cocos2d-coffee
Version:
use coffeescript to develop cocos2d-js project.
71 lines (56 loc) • 1.87 kB
text/coffeescript
HelloWorldLayer = cc.Layer.extend
sprite: null
ctor: ->
#////////////////////////////
# 1. super init first
@_super()
#///////////////////////////
# 2. add a menu item with "X" image, which is clicked to quit the program
# you may modify it.
# ask director the window size
size = cc.director.getWinSize()
# add a "close" icon to exit the progress. it's an autorelease object
closeItem = cc.MenuItemImage.create 'res/CloseNormal.png', 'res/CloseSelected.png', ->
ShowHelp()
, this
closeItem.attr
x: size.width - 20
y: 20
anchorX: 0.5
anchorY: 0.5
menu = cc.Menu.create closeItem
menu.x = 0
menu.y = 0
@addChild menu, 1
#///////////////////////////
# 3. add your codes below...
# add a label shows "Hello World"
# create and initialize a label
helloLabel = cc.LabelTTF.create "Hello coco !", "Arial", 38
# position the label on the center of the screen
helloLabel.x = size.width / 2
helloLabel.y = 0
# add the label as a child to this layer
@addChild helloLabel, 5
# add "HelloWorld" splash screen"
@sprite = cc.Sprite.create 'res/HelloWorld.png'
@sprite.attr
x: size.width / 2
y: size.height / 2
scale: 0.5
rotation: 180
@addChild @sprite, 0
rotateToA = cc.RotateTo.create 2, 0
scaleToA = cc.ScaleTo.create 2, 1, 1
@sprite.runAction cc.Sequence.create rotateToA, scaleToA
helloLabel.runAction cc.Spawn.create(cc.MoveBy.create(2.5, cc.p(0, size.height - 40)), cc.TintTo.create(2.5, 255, 125, 0))
# test lodash
console.log _
console.log _.assign { 'a': 1 }, { 'b': 2 }, { 'c': 3 }
console.log _.map [1, 2, 3], (n) -> n * 3
true
@HelloWorldScene = cc.Scene.extend
onEnter: ->
@_super()
layer = new HelloWorldLayer()
@addChild layer