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- "use strict";
- var DPad_1 = require("DPad");
- // called per frame, optional
- function update(timeStep) {
- // Handle update
- }
- exports.update = update;
- // This script is the main entry point of the game
- //Load scene
- Atomic.player.loadScene("Scenes/Test.scene");
- //init DPad if its a mobile platform
- if (Atomic.platform == "Android" || Atomic.platform == "iOS") {
- var dpad = new DPad_1.DPad();
- dpad.addAll();
- dpad.init();
- var jumpView = new Atomic.UIView();
- var jumpButton = new Atomic.UIButton();
- //unset its skin, because we will use UIImageWidget
- jumpButton.skinBg = "";
- //create ours jump button image
- var jumpButtonImage = new Atomic.UIImageWidget();
- //load image
- jumpButtonImage.setImage("UI/jumpButton.png");
- //resize ours image by 2.2x
- var jumpButtonWidth = jumpButtonImage.imageWidth * 2.2;
- var jumpButtonHeight = jumpButtonImage.imageHeight * 2.2;
- //calculate position
- var posX = Atomic.graphics.width - Atomic.graphics.width / 8 - jumpButtonWidth / 2;
- var posY = Atomic.graphics.height - Atomic.graphics.height / 4 - jumpButtonHeight / 2;
- //sets jumpButton rect, specify position and end position
- jumpView.rect = [posX, posY, posX + jumpButtonWidth, posY + jumpButtonHeight];
- jumpButton.rect = [0, 0, jumpButtonWidth, jumpButtonHeight];
- //sets jumpButtonImage rect, we specify there only end position
- jumpButtonImage.rect = [0, 0, jumpButtonWidth, jumpButtonHeight];
- //adds image to jumpButton
- jumpButton.addChild(jumpButtonImage);
- //adds jumpButton to the dpad view
- jumpView.addChild(jumpButton);
- //sets jumpButton capturing to false, because we wanna make it multitouchable
- jumpButton.setCapturing(false);
- //binds jumpButton to KEY_SPACE
- Atomic.input.bindButton(jumpButton, Atomic.KEY_SPACE);
- }
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