Example #1
0
void MainMenuScene::menuSelector(CCObject* pSender)
{
    CCDirector *pDirector = CCDirector::sharedDirector();
    CCTransitionFade *tscene;
    SpriteButton *selectedOpt = (SpriteButton*) pSender;
    CCScene *scene;
    switch (selectedOpt->getTag()) {
        case 1:
            scene = CategoryScene::create();
            tscene = CCTransitionFade::create(0.5, scene);
            pDirector->replaceScene(tscene);
            break;
        case 2:
            scene = ProfilaScene::create();
            tscene = CCTransitionFade::create(0.5, scene);
            pDirector->replaceScene(tscene);
            break;
        case 3:
            #ifdef __APPLE__
                CCApplication::sharedApplication()->openURL("http://auskalo.net/honi-buruz/");
            #endif
            #ifdef ANDROID
                CCApplication::sharedApplication()->openURLJNI("http://auskalo.net/honi-buruz/");
            #endif
            break;
        default:
            break;
    }
    
}
void LoginScene::loginEnd(bool suc, std::string s, void*param)
{
    if(suc == false){
        return;
    }
    
	UserService* pUserService = (UserService*)ServiceCenter::getInstance()->getService(ServiceCenter::USER_SERVICE);
    
    NetLogin loginData = pUserService->analyzeLoginRect(s);
    if(loginData.status == 1){
    //登陆成功
        //保存本地用户名
        CCUserDefault::sharedUserDefault()->setStringForKey("loginName", username->getStringValue());
        CCUserDefault::sharedUserDefault()->setStringForKey("passWord", md5(password->getStringValue()));
        CCUserDefault::sharedUserDefault()->flush();
        
        
        //Logic::getInstance()->setUID(loginData.userid);
        pUserService->getUser()->uid = loginData.userid;
        //初始化登录信息
        CCDirector* pDirector = CCDirector::sharedDirector();
        if(loginData.isPerfect == 1){
            CCLog("loginEnd finish");
            CCScene* pScene = WorldCup::scene();
            //pDirector->replaceScene(pScene);
            CCScene *ns = CCTransitionSlideInR::create(transTime, pScene);
            
            pDirector->replaceScene(ns);
            
        }else{
            CCLog("Userid::%d",loginData.userid);
            CCUserDefault::sharedUserDefault()->setIntegerForKey("setPerfectFormId", loginData.userid);
            CCUserDefault::sharedUserDefault()->flush();
            
            CCScene* pScene = RegistScene::scene();
            
            pDirector->replaceScene(getTransScene(pScene));
            
        }
        
        
    }else{
    //登陆失败
        CCLog("Login fail!");
        CCMessageBox("账号或密码错误!", "提示");
        //删除本地用户名
        CCUserDefault::sharedUserDefault()->setStringForKey("loginName", "");
        CCUserDefault::sharedUserDefault()->flush();
        
        //Logic::getInstance()->setLoginName("");
        
        refurbishScene();
    }
}
void MainMenuScene::menuSelector(CCObject* pSender)
{
    SpriteButton *selectedOpt = (SpriteButton*) pSender;
    CCScene *scene;
    switch (selectedOpt->getTag()) {
        case 1:
            scene = CategoryScene::create();
            break;
        case 2:
            scene = ProfilaScene::create();
            break;
        case 3:
            #if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
                openURLJNI("http://jakina.eu/");
            #else
                CCApplication::sharedApplication()->openURL("http://jakina.eu/");
            #endif
            break;
        default:
            break;
    }
    CCDirector *pDirector = CCDirector::sharedDirector();
    CCTransitionFade *tscene = CCTransitionFade::create(0.5, scene);
    pDirector->replaceScene(tscene);
}
 void MenuLayerMainMenu::menuChangeUiEditCallBack(CCObject *pSender){
	 CCDirector* director = CCDirector::sharedDirector();
	 director->purgeCachedData();
	 CCScene* ccscene = CCScene::create();
	 ccscene->addChild(new UiEditLayer());
	 director->replaceScene(ccscene);
 }
 void MenuLayerMainMenu::menuStartAirGame(CCObject* pSender){
	 CCDirector* director = CCDirector::sharedDirector();
	 director->purgeCachedData();
	 CCScene* ccscene = ShotPlanSecene::create();
	 CCLOG ("%s \n", "menuStartAirGame");
	 director->replaceScene(ccscene);
 }
 void MenuLayerMainMenu::menuStartGame(CCObject* pSender){
	 CCDirector* director = CCDirector::sharedDirector();
	 director->purgeCachedData();
	 CCScene* ccscene = CCScene::create();
	 ccscene->addChild(BearRunScene::create());
	 director->replaceScene(ccscene);
 }
Example #7
0
void MainLayer::gameover()
{
	CCDirector* pDirector = CCDirector::sharedDirector();
	CCScene *pScene = FinishLayer::scene();
	CCScene *reScene = CCTransitionFadeDown::create(0.5f, pScene);
	pDirector->replaceScene(reScene);
}
Example #8
0
void GSceneSelector::SetLoadingScene()
{
	mpLoadingScene = GLoadingScene::CreateLoadingScene();
	CCDirector* pDirector = CCDirector::sharedDirector();
	if( mpLoadingScene )
		pDirector->replaceScene( mpLoadingScene );
}
Example #9
0
void TFBaseLayer::go(TFBaseLayer* pLayer)
{
    if (pLayer)
    {
        TRANSIT_LAYER->setFromLayer(this);
        TRANSIT_LAYER->setToLayer(pLayer);
    }
    else
    {
        TRANSIT_LAYER->setFromLayer(NULL);
        TRANSIT_LAYER->setToLayer(this);
    }

    CCDirector* pDirector = CCDirector::sharedDirector();
    CCScene* pScene = this->wrap(TRANSIT_LAYER);
    
    if (pDirector->getRunningScene())
    {
        pDirector->replaceScene(pScene);
    }
    else
    {
        pDirector->runWithScene(pScene);
    }
}
Example #10
0
void MenuScene::playClicked(CCObject *sender)
{
    UniverseScene *scene = UniverseScene::create();
    CCDirector *pDirector = CCDirector::sharedDirector();
    CCTransitionFade *tscene = CCTransitionFade::create(0.5, scene);
    pDirector->replaceScene(tscene);
}
Example #11
0
void MenuScene::settingsClicked(CCObject *sender)
{
    SettingScene *scene = SettingScene::create();
    scene->setSceneReturnType(kReplaScene);
    CCDirector *pDirector = CCDirector::sharedDirector();
    CCTransitionFade *tscene = CCTransitionFade::create(0.5, scene);
    pDirector->replaceScene(tscene);
}
Example #12
0
void GameLayer::backClick(cocos2d::CCObject *sender)
{
    CCLog("后退按钮");
    CCScene *ss = CCScene::create();//问题果然出在这里:create != new init
    StartLayer *start = StartLayer::create();
    ss->addChild(start);
    CCDirector *d = CCDirector::sharedDirector();
    d->replaceScene(ss);   

}
void SceneManager::go(CCLayer * layer){
    CCDirector *director = CCDirector::sharedDirector();
    CCScene *newScene = SceneManager::wrap(layer);
    if (!director->isPaused()) {
        director->replaceScene(newScene);
    }
    else {
        director->runWithScene(newScene);
    }
}
Example #14
0
void Menu::menuStartCallback(CCObject* pSender)
{


	CCDirector *pDirector = CCDirector::sharedDirector();


	CCScene *pScene = GameScene::scene();

	// run
	pDirector->replaceScene(pScene);
}
void LoginScene::registerPress(CCObject *pSender,TouchEventType type)
{
	if(type == TOUCH_EVENT_ENDED){
        
        CCDirector* pDirector = CCDirector::sharedDirector();
        
        //进入注册页面
        CCScene* pScene = RegistScene::scene();
        pDirector->replaceScene(pScene);

	}
    
}
Example #16
0
void CCTransitionScene::setNewScene(float dt)
{    
    CC_UNUSED_PARAM(dt);
    CCDirector::sharedDirector()->getScheduler()->unscheduleSelector(schedule_selector(CCTransitionScene::setNewScene), this);
    
    // Before replacing, save the "send cleanup to scene"
    CCDirector *director = CCDirector::sharedDirector();
    m_bIsSendCleanupToScene = director->isSendCleanupToScene();
    
    director->replaceScene(m_pInScene);
    
    // issue #267
    m_pOutScene->setVisible(true);
}
Example #17
0
void SceneManager::go(CCLayer* layer, int transType)  
{
	CCDirector* director = CCDirector::sharedDirector();
	CCScene* newScene = SceneManager::wrap(layer);
	if (director->getRunningScene()) //这句话 很有可能写的不对啊  有哪位大侠知道怎么写 告知下...   
	{
		CCTransitionScene* transScene = SceneManager::createTransition(newScene, transType);
		director->replaceScene(transScene);
	}
	else
	{
		director->runWithScene(newScene);
	}
}
Example #18
0
void DebugTestScene::tableCellTouched( CCTableView* in_pTable, CCTableViewCell* in_pCell )
{
    //  タッチしたシーンに遷移する。
    unsigned int    idx = in_pCell->getIdx();
    CCTableViewCell*    pCell = in_pTable->dequeueCell();
    if( pCell )
    {
        CCLabelTTF* pLabel  = (CCLabelTTF*)pCell->getChildByTag(100);
        pLabel->setFontFillColor(ccc3(255, 0, 0));
    }
    
    CCDirector* pDirector   = CCDirector::sharedDirector();
    pDirector->replaceScene((*s_aSelectSceneList[idx].pScene)());
}
Example #19
0
void CCTransitionScene::setNewScene(ccTime dt)
{	
	// [self unschedule:_cmd]; 
	// "_cmd" is a local variable automatically defined in a method 
	// that contains the selector for the method
	this->unschedule(schedule_selector(CCTransitionScene::setNewScene));
	CCDirector *director = CCDirector::sharedDirector();
	// Before replacing, save the "send cleanup to scene"
	m_bIsSendCleanupToScene = director->isSendCleanupToScene();
	director->replaceScene(m_pInScene);
	// enable events while transitions
	CCTouchDispatcher::sharedDispatcher()->setDispatchEvents(true);
	// issue #267
	m_pOutScene->setIsVisible(true);
}
Example #20
0
void StartLayer::clickOtherMenu(cocos2d::CCObject *sender)
{
    CCLog("单击了其他");
    
    OtherGameLayer *otherGame =  OtherGameLayer::create();
    CCScene *s = CCScene::create();
    s->addChild(otherGame);
//    otherGame->release();
    
    CCTransitionShrinkGrow *anni = CCTransitionShrinkGrow::create(1.0f, s);
//    s->release();
    CCDirector *d = CCDirector::sharedDirector();
    d->replaceScene(anni);
    
    
}
Example #21
0
void StartLayer::clickMultipleMenu(cocos2d::CCObject *sender)
{
    CCLog("单击了双人游戏");
    
    MutiGameLayer *mg = MutiGameLayer::create();
    CCScene *s = CCScene::create();
    s->addChild(mg);
//    mg->release();
    
    CCDirector *d = CCDirector::sharedDirector();
//    CCTransitionCrossFade *anni = CCTransitionCrossFade::create(1.0f, s);
    CCTransitionRotoZoom *anni = CCTransitionRotoZoom::create(1.0f, s);
//    s->release();
    d->replaceScene(anni);
    
    
}
Example #22
0
void StartLayer::clickSingleMenu(cocos2d::CCObject *sender)
{
    CCLog("单击了单人游戏");
    
    
    GameLayer *gl = GameLayer::create();
    //以上两句可以合并为create();
    
    CCScene *s = CCScene::create();
    s->addChild(gl);
//    gl->release();
    
    CCDirector *d = CCDirector ::sharedDirector();
    
    
    CCTransitionSplitRows *anni = CCTransitionSplitRows::create(1.0f, s);
//    s->release();
    d->replaceScene(anni);//页面跳转
    
}
void ConfigView::onQuit(cocos2d::CCObject *obj, TouchEventType tt){
    
    switch (tt) {
        case cocos2d::ui::TOUCH_EVENT_BEGAN:
        {
            
        }
            break;
        case cocos2d::ui::TOUCH_EVENT_MOVED:
        {
            
        }
            break;
        //但是内部的 WorldCup Scene 也要抛弃掉
        case cocos2d::ui::TOUCH_EVENT_ENDED:
        {
            CCDirector* pDirector = CCDirector::sharedDirector();
            CCScene* pScene = LoginScene::scene();
            //pDirector->replaceScene(getTransScene(pScene));
            //pDirector->replaceRootScene(getTransScene(pScene));
            pDirector->popToRootScene();
            //pDirector->replaceScene(getTransScene(pScene));
            //Transition 场景存在 问题 一旦Transition 就会导致 touch无效 应该是 touch被关闭掉了 但是没有开启起来 TransitionScene 处理的代码问题
            pDirector->replaceScene(pScene);
            
            //退出登录清理状态
            
            Logic::getInstance()->clearState();
            
        }
            break;
        case cocos2d::ui::TOUCH_EVENT_CANCELED:
        {
            
        }
            break;
        default:
            break;
    }
}
Example #24
0
	void Java_org_cocos2dx_hellocpp_HelloCpp_keyReleased(JNIEnv*  env, jobject thiz, jint player, jint keyCode)
	{
		CCDirector *pDirector = CCDirector::sharedDirector();
		if(pDirector != NULL)
		{
			CCScene *scene = pDirector->getRunningScene();
			if(scene != NULL)
			{
				Game* layer = (Game*)scene->getChildByTag(1001);
				if(layer != NULL)
				{
					layer->keyControllerReleased(player, keyCode);
				}
				else
				{
					CCDirector *pDirector = CCDirector::sharedDirector();
					CCScene *scene_ = Game::scene();
					pDirector->replaceScene(scene_);
				}
			}
		}
	}
Example #25
0
bool AppDelegate::applicationDidFinishLaunching()
{
    curl_global_init(CURL_GLOBAL_ALL);
    
    // initialize director
    CCDirector *director = CCDirector::sharedDirector();
    director->setOpenGLView(CCEGLView::sharedOpenGLView());
    
    // Lua init stuff, must run before any lua invocation
    {
        CCLuaEngine* luaEngine = CCLuaEngine::defaultEngine();
        CCScriptEngineManager::sharedManager()->setScriptEngine(luaEngine);
        
        // register lua scripts
        luaopen_Grid2D(luaEngine->getLuaStack()->getLuaState());
        luaopen_Gem(luaEngine->getLuaStack()->getLuaState());
        luaopen_EnemyControl(luaEngine->getLuaStack()->getLuaState());
        luaopen_PlayerControl(luaEngine->getLuaStack()->getLuaState());
        luaopen_HeroControl(luaEngine->getLuaStack()->getLuaState());
        luaopen_EnemySkill(luaEngine->getLuaStack()->getLuaState());
        luaopen_SkillContext(luaEngine->getLuaStack()->getLuaState());

        // Preload lua script
        const char* files[] = {"base.lua"};
        for(int i=0; i<sizeof(files) / sizeof(const char*); ++i)
        {
            std::string path = CCFileUtils::sharedFileUtils()->fullPathForFilename(files[i]);
            // prime run to load all functions in script
            luaEngine->executeScriptFile(path.c_str());
        }
    }
    
    CCEGLView* glView = CCEGLView::sharedOpenGLView();
    glView->setDesignResolutionSize(designRes.width, designRes.height, kResolutionShowAll);
    CCSize frameSize = glView->getFrameSize();

    // Disable depth test must happen after setDesignResolutionSize
    //director->setDepthTest(false);
    
	PH::_runOnMainThreadPrepare();
    
    LOGD("* GL frame size %.1f %.1f\n", frameSize.width, frameSize.height);
    
    bool isScreenHD = frameSize.height > LowResConfig.size.height;
    bool useHighRes = isScreenHD;
    
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
    /*
        Android could carry either SD or HD res tar. 
        Auto detects the appropriate tar.
     */
    {
        // check if hd res is present
        std::string HDTar = PH::CCNative::getDocPath() + "iphonehd." PH_VERSION ".tar";
        std::string HDHeadTar = "assets/iphonehd.Head.tar";
        bool hasHDRes = PH::CCNative::fileExists(HDTar) ||
                        PH::CCNative::fileExists(HDHeadTar);
        
        LOGD("HD exists %d\n", PH::CCNative::fileExists(PH::CCNative::getDocPath() + "iphonehd." PH_VERSION ".tar"));
        
        std::string SDTar = PH::CCNative::getDocPath() + "iphone." PH_VERSION ".tar";
        std::string SDHeadTar = "assets/iphone.Head.tar";
        bool hasSDRes = PH::CCNative::fileExists(SDTar) ||
                        PH::CCNative::fileExists(SDHeadTar);

        if(!isScreenHD && !hasSDRes)
        {
            PH::CCNative::createAlert("游戏版本错误", "游戏为高分辨率资版本,但是您的设备不支持高分辨率,请下载低分辨率版本的游戏。", "知道了");
            return true;
        }
        
        if(isScreenHD)
        {
            LOGD("screen is HD\n");
            // if only HD res is available, force HD
            if(hasHDRes)
            {
                LOGD("has HD res\n");
                if(!hasSDRes)
                    useHighRes = true;
                else
                {
                    // if user overwirte is HD
//                    if(PH::GameConfig::shared()->isAndroidHDEnabled())
//                        useHighRes = true;
//                    else
//                        useHighRes = false;
                }
            }
            else
                useHighRes = false;
        }
        else
        {
            useHighRes = false;
        }

        PH::GameConfig::shared()->setAndroidHDEnabled(useHighRes);
    }
#else
//    useHighRes = GameConfig::shared()->useHighRes;
//    useHighRes = false;
#endif
    
    std::string docRoot = PH::CCNative::getDocPath();

    ResType resType = useHighRes ? HighResConfig : LowResConfig;
    
    // Set search path to DOC_ROOT/iphone[hd] and boot/iphone[hd]
    std::vector<std::string> searchList = CCFileUtils::sharedFileUtils()->getSearchPaths();
    searchList.push_back(docRoot + resType.directory);
    searchList.push_back(std::string("boot/"));
    searchList.push_back(std::string("boot/") + resType.directory);
    CCFileUtils::sharedFileUtils()->setSearchPaths(searchList);
    
    for(const std::string& path : searchList)
        LOGD("* search path %s\n", path.c_str());
    
    // Scale scene by a factor
    // TODO: Should consider landscape.
    director->setContentScaleFactor(resType.size.height/designRes.height);

#if PH_DEBUG_BUILD
    // turn on display FPS
    director->setDisplayStats(true);
#endif
    
#if PH_USE_WEIBO
    PH::Weibo<PH::Sina>::instance(SinaAppKey, SinaAppSecret, SinaCBUri);
    PH::Weibo<PH::Tencent>::instance(TencentAppKey, TencentAppSecret, TencentCBUri);
    
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
    PH::WeixinApi::instance().registerApp(WECHAT_KEY);
#endif
#endif

    // set FPS. the default value is 1.0/60 if you don't call this
    director->setAnimationInterval(1.0f / 60.0f);

#if PH_DEBUG_BUILD
    /*
    DebugHelper* helper = new DebugHelper;
    director->getScheduler()->scheduleSelector(schedule_selector(DebugHelper::reportMemoryUsage),
                                               helper,
                                               3.0f,
                                               false);
     */
    PH::CCNative::reportMemoryUsage();
#endif
    
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
    LOGD("Internal free %lu MB, SD Card free %lu MB\n",
         PH::CCNative::getInternalFreeSpaceInMB(),
         PH::CCNative::getExternalFreeSpaceInMB());

    long needMB = useHighRes ? 17 : 30;
    
    if(PH::CCNative::isInstalledOnExternalStorage())
    {
        // check SD card is available and writable
        if(!PH::CCNative::isExternalStorageUsable())
        {
            PH::CCNative::createAlert("提示",
                                      "SD卡不存在或者不可写,请检查SD卡状态,或者将游戏安装到设备内存。",
                                      "确定");
            return true;
        }
        
        /*
         Potential bug: checking for bigger space than necessary when tar is copied and untarred.
                        Then set a limit on total file size.
         */
        if(PH::CCNative::getExternalFreeSpaceInMB() < needMB)
        {
            PH::CCNative::createAlert("提示",
                                      "SD卡空间不足,至少需要30M的空闲空间。请删除一些不需要的应用,或者将游戏安装至设备内存。",
                                      "确定");
            return true;
        }
    }
    else
    {
        if(PH::CCNative::getInternalFreeSpaceInMB() < needMB)
        {
            PH::CCNative::createAlert("提示",
                                      "设备空间不足,至少需要30M的空闲空间。请删除一些不需要的应用,或者将游戏安装至SD卡。",
                                      "确定");
            return true;
        }
    }
#endif

    director->runWithScene(PH::SplashScene::create());
    
    // Delay the excution of loading screen.
    // This avoids loading everything in applicationDidFinishLaunching
    PH::runOnMainThread([=](){
        PH::runOnMainThread([=]()
        {
            // UI Scene
            director->replaceScene(PH::LoadingScreen::create(useHighRes));
        });
    });
    PH::CCNative::clearLocalPushNotification();

    return true;
}
Example #26
0
void GSceneSelector::ChangeSceneCheck()
{
	gstring& changeName = GScene::GetChangeSceneName();
	if( changeName.empty() == false )
	{
		CCDirector* pDirector = CCDirector::sharedDirector();
		GScene* changeScene = NULL;
		if( changeName == GScene::SCENENAME_START )
		{
			if( mpLoadingScene == NULL )
			{
				SetLoadingScene();
				return;
			}
			ReleaseScene();
			changeScene = CreateStartScene();
		}
		else if( changeName == GScene::SCENENAME_STATE )
		{
			if( mPlayOpening )
			{
				mPlayOpening = false;
				CCScene* openingScene = GOpeningScene::CreateLoadingScene( 0 );
				if( openingScene )
				{
					pDirector->replaceScene( openingScene );
					changeName.clear();
				}
				return;
			}			
			else if( mpCurrentScene->GetSceneName() == GScene::SCENENAME_SELECTSTAGE )
			{
				if( mpStateScene )
					changeScene = mpStateScene;
				else
					changeScene = CreateStateScene();
			}
			else
			{
//				if( mpCurrentScene->GetSceneName() == GScene::SCENENAME_GAME )
//				{
//					if( mpGameScene->IsWinGame() )
//					{
//						GPlayingData* playing = GPlayingDataManager::GetSingleton()->GetPlayingPlayerData();
//						GPlayingData::ModeInfo& info = playing->GetCurrentModeInfo();
//						info.mLastClearStage += 1;
//						GPlayingDataManager::GetSingleton()->SaveData();
//					}
//				}
				if( mpLoadingScene == NULL )
				{
					SetLoadingScene();
					return;
				}
				ReleaseScene();
				changeScene = CreateStateScene();
			}
		}
		else if( changeName == GScene::SCENENAME_SELECTSTAGE )
		{
			
			if( mpCurrentScene->GetSceneName() == GScene::SCENENAME_STATE )
			{
				if( mpSelectStageScene )
					changeScene = mpSelectStageScene;
				else
					changeScene = CreateSelectStageScene();
			}
			else
			{
				if( mpLoadingScene == NULL )
				{
					SetLoadingScene();
					return;
				}
				ReleaseScene();
				changeScene = CreateSelectStageScene();
			}
		}
		else if( changeName == GScene::SCENENAME_GAME )
		{
			if( mpLoadingScene == NULL )
			{
				SetLoadingScene();
				return;
			}
			ReleaseScene();
			changeScene = CreateGameScene();
		}
		
		SetCurrentScene( changeScene );
		if( changeScene )
			pDirector->replaceScene( changeScene );
		mpLoadingScene = NULL;
		changeName.clear();
	}
}
KDvoid TestList::setScene ( KDint nIndex, EDirection eDirection )
{	
	CCDirector*  pDirector = CCDirector::sharedDirector ( );
	pDirector->setDepthTest ( KD_FALSE );
	
	s_nTestIndex = nIndex;

	CCLayer*  pLayer = KD_NULL;
	
	if ( nIndex == 41 || nIndex == 42 )
	{
		CCEGLView::sharedOpenGLView ( )->setDesignResolutionSize ( s_tDesignSize, kResolutionShowAll );
	}
	else
	{
		CCEGLView::sharedOpenGLView ( )->setDesignResolutionSize ( s_tDesignSize, s_eResolutionPolicy );
	}

	switch ( nIndex )
	{
		case -1 : pLayer = TestList					::create ( ); break;		
		case  0 : pLayer = TestActions				::create ( ); break;									
		case  1 : pLayer = TestTransitions			::create ( ); break;
		case  2	: pLayer = TestProgressActions		::create ( ); break;	
		case  3 : pLayer = TestEffects				::create ( ); break;	
		case  4	: pLayer = TestClickAndMove			::create ( ); break;	
		case  5 : pLayer = TestRotateWorld			::create ( ); break;
		case  6 : pLayer = TestParticle				::create ( ); break;
		case  7 : pLayer = TestEaseActions			::create ( ); break;	
		case  8 : pLayer = TestMotionStreak			::create ( ); break;
		case  9	: pLayer = TestDrawPrimitives		::create ( ); break;
		case 10 : pLayer = TestNode					::create ( ); break;
		case 11 : pLayer = TestTouches				::create ( ); break;
		case 12 : pLayer = TestMultiTouch			::create ( ); break;
		case 13 : pLayer = TestMenu					::create ( ); break;			
		case 14	: pLayer = TestActionManager		::create ( ); break;
		case 15 : pLayer = TestLayer				::create ( ); break;	
		case 16 : pLayer = TestScene				::create ( ); break;		
		case 17 : pLayer = TestParallax				::create ( ); break;
		case 18 : pLayer = TestParallaxScrollNode	::create ( ); break;
		case 19 : pLayer = TestTileMap				::create ( ); break;	
		case 20 : pLayer = TestDiamondTile			::create ( ); break;
		case 21 : pLayer = TestInterval				::create ( ); break;
		case 22 : pLayer = TestLabel				::create ( ); break;
		case 23 : pLayer = TestFont					::create ( ); break;
		case 24 : pLayer = TestTextInput			::create ( ); break;							
		case 25 : pLayer = TestSprite				::create ( ); break;
		case 26 : pLayer = TestScheduler			::create ( ); break;
		case 27 : pLayer = TestRenderTexture		::create ( ); break;
		case 28 : pLayer = TestTexture2D			::create ( ); break;
		case 29 : pLayer = TestTextureCache			::create ( ); break;
		case 30 : pLayer = TestBox2D				::create ( ); break;
		case 31 : pLayer = TestBox2DBed				::create ( ); break;
		case 32 : pLayer = TestChipmunk				::create ( ); break;
		case 33 : pLayer = TestChipmunk2			::create ( ); break;
		case 34 : pLayer = TestEffectAdvance		::create ( ); break;	
		case 35 : pLayer = TestAccelerometer		::create ( ); break;	
		case 36 : pLayer = TestKeypad				::create ( ); break;    		
		case 37 : pLayer = TestZwoptex				::create ( ); break;
		case 38 : pLayer = TestUserDefault			::create ( ); break;
		case 39 : pLayer = TestNotificationCenter	::create ( ); break;
		case 40 : pLayer = TestControl				::create ( ); break;
		case 41 : pLayer = TestEditBox				::create ( ); break;
		case 42 : pLayer = TestTableView			::create ( ); break;
		case 43 : pLayer = TestClippingNode			::create ( ); break;
		case 44 : pLayer = TestCocosBuilder			::create ( ); break;	
		case 45 : pLayer = TestArtPig				::create ( ); break;	
		case 46 : pLayer = TestSpine				::create ( ); break;
		case 47 : pLayer = TestGB2Shape				::create ( ); break;
		case 48 : pLayer = TestVRope				::create ( ); break;
		case 49 : pLayer = TestBlade				::create ( ); break;
		case 50 : pLayer = TestDenshion				::create ( ); break;
		case 51 : pLayer = TestTTS					::create ( ); break;
		case 52 : pLayer = TestCurl					::create ( ); break;	
		case 53 : pLayer = TestNetwork				::create ( ); break;
		case 54 : pLayer = TestSqlite				::create ( ); break;
		case 55 : pLayer = TestJson					::create ( ); break;
		case 56 : pLayer = TestLocation				::create ( ); break;
		case 57 : pLayer = TestCurrentLanguage		::create ( ); break;
		case 58 : pLayer = TestFileUtils			::create ( ); break;
		case 59 : pLayer = TestAssetsManager		::create ( ); break;
		case 60 : pLayer = TestPerformance			::create ( ); break;
		case 61 : pLayer = TestBugAndSupport		::create ( ); break;
#if defined ( USE_OPEN_GLES2 )	
		case 62 : pLayer = TestShader				::create ( ); break;
#else
		case 62 : pLayer = TestGraphics				::create ( ); break;
#endif
	}

	if ( !pLayer )
	{
		return;
	}
	
	CCScene*  pScene = CCScene::create ( );
	pScene->addChild ( pLayer, nIndex );

	CCScene*  pTrans = pScene;
	if ( nIndex != 1 && nIndex != 24 ) // TestTransitions, TestSprite
	{
		/*
		switch ( eDirection )
		{
			case eDirNew	 :	pTrans = CCTransitionFadeTR			::create ( 0.5f, pScene );	break;
			case eDirClose	 :	pTrans = CCTransitionFadeBL			::create ( 0.5f, pScene );	break;
			case eDirPrev	 :	pTrans = CCTransitionMoveInL		::create ( 0.5f, pScene );	break;
			case eDirNext	 :	pTrans = CCTransitionMoveInR		::create ( 0.5f, pScene );	break;
			case eDirRestart :	pTrans = CCTransitionTurnOffTiles	::create ( 0.5f, pScene );	break;
		}
		*/
	}
	pDirector->replaceScene ( pTrans );		
}
Example #28
0
void MainMenu::menuPlayBeginCallback(CCObject* pSender){
    CCDirector *director = CCDirector::sharedDirector();
    director->replaceScene(FarmScene::farmScene());
}
Example #29
0
void MainMenu::northPoleSceneCallback(CCObject* pSender){
    CCDirector *director = CCDirector::sharedDirector();
    director->replaceScene(FarmScene::farmScene());
}