bool ContactManager::onContactBeginPro_Wall(){ target_pro = node_Pro->getScheduler()->pauseAllTargets(); MenuManager menuManager; Node* layer =menuManager.create_Menu(FAIL_LAYER); node_else->getParent()->addChild(layer); MenuManager::move_in(layer); return false; }
bool ContactManager::onContactBeginPro_End(){ target_pro = node_Pro->getScheduler()->pauseAllTargets(); MenuManager menuManager; Node* layer =menuManager.create_Menu(SUCCESS_LAYER); getScore(); strstream ss; string score; ss<<SCORE_GET; ss>>score; auto text_score=layer->getChildByName<ui::TextBMFont*>("Text_Score"); text_score->setString(score); if(GameManager::stepNow==STEP){ STEP++; } //此处应该有个算星星的方法 int stateN = getState(); strstream ss1; string state; ss1<<stateN; ss1>>state; CCLOG("星星:%d",stateN); auto text_state=layer->getChildByName<ui::TextBMFont*>("Text_State"); text_state->setString(state); GameVo gVo; GameVo gvoG = getGameInfo(GameManager::stepNow); if(gvoG._score<SCORE_GET){ gVo.setData(SCORE_GET, 3, getState()); setGameInfo(gVo,GameManager::stepNow); } updateConstant(); node_else->getParent()->addChild(layer); MenuManager::move_in(layer); return false; }
bool ContactManager::onContactBeginPro_Jailer(){ //node_Pro->getScheduler()->setTimeScale(0.0f); if(node_else->isVisible()){ SpriteManager::setStopJailer(node_else->getTag()); SchedulerManager::stopTimeLine(node_else->getTag()); node_else->setVisible(false); target_pro = node_Pro->getScheduler()->pauseAllTargets(); MenuManager menuManager; Node* layer =menuManager.create_Menu(FAIL_LAYER); node_else->getParent()->addChild(layer); MenuManager::move_in(layer); } //layer->setVisible(true); return false; }