Revision: 39760
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at January 20, 2011 16:37 by willwish
Initial Code
#import "HelloWorldScene.h"
#import "MenuScene.h"
#import "Common.h"
#import "GameScene.h"
UIWindow *flowCoverWindow;
UIView *flowCoverView;
NSString *currentImage;
NSString *previousImage;
#define kImageTag 0x01
@implementation FlowCoverViewController
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
{
return ((interfaceOrientation == UIInterfaceOrientationLandscapeLeft) ||
(interfaceOrientation == UIInterfaceOrientationLandscapeRight));
}
- (int)flowCoverNumberImages:(FlowCoverView *)view
{
return 6;
}
- (IBAction)done:(id)sender
{
NSLog(@"done");
[[self parentViewController] dismissModalViewControllerAnimated:YES];
[[Director sharedDirector] resume];
}
- (UIImage *)flowCover:(FlowCoverView *)view cover:(int)image
{
switch (image) {
case 0:
default:
return [UIImage imageNamed:@"dButton1.png"];
case 1:
return [UIImage imageNamed:@"dButton2.png"];
case 2:
return [UIImage imageNamed:@"dButton3.png"];
case 3:
return [UIImage imageNamed:@"dButton4.png"];
case 4:
return [UIImage imageNamed:@"dButton5.png"];
case 5:
return [UIImage imageNamed:@"dButton6.png"];
}
}
- (void)flowCover:(FlowCoverView *)view didSelect:(int)image
{
NSLog(@"Selected Index %d",image);
[[self parentViewController] dismissModalViewControllerAnimated:YES];
[[Director sharedDirector] resume];
[[[Director sharedDirector] openGLView] removeFromSuperview];
currentTerrain = image;
Scene *s2 = [Scene node];
[s2 addChild: [LevelSelectionLayer node]];
[[Director sharedDirector] replaceScene: s2];
}
@end
// HelloWorld implementation
@implementation HelloWorld
+(id) scene
{
// 'scene' is an autorelease object.
Scene *scene = [Scene node];
// 'layer' is an autorelease object.
HelloWorld *layer = [HelloWorld node];
// add layer as a child to scene
[scene addChild: layer];
// return the scene
return scene;
}
// on "init" you need to initialize your instance
-(id) init
{
if( (self=[super init] )) {
}
[self ShowCoverFlow];
currentImage = @"icon.png";
previousImage = @"f";
testImage = [Sprite spriteWithFile:currentImage ];
[testImage setPosition:ccp(60,70)];
//[self addChild:testImage z:1 tag:kImageTag];
[self schedule: @selector(UpdateImage:) interval:1/60.0f];
[self MoveImage];
return self;
}
-(void)MoveImage {
id moveSpriteCW = [RotateBy actionWithDuration:3 angle:360];
id moveSpriteCCW = [RotateBy actionWithDuration:1 angle:180];
id seq1 = [Sequence actions: moveSpriteCW, moveSpriteCCW, nil];
id seq2 = [seq1 reverse];
[testImage runAction: [Sequence actions: seq1, seq2, nil]];
}
-(void)UpdateImage:(id) sender{
NSLog(@"currentImage is = %@", currentImage);
}
-(void) ShowCoverFlow
{
UINavigationController *testViewController;
FlowCoverViewController *flowCover;
flowCoverView = [[[UIView alloc] initWithFrame:[[UIScreen mainScreen] bounds]] autorelease];
//using a navigation controller to present FlowCover without it rotating to portrait
testViewController = [[UINavigationController alloc] init];
//The navigation controller will try to put a nav bar in the window, so we hide it
[testViewController setNavigationBarHidden:YES animated:NO];
[testViewController setView:flowCoverView];
NSArray *array = [[NSBundle mainBundle] loadNibNamed:@"TestFC" owner:self options:nil];
flowCover = [array objectAtIndex:0];
testViewController.delegate = self;
[[UIApplication sharedApplication] setStatusBarOrientation:UIInterfaceOrientationLandscapeRight animated:NO];
[[[Director sharedDirector] openGLView] addSubview:flowCoverView];
[[Director sharedDirector] pause];
[testViewController presentModalViewController:flowCover animated:YES];
}
// on "dealloc" you need to release all your retained objects
- (void) dealloc
{
[super dealloc];
}
@end
Initial URL
http://www.cocos2d-iphone.org/forum/topic/6653
Initial Description
Initial Title
COCOS2D with Opengl coverflow
Initial Tags
Initial Language
iPhone