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Time for action – implementing init()
Inside init()
, we'll build the game screen, bringing in all the sprites and labels we'll need for the game:
- So right after the
if
statement where we call the superLayer::init
method, we add:_players = Vector<GameSprite*>(2); _player1Score = 0; _player2Score = 0; _screenSize = Director::getInstance()->getWinSize();
- We create the vector where we'll store both players, initialize the score values, and grab the screen size from the singleton, all-knowing
Director
. We'll use the screen size to position all sprites relatively. Next we will create our first sprite. It is created with an image filename, whichFileUtils
will take care of loading from the correct folder:auto court = Sprite::create("court.png"); court->setPosition(Vec2(_screenSize.width * 0.5, _screenSize.height * 0.5)); this->addChild(court);
- Get into the habit of positioning sprites with relative values, and not absolute ones, so we can support more screen sizes. And say hello to the
Vec2
type definition used to create points; you'll be seeing it a lot in Cocos2d-x. - We finish by adding the sprite as a child to our
GameLayer
(the court sprite does not need to be aGameSprite
). - Next we will use our spanking new
GameSprite
class, carefully positioning the objects on screen:_player1 = GameSprite::gameSpriteWithFile("mallet.png"); _player1->setPosition(Vec2(_screenSize.width * 0.5, _player1->radius() * 2)); _players.pushBack(_player1); this->addChild(_player1); _player2 = GameSprite::gameSpriteWithFile("mallet.png"); _player2->setPosition(Vec2(_screenSize.width * 0.5, _screenSize.height - _player1->radius() * 2)); _players.pushBack(_player2); this->addChild(_player2); _ball = GameSprite::gameSpriteWithFile("puck.png"); _ball->setPosition(Vec2(_screenSize.width * 0.5, _screenSize.height * 0.5 - 2 * _ball->radius())); this->addChild(_ball);
- We will create TTF labels with the
Label
classcreateWithTTF
static method, passing as parameters the initial string value (0
), and the path to the font file. We will then position and rotate the labels:_player1ScoreLabel = Label::createWithTTF("0", "fonts/Arial.ttf", 60); _player1ScoreLabel->setPosition(Vec2(_screenSize.width - 60, _screenSize.height * 0.5 - 80)); _player1ScoreLabel->setRotation(90); this->addChild(_player1ScoreLabel); _player2ScoreLabel = Label::createWithTTF("0", "fonts/Arial.ttf", 60); _player2ScoreLabel->setPosition(Vec2(_screenSize.width - 60, _screenSize.height * 0.5 + 80)); _player2ScoreLabel->setRotation(90); this->addChild(_player2ScoreLabel);
- Then we turn
GameLayer
into a multitouch event listener and tell theDirector
event dispatcher thatGameLayer
wishes to listen to those events. And we finish by scheduling the game's main loop as follows:auto listener = EventListenerTouchAllAtOnce::create(); listener->onTouchesBegan = CC_CALLBACK_2(GameLayer::onTouchesBegan, this); listener->onTouchesMoved = CC_CALLBACK_2(GameLayer::onTouchesMoved, this); listener->onTouchesEnded = CC_CALLBACK_2(GameLayer::onTouchesEnded, this); _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this); //create main loop this->scheduleUpdate(); return true;