Cocos2D-X学习笔记 3 从一个场景切换到还有一个场景

工厂方法一般写法

StartLayer * StartLayer::create()

{

StartLayer *sl = new StartLayer();

sl->init();

sl->autorelease();

return sl;

}

也能够用CC的CCPlatformMacros.h文件中提供的宏 CREATE_FUNC 来替代上面一段代码

#define CREATE_FUNC(__TYPE__) \

static __TYPE__* create() \

{ \

    __TYPE__ *pRet = new __TYPE__(); \

    if (pRet && pRet->init()) \

    { \

        pRet->autorelease(); \

        return pRet; \

    } \

    else \

    { \

        delete pRet; \

        pRet = NULL; \

        return NULL; \

    } \

}

----------------------------------------------------从StartLayer  到
LoadingLayer---------------------------------------------------------

StartLayer.h

#pragma once

#include "cocos2d.h"

using namespace cocos2d;

class StartLayer : public CCLayer

{

public:

StartLayer();

virtual ~StartLayer();

bool init();

static StartLayer * create();

static CCScene * scene();

private:

void clickSigle(CCObject *sender);

};

StartLayer.cpp

#include "StartLayer.h"

#include "LoadingLayer.h"



StartLayer::StartLayer(void)

{

}



StartLayer::~StartLayer(void)

{

}





bool StartLayer::init()

{

if(!CCLayer::init())

{

return false;

}



//開始界面背景图片

CCSize screenSize = CCDirector::sharedDirector()->getWinSize();

CCSprite *bgSprite = CCSprite::create("BackGround.png");

bgSprite->setPosition(CCPoint(screenSize.width/2,screenSize.height/2));

this->addChild(bgSprite);



//button的使用

CCMenuItemImage *singleItem = CCMenuItemImage::create("btn1.png","btn2.png",this,menu_selector(StartLayer::clickSigle));

singleItem->setPosition(CCPointMake(80,-80));

CCMenu *menu = CCMenu::create(singleItem,NULL);

addChild(menu);



return true;

}



void StartLayer::clickSigle(CCObject *sender)

{

CCLOG("click sigle");



//跳转到loadingLayer界面

//用2s 动画来切换界面

CCScene *s = LoadingLayer::scene();

CCTransitionSplitRows *trans = CCTransitionSplitRows::create(2,s);

CCDirector::sharedDirector()->replaceScene(trans);

}



StartLayer * StartLayer::create()

{

StartLayer *sl = new StartLayer();

sl->init();

sl->autorelease();

return sl;

}



CCScene * StartLayer::scene()

{

StartLayer *sl = StartLayer::create();

CCScene *s = CCScene::create();

s->addChild(sl);

return s;

}

------------------------------------------------------------------------------------------

LoadingLayer.h

#pragma once

#include "cocos2d.h"

USING_NS_CC;





class LoadingLayer : public CCLayer

{

public:

int count;

LoadingLayer(void);

~LoadingLayer(void);

bool init();

static LoadingLayer * create();

static CCScene * scene();



//生命周期

    virtual void onEnter();

    virtual void onExit();

    virtual void onEnterTransitionDidFinish();





private:

void timeUpdate(float dt);





};

LoadingLayer.cpp

#include "LoadingLayer.h"

LoadingLayer::LoadingLayer(void)

{

}



LoadingLayer::~LoadingLayer(void)

{

}



bool LoadingLayer::init()

{

if(!CCLayer::init())

{

return false;

}



//载入载入界面背景图片

CCSprite *bgSprite = CCSprite::create("loading.png");

CCSize screenSize = CCDirector::sharedDirector()->getWinSize();

bgSprite->setPosition(ccp(screenSize.width/2,screenSize.height/2));

this->addChild(bgSprite);



//label的使用

CCLabelTTF* label = CCLabelTTF::create("loading","Arial",25);

label->setPosition(ccp(100,150));

label->setAnchorPoint(ccp(0,0.5));

label->setTag(100);

addChild(label);



count = 1;

return true;

}





void LoadingLayer::timeUpdate(float dt)

{

//拼接字符串

CCLabelTTF *label = (CCLabelTTF*)getChildByTag(100);

const char * str = label->getString();

char newstr[128];

if(++count > 5)

{

//停止定时器

unschedule(schedule_selector(LoadingLayer::timeUpdate));

}

sprintf(newstr,"%s.",str);

label->setString(newstr);





}



LoadingLayer* LoadingLayer::create()

{

LoadingLayer* layer = new LoadingLayer();

layer->init();

layer->autorelease();

return layer;

}





CCScene* LoadingLayer::scene()

{

LoadingLayer* layer = LoadingLayer::create();

CCScene * s = CCScene::create();

s->addChild(layer);

return s;

}





void LoadingLayer::onEnter()

{

CCLayer::onEnter();

}





void LoadingLayer::onExit()

{

CCLayer::onExit();

}





void LoadingLayer::onEnterTransitionDidFinish()

{

CCLayer::onEnterTransitionDidFinish();



//系统有一个轻量的定时器,每隔0.5s会调用this,timeUpdate方法

this->schedule(schedule_selector(LoadingLayer::timeUpdate),0.5f);

}

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