CCScene* CCESceneWindow::createScene(CCESceneWindow* subClassObj, const char* preloadListXml, bool cleanTextureCache, bool checkTextrueSize) { CCScene * scene = NULL; do { scene = CCScene::create(); CC_BREAK_IF(! scene); scene->setAnchorPoint(ccp(0,0)); CCESceneWindow *pwin = subClassObj; if(pwin && pwin->initCCESceneWindow(preloadListXml, cleanTextureCache, checkTextrueSize)) { scene->addChild(pwin); pwin->release(); } else { CC_SAFE_DELETE(pwin); } } while (0); return scene; }
// ************************************************************************************************* // scene // ************************************************************************************************* CCScene* HelloWorld::scene() { // 'scene' is an autorelease object CCScene *scene = CCScene::node(); #if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS) scene->setScaleX(CCDirector::sharedDirector()->getWinSize().width/1280.0f); scene->setScaleY(CCDirector::sharedDirector()->getWinSize().height/720.0f); scene->setAnchorPoint(ccp(0,0)); #endif // 'layer' is an autorelease object layerStore = HelloWorld::node(); layerIap = IAP_TYPE::node(); // add layer as a child to scene scene->addChild(layerStore); scene->addChild(layerIap); // return the scene return scene; }