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Chapter2.cpp
190 lines (139 loc) · 6.5 KB
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Chapter2.cpp
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#include "Chapter2.h"
#include "Chapter2Level1.h"
USING_NS_CC;
Scene* Chapter2::createScene()
{
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// some upfront items that we need
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Size visibleSize = Director::getInstance()->getVisibleSize();
Vec2 origin = Director::getInstance()->getVisibleOrigin();
Size playingSize = Size(visibleSize.width, visibleSize.height - (visibleSize.height/8)); // actual playing size to work with
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// create a scene for our game to hold everything
// 'scene' is an autorelease object
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
auto scene = Scene::create();
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// create the title dialog
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
auto color = Color4F(1.0f, 0.5f, 0.3f, 1);
int verts = 4;
Vec2 stripe1[] = {
Vec2::ZERO,
Vec2(0,200),
Vec2(600,200),
Vec2(600,0)
};
DrawNode* dotNode1 = DrawNode::create();
dotNode1->setContentSize(Size(600, 200));
dotNode1->drawPolygon(stripe1, verts, color, 0, color);
dotNode1->setPosition(Vec2(visibleSize.width/2 - (dotNode1->getContentSize().width / 2),
playingSize.height - dotNode1->getContentSize().height));
auto label = Label::createWithTTF("Super Cocos Aliens", "Marker Felt.ttf", 64);
dotNode1->addChild(label, 1);
auto dotNodeSize = dotNode1->getContentSize();
label->setPosition(Vec2(dotNodeSize.width/2, dotNodeSize.height/2));
scene->addChild(dotNode1, -1);
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// create a node to hold all labels
// create the player and score labels
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
int paddingX = 20;
int paddingY = 20;
auto labelNode = Node::create();
auto player1 = Label::createWithTTF("Player 1", "Marker Felt.ttf", 32);
auto player2 = Label::createWithTTF("Player 2", "Marker Felt.ttf", 32);
auto player1Score = Label::createWithTTF("00000", "Marker Felt.ttf", 32);
auto player2Score = Label::createWithTTF("00000", "Marker Felt.ttf", 32);
labelNode->addChild(player1, 0);
labelNode->addChild(player2, 0);
labelNode->addChild(player1Score, 0);
labelNode->addChild(player2Score, 0);
auto player1Size = player1->getContentSize();
auto player1ScoreSize = player1Score->getContentSize();
auto player2Size = player2->getContentSize();
auto player2ScoreSize = player2Score->getContentSize();
player1->setPosition(Vec2(0 + player1Size.width / 2 + paddingX,
visibleSize.height - player1Size.height / 2 - paddingY));
player1Score->setPosition(Vec2(0 + player1->getPositionX() + player1ScoreSize.width + paddingX,
visibleSize.height - player1ScoreSize.height / 2 - paddingY));
player2Score->setPosition(Vec2(visibleSize.width - player2ScoreSize.width / 2 - paddingX,
visibleSize.height - player2ScoreSize.height / 2 - paddingY));
player2->setPosition(Vec2(player2Score->getPositionX() - player2Size.width - paddingX,
visibleSize.height - player2Size.height / 2 - paddingY));
scene->addChild(labelNode, -1);
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// create a node to hold non-sprites.
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
auto nodeItems = Node::create();
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// create a path/walkway
// depending upon how large the screen is we need to decide how many blocks to lay down.
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
auto testSprite = Sprite::create("ZigzagForest_Square.png");
auto spriteSize = testSprite->getContentSize();
int howMany = std::ceil(visibleSize.width / spriteSize.width);
int sX = 0; // act as a counter for setPosition x coordinate.
int sY = 0; // act as a counter for setPosition y coordinate.
playingSize = Size(visibleSize.width, visibleSize.height - spriteSize.height);
for (int i=0; i < howMany; i++)
{
auto sprite = Sprite::create("ZigzagForest_Square.png");
sprite->setAnchorPoint(Vec2::ZERO);
sprite->setPosition(sX,sY);
sX += sprite->getContentSize().width;
nodeItems->addChild(sprite, 0);
}
testSprite = NULL;
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// create the blocks
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
testSprite = Sprite::create("ZigzagGrass_Mud_Round.png");
sX = visibleSize.width/2 - testSprite->getContentSize().width;
sY = playingSize.height/2 - testSprite->getContentSize().height * 2;
for (int i=0; i < 5; i++)
{
auto sprite = Sprite::create("ZigzagGrass_Mud_Round.png");
sprite->setAnchorPoint(Vec2::ZERO);
sprite->setPosition(sX,sY);
sX += sprite->getContentSize().width;
nodeItems->addChild(sprite, 0);
}
testSprite = NULL;
scene->addChild(nodeItems, 1);
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// create a node to hold all sprites
// create a few sprites
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
auto spriteNode = Node::create();
auto sprite1 = Sprite::create("Blue_Front1.png");
sprite1->setAnchorPoint(Vec2(0,0));
sprite1->setPosition(100, (visibleSize.height - playingSize.height));
spriteNode->addChild(sprite1, 1);
auto sprite2 = Sprite::create("LightBlue_Front1.png");
sprite2->setAnchorPoint(Vec2(0,0));
sprite2->setPosition(500, (visibleSize.height - playingSize.height));
spriteNode->addChild(sprite2, 1);
auto sprite3 = Sprite::create("White_Front1.png");
sprite3->setAnchorPoint(Vec2(0,0));
sprite3->setPosition(800, (visibleSize.height - playingSize.height));
spriteNode->addChild(sprite3, 1);
scene->addChild(spriteNode, 1);
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// create a node to hold menu
// create a menu
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
auto menuNode = Node::create();
auto menuItem1 = MenuItemFont::create("Start Game");
menuItem1->setFontNameObj("Marker Felt.ttf");
menuItem1->setFontSizeObj(64);
menuItem1->setCallback([&](Ref *sender) {
Director::getInstance()->replaceScene(Chapter2Level1::createScene());
});
auto menu = Menu::create(menuItem1, NULL);
menuNode->addChild(menu, 0);
scene->addChild(menuNode, 2);
// return the scene
return scene;
}