3.cocos2dx之Menu,通过menu来实现场景的切换



1 头文件

TMenu.h

#ifndef __TMENU_H__

#define __TMENU_H__

 

#include "cocos2d.h"

USING_NS_CC;

 

class TMenu :public CCLayer

{

public:

    static CCScene * scene();

    CREATE_FUNC(TMenu);

    bool init();

 

    CCMenu * menu;

 

    void menuCallback(CCObject * sender);

    void closeCallback(CCObject * sender);

 

    virtual bool ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent);

    virtual void ccTouchMoved(CCTouch *pTouch, CCEvent *pEvent);

};

 

#endif

TMenu.cpp

#include "TMenu.h"

#include "AppMacros.h"

#include "T02LayerSprite.h"

#include "T03LayerZorder.h"

#include "T04ColorLayer.h"

#include "T05Coordinate.h"

#include "T06BatchNode.h"

#include "T07Schedule.h"

#include "T08Touch.h"

#include "T09Memory.h"

#include "T10Label.h"

 

//通过sizeof(menu_array)求出数组占用的总空间大小

//通过sizeof(*menu_array)求出数组中的每个元素的大小

static char * menu_array[]

{

    "T02LayerSprite.h",

    "T03LayerZorder.h",

    "T04ColorLayer.h",

    "T05Coordinate.h",

    "T06BatchNode.h",

    "T07Schedule.h",

    "T08Touch.h",

    "T09Memory.h",

    "T10Label.h"

};

 

CCScene * TMenu::scene()

{

    CCScene * scene = CCScene::create();

    TMenu * layer = TMenu::create();

    scene->addChild(layer);

    return scene;

}

 

bool TMenu::init()

{

    CCLayer::init();

 

    menu = CCMenu::create();

    //通过下面的方式实现将菜单项添加到menu

    for (int i = 0; i < sizeof(menu_array) / sizeof(*menu_array); i++)

    {

        CCMenuItem * item = CCMenuItemFont::create(menu_array[i],

            this,

            menu_selector(TMenu::menuCallback));

        menu->addChild(item);

    }

    //设置菜单的显示方向为垂直方向

    menu->alignItemsVertically();

    addChild(menu);

 

    CCArray * array = menu->getChildren();

    CCObject * obj;

    int i = 0;

    CCARRAY_FOREACH(array, obj)

    {

        CCMenuItem * item = (CCMenuItem*)obj;

        item->setTag(i + 1 + 10000);

        i++;

    }

    CCMenuItem * closeItem = CCMenuItemImage::create("CloseNormal.png", "CloseSelected.png");

    closeItem->setTarget(this, menu_selector(TMenu::closeCallback));

    CCMenu * menu2 = CCMenu::create(closeItem, NULL);

    menu2->setPosition(CCPointZero);

    closeItem->setPosition(ccp(winSize.width - closeItem->getContentSize().width / 2,

        winSize.height - closeItem->getContentSize().height / 2));

    addChild(menu2);

 

    //设置触摸事件,为可touch

    setTouchEnabled(true);

    setTouchMode(kCCTouchesOneByOne);

 

    return true;

}

 

//当点击到菜单之后跳转到指定的CCScene中去

void TMenu::menuCallback(CCObject * sender)

{

    CCMenuItem * item = (CCMenuItem *)sender;

    CCScene * pScene = NULL;

    switch (item->getTag() - 10000)

    {

    case 1:

        pScene = T02LayerSprite::scene();

        break;

    case 2:

        pScene = T03LayerZorder::scene();

        break;

    case 3:

        pScene = T04ColorLayer::scene();

        break;

    case 4:

        pScene = T05Coordinate::scene();

        break;

    case 5:

        pScene = T06BatchNode::scene();

        break;

    case 6:

        pScene = T07Schedule::scene();

        break;

    case 7:

        pScene = T08Touch::scene();

        break;

    case 8:

        pScene = T09Memory::scene();

        break;

    case 9:

        pScene = T10Label::scene();

        break;

    }

    if (pScene != NULL)

    {

        //通过CCDirectorsharedDirector来实现场景的切换

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

    }

}

 

//当点击关闭的时候游戏退出

void TMenu::closeCallback(CCObject * sender)

{

    exit(0);

}

 

bool TMenu::ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent)

{

    return true;

}

 

void TMenu::ccTouchMoved(CCTouch *pTouch, CCEvent *pEvent){

    CCRect rcWin = CCRect(0,40,winSize.width,winSize.height - 80);

    CCMenuItem * firstItem = (CCMenuItem *)menu->getChildren()->objectAtIndex(0);

    CCMenuItem * lastItem = (CCMenuItem *)menu->getChildren()->lastObject();

 

    CCPoint firstInWorld = menu->convertToWorldSpace(firstItem->getPosition());

    CCPoint lastInWorld = menu->convertToWorldSpace(lastItem->getPosition());

 

    //其中Delta的坐标表示的是开始坐标的减去最后坐标的差值

    if (rcWin.containsPoint(firstInWorld) && pTouch->getDelta().y<0)

        return;

    if (rcWin.containsPoint(lastInWorld) && pTouch->getDelta().y>0)

        return;

    menu->setPositionY(menu->getPositionY() + pTouch->getDelta().y);

}

运行结果:

3.cocos2dx之Menu,通过menu来实现场景的切换

 

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