I'm trying to port my iPhone app to windows 8, I have a problem with this line (it's objective-c) :
[self schedule:#selector(fire:)];
The equivalent on c++ should be :
this->schedule(schedule_selector(AirScene::fire));
Where AirScene is the name of my class, but I have this error returning by Visual Studio 2012 :
error C2064: term does not evaluate to a function taking 1 arguments
So, in other words the function schedule(selector) is not found. It's strange because I have no problem with unschedule method, do you have any idea please ?
EDIT : AirScene.h
#include "cocos2d.h"
#include "Box2D\Box2D.h"
#include "AirSceneDelegate.h"
class AirScene : public cocos2d::CCLayer {
public:
AirScene::~AirScene(void);
// Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone
virtual bool init();
static cocos2d::CCScene* scene();
LAYER_NODE_FUNC(AirScene);
//Methods
void selectSpriteForTouch(cocos2d::CCPoint touchLocation);
cocos2d::CCPoint checkPuckPosition(cocos2d::CCPoint newPosition);
void panForTranslation(cocos2d::CCPoint translation);
void updateQuestion(string question);
void restoreScene();
void enableScreensaver();
void disableScreensaver(cocos2d::CCPoint touchPosition);
//Setters
void setDelegate(AirSceneDelegate *delegate);
private:
// Init
void initBackground(cocos2d::CCSize winSize);
void initPuck(cocos2d::CCSize winSize, cocos2d::CCPoint position);
void initHoles(cocos2d::CCSize winSize);
void initQuestion(cocos2d::CCSize winSize);
// Methods
void fire(cocos2d::ccTime dt = 0);
void updateHoles(cocos2d::ccTime dt);
void validateVote(bool isPositiveVote);
float getVelocity();
// Attributes
...
//Delegate
AirSceneDelegate* _delegate;
};
AirScene.cpp
#include <iostream>
#include "AirScene.h"
USING_NS_CC;
#pragma region Delete
AirScene::~AirScene(void)
{
///TODO : DELETE ALL
delete(_delegate);
_delegate = 0;
}
#pragma endregion Delete
#pragma region Init
CCScene* AirScene::scene()
{
// 'scene' is an autorelease object
CCScene *scene = CCScene::node();
// 'layer' is an autorelease object
AirScene *layer = AirScene::node();
// add layer as a child to scene
scene->addChild(layer);
// return the scene
return scene;
}
// on "init" you need to initialize your instance
bool AirScene::init()
{
// Super Init
if (!CCLayer::init())
return false;
//Init Attributes
screenSaverMode = false;
hasVoted = false;
schedule = false;
_delegate = 0;
_selSprite = NULL;
//Create World
b2Vec2 gravity = b2Vec2(0, 0);
_world = new b2World(gravity);
CCSize size = CCDirector::sharedDirector()->getWinSize();
//Inits
AirScene::initBackground(size);
AirScene::initPuck(size, ccp(512, 200));
AirScene::initHoles(size);
AirScene::initQuestion(size);
return true;
}
// Init Background and set walls
void AirScene::initBackground(CCSize winSize)
{
...
}
/** Init Puck : create puck body and shape */
void AirScene::initPuck(CCSize winSize, CCPoint position)
{
...
}
void AirScene::initHoles(CCSize winSize)
{
...
}
// Set Question Label
void AirScene::initQuestion(CCSize winSize)
{
...
}
#pragma endregion Init
#pragma region Private
void AirScene::fire(ccTime dt)
{
_world->Step(dt, 8, 8);
//CCSprite *ballData = ((CCSprite *)_body->GetUserData())
((CCSprite *)_body->GetUserData())->setPosition(ccp(_body->GetPosition().x * PTM_RATIO, _body->GetPosition().y * PTM_RATIO));
_puckShadow->setPosition(ccp(((CCSprite *)_body->GetUserData())->getPosition().x + 2, ((CCSprite *)_body->GetUserData())->getPosition().y - 2));
if (screenSaverMode)
AirScene::updateHoles(0);
}
//Ajust Glow Effect and Validate Vote
void AirScene::updateHoles(cocos2d::ccTime dt)
{
...
}
float AirScene::getVelocity()
{
...
}
void AirScene::validateVote(bool isPositiveVote)
{
...
}
#pragma endregion Private
#pragma region Public
void AirScene::selectSpriteForTouch(CCPoint touchLocation)
{
...
}
// Check if the puck is not outside the view
CCPoint AirScene::checkPuckPosition(CCPoint newPosition)
{
...
}
// Move Puck
void AirScene::panForTranslation(CCPoint translation)
{
...
}
// Update Question
void AirScene::updateQuestion(string question)
{
...
}
void AirScene::restoreScene()
{
...
}
void AirScene::enableScreensaver()
{
screenSaverMode = true;
CCSize winSize = CCDirector::sharedDirector()->getWinSize();
//Unschedule actions
this->unscheduleAllSelectors();
//Delete Puck
CCPoint puckPosition = _puck->getPosition();
_puck->removeAllChildrenWithCleanup(true);
_puck->removeFromParentAndCleanup(true);
_puckShadow->removeAllChildrenWithCleanup(true);
_puckShadow->removeFromParentAndCleanup(true);
_world->DestroyBody(_body);
delete(_puck);
delete(_puckShadow);
//RecreatePuck
this->initPuck(winSize, ccp(512, 200));
//Impulse
_body->SetLinearVelocity(b2Vec2(0, 0));
/** ERROR IS CAUSED BY THIS LINE */
this->schedule(schedule_selector(AirScene::fire));
}
void AirScene::disableScreensaver(cocos2d::CCPoint touchPosition)
{
}
#pragma endregion Public
#pragma region Getters & Setters
void AirScene::setDelegate(AirSceneDelegate *delegate)
{
_delegate = delegate;
}
#pragma endregion Getters & Setters
Fixed.
The version of cocos 2d which is used for windows 8 template is an old version, so the good way to schedule a selector is this one :
CCScheduler::sharedScheduler()->scheduleSelector(schedule_selector(AirScene::fire), this, 0, false);
Related
After I transition to the HelloWorldScene from the GameLayerScene, the scene (HelloWorldScene)freezes and the buttons are not clickable. Is it wrong to use replaceScene? How can I implement a function to return to the main menu from the main game? I used push and pop as well but not working.
GameLayerScene
Scene* GameLayer::createScene(int level)
{
auto scene = Scene::create();
auto layer = GameLayer::create(level);
scene->addChild(layer);
return scene;
}
GameLayer* GameLayer::create(int level)
{
GameLayer *pRet = new GameLayer();
pRet->init(level);
pRet->autorelease();
return pRet;
}
bool GameLayer::init(int level)
{
if (!Layer::init())
return false;
auto touchListener = EventListenerTouchOneByOne::create();
touchListener->setSwallowTouches(_swallowsTouches);
touchListener->onTouchBegan = CC_CALLBACK_2(GameLayer::onTouchBegan, this);
touchListener->onTouchMoved = CC_CALLBACK_2(GameLayer::onTouchMoved, this);
touchListener->onTouchEnded = CC_CALLBACK_2(GameLayer::onTouchEnded, this);
touchListener->onTouchCancelled = CC_CALLBACK_2(GameLayer::onTouchCancelled, this);
_eventDispatcher->addEventListenerWithSceneGraphPriority(touchListener, this);
_level = level;
//This will be shown when the pause is pressed.
auto pauseLayer=LayerColor::create(Color4B::BLACK, WINSIZE.width, WINSIZE.height);
auto pauseLabel=Label::createWithTTF("Paused", "fonts/Marker Felt.ttf", 24);
pauseLabel->setPosition(WINSIZE.width / 2.0, (WINSIZE.height/ 2.0) + 100);
pauseLayer->addChild(pauseLabel);
// Add your required content to pauseLayer like pauseLabel
auto resumeButton = cocos2d::ui::Button::create("resume.png");
resumeButton->setPosition(Vec2(WINSIZE.width / 2.0, WINSIZE.height/ 2.0));
resumeButton->addClickEventListener([pauseLayer](Ref*){
//
if(Director::getInstance()->isPaused()) {
Director::getInstance()->resume();
pauseLayer->setVisible(false);
}
});
auto menuButton = cocos2d::ui::Button::create("menu.png");
menuButton->setPosition(Vec2(WINSIZE.width / 2.0, (WINSIZE.height/ 2.0) - 100));
menuButton->addClickEventListener([pauseLayer](Ref*){
Director::getInstance()->replaceScene(HelloWorldScene::createScene());
// Director::getInstance()->end();
});
pauseLayer->addChild(resumeButton);
pauseLayer->addChild(menuButton);
pauseLayer->setVisible(false);
pauseLayer->setOpacity(220); // so that gameplay is slightly visible
addChild(pauseLayer, ZOrder::Level);
AppDelegate
bool AppDelegate::applicationDidFinishLaunching()
{
auto director = Director::getInstance();
auto glview = director->getOpenGLView();
if(!glview)
{
glview = GLViewImpl::create("KaratePuzzle");
director->setOpenGLView(glview);
}
director->setDisplayStats(false);
director->setAnimationInterval(1.0 / 60);
glview->setDesignResolutionSize(640, 1136, ResolutionPolicy::FIXED_WIDTH);
auto scene = HelloWorldScene::createScene();
director->runWithScene(scene);
return true;
}
HelloWorldScene
Scene* HelloWorldScene::createScene()
{
auto scene = Scene::create();
auto layer = HelloWorldScene::create();
scene->addChild(layer);
return scene;
}
HelloWorldScene::HelloWorldScene()
{
}
HelloWorldScene::~HelloWorldScene()
{
}
bool HelloWorldScene::init()
{
if (!Layer::init()) {
return false;
}
CocosDenshion::SimpleAudioEngine::sharedEngine()->playBackgroundMusic("battle.mp3", true);
auto director = Director::getInstance();
auto winSize = director->getWinSize();
auto background = Sprite::create("main_back.png");
background->setPosition(Vec2(winSize.width / 2.0, winSize.height / 2.0));
this->addChild(background);
auto logo = Sprite::create("logo.png");
logo->setPosition(Vec2(winSize.width / 2.0, winSize.height - 150));
this->addChild(logo);
auto menuButton = MenuItemImage::create("start.png","start.png","start.png",CC_CALLBACK_1(HelloWorldScene::ImageButton,this));
// menuButton->setPosition(Vec2(winSize.width / 2.0, winSize.height /2.0));
menuButton->setPosition(Vec2(winSize.width / 2.0, ((winSize.height /2.0) - 300)));
menuButton->setScale(1.5f);
auto blink = Sequence::create(FadeTo::create(0.5, 127),
FadeTo::create(0.5, 255),
NULL);
menuButton->runAction(RepeatForever::create(blink));
this->addChild(menuButton);
auto moreButton = MenuItemImage::create("more.png","more.png","more.png",[](Ref*sender){
std::string url = "https://play.google.com/xxx";
cocos2d::Application::getInstance()->openURL(url);
});
winSize.height /2.0));
moreButton->setPosition(Vec2(winSize.width / 2.0, 90));
this->addChild(moreButton);
auto menu = Menu::create(menuButton,moreButton, NULL);
menu->setPosition(Point(0,0));
this->addChild(menu);
return true;
}
//Click event for menuButton
void HelloWorldScene::ImageButton(cocos2d::Ref *pSender) {
// stop background music
CocosDenshion::SimpleAudioEngine::getInstance()->stopBackgroundMusic();
this->getEventDispatcher()->removeAllEventListeners();
auto delay = DelayTime::create(0.5);
auto startGame = CallFunc::create([]{
auto scene = GameLayer::createScene();
auto transition = TransitionPageTurn::create(0.5, scene, true);
Director::getInstance()->replaceScene(transition);
// CocosDenshion::SimpleAudioEngine::getInstance()->stopBackgroundMusic();
});
this->runAction(Sequence::create(delay,startGame,
NULL));
}
void HelloWorldScene::onEnterTransitionDidFinish()
{
//CocosDenshion::SimpleAudioEngine::getInstance()->playBackgroundMusic(AudioUtils::getFileName("title").c_str());
}
HelloWorldScene.h
#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__
#include "cocos2d.h"
class HelloWorldScene :public cocos2d::Layer
{
public:
static cocos2d::Scene* createScene();
HelloWorldScene();
virtual ~HelloWorldScene();
bool init() override;
void onEnterTransitionDidFinish() override;
CREATE_FUNC(HelloWorldScene);
void ImageButton(Ref *pSender);
};
#endif // __HELLOWORLD_SCENE_H__
GameLayerScene.h
#include "cocos2d.h"
#include <random>
#include "BallSprite.h"
#include "Character.h"
class GameLayer : public cocos2d::Layer
{
protected:
enum class Direction
{
x,
y,
};
enum ZOrder
{
BgForCharacter = 0,
BgForPuzzle,
Enemy,
EnemyHp,
Char,
CharHp,
Ball,
Level,
Result,
};
std::default_random_engine _engine;
std::discrete_distribution<int> _distForBall;
std::uniform_int_distribution<int> _distForMember;
BallSprite* _movingBall;
bool _movedBall;
bool _touchable;
int _maxRemovedNo;
int _chainNumber;
std::vector<std::map<BallSprite::BallType, int>> _removeNumbers;
Character* _enemyData;
cocos2d::Sprite* _enemy;
cocos2d::ProgressTimer* _hpBarForEnemy;
cocos2d::Vector<Character*> _memberDatum;
cocos2d::Vector<cocos2d::Sprite*> _members;
cocos2d::Vector<cocos2d::ProgressTimer*> _hpBarForMembers;
int _level;
int _nextLevel;
void initBackground();
void initBalls();
BallSprite* newBalls(BallSprite::PositionIndex positionIndex, bool visible);
BallSprite* getTouchBall(cocos2d::Point touchPos, BallSprite::PositionIndex withoutPosIndex = BallSprite::PositionIndex());
void movedBall();
void checksLinedBalls();
bool existsLinedBalls();
cocos2d::Map<int, BallSprite*> getAllBalls();
bool isSameBallType(BallSprite::PositionIndex current, Direction direction);
void initBallParams();
void checkedBall(BallSprite::PositionIndex current, Direction direction);
void removeAndGenerateBalls();
void generateBalls(int xLineNum, int fallCount);
void animationBalls();
void initEnemy();
void initMembers();
void calculateDamage(int &chainNum, int &healing, int &damage, std::set<int> &attackers);
bool isAttacker(BallSprite::BallType type, Character::Element element);
void attackToEnemy(int damage, std::set<int> attackers);
void healMember(int healing);
void attackFromEnemy();
void endAnimation();
cocos2d::Spawn* vibratingAnimation(int afterHp);
void initLevelLayer();
void removeLevelLayer(float dt);
void winAnimation();
void loseAnimation();
void nextScene(float dt);
public:
GameLayer();
virtual bool init(int level);
static GameLayer* create(int level);
static cocos2d::Scene* createScene(int level = 1);
virtual bool onTouchBegan(cocos2d::Touch* touch, cocos2d::Event* unused_event);
virtual void onTouchMoved(cocos2d::Touch* touch, cocos2d::Event* unused_event);
virtual void onTouchEnded(cocos2d::Touch* touch, cocos2d::Event* unused_event);
virtual void onTouchCancelled(cocos2d::Touch* touch, cocos2d::Event* unused_event);
void PauseButton(Ref *pSender);
};
#endif
I've not tested your code but it seems problem in this statement :
auto menu = Menu::create(menuButton,moreButton, NULL);
It'll give runtime exception because menuButton and moreButton already added. It can't be added again.
I was able to solve the problem.The problem was due to the scene still paused without being resumed.
auto menuButton = cocos2d::ui::Button::create("menu.png");
menuButton->setPosition(Vec2(WINSIZE.width / 2.0, (WINSIZE.height/ 2.0) - 100));
menuButton->addClickEventListener([pauseLayer](Ref*){
if (Director::getInstance()->isPaused()) {
Director::getInstance()->resume();
}
Director::getInstance()->replaceScene(HelloWorldScene::createScene());
// Director::getInstance()->end();
});
OS : Win10
Language : c++
Cocos2d-x Ver : 3.8.1
Tool : Visual Studio 2013
//MainMenuScene.h
#ifndef ProjectV_MainMenuScene_h
#define ProjectV_MainMenuScene_h
#include "cocos2d.h"
class MainMenuScene :public cocos2d::CCLayerColor
{
public:
virtual bool init();
static cocos2d::CCScene *createScene();
CREATE_FUNC(MainMenuScene);
cocos2d::Label *PlayLabel;
void goPlayScene(cocos2d::Ref *pSender);
};
#endif
//MainMenuScene.cpp
#include "MainMenuScene.h"
#include "PlayScene.h"
USING_NS_CC;
CCScene *MainMenuScene::createScene()
{
CCScene *scene = CCScene::create();
MainMenuScene *layer = MainMenuScene::create();
scene->addChild(layer);
return scene;
}
bool MainMenuScene::init()
{
if (!CCLayerColor::initWithColor(Color4B(255, 255, 255, 255)))
{
return false;
}
PlayLabel = Label::createWithTTF("Play", "fonts/consola.ttf", 18);
PlayLabel->setColor(Color3B::BLACK);
auto PlayBtn = MenuItemLabel::create(
PlayLabel,
CC_CALLBACK_1(MainMenuScene::goPlayScene, this));
// i thought CC_CALLBACK_1(MainMenuScene::goPlayScene,this) mean call goPlayScene(Ref* pSender) when click or touch the label
PlayBtn->setPosition(Vec2(240, 100));
auto pMenu = Menu::create(PlayBtn, NULL);
pMenu->setPosition(Vec2::ZERO);
this->addChild(pMenu);
return true;
}
void MainMenuScene::goPlayScene(Ref* pSender)
{
CCScene *pScene = PlayScene::createScene();
TransitionScene *pTransScene = TransitionFade::create(1.0f, pScene, Color3B::WHITE);
Director::getInstance()->replaceScene(pTransScene);
}
i don't know why function don't call when i clicked the label
You is not passed an argument in the calling function
CC_CALLBACK_1(MainMenuScene::goPlayScene, this)
You need either remove the Ref* pSender from void MainMenuScene::goPlayScene() or add an your sender in CC_CALLBACK_1(MainMenuScene::goPlayScene, this) after this.
First of all thank you for your time and apologize for the long of this post but i couldn't find any other way to make it shorter and also for me english! if you don't understand something, just ask ^^. Hope you can find the error because is driving me crazy.
I'm currently learning DirectX 11 and i'm making This Little Game from this website but applying OOP and DirectX 11 instead of 9 just taking certain things from that project.
Ok, now that you have a little context here is the problem.
I made an abstract class called GameObject which encapsulates all the functionalities concerning to rendering, like storing the image(s), animation, transition between frames, etc. This GameObject class is used to define every other object that will interact in my game.
GameObject Class
////////////////////////////////////////////////////////////////////////////////
// Filename: GameObject.h
////////////////////////////////////////////////////////////////////////////////
#ifndef _GAME_OBJECT_H_
#define _GAME_OBJECT_H_
///////////////////////
// MY CLASS INCLUDES //
///////////////////////
#include "Sprite.h"
#include "InputHandler.h"
#include "Timer.h"
class GameObject
{
public:
GameObject();
GameObject(const GameObject& other);
~GameObject();
virtual bool Initialize(ID3D11Device* device, HWND hwnd, Bitmap::DimensionType screen) = 0;
bool Initialize(ID3D11Device* device, HWND hwnd, Bitmap::DimensionType screen, WCHAR* spriteFileName, Bitmap::DimensionType bitmap, Bitmap::DimensionType sprite, int numberOfFramesAcross, int initialFrame, bool useTimer);
virtual void Shutdown();
virtual bool Render(ID3D11DeviceContext* deviceContext, D3DXMATRIX wordMatrix, D3DXMATRIX viewMatrix, D3DXMATRIX projectionMatrix);
void Move();
void Move(const D3DXVECTOR2 vector);
virtual void Frame(const InputHandler::ControlsType& controls);
void SortFrameArray(const int* framesOrder, int size);
void SetPosition(const POINT& position);
const POINT GetPosition();
void SetVelocity(const D3DXVECTOR2& velocity);
const D3DXVECTOR2 GetVelocity();
void SetStatus(const bool status);
bool GetStatus();
float GetMovementDelayTime();
void ResetMovementDelayTime();
float GetAnimationDelayTime();
void ResetAnimationDelayTime();
//Both of this objects i think i'll remove them from this class. I don't think they belong here.
ID3D11Device* GetDevice();
HWND GetHWND();
Sprite* GetSprite();
protected:
ID3D11Device* m_device;
HWND m_hwnd;
Sprite* m_Sprite;
Timer* m_Timer;
POINT m_position;
D3DXVECTOR2 m_velocity;
bool m_active;
float m_movementDelay;
float m_animationDelay;
};
#endif
Cpp
////////////////////////////////////////////////////////////////////////////////
// Filename: GameObject.cpp
////////////////////////////////////////////////////////////////////////////////
#include "GameObject.h"
GameObject::GameObject()
{
this->m_Sprite = nullptr;
this->m_Timer = nullptr;
this->m_movementDelay = 0.0f;
this->m_animationDelay = 0.0f;
}
GameObject::GameObject(const GameObject& other)
{
}
GameObject::~GameObject()
{
}
bool GameObject::Initialize(ID3D11Device* device, HWND hwnd, Bitmap::DimensionType screen, WCHAR* spriteFileName, Bitmap::DimensionType bitmap, Bitmap::DimensionType sprite, int numberOfFramesAcross, int initialFrame, bool useTimer)
{
bool result;
this->m_device = device;
this->m_hwnd = hwnd;
this->m_Sprite = new Sprite();
if (!this->m_Sprite)
{
return false;
}
result = this->m_Sprite->Initialize(device, hwnd, screen, spriteFileName, bitmap, sprite, numberOfFramesAcross, initialFrame);
if (!result)
{
return false;
}
if (useTimer)
{
this->m_Timer = new Timer();
if (!this->m_Timer)
{
return false;
}
result = this->m_Timer->Initialize();
if (!result)
{
return false;
}
}
return true;
}
void GameObject::Shutdown()
{
SAFE_SHUTDOWN(this->m_Sprite);
SAFE_DELETE(this->m_Timer);
}
bool GameObject::Render(ID3D11DeviceContext* deviceContext, D3DXMATRIX wordMatrix, D3DXMATRIX viewMatrix, D3DXMATRIX projectionMatrix)
{
return this->m_Sprite->Render(deviceContext, this->m_position, wordMatrix, viewMatrix, projectionMatrix);
}
void GameObject::Move()
{
this->m_position.x += this->m_velocity.x;
this->m_position.y += this->m_velocity.y;
}
void GameObject::Move(const D3DXVECTOR2 vector)
{
this->m_position.x += vector.x;
this->m_position.y += vector.y;
}
void GameObject::Frame(const InputHandler::ControlsType& controls)
{
if (this->m_Timer)
{
this->m_Timer->Frame();
this->m_movementDelay += this->m_Timer->GetTime();
this->m_animationDelay += this->m_Timer->GetTime();
}
}
void GameObject::SortFrameArray(const int* framesOrder, int size)
{
this->m_Sprite->SortFrameArray(framesOrder, size);
}
void GameObject::SetPosition(const POINT& position)
{
this->m_position = position;
}
const POINT GameObject::GetPosition()
{
return this->m_position;
}
void GameObject::SetVelocity(const D3DXVECTOR2& velocity)
{
this->m_velocity = velocity;
}
const D3DXVECTOR2 GameObject::GetVelocity()
{
return this->m_velocity;
}
void GameObject::SetStatus(const bool status)
{
this->m_active = status;
}
bool GameObject::GetStatus()
{
return this->m_active;
}
Sprite* GameObject::GetSprite()
{
return this->m_Sprite;
}
float GameObject::GetAnimationDelayTime()
{
return this->m_animationDelay;
}
void GameObject::ResetMovementDelayTime()
{
this->m_movementDelay = 0.0f;
}
float GameObject::GetMovementDelayTime()
{
return this->m_animationDelay;
}
void GameObject::ResetAnimationDelayTime()
{
this->m_animationDelay = 0.0f;
}
ID3D11Device* GameObject::GetDevice()
{
return this->m_device;
}
HWND GameObject::GetHWND()
{
return this->m_hwnd;
}
And i made the derived class Fighter which represents my Spaceship and has a FighterFlame which i think is not relevant to the problem, and a list of pointers to pointers of Bullet (m_Bullets) which will be the bullets coming out from the Ship.
////////////////////////////////////////////////////////////////////////////////
// Filename: Fighter.h
////////////////////////////////////////////////////////////////////////////////
#ifndef _FIGHTER_H_
#define _FIGHTER_H_
//////////////
// INCLUDES //
//////////////
#include <list>
///////////////////////
// MY CLASS INCLUDES //
///////////////////////
#include "GameObject.h"
#include "Bullet.h"
#include "FighterFlame.h"
class Fighter : public GameObject
{
public:
Fighter();
Fighter(const Fighter& other);
~Fighter();
virtual bool Initialize(ID3D11Device* device, HWND hwnd, Bitmap::DimensionType screen) override;
virtual void Shutdown();
virtual bool Render(ID3D11DeviceContext* deviceContext, D3DXMATRIX wordMatrix, D3DXMATRIX viewMatrix, D3DXMATRIX projectionMatrix) override;
virtual void Frame(const InputHandler::ControlsType& controls) override;
private:
void GenerateTriBullet();
void ValidateBulletsBounds();
private:
int m_life;
int m_lives;
FighterFlame* m_FighterFlame;
std::list<Bullet**> m_Bullets;
const int SHIP_SPEED = 3;
const float MOVEMENT_DELAY = 16.0f;
const float ANIMATION_DELAY = 20.0f;
const float SHOOT_DELAY = 30.0f;
};
#endif
Cpp
////////////////////////////////////////////////////////////////////////////////
// Filename: Fighter.cpp
////////////////////////////////////////////////////////////////////////////////
#include "Fighter.h"
Fighter::Fighter() : GameObject()
{
this->m_life = 100;
this->m_lives = 3;
this->m_FighterFlame = nullptr;
}
Fighter::Fighter(const Fighter& other)
{
}
Fighter::~Fighter()
{
}
bool Fighter::Initialize(ID3D11Device* device, HWND hwnd, Bitmap::DimensionType screen)
{
bool result;
this->m_life = 100;
this->m_lives = 3;
result = GameObject::Initialize(device, hwnd, screen, L"Fighter.dds", Bitmap::DimensionType{ 1152, 216 }, Bitmap::DimensionType{ 144, 108 }, 8, 7, true);
if (!result)
{
MessageBox(hwnd, L"Could not initialize Fighter", L"Error", MB_OK);
return false;
}
this->m_position = POINT{ 0, 0 };
int order[16] = { 7, 6, 5, 4, 3, 2, 1, 0, 8, 9, 10, 11, 12, 13, 14, 15 };
GameObject::SortFrameArray(order, 16);
this->m_FighterFlame = new FighterFlame();
if (!this->m_FighterFlame)
{
return false;
}
result = this->m_FighterFlame->Initialize(device, hwnd, screen);
if (!result)
{
MessageBox(hwnd, L"Could not initialize FighterFlame", L"Error", MB_OK);
return false;
}
return true;
}
bool Fighter::Render(ID3D11DeviceContext* deviceContext, D3DXMATRIX wordMatrix, D3DXMATRIX viewMatrix, D3DXMATRIX projectionMatrix)
{
bool result;
result = GameObject::Render(deviceContext, wordMatrix, viewMatrix, projectionMatrix);
if (!result)
{
return false;
}
result = this->m_FighterFlame->Render(deviceContext, wordMatrix, viewMatrix, projectionMatrix);
if (!result)
{
return false;
}
for (Bullet** bullet : this->m_Bullets)
{
if (bullet)
{
result = (*bullet)->Render(deviceContext, wordMatrix, viewMatrix, projectionMatrix);
if (!result)
{
return false;
}
}
}
return true;
}
void Fighter::Shutdown()
{
GameObject::Shutdown();
SAFE_SHUTDOWN(this->m_FighterFlame);
for (Bullet** bullet : this->m_Bullets)
{
SAFE_SHUTDOWN(*bullet);
}
this->m_Bullets.clear();
}
void Fighter::Frame(const InputHandler::ControlsType& controls)
{
GameObject::Frame(controls);
this->m_FighterFlame->SetPosition(POINT{ this->m_position.x - 26, this->m_position.y + 47});
this->m_FighterFlame->Frame(controls);
for (Bullet** bullet : this->m_Bullets)
{
(*bullet)->Frame(controls);
}
if (GameObject::GetMovementDelayTime() > MOVEMENT_DELAY)
{
if (controls.up ^ controls.down)
{
if (controls.up)
{
if (GameObject::GetPosition().y > 0)
{
GameObject::Move(D3DXVECTOR2(0, -SHIP_SPEED));
}
if (GameObject::GetAnimationDelayTime() > ANIMATION_DELAY)
{
GameObject::GetSprite()->IncrementFrame();
GameObject::ResetAnimationDelayTime();
}
}
else if (controls.down)
{
if (GameObject::GetPosition().y < (GameObject::GetSprite()->GetBitmap()->GetScreenDimensions().height - GameObject::GetSprite()->GetBitmap()->GetBitmapDimensions().height))
{
GameObject::Move(D3DXVECTOR2(0, SHIP_SPEED));
}
if (GameObject::GetAnimationDelayTime() > ANIMATION_DELAY)
{
GameObject::GetSprite()->DecrementFrame();
GameObject::ResetAnimationDelayTime();
}
}
}
else
{
if (GameObject::GetSprite()->GetCurrentFrame() > (GameObject::GetSprite()->GetAmountOfFrames() / 2))
{
if (GameObject::GetAnimationDelayTime() > ANIMATION_DELAY)
{
GameObject::GetSprite()->DecrementFrame();
GameObject::ResetAnimationDelayTime();
}
}
if (GameObject::GetSprite()->GetCurrentFrame() < (GameObject::GetSprite()->GetAmountOfFrames() / 2))
{
if (GameObject::GetAnimationDelayTime() > ANIMATION_DELAY)
{
GameObject::GetSprite()->IncrementFrame();
GameObject::ResetAnimationDelayTime();
}
}
}
if (controls.right ^ controls.left)
{
if (controls.right)
{
if (GameObject::GetPosition().x < (GameObject::GetSprite()->GetBitmap()->GetScreenDimensions().width - GameObject::GetSprite()->GetBitmap()->GetBitmapDimensions().width))
{
GameObject::Move(D3DXVECTOR2(SHIP_SPEED, 0));
}
}
else if (controls.left)
{
if (GameObject::GetPosition().x > 0)
{
GameObject::Move(D3DXVECTOR2(-SHIP_SPEED, 0));
}
}
}
GameObject::ResetMovementDelayTime();
}
if (controls.spaceBar)
{
Fighter::GenerateTriBullet();
}
Fighter::ValidateBulletsBounds();
}
void Fighter::GenerateTriBullet()
{
Bullet* upBullet = new Bullet();
upBullet->Initialize(this->m_FighterFlame->GetDevice(), this->m_FighterFlame->GetHWND(), this->m_FighterFlame->GetSprite()->GetBitmap()->GetScreenDimensions());
upBullet->SetVelocity(D3DXVECTOR2(20, 2));
upBullet->SetPosition(GameObject::GetPosition());
upBullet->Move();
this->m_Bullets.push_back(&upBullet);
Bullet* middleBullet = new Bullet();
middleBullet->Initialize(this->m_FighterFlame->GetDevice(), this->m_FighterFlame->GetHWND(), this->m_FighterFlame->GetSprite()->GetBitmap()->GetScreenDimensions());
middleBullet->SetVelocity(D3DXVECTOR2(20, 0));
middleBullet->SetPosition(GameObject::GetPosition());
middleBullet->Move();
this->m_Bullets.push_back(&middleBullet);
Bullet* downBullet = new Bullet();
downBullet->Initialize(this->m_FighterFlame->GetDevice(), this->m_FighterFlame->GetHWND(), this->m_FighterFlame->GetSprite()->GetBitmap()->GetScreenDimensions());
downBullet->SetVelocity(D3DXVECTOR2(20, -2));
downBullet->SetPosition(GameObject::GetPosition());
downBullet->Move();
this->m_Bullets.push_back(&downBullet);
}
void Fighter::ValidateBulletsBounds()
{
for (std::list<Bullet**>::iterator it = this->m_Bullets.begin(); it != this->m_Bullets.end(); it++)
{
if ((*(*(&(it)._Ptr->_Myval)))->GetPosition().x > GameObject::GetSprite()->GetBitmap()->GetScreenDimensions().width)
{
SAFE_SHUTDOWN(**it);
this->m_Bullets.erase(it);
}
}
}
And finally the problematic one, The Bullet class who is also derived from GameObject and will represent the bullets that the spaceship can shoot.
////////////////////////////////////////////////////////////////////////////////
// Filename: Bullet.h
////////////////////////////////////////////////////////////////////////////////
#ifndef _BULLET_H_
#define _BULLET_H_
///////////////////////
// MY CLASS INCLUDES //
///////////////////////
#include "GameObject.h"
class Bullet : public GameObject
{
public:
Bullet();
Bullet(const Bullet& other);
~Bullet();
virtual bool Initialize(ID3D11Device* device, HWND hwnd, Bitmap::DimensionType screen) override;
virtual void Frame(const InputHandler::ControlsType& controls) override;
private:
const float MOVEMENT_DELAY = 16.0f;
};
#endif
Cpp
////////////////////////////////////////////////////////////////////////////////
// Filename: Bullet.cpp
////////////////////////////////////////////////////////////////////////////////
#include "Bullet.h"
Bullet::Bullet() : GameObject()
{
}
Bullet::Bullet(const Bullet& other)
{
}
Bullet::~Bullet()
{
}
bool Bullet::Initialize(ID3D11Device* device, HWND hwnd, Bitmap::DimensionType screen)
{
bool result;
result = GameObject::Initialize(device, hwnd, screen, L"Bullet.dds", Bitmap::DimensionType{ 18, 3 }, Bitmap::DimensionType{ 18, 3 }, 1, 0, true);
if (!result)
{
return false;
}
return true;
}
void Bullet::Frame(const InputHandler::ControlsType& controls)
{
GameObject::Frame(controls);
if (GameObject::GetMovementDelayTime() > MOVEMENT_DELAY)
{
GameObject::Move();
}
}
And the problem:
When the Gameloop is running and i press space bar, this occurs
// this if is from Fighter::Frame
if (controls.spaceBar)
{
Fighter::GenerateTriBullet();
}
Fighter::ValidateBulletsBounds();
It enters to the GenerateTriBullet method, which stores 3 bullets on the m_Bullets list.
void Fighter::GenerateTriBullet()
{
Bullet* upBullet = new Bullet();
upBullet->Initialize(this->m_FighterFlame->GetDevice(), this->m_FighterFlame->GetHWND(), this->m_FighterFlame->GetSprite()->GetBitmap()->GetScreenDimensions());
upBullet->SetVelocity(D3DXVECTOR2(20, 2));
upBullet->SetPosition(GameObject::GetPosition());
upBullet->Move();
this->m_Bullets.push_back(&upBullet);
Bullet* middleBullet = new Bullet();
middleBullet->Initialize(this->m_FighterFlame->GetDevice(), this->m_FighterFlame->GetHWND(), this->m_FighterFlame->GetSprite()->GetBitmap()->GetScreenDimensions());
middleBullet->SetVelocity(D3DXVECTOR2(20, 0));
middleBullet->SetPosition(GameObject::GetPosition());
middleBullet->Move();
this->m_Bullets.push_back(&middleBullet);
Bullet* downBullet = new Bullet();
downBullet->Initialize(this->m_FighterFlame->GetDevice(), this->m_FighterFlame->GetHWND(), this->m_FighterFlame->GetSprite()->GetBitmap()->GetScreenDimensions());
downBullet->SetVelocity(D3DXVECTOR2(20, -2));
downBullet->SetPosition(GameObject::GetPosition());
downBullet->Move();
this->m_Bullets.push_back(&downBullet);
}
When it leaves the method, i check the list and the bullets are still there as well as before entering the ValidateBulletsBound, but as soon as it enters the method and before doing ANYTHING, the bullets on the list are simply gone, and with this i mean, the m_Bullets list still has three objects, but happens that they are all NULL.
To explain myself a little better, what i want to do is that every time i press space-bar 3 bullets appears on the screen, and I'm trying to do that by asking if the space-bar value is true, add 3 Bullets to the m_Bullet list, then validate that the bullets in the list are still between the screen space, otherwise remove it.
But as you can see, i successfully store the bullets on the list and as soon as i enter to validate, they are gone... poof!
I don't know why any of this is happening, they are different instance of a class who doesn't share anything between them (memory-wise speaking), there's no static method or pointers shared by then, and even though they would it shouldn't be a problem given that they are just entering in another method and no operation has been done in the middle of that "entering the another method" part, or whatsoever. They even are in the same class, same context, no complex operation or leak (that i know of). I really don't know what's going on!
I want to finish by acknowledging that there are some serious design problems like the one's on GenerateTriBullet, and the fact that i'm not using matrices to move the objects. I'm just trying to finish it first (this is the first game i make on DirectX, really exited btw!!! ), then when i can see the big picture, start to put everything where it belongs. Also, how do i get the value from the list iterator, i read that it was (*it) for simple values, but i have a pointer to a pointer, so i thought it would be **it, but it always resolves to nullptr.
I really hope you can help me.
Here's the project, if you feel like you didn't understand and want to go a little further. You just have to run the project, a ship will appear in a little black window, put a breakpoint on line 182 of the Fighter class then press spacebar on the game window, then from there see what happens with m_Bullets when it leaves GenerateTriBullet and Enters ValidateBulletsBounds.
THANK YOU!
One clear problem:
m_Bullets is a list<Bullet**>. When you add to it you are adding the address of a local variable, e.g.,
Bullet* upBullet = new Bullet();
...
this->m_Bullets.push_back(&upBullet);
Went this method returns, the address stored from the &upBullet expression is no longer valid, as that variable no longer exits.
I think you mean to have m_Bullets as list<Bullet*>, and to add to it:
Bullet* upBullet = new Bullet();
...
this->m_Bullets.push_back(upBullet);
I think the best solution is to let list deal with the memory management and just have m_Bullets as list<Bullet>, then:
this->m_Bullets.emplace_back();
However this will probably require rethinking some of the polymorphism.
Briefly, I have two sprites, one of which is a child of another.
With each sprite related the event listener, as described there.
If both sprites are child nodes of the layer, then everything works great.
Now I need to second sprite is a child node of the first sprite.
But in this case, the second sprite does not respond to events in general.
I'm in a panic and have no idea what's wrong and how to fix it. Please help.
Here's a simplified example:
.h
#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__
#include "cocos2d.h"
class HelloWorld : public cocos2d::Layer
{
public:
// there's no 'id' in cpp, so we recommend returning the class instance pointer
static cocos2d::Scene* createScene();
// Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone
virtual bool init();
// a selector callback
void menuCloseCallback(cocos2d::Ref* pSender);
// implement the "static create()" method manually
CREATE_FUNC(HelloWorld);
};
class PlaySprite : public cocos2d::Sprite
{
public:
virtual bool init();
CREATE_FUNC(PlaySprite);
void addEvent();
bool touchBegan(cocos2d::Touch* touch, cocos2d::Event* event);
};
class InPlaySprite : public cocos2d::Sprite
{
public:
virtual bool init();
CREATE_FUNC(InPlaySprite);
void addEvent();
bool touchBegan(cocos2d::Touch* touch, cocos2d::Event* event);
};
#endif // __HELLOWORLD_SCENE_H__
.cpp
#include "HelloWorldScene.h"
USING_NS_CC;
Scene* HelloWorld::createScene()
{
// 'scene' is an autorelease object
auto scene = Scene::create();
// 'layer' is an autorelease object
auto layer = HelloWorld::create();
// add layer as a child to scene
scene->addChild(layer);
// return the scene
return scene;
}
// on "init" you need to initialize your instance
bool HelloWorld::init()
{
if ( !Layer::init() )
{
return false;
}
Size visibleSize = Director::getInstance()->getVisibleSize();
Vec2 origin = Director::getInstance()->getVisibleOrigin();
// add a "close" icon to exit the progress. it's an autorelease object
auto closeItem = MenuItemImage::create(
"CloseNormal.png",
"CloseSelected.png",
CC_CALLBACK_1(HelloWorld::menuCloseCallback, this));
closeItem->setPosition(Vec2(origin.x + visibleSize.width - closeItem->getContentSize().width/2 ,
origin.y + closeItem->getContentSize().height/2));
auto menu = Menu::create(closeItem, NULL);
menu->setPosition(Vec2::ZERO);
this->addChild(menu, 1);
/////////////////////////////
// 3. add your codes below...
auto sprite1 = PlaySprite::create();
this->addChild(sprite1);
auto sprite2 = InPlaySprite::create();
// !!!
sprite1->addChild(sprite2);
return true;
}
void HelloWorld::menuCloseCallback(Ref* pSender)
{
Director::getInstance()->end();
}
bool PlaySprite::init()
{
if(!Sprite::init())
return false;
// to do
Size visibleSize = Director::getInstance()->getVisibleSize();
this->setTexture("1.png");
this->setPosition(visibleSize.width / 2, visibleSize.height / 2);
this->addEvent();
return true;
}
void PlaySprite::addEvent()
{
auto listener = EventListenerTouchOneByOne::create();
listener->setSwallowTouches(true);
listener->onTouchBegan = [=](Touch* touch, Event* event)
{
return this->touchBegan(touch, event);
};
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
}
bool PlaySprite::touchBegan(Touch* touch, Event* event)
{
auto target = (Sprite* ) event->getCurrentTarget();
auto rect = this->getBoundingBox();
if(rect.containsPoint(touch->getLocation()))
{
this->setTexture("1d.png");
return true;
}
return false;
}
bool InPlaySprite::init()
{
if(!Sprite::init())
return false;
// to do
Size visibleSize = Director::getInstance()->getVisibleSize();
this->setTexture("2.png");
this->setPosition(150.0f, 150.0f);
this->addEvent();
return true;
}
void InPlaySprite::addEvent()
{
auto listener = EventListenerTouchOneByOne::create();
listener->setSwallowTouches(true);
listener->onTouchBegan = [=](Touch* touch, Event* event)
{
return this->touchBegan(touch, event);
};
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
}
bool InPlaySprite::touchBegan(Touch* touch, Event* event)
{
// auto target = (Sprite* ) event->getCurrentTarget();
auto rect = this->getBoundingBox();
if(rect.containsPoint(touch->getLocation()))
{
this->setTexture("2d.png");
return true;
}
return false;
}
Classes PlaySprite and InPlaySprite are are very similar because this is a very simplified example.
I think your problem is that you are swallowing touch events in the parent sprite when you call
listener->setSwallowTouches(true);
If you make that call inside of PlaySprite::addEvent() with false instead, I suspect things will work out for you.
can't change the color of a background i have this simple class :
here is the c++ file :
#include "HelloWorldScene.h"
USING_NS_CC;
HelloWorld::HelloWorld()
{
;
}
Scene* HelloWorld::createScene()
{
// 'scene' is an autorelease object
auto scene = Scene::create();
// 'layer' is an autorelease object
auto layer = HelloWorld::create();
// add layer as a child to scene
scene->addChild(layer);
// return the scene
return scene;
}
// on "init" you need to initialize your instance
bool HelloWorld::init()
{
//////////////////////////////
// 1. super init first
if ( !LayerColor::initWithColor(Color4B(20,0,0,255)) )
{
return false;
}
winSize = Director::getInstance()->getWinSize();
visibleSize = Director::getInstance()->getVisibleSize();
origin = Director::getInstance()->getVisibleOrigin();
/////////////////////////////
// 2. add a menu item with "X" image, which is clicked to quit the program
// you may modify it.
// add a "close" icon to exit the progress. it's an autorelease object
auto closeItem = MenuItemImage::create(
"CloseNormal.png",
"CloseSelected.png",
CC_CALLBACK_1(HelloWorld::menuCloseCallback, this));
closeItem->setPosition(Point(origin.x + visibleSize.width - closeItem->getContentSize().width/2 ,
origin.y + closeItem->getContentSize().height/2));
// create menu, it's an autorelease object
auto menu = Menu::create(closeItem, NULL);
menu->setPosition(Point::ZERO);
this->addChild(menu, 1);
schedule( schedule_selector(HelloWorld::tick) );
return true;
}
void HelloWorld::onExit()
{
LayerColor::onExit();
}
void HelloWorld::onEnter()
{
LayerColor::onEnter();
auto cache = SpriteFrameCache::getInstance();
cache->addSpriteFramesWithFile("interface/sprites.plist", "interface/sprites.png");
SpriteBatchNode* batch = SpriteBatchNode::create("interface/sprites.png");
this->addChild(batch,BATCH_Z);
auto listener = EventListenerTouchAllAtOnce::create();
listener->onTouchesBegan = CC_CALLBACK_2(HelloWorld::onTouchesBegan, this);
listener->onTouchesMoved = CC_CALLBACK_2(HelloWorld::onTouchesMoved, this);
listener->onTouchesEnded = CC_CALLBACK_2(HelloWorld::onTouchesEnded, this);
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
}
void HelloWorld::onTouchesBegan(const std::vector<Touch*>& touches, Event *event)
{
for( auto& touch : touches)
{
}
}
void HelloWorld::onTouchesMoved(const std::vector<Touch*>& touches, Event *event)
{
for( auto& touch : touches)
{
}
}
void HelloWorld::onTouchesEnded(const std::vector<Touch*>& touches, Event *event)
{
for( auto& touch : touches)
{
startAnim = true;
};
}
void HelloWorld::tick(float dt)
{
if(startAnim)
{
}
}
void HelloWorld::draw()
{
LayerColor::draw();
}
HelloWorld::~HelloWorld()
{
// Removes Touch Event Listener
_eventDispatcher->removeEventListener(_touchListener);
}
void HelloWorld::menuCloseCallback(Object* pSender)
{
Director::getInstance()->end();
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
exit(0);
#endif
}
and the h file :
#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__
#include "cocos2d.h"
class GameObj;
class ReelGameObj;
class HelloWorld : public cocos2d::LayerColor
{
public:
HelloWorld();
~HelloWorld();
// there's no 'id' in cpp, so we recommend returning the class instance pointer
static cocos2d::Scene* createScene();
// Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone
virtual bool init();
// a selector callback
void menuCloseCallback(Object* pSender);
// implement the "static create()" method manually
CREATE_FUNC(HelloWorld);
void tick(float dt);
virtual void draw();
virtual void onEnter();
virtual void onExit();
void onTouchesBegan(const std::vector<cocos2d::Touch*>& touches, cocos2d::Event *event);
void onTouchesMoved(const std::vector<cocos2d::Touch*>& touches, cocos2d::Event *event);
void onTouchesEnded(const std::vector<cocos2d::Touch*>& touches, cocos2d::Event *event);
protected:
cocos2d::CustomCommand _customCommand;
void onDraw();
private:
cocos2d::EventListenerTouchOneByOne* _touchListener;
cocos2d::Size winSize;
cocos2d::Size visibleSize;
cocos2d::Point origin;
GameObj* pMainWindowObjCenter;
ReelGameObj* pReelGameObj;
bool startAnim;
};
#endif // __HELLOWORLD_SCENE_H__
and nothing no color in the background , why ?
im working on windows with VC 2012
I think your color is too dark. Try changing the values to (255,25,255,255) and check the result.
I created a sample project (in Beta 2), and only changed these lines:
.h:
class HelloWorld : public cocos2d::LayerColor
.cpp:
if( !LayerColor::initWithColor(Color4B(255,255,255,255)) )
The result is a white background.
I cleaned up and updated your code (I use cocos2dx 2.2.1) and I could change the layer's color to red.
#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__
#include "cocos2d.h"
class HelloWorld : public cocos2d::CCLayerColor
{
public:
HelloWorld();
~HelloWorld();
// there's no 'id' in cpp, so we recommend returning the class instance pointer
static cocos2d::CCScene* createScene();
// Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone
virtual bool init();
// a selector callback
void menuCloseCallback(CCObject* pSender);
// implement the "static create()" method manually
CREATE_FUNC(HelloWorld);
virtual void onEnter();
void draw();
private:
cocos2d::CCSize winSize;
cocos2d::CCSize visibleSize;
cocos2d::CCPoint origin;
bool startAnim;
};
#endif // __HELLOWORLD_SCENE_H__
The cpp file
#include "HelloWorldScene.h"
USING_NS_CC;
HelloWorld::HelloWorld()
{}
HelloWorld::~HelloWorld()
{}
CCScene* HelloWorld::createScene()
{
// 'scene' is an autorelease object
auto scene = CCScene::create();
// 'layer' is an autorelease object
auto layer = HelloWorld::create();
// add layer as a child to scene
scene->addChild(layer);
// return the scene
return scene;
}
// on "init" you need to initialize your instance
bool HelloWorld::init()
{
//////////////////////////////
// 1. super init first
ccColor4B c = ccc4(255,0,0,255);
if ( !CCLayerColor::initWithColor(c) )
{
return false;
}
return true;
}
void HelloWorld::onEnter()
{
CCLayerColor::onEnter();
}
void HelloWorld::draw()
{
CCLayerColor::draw();
}