bool GameNext::init() { ////////////////////////////// // 1. super init first if (!Scene::init()) { return false; } Size visibleSize = Director::getInstance()->getVisibleSize(); Vec2 origin = Director::getInstance()->getVisibleOrigin(); ///////////////////////////// if(game_round<=9) { gr_pic = "0" + Value(game_round).asString(); }else if(game_round>=10) { gr_pic = Value(game_round).asString(); } if((game_level-1)<=9) { gl_pic = "0" + Value(game_level-1).asString(); }else if((game_level-1)>=10) { gl_pic = Value(game_level-1).asString(); } //被弄成灰色的截图 auto ac = Sprite::create(picNext); ac->setAnchorPoint(Vec2(0,0)); ac->setPosition(Vec2(0,0)); ac->setScaleX(visibleSize.width/ac->getTextureRect().getMaxX()); //设置精灵宽度缩放比例 ac->setScaleY(visibleSize.height/ac->getTextureRect().getMaxY()); this->addChild(ac,100); //半透明层,在截图之上 LayerColor* layerColor = CCLayerColor::create(); layerColor->setColor(cocos2d::Color3B(0, 0, 0)); layerColor->setOpacity(150); layerColor->setContentSize(Size(visibleSize.width, visibleSize.height)); this->addChild(layerColor,101); //next小方块的背景 auto gameover = Sprite::create("setting/gamenext.png"); gameover->setPosition(Vec2(origin.x + visibleSize.width/2,origin.y + visibleSize.height/2)); this->addChild(gameover,102); scheduleUpdate(); return true; }
bool GameOver::init() { ////////////////////////////// // 1. super init first if (!Scene::init()) { return false; } Size visibleSize = Director::getInstance()->getVisibleSize(); Vec2 origin = Director::getInstance()->getVisibleOrigin(); ///////////////////////////// auto ac = Sprite::create(picOver); ac->setAnchorPoint(Vec2(0,0)); ac->setPosition(Vec2(0,0)); ac->setScaleX(visibleSize.width/ac->getTextureRect().getMaxX()); //设置精灵宽度缩放比例 ac->setScaleY(visibleSize.height/ac->getTextureRect().getMaxY()); this->addChild(ac,100); //半透明层 LayerColor* layerColor = CCLayerColor::create(); layerColor->setColor(cocos2d::Color3B(0, 0, 0)); layerColor->setOpacity(150); layerColor->setContentSize(Size(visibleSize.width, visibleSize.height)); this->addChild(layerColor,101); auto gameover = Sprite::create("setting/gameover.png"); //gameover->setAnchorPoint(Vec2(0,0)); gameover->setPosition(Vec2(origin.x + visibleSize.width/2, origin.y + visibleSize.height/2)); this->addChild(gameover,102); scheduleUpdate(); return true; }
bool GameWinLayer::init() { if (!Layer::init()) { return false; } Size visibleSize = Director::sharedDirector()->getVisibleSize(); // finish layer LayerColor* layerColor = LayerColor::create(); layerColor->setColor(Color3B(0, 0, 0)); layerColor->setOpacity(150); layerColor->setContentSize(Size(visibleSize.width, visibleSize.height)); this->addChild(layerColor, 1); return true; }