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cocos2d-x3.2场景切换

发布时间:2020-12-14 20:28:00 所属栏目:百科 来源:网络整理
导读:1 2 3 4 5 6 7 8 9 10 11 12 13 14 //GameScene.h #include"cocos2d.h" class GameScene: public cocos2d::Layer { : static cocos2d::Scene*createScene(); virtual bool init(); void menuCallback(cocos2d::Ref*pSender); CREATE_FUNC(GameScene); }; ? 1


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//GameScene.h
#include"cocos2d.h"
class GameScene: public cocos2d::Layer
{
:
static cocos2d::Scene*createScene();
virtual bool init();
void menuCallback(cocos2d::Ref*pSender);
CREATE_FUNC(GameScene);
};


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//GameScene.cpp
#include"GameScene.h"
#include"HelloWorldScene.h"
USING_NS_CC;
cocos2d::Scene*GameScene::createScene()
{
auto scene=Scene::create(); //创建一个场景
layer=GameScene::create(); //创建一个图层
scene->addChild(layer);
return scene;
}
//初始化当前的图层
GameScene::init()
{
if (!Layer::init()) //初始化父类
return false ;
//添加一个图片精灵
SizevisibleSize=Director::getInstance()->getVisibleSize(); //获取屏幕大小
sprite1=Sprite::create( "game.png" );
sprite1->setAnchorPoint(Point::ZERO); //设置锚点在左下角,原锚点位置在中心
sprite1->setPosition(Point(0,0));
//sprite1->setPosition(Point(visibleSize.width/2,visibleSize.height/2));
this ->addChild(sprite1);
//添加一个菜单层,当点击按钮时调用menuCallback方法
backItem=MenuItemImage::create(
"CloseNormal.png" ,
"CloseSelected.png" CC_CALLBACK_1(GameScene::menuCallback, ));
backItem->setPosition(Point(visibleSize.width-50,50));
menu=Menu::create(backItem,NULL);
menu->setPosition(Point::ZERO);
->addChild(menu,1);
true ;
}
//从游戏场景跳转到Hello场景
GameScene::menuCallback(cocos2d::Ref*pSender)
{
//方法一
//autoscene=HelloWorld::createScene();//创建一个新场景,因为原场景已删除
//Director::getInstance()->replaceScene(scene);
//方法二
Director::getInstance()->popScene(); //原场景依然存在,直接出栈
}

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//GameScene.h
#include"cocos2d.h"
class GameScene: public cocos2d::Layer
{
:
static cocos2d::Scene*createScene();
virtual bool init();
void menuCallback(cocos2d::Ref*pSender);
CREATE_FUNC(GameScene);
};

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//GameScene.cpp
#include"GameScene.h"
#include"HelloWorldScene.h"
USING_NS_CC;
cocos2d::Scene*GameScene::createScene()
{
auto scene=Scene::create(); //创建一个场景
layer=GameScene::create(); //创建一个图层
scene->addChild(layer);
return scene;
}
//初始化当前的图层
GameScene::init()
{
if (!Layer::init()) //初始化父类
return false ;
//添加一个图片精灵
SizevisibleSize=Director::getInstance()->getVisibleSize(); //获取屏幕大小
sprite1=Sprite::create( "game.png" );
sprite1->setAnchorPoint(Point::ZERO); //设置锚点在左下角,原锚点位置在中心
this ->addChild(sprite1);
backItem=MenuItemImage::create(
"CloseNormal.png" "CloseSelected.png" ));
menu->setPosition(Point::ZERO);
true ;
}
//从游戏场景跳转到Hello场景
GameScene::menuCallback(cocos2d::Ref*pSender)
{
//方法一
//autoscene=HelloWorld::createScene();//创建一个新场景,因为原场景已删除
//Director::getInstance()->replaceScene(scene);
//方法二
Director::getInstance()->popScene(); //原场景依然存在,直接出栈
}

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//GameScene.h
#include"cocos2d.h"
class GameScene: public cocos2d::Layer
{
:
static cocos2d::Scene*createScene();
virtual bool init();
void menuCallback(cocos2d::Ref*pSender);
CREATE_FUNC(GameScene);
};


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//GameScene.cpp
#include"GameScene.h"
#include"HelloWorldScene.h"
USING_NS_CC;
cocos2d::Scene*GameScene::createScene()
{
auto scene=Scene::create(); //创建一个场景
layer=GameScene::create(); //创建一个图层
scene->addChild(layer);
return scene;
}
//初始化当前的图层
GameScene::init()
{
if (!Layer::init()) //初始化父类
return false ;
//添加一个图片精灵
SizevisibleSize=Director::getInstance()->getVisibleSize(); //获取屏幕大小
sprite1=Sprite::create( "game.png" );
sprite1->setAnchorPoint(Point::ZERO); //设置锚点在左下角,原锚点位置在中心
this ->addChild(sprite1);
backItem=MenuItemImage::create(
"CloseNormal.png" "CloseSelected.png" ));
menu->setPosition(Point::ZERO);
true ;
}
//从游戏场景跳转到Hello场景
GameScene::menuCallback(cocos2d::Ref*pSender)
{
//方法一
//autoscene=HelloWorld::createScene();//创建一个新场景,因为原场景已删除
//Director::getInstance()->replaceScene(scene);
//方法二
Director::getInstance()->popScene(); //原场景依然存在,直接出栈
}

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//GameScene.h
#include"cocos2d.h"
class GameScene: public cocos2d::Layer
{
:
static cocos2d::Scene*createScene();
virtual bool init();
void menuCallback(cocos2d::Ref*pSender);
CREATE_FUNC(GameScene);
};

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//GameScene.cpp
#include"GameScene.h"
#include"HelloWorldScene.h"
USING_NS_CC;
cocos2d::Scene*GameScene::createScene()
{
auto scene=Scene::create(); //创建一个场景
layer=GameScene::create(); //创建一个图层
scene->addChild(layer);
return scene;
}
//初始化当前的图层
GameScene::init()
{
if (!Layer::init()) //初始化父类
return false ;
//添加一个图片精灵
SizevisibleSize=Director::getInstance()->getVisibleSize(); //获取屏幕大小
sprite1=Sprite::create( "game.png" );
sprite1->setAnchorPoint(Point::ZERO); //设置锚点在左下角,原锚点位置在中心
this ->addChild(sprite1);
backItem=MenuItemImage::create(
"CloseNormal.png" "CloseSelected.png" ));
menu->setPosition(Point::ZERO);
true ;
}
//从游戏场景跳转到Hello场景
GameScene::menuCallback(cocos2d::Ref*pSender)
{
//方法一
//autoscene=HelloWorld::createScene();//创建一个新场景,因为原场景已删除
//Director::getInstance()->replaceScene(scene);
//方法二
Director::getInstance()->popScene(); //原场景依然存在,直接出栈
}

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