void U8SDKInterface::loginCustom(const std::string& customData) { ValueMap params; params["customData"] = customData; Value v = Value(params); sendMessageWithParams("loginCustom", v); }
void U8SDKInterface::pay(U8PayParams* data) { if (data == nullptr) { CCLOG("U8SDKInterface::pay data is null."); return; } ValueMap params; params["productId"] = data->productId; params["productName"] = data->productName; params["productDesc"] = data->productDesc; params["price"] = data->price; params["buyNum"] = data->buyNum; params["coinNum"] = data->coinNum; params["serverId"] = data->serverId; params["serverName"] = data->serverName; params["roleId"] = data->roleId; params["roleName"] = data->roleName; params["roleLevel"] = data->roleLevel; params["vip"] = data->vip; params["orderID"] = data->roleId; params["extension"] = data->extension; Value v = Value(params); sendMessageWithParams("pay", v); }
void U8SDKInterface::submitGameData(U8ExtraGameData* data) { ValueMap params; params["dataType"] = data->dataType; params["roleID"] = data->roleId; params["roleName"] = data->roleName; params["roleLevel"] = data->roleLevel; params["serverID"] = data->serverId; params["serverName"] = data->serverName; params["moneyNum"] = data->moneyNum; Value v = Value(params); sendMessageWithParams("submitExtraData", v); }
// on "init" you need to initialize your instance bool HelloWorld::init() { ////////////////////////////// // 1. super init first if ( !Layer::init() ) { return false; } Size visibleSize = Director::getInstance()->getVisibleSize(); Point origin = Director::getInstance()->getVisibleOrigin(); ///////////////////////////// // 2. add a menu item with "X" image, which is clicked to quit the program // you may modify it. // add a "close" icon to exit the progress. it's an autorelease object auto closeItem = MenuItemImage::create( "CloseNormal.png", "CloseSelected.png", CC_CALLBACK_1(HelloWorld::menuCloseCallback, this)); closeItem->setPosition(Point(origin.x + visibleSize.width - closeItem->getContentSize().width/2 , origin.y + closeItem->getContentSize().height/2)); // create menu, it's an autorelease object auto menu = Menu::create(closeItem, NULL); menu->setPosition(Point::ZERO); this->addChild(menu, 1); ///////////////////////////// // 3. add your codes below... // add a label shows "Hello World" // create and initialize a label auto label = LabelTTF::create("Hello World", "Arial", 24); // position the label on the center of the screen label->setPosition(Point(origin.x + visibleSize.width/2, origin.y + visibleSize.height - label->getContentSize().height)); // add the label as a child to this layer this->addChild(label, 1); // add "HelloWorld" splash screen" auto sprite = Sprite::create("HelloWorld.png"); // position the sprite on the center of the screen sprite->setPosition(Point(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y)); // add the sprite as a child to this layer this->addChild(sprite, 0); /* * Register selectors in a global space so the native environment can * respond to the selector when the specified method is called * NOTE: Group name is used to easily remove selectors */ NDKHelper::addSelector("HelloWorldSelectors", "gameTestMethod", CC_CALLBACK_2(HelloWorld::gameTestMethod, this), this); /* Let's send some parameters to the native environment that has a method named "nativeTestMethod" */ ValueMap valueMap; valueMap["test_message"] = "Hello from your game!"; valueMap["test_double"] = 3.14; Value parameters = Value(valueMap); sendMessageWithParams("nativeTestMethod", parameters); return true; }
void U8SDKInterface::sdkExit() { Value v; sendMessageWithParams("exit", v); }
void U8SDKInterface::showAccoutCenter() { Value v; sendMessageWithParams("showAccountCenter", v); }
void U8SDKInterface::logout() { Value v; sendMessageWithParams("logout", v); }
void U8SDKInterface::switchLogin() { Value v; sendMessageWithParams("switchLogin", v); }