void BrainControl::setHighestHistorySorce(int score) { int lScore = getHighestHistorySorce(); if (score > lScore) { UserDefault::getInstance()->setIntegerForKey("HighestScore", score);//修改存档 } }
bool WelcomeLayer::init() { bool bRet=false; do { CC_BREAK_IF(!CCLayer::init()); //png加入全局cache中 CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("ui/shoot_background.plist"); CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("ui/shoot.plist"); CCSize winSize=CCDirector::sharedDirector()->getWinSize(); //加入background CCSprite* background=CCSprite::createWithSpriteFrame(CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("background.png")); background->setPosition(ccp(winSize.width/2,winSize.height/2)); this->addChild(background); //加入copyright CCSprite* copyright=CCSprite::createWithSpriteFrame(CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("shoot_copyright.png")); copyright->setAnchorPoint(ccp(0.5,0)); copyright->setPosition(ccp(winSize.width/2,winSize.height/2)); this->addChild(copyright); //加入loading CCSprite* loading=CCSprite::createWithSpriteFrame(CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("game_loading1.png")); loading->setPosition(ccp(winSize.width/2,winSize.height/2-40)); this->addChild(loading); CCAnimation* animation=CCAnimation::create(); animation->setDelayPerUnit(0.2f); animation->addSpriteFrame(CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("game_loading1.png")); animation->addSpriteFrame(CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("game_loading2.png")); animation->addSpriteFrame(CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("game_loading3.png")); animation->addSpriteFrame(CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("game_loading4.png")); CCAnimate* animate=CCAnimate::create(animation); CCRepeat* repeat=CCRepeat::create(animate,2); CCCallFuncN* repeatdone=CCCallFuncN::create(this,callfuncN_selector(WelcomeLayer::loadingDone)); CCSequence* sequence=CCSequence::create(repeat,repeatdone,NULL); loading->runAction(sequence); getHighestHistorySorce(); this->setKeypadEnabled(true); bRet=true; } while (0); return bRet; }
void BrainControl::SetLabelLives(int lives, int score) { char szLives[100]; sprintf(szLives, "highest score:%3d | lives:%2d | score:%3d", getHighestHistorySorce(), lives, score); labelLives->setString(szLives); }