void BattleScene::onBattleSummary(CCObject* obj) { this->removeChildByTag(BATTLE_LAYER_TAG); //// 战斗结算层 CCLayer* pSummary = BattleSummary::create(); this->addChild(pSummary, 100, BATTLESUMMARY_TAG); pSummary->setVisible(true); BgOfMainSceneLayer* pBgOfMainSceneLayer = BgOfMainSceneLayer::create(); this->addChild(pBgOfMainSceneLayer, 10000); }
void UIScrollLayer::checkLayersVisiable() { CCSize contentSize = getContentSize(); bool isMoving = false; float offset = 0; if (m_ScrollDir == ESD_Horizontal) { offset = m_baseLayer->getPosition().x + m_CurPage * m_obContentSize.width - m_ptCenter.x; } else { offset = m_baseLayer->getPosition().y + m_CurPage * m_obContentSize.height - m_ptCenter.y; } if(std::abs(offset) < 1.0) { isMoving = false; } else { isMoving = true; } /*if((ptbaselayer.x - m_ptCenter.x) % contentSize.width != 0) { isMoving = true; } if((ptbaselayer.y - m_ptCenter.y) % contentSize.width != 0) { isMoving = true; }*/ if(m_PageLayer) { for(int i = 0; i < (int)m_PageLayer->count(); i++) { CCLayer* layer = (CCLayer*)m_PageLayer->objectAtIndex(i); if(layer) { if(isMoving) { if(i >= m_CurPage-1 && i<= m_CurPage +1) { layer->setVisible(true); } else { layer->setVisible(false); } } else { if(i == m_CurPage) { layer->setVisible(true); } else { layer->setVisible(false); } } } } } }
void Demo::option() { CCLayer* l = (CCLayer*)this->getChildByTag(100); l->setTouchEnabled(true); l->setVisible(true); }