftItem->setPosition( Vec2( x, y ) );
    }
   
    // create menu, it's an autorelease object
    auto menu_3 = Menu::create( leftItem, NULL );
    menu_3->setPosition( Vec2::ZERO );
    this->addChild( menu_3, 1 );
   
    // 2. creating objects
    auto bg = Sprite::create( "images/background/background.jpg" );
    bg->setPosition( Vec2( origin.x + visibleSize.width / 2, origin.y + visibleSize.height / 2 ) );
    bg->setScale( 0.55, 0.55 );
    this->addChild( bg );
   
    auto edgeBody = PhysicsBody::createEdgeBox( visibleSize, PHYSICSBODY_MATERIAL_DEFAULT, 3 );
    edgeBody->setCollisionBitmask( OBSTACLE_COLLISION_BITMASK );
    edgeBody->setContactTestBitmask( true );
   
    auto edgeNode = Node::create();
    edgeNode->setPosition( Point( visibleSize.width / 2 + origin.x, visibleSize.height / 2 + origin.y ) );
   
    edgeNode->setPhysicsBody( edgeBody );
   
    this->addChild( edgeNode );
   
    //auto scoreboard = Sprite::create("images/objects/Frame.png");
    //scoreboard->setPosition(Point((visibleSize.width/2) + origin.x, visibleSize.height));
    //scoreboard->setScale(0.75, 0.75);
    //this->addChild(scoreboard);
   
    auto butterfly_1 = Sprite::create( "images/objects/Butterfly_1.png" );
    butterfly_1->setPosition( Point(( visibleSize.width / 4 ) + origin.x, visibleSize.height / 2 ) );
    butterfly_1->setScale( 0.75, 0.75 );
    this->addChild( butterfly_1 );
   
    auto butterfly_2 = Sprite::create( "images/objects/Butterfly_2.png" );
    butterfly_2->setPosition( Point(( visibleSize.width / 2 ) + origin.x, visibleSize.height ) );
    butterfly_2->setScale( 0.75, 0.75 );
    this->addChild( butterfly_2 );
   
    auto butterfly_3 = Sprite::create( "images/objects/Butterfly_3.png" );
    butterfly_3->setPosition( Point(( visibleSize.width / 3 ) + origin.x, visibleSize.height / 3 ) );
    butterfly_3->setScale( 0.75, 0.75 );
    this->addChild( butterfly_3 );
   
    character = Sprite::create( "images/characters/Player.png" );
    character->setPosition( Point(( visibleSize.width / 4.6 ) + origin.x, visibleSize.height / 2 ) );
    character->setScale( 0.34, 0.34 );
    this->addChild( character );
   
    ground = Sprite::create( "images/background/Ground.jpg" );
    ground->setPosition( Point(( visibleSize.width / 2 ) + origin.x,( visibleSize.height / 3 ) ) );
    this->addChild( ground );
   
    bridge = Sprite::create( "images/background/Bridge.png" );
    bridge->setPosition( Point(( visibleSize.width / 2 ) + origin.x,( visibleSize.height / 5 ) ) );
    this->addChild( bridge );
   
    //Ruch obiektow
    auto rotateAction = RotateBy::create( 2, 118 );
    auto action_2 = Sequence::create( rotateAction, MoveBy::create( 5, Point( 100, 80 ) ), NULL );
    butterfly_1->runAction( action_2 );
   
    //Audio
    CocosDenshion::SimpleAudioEngine::getInstance()->preloadBackgroundMusic( "audio/Theme.mp3" );
    CocosDenshion::SimpleAudioEngine::getInstance()->playBackgroundMusic( "audio/Theme.mp3", true );
   
    return true;
}

Plik .h
C/C++
#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__

#include "cocos2d.h"

class HelloWorld
    : public cocos2d::Scene
{
public:
    static cocos2d::Scene * createScene();
   
    virtual bool init();
   
    // a selector callback
    cocos2d::PhysicsWorld * sceneWorld;
    void menuCloseCallback( cocos2d::Ref * pSender );
    void SetPhysicsWorld( cocos2d::PhysicsWorld * world ) { sceneWorld = world; };
    /////////////////////
    // creating own variables
   
    cocos2d::Sprite * character;
    cocos2d::Sprite * bridge;
    cocos2d::Sprite * ground;
   
   
    // Character *character;
    bool onContactBegin( cocos2d::PhysicsContact & contact );
    /////////////////////
    // touch
   
    bool onTouchBegan( cocos2d::Touch * touch, cocos2d::Event * event );
   
    // implement the "static create()" method manually
    CREATE_FUNC( HelloWorld );
};


#endif // __HELLOWORLD_SCENE_H__
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