Lua_重力加速器

require "Cocos2d"
require "Cocos2dConstants"

-- for CCLuaEngine traceback
function __G__TRACKBACK__(msg)
    cclog("----------------------------------------")
    cclog("LUA ERROR: " .. tostring(msg) .. "\n")
    cclog(debug.traceback())
    cclog("----------------------------------------")
    return msg
end

local function main()
    collectgarbage("collect")
    --避免内存泄漏
    collectgarbage("setpause", 100)
    collectgarbage("setstepmul", 5000)
    
    --初始化导演
    local director = cc.Director:getInstance()
    local glview = director:getOpenGLView()
    if glview == nil then
        glview = cc.GLView:createWithRect("HelloLua", cc.rect(0, 0, 960, 640))
        director:setOpenGLView(glview)
    end

    glview:setDesignResolutionSize(960, 640, cc.ResolutionPolicy.SHOW_ALL)

    --显示帧率
    director:setDisplayStats(true)

    --设置帧率
    director:setAnimationInterval(1.0 / 60)

    --增加搜索路径
    cc.FileUtils:getInstance():addSearchPath("src")
    cc.FileUtils:getInstance():addSearchPath("res")
    
    --创建场景
    local scene = require("SettingScene")
    local settingScene = scene.create()
    
    --运行场景
    if cc.Director:getInstance():getRunningScene() then
        cc.Director:getInstance():replaceScene(settingScene)
    else
        cc.Director:getInstance():runWithScene(settingScene)
    end
end

xpcall(main, __G__TRACKBACK__)
require "Cocos2d"
require "Cocos2dConstants"

local size = cc.Director:getInstance():getWinSize()
local SPEED = 30.0

local SettingScene = class("SettingScene",function()
    return cc.Scene:create()
end)

function SettingScene.create()
    local scene = SettingScene.new()
    scene:addChild(scene:createLayer())
    return scene
end

function SettingScene:ctor()
    cclog("SettingScene init")
end

-- create layer
function SettingScene:createLayer()
    local layer = cc.Layer:create()
    layer:setAccelerometerEnabled(true)

    local bg = cc.Sprite:create("BackgroundTile.png", cc.rect(0, 0, size.width, size.height))
    bg:getTexture():setTexParameters(gl.LINEAR, gl.LINEAR, gl.REPEAT, gl.REPEAT)
    bg:setPosition(cc.p(size.width/2, size.height/2))
    layer:addChild(bg, 0)

    local ball = cc.Sprite:create("Ball.png")
    ball:setPosition(cc.p(size.width/2.0, size.height/2.0))
    layer:addChild(ball, 10)

    local function accelerometerListener(event,x,y,z,timestamp)
        cclog("{x = %f, y = %f}", x, y)

        local ball = event:getCurrentTarget()
        local s = ball:getContentSize()
        local p0x,p0y = ball:getPosition()

        local p1x =  p0x + x * SPEED
        if (p1x - s.width/2) < 0 then
            p1x = s.width/2
        end

        if (p1x + s.width / 2) > size.width then
            p1x = size.width - s.width / 2
        end

        local p1y =  p0y + y * SPEED
        if (p1y - s.height/2) < 0 then
            p1y = s.height/2
        end

        if (p1y + s.height/2) > size.height then
            p1y = size.height - s.height/2
        end

        ball:runAction(cc.Place:create(cc.p( p1x, p1y)))
    end

    -- 创建一个加速度监听器
    local listerner = cc.EventListenerAcceleration:create(accelerometerListener)
    self:getEventDispatcher():addEventListenerWithSceneGraphPriority(listerner, ball)

    return layer
end

return SettingScene


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