gamesprite* gamesprite::gameSpriteWithFile( const char *pszFileName) {
gamesprite* sprite = new gamesprite();
if(sprite&&sprite->initWithFile(pszFileName))
{
sprite->autorelease();
return sprite;
}
CC_SAFE_DELETE(sprite);
return NULL;
}
======
.h
ifndef HELLOWORLD_SCENE_H
define HELLOWORLD_SCENE_H
include “cocos2d.h”
using namespace cocos2d;
class gamesprite : public cocos2d::CCSprite
{
public:
gamesprite(void);
~gamesprite(void);
static gamesprite* gameSpriteWithFile(const char * pszFileName);
//virtual void setPosition(const CCPoint&pos);
};
class HelloWorld : public cocos2d::CCLayer
{
public:
enum{
ksprite
};
// Here’s a difference. Method ‘init’ in cocos2d-x returns bool, instead of returning ‘id’ in cocos2d-iphone
gamesprite* _player1;
gamesprite* _player2;
CCArray* _players;
virtual bool init();
// there's no 'id' in cpp, so we recommend returning the class instance pointer
static cocos2d::CCScene* scene();
// a selector callback
void menuCloseCallback(CCObject* pSender);
// implement the "static node()" method manually
CREATE_FUNC(HelloWorld);
virtual void ccTouchesBegan(CCSet *pTouches, CCEvent *pEvent);
CCSprite* pSprite;
bool first_touch = 1;
int i = 0;
bool createnewobject(CCPoint location);
};
endif // HELLOWORLD_SCENE_H
========
.cpp
include “HelloWorldScene.h”
USING_NS_CC;
gamesprite::gamesprite(void){
}
gamesprite::~gamesprite(void){
}
gamesprite* gamesprite::gameSpriteWithFile( const char *pszFileName) {
gamesprite* sprite = new gamesprite();
if(sprite&&sprite->initWithFile(pszFileName))
{
sprite->autorelease();
return sprite;
}
CC_SAFE_DELETE(sprite);
return NULL;
}
/*
void gamesprite::setPosition(const CCPoint&pos) {
CCSprite::setPosition(pos);
}
*/
/*
gamesprite* gamesprite::gameSpriteWithFile(const char * pszFileName) {
gamesprite * sprite = new gamesprite();
if (sprite && sprite->initWithFile(pszFileName)) {
sprite->autorelease();
return sprite;
}
CC_SAFE_DELETE(sprite);
return NULL;
}
*/
CCScene* HelloWorld::scene()
{
// ‘scene’ is an autorelease object
CCScene *scene = CCScene::create();
// 'layer' is an autorelease object
HelloWorld *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 ( !CCLayer::init() )
{
return false;
}
CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize();
CCPoint origin = CCDirector::sharedDirector()->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
CCMenuItemImage *pCloseItem = CCMenuItemImage::create(
"CloseNormal.png",
"CloseSelected.png",
this,
menu_selector(HelloWorld::menuCloseCallback));
pCloseItem->setPosition(ccp(origin.x + visibleSize.width - pCloseItem->getContentSize().width/2 ,
origin.y + pCloseItem->getContentSize().height/2));
// create menu, it's an autorelease object
CCMenu* pMenu = CCMenu::create(pCloseItem, NULL);
pMenu->setPosition(CCPointZero);
this->addChild(pMenu, 1);
/
// 3. add your codes below...
// add a label shows "Hello World"
// create and initialize a label
/*
CCLabelTTF* pLabel = CCLabelTTF::create("Hello World", "Arial", 24);
// position the label on the center of the screen
pLabel->setPosition(ccp(origin.x + visibleSize.width/2,
origin.y + visibleSize.height - pLabel->getContentSize().height));
// add the label as a child to this layer
this->addChild(pLabel, 1);
// add "HelloWorld" splash screen"
CCSprite* pSprite = CCSprite::create("HelloWorld.png");
// position the sprite on the center of the screen
pSprite->setPosition(ccp(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y));
// add the sprite as a child to this layer
this->addChild(pSprite, 0);
*/
//ms add here
this->setTouchEnabled(true);
return true;
}
void HelloWorld::menuCloseCallback(CCObject* pSender)
{
CCDirector::sharedDirector()->end();
if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
exit(0);
endif
}
void HelloWorld::ccTouchesBegan(CCSet *pTouches, CCEvent *pEvent)
{
//多点触摸
CCSetIterator iter = pTouches->begin();
for(iter;iter!=pTouches->end();iter++)
{
CCTouch pTouch = (CCTouch)(*iter);
CCPoint touchlocation = pTouch->getLocation();
CCPoint location = convertToNodeSpace(touchlocation);
CCLog(“Touch Location x=%f y=%f”,location.x,location.y);
//转化为单点触摸。
/*
CCTouch* ptouch = (CCTouch*)(pTouches->anyObject());
CCPoint touchlocation = ptouch->getLocation();
CCPoint location = convertToNodeSpace(touchlocation);
CCLog("Touch Location x= %f y=%f",location.x,location.y);
*/
if (first_touch)
{
createnewobject(location);
first_touch =0;
}
else
{
CCRect pobject = _player1->boundingBox();
bool flag = pobject.containsPoint(location);
if (flag) {
CCLog("hit the object");
removeChildByTag(ksprite);
first_touch = 1;
}
else
{
CCLog("miss the object");
removeChildByTag(ksprite);
createnewobject(location);
}
}
}
}
bool HelloWorld::createnewobject(CCPoint location)
{
//pSprite = CCSprite::create("Icon-72.png");
//ms added here
_player1 = gamesprite::gameSpriteWithFile("Icon-72.png");
//pSprite->setPosition(ccp(visibleSize.width/2,visibleSize.height/2));
//pSprite->setPosition(ccp(location.x,location.y));
_player1->setPosition(ccp(location.x,location.y));
//this->addChild(pSprite,0,ksprite);
this->addChild(_player1,0,ksprite);
// move the psprite
CCSequence *easeSwing = CCSequence::create(
CCEaseInOut::create(CCRotateTo::create(0.3f, -10),1),
CCEaseInOut::create(CCRotateTo::create(0.3f,10),1),
NULL
);
CCRepeat* rep = CCRepeat::create(easeSwing,6);
CCMoveBy* move1 = CCMoveBy::create(2, ccp(200,150));
//CCMoveTo* move2 = move1->reverse();
CCMoveBy* move2 = CCMoveBy::create(3,ccp(-200,-150));
CCScaleTo* pScale= CCScaleTo::create(5, _player1->getScale()*2);
CCSequence* seq = CCSequence::create(move1,move2,NULL);
CCSpawn* spa = CCSpawn::create(rep,seq,pScale,NULL);
CCRepeatForever* req =CCRepeatForever::create(spa);
_player1->runAction(req);
return true;
}