CCScene* EggScrambleModeLayer::scene(int levelNumber)
{
    CCScene * scene = NULL;
    do 
    {
        // 'scene' is an autorelease object
        scene = CCScene::create();
        CC_BREAK_IF(! scene);
        
        // 'layer' is an autorelease object
        GameLayer *layer = EggScrambleModeLayer::create(levelNumber);
        CC_BREAK_IF(! layer);
        layer->setName("GameLayer");
        
        // add layer as a child to scene
        scene->addChild(layer);
    } while (0);

    // return the scene
    return scene;
}
Exemple #2
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CCScene* TutorialScene::scene(bool firstTime)
{
    // 'scene' is an autorelease object
    CCScene* scene = CCScene::create();
    
    // 'layer' is an autorelease object
    TutorialScene* layer = TutorialScene::create(firstTime);
    
    std::cout << "FT: " << firstTime << "\n";
    
    if (firstTime)
    {
        User::getInstance()->setPlayed();
    }
    
    // add layer as a child to scene
    scene->addChild(layer);
    
    // return the scene
    return scene;
}
Exemple #3
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CCScene * MainLayer::scene()
{
	CCScene *scene = CCScene::create();
	if (scene && scene->init())
	{
		if (scene)
		{
			/*-- 背景 --*/
			CCLayer *bgLayer = BgLayer::create();
			scene->addChild(bgLayer);
			MainLayer *layer = MainLayer::create();
			scene->addChild(layer);
		}
		return scene;
	}
	else
	{
		CC_SAFE_DELETE(scene);
		return NULL;
	}
}
//section被选中之后
void LevelManager::sectionSelected(int sectionId,CCPoint sectionPos)
{
	m_iLastSectionId = sectionId;

	CCUserDefault::sharedUserDefault()->setIntegerForKey(CCString::createWithFormat("Last_season%d_seation", m_iLastSeasonId)->getCString(), m_iLastSectionId);
	CCUserDefault::sharedUserDefault()->flush();

	//// 隐藏
	//SectionSelectorLayer::getCurrentInstance()->setVisible(false);
	//MaskLayer::getCurrentInsstance()->setVisible(false);

//	SectionSelectorLayer::getCurrentInstance()->removeFromParentAndCleanup(true);
//	MaskLayer::getCurrentInsstance()->removeFromParentAndCleanup(true);
    
    CCDirector::sharedDirector()->getRunningScene()->removeAllChildren();

	LoadingLayer* layer = new LoadingLayer(Intent_Section2GameIn,m_iLastSeasonId);
	CCScene* pScene = CCDirector::sharedDirector()->getRunningScene();
	pScene->addChild(layer);
	layer->release();
}
Exemple #5
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CCScene* RS_Main::scene(int nGameLevel)
{
    CCScene * scene = NULL;
    do
    {
        // 'scene' is an autorelease object
        scene = CCScene::create();
        CC_BREAK_IF(! scene);

        // 'layer' is an autorelease object
        RS_Main *layer = RS_Main::create(nGameLevel);
        CC_BREAK_IF(! layer);

        // add layer as a child to scene
        scene->addChild(layer);

    } while (0);

    // return the scene
    return scene;
}
CCScene*HelloWorld::scene()
{
	// 'scene' is an autorelease object.
	CCScene *scene =CCScene::create();
	
	// 'layer' is an autorelease object.
	HelloWorld *layer =HelloWorld::create();
	
	// add layer as a child to scene
	scene->addChild(layer,1);
    
	GameHUD * gameHUD = GameHUD::sharedHUD();
    
	scene->addChild(gameHUD,2);
    
	DataModel *m = DataModel::getModel();
	m->setGameLayer(layer);
	m->setGameHUDLayer(gameHUD);
	// return the scene
	return scene;
}
Exemple #7
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CCScene* baseSwitheScene(int layerId)
{
    CCScene * pScene = CCScene::create();
    CCLayer *payler = NULL;
    switch (layerId) {
        case 1:
            payler = new ViewMainLayer();
            break;
        case 2:
            payler = new ViewListLayer();
            break;
        default:
            break;
    }
    payler->autorelease();
    pScene->addChild(payler);
    return pScene;
//    CCDirector::sharedDirector()->runWithScene(pScene);
//    return;

}
Exemple #8
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bool AppDelegate::applicationDidFinishLaunching()
{
    // initialize director
    CCDirector *pDirector = CCDirector::sharedDirector();
    pDirector->setOpenGLView(CCEGLView::sharedOpenGLView());

    // turn on display FPS
    pDirector->setDisplayStats(true);

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

    // create a scene. it's an autorelease object
    CCScene *pScene = new PuzzleScene;
    pScene->init();

    // run
    pDirector->runWithScene(pScene);

    return true;
}
Exemple #9
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CCScene* MovieMenu::scene()
{
    CCScene * scene = NULL;
    do 
    {
        // 'scene' is an autorelease object
        scene = CCScene::create();
        CC_BREAK_IF(! scene);

        // 'layer' is an autorelease object
        MovieMenu *layer = MovieMenu::create();
        CC_BREAK_IF(! layer);

        // add layer as a child to scene
        scene->addChild(layer);

    } while (0);

    // return the scene
    return scene;
}
void StartMenu::menuCallback(CCObject* pSender)
{
	int tag = dynamic_cast<CCNode*>(pSender)->getTag();
	if(tag == 0){
		CCScene *scene = CCScene::create();
		scene->addChild(GameLayer::create());
		CCDirector::sharedDirector()->replaceScene(CCTransitionMoveInR::transitionWithDuration(1.2,scene));
	}
	else if (tag == 1) {
		CCScene *scene = Options::scene();
		CCDirector::sharedDirector()->replaceScene(CCTransitionFade::create(1.2, scene));

	}
	else if(tag == 2)
	{
		CCDirector::sharedDirector()->end();
		//CCScene *scene = About::scene();
		//CCDirector::sharedDirector()->replaceScene(CCTransitionFade::create(1.2, scene));
	}

}
cocos2d::CCScene* SwarmGame::scene()
{
    CCScene * scene = NULL;

    do      /* enclose the body in a 'break-able' closure */
    {
        // 'scene' is an autorelease object
        scene = CCScene::node();
        CC_BREAK_IF(! scene);

        // 'layer' is an autorelease object
        SwarmGame* layer = SwarmGame::node();
        CC_BREAK_IF(! layer);

        // add layer as a child to scene
        scene->addChild(layer);
    } while (0);

    // return the scene
    return scene;
}
void HSGameShopLayer::setVisible(bool visible)
{
	#define HS_Shop_Tag 0x75699

	CCLayer::setVisible(visible);
	if(visible)
	{

		Shop_FlyIn(*m_p_shop_frame,m_shop_frame_Position);

		CCScene* pScene = CCDirector::sharedDirector()->getRunningScene();

		if (!pScene->getChildByTag(HS_Shop_Tag))
		{
			pScene->addChild(this,HS_Shop_Tag,HS_Shop_Tag);
		}
	}
	else
	{
		CCScene* pScene = CCDirector::sharedDirector()->getRunningScene();
		if (pScene->getChildByTag(HS_Shop_Tag))
		{
			pScene->removeChildByTag(HS_Shop_Tag);
		}
	}
}
void RCLoadingScene::playNextScene()
{
//    CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("Imagesetfile/mainScene1.plist");
//    CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("Imagesetfile/mainScene2.plist");
//    CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("Imagesetfile/mainScene3.plist");
//    CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("Imagesetfile/mainScene4.plist");
//    RCSceneManager::sharedSceneManager()->switchToOnePieceGameScene();
    switch (m_loadingSceneTag) {
        case kLoadingGameScene:
            {
                CCScene* scene = CCScene::create();
                RCGameScene* node = RCGameScene::create();
                scene->addChild(node);
                CCDirector::sharedDirector()->replaceScene(scene);
                node->addTileMap(m_tileMapName.c_str());
            }
            break;
            
        default:
            break;
    }
}
Exemple #14
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	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_);
				}
			}
		}
	}
Exemple #15
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//------------------------------------------------------------------------------
bool initScenes(CCScene * pScene, CCScene** inScene, CCScene ** outScene)
{
    CCAssert(pScene != NULL, "Argument scene must be non-nil");

    CCScene * pOutScene = (CCScene*)CCDirector::sharedDirector()->getNotificationNode();
    if (pOutScene == NULL)
    {
        pOutScene = CCScene::create();
        pOutScene->init();
        pOutScene->onEnter();
    }
    
    pOutScene->retain();
    pScene->retain();

    CCAssert(pScene != pOutScene, "Incoming scene must be different from the outgoing scene");
    
    *inScene = pScene;
    *outScene = pOutScene;

    return true;
}
Exemple #16
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void DirectBurn::ccTouchesBegan(CCSet *pTouches, CCEvent *pEvent)
{
    if (UiManager::Singleton().IsInUi())
        return;

    CCSetIterator iter = pTouches->begin();
    for (; iter != pTouches->end(); iter++)
    {
        CCTouch* pTouch = (CCTouch*)(*iter);
        CCPoint touchPos = pTouch->getLocation();

        m_fireBall = new FireBall();
        m_fireBall->setPosition(touchPos);
        m_fireBall->SetCanDirectBurn(true);

        CCScene* pScene = CCDirector::sharedDirector()->getRunningScene();
        pScene->addChild(m_fireBall);

        m_pStreak = CCMotionStreak::create(1.0f, 3.0f, 10.0f, ccWHITE, "streak.png");
        pScene->addChild(m_pStreak);
    }
}
bool AppDelegate::applicationDidFinishLaunching()
{
    // initialize director
    CCDirector *pDirector = CCDirector::sharedDirector();
    pDirector->setOpenGLView(CCEGLView::sharedOpenGLView());
    
    Settings::applySettings();
    
    CCSize screenSize = CCEGLView::sharedOpenGLView()->getFrameSize();
    
    CCSize designSize = CCSizeMake(480, 320);
    
    if (screenSize.height > 320)
    {
        CCSize resourceSize = CCSizeMake(960, 640);
        std::vector<std::string> searchPaths;
        searchPaths.push_back("hd");
        // pFileUtils->setSearchPaths(searchPaths);
        pDirector->setContentScaleFactor(resourceSize.height/designSize.height);
    }
    
    CCEGLView::sharedOpenGLView()->setDesignResolutionSize(designSize.width, designSize.height, kResolutionNoBorder);
    
    // turn on display FPS
    pDirector->setDisplayStats(true);
    
    // set FPS. the default value is 1.0/60 if you don't call this
    pDirector->setAnimationInterval(1.0 / 60);
    
    CCScene * pScene = CCScene::create();
    CCLayer * pLayer = new TestController();
    pLayer->autorelease();
    
    pScene->addChild(pLayer);
    pDirector->runWithScene(pScene);
    

    return true;
}
bool AppDelegate::applicationDidFinishLaunching() {
    // initialize director
    CCDirector* director = CCDirector::sharedDirector();
    director->setOpenGLView(CCEGLView::sharedOpenGLView());
    
    // turn on display FPS
    director->setDisplayStats(true);

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

    // create a scene. it's an autorelease object
    CCScene * scene = CCScene::create();

    GameScreen * gameScreen = GameScreen::create();
    scene->addChild(gameScreen);

    // run
    director->runWithScene(scene);

    return true;
}
CCScene* HelloWorld::scene()
{
    // 'scene' is an autorelease object
    CCScene *scene = CCScene::create();
    
    //const char *levelPath = CCFileUtils::sharedFileUtils()->fullPathForFilename("level0.xml").c_str();
    std::string levelPath = CCFileUtils::sharedFileUtils()->getWritablePath() + kLevelName;
    LevelFileHelper *lh ;
    if (CCFileUtils::sharedFileUtils()->isFileExist(levelPath)) {
        lh = new LevelFileHelper(levelPath.c_str());

    }else{
        lh = new LevelFileHelper( CCFileUtils::sharedFileUtils()->fullPathForFilename(kLevelName).c_str());
    }
    
    // add layer as a child to scene
    CCLayer* layer = new HelloWorld(lh);
    scene->addChild(layer);
    layer->release();
    
    return scene;
}
void GameLayer::fanHuiButt(cocos2d::extension::UIButton *pSender, TouchEventType type)
{
    if (type == TOUCH_EVENT_BEGAN)
    {
      PLAY_EFFECT(TAP_EFFECT);
    }else if (type == TOUCH_EVENT_MOVED)
    {
        
        CCLog("(moving moving 移动)");
    }else if (type == TOUCH_EVENT_ENDED)
    {
        CCLog(" begin = end = 0 总长:%ld", _standardAnswer.length());
        begin = end = 0;
        
        CCScene *scene = CCScene::create();                 //添加场景
        GamePasses *gamePass = GamePasses::create();
        scene->addChild(gamePass);
        CCTransitionScene *transition = GlobalUserDefault::instance()->randomTransitionScene(scene);
        CCDirector::sharedDirector()->replaceScene(transition);

    }
}
void GameLayer::getGoldButt(cocos2d::extension::UIButton *pSender, TouchEventType type)
{
    if (type == TOUCH_EVENT_BEGAN)
    {
         PLAY_EFFECT(TAP_EFFECT);
    }else if (type == TOUCH_EVENT_MOVED)
    {
       
        CCLog("(moving moving 移动)");
    }else if (type == TOUCH_EVENT_ENDED)
    {
         CCLog("(end ++ --),%d",end + 1);
        end++;
        
        CCScene *scene = CCScene::create();                 //添加场景
        CGShop *gameLayer = CGShop::create();               //章节
        scene->addChild(gameLayer);
        CCTransitionScene *transition = CCTransitionProgressInOut::create(0.2, scene);
//        CCTransitionScene *transition = GlobalUserDefault::instance()->randomTransitionScene(scene);
        CCDirector::sharedDirector()->replaceScene(transition);
    }
}
//  返回场景类的指针
CCScene* OptionLayer::scene(){

    CCScene* sc = NULL;
    
    do {
        
        sc = CCScene::create();
        
        CC_BREAK_IF( !sc );
        
        OptionLayer* layer = OptionLayer::create();
        
        CC_BREAK_IF( !layer );
        
        sc->addChild( layer );
        
    } while (0);



    return sc;
}
CCScene* HelloWorld::scene()
{
	CCLOG("HelloWorld::scene");

	CCScene * scene = NULL;
	do 
	{
		// 'scene' is an autorelease object
		scene = CCScene::create();
		CC_BREAK_IF(! scene);

		// 'layer' is an autorelease object
		HelloWorld *layer = HelloWorld::create();
		CC_BREAK_IF(! layer);

		// add layer as a child to scene
		scene->addChild(layer);
	} while (0);

	// return the scene
	return scene;
}
Exemple #24
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CCScene* GameScene::scene(const char* key, int idx, string name, int money)
{
    // 'scene' is an autorelease object
    CCScene *scene = CCScene::create();
    
    // 'layer' is an autorelease object
    GameScene *layer = GameScene::create();
	memcpy(layer->key, key, 8);
	layer->myIdx = idx;

	layer->player_info[0].setPlayerName(name);
	layer->player_info[0].setMoney(money);

	layer->initPlayerUI();
	layer->updatePlayerInfo();

    // add layer as a child to scene
    scene->addChild(layer);

    // return the scene
    return scene;
}
Exemple #25
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CCScene* SP_Main::scene(SELECT_GAME game)
{
    CCScene * scene = NULL;
    do 
    {
        // 'scene' is an autorelease object
        scene = CCScene::create();
        CC_BREAK_IF(! scene);

        // 'layer' is an autorelease object
        SP_Main *layer = SP_Main::create(game);
        CC_BREAK_IF(! layer);

        // add layer as a child to scene
        scene->addChild(layer);
    } while (0);

    // return the scene

	

    return scene;
}
Exemple #26
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CCScene* MainScene::scene()
{
    CCScene * scene = NULL;
    do 
    {
        // Create our Scene
        scene = CCScene::create();
        CC_BREAK_IF(! scene);

        // Create and Add the MainScene Layer
		MainScene *layer = MainScene::create();
        CC_BREAK_IF(! layer);
        scene->addChild(layer);

        // Create and Add the GameScene Layer
		GameScene *layer1 = GameScene::create();
        CC_BREAK_IF(! layer1);
		scene->addChild(layer1);

    } while (0);

    return scene;
}
////////////////////////////////////////////////////////
//
// TouchesMainScene
//
////////////////////////////////////////////////////////
void TouchesMainScene::showCurrentTest()
{
    CCLayer* pLayer = NULL;
    switch (m_nCurCase)
    {
    case 0:
        pLayer = new TouchesPerformTest1(true, TEST_COUNT, m_nCurCase);
        break;
    case 1:
        pLayer = new TouchesPerformTest2(true, TEST_COUNT, m_nCurCase);
        break;
    }
    s_nTouchCurCase = m_nCurCase;

    if (pLayer)
    {
        CCScene* pScene = CCScene::node();
        pScene->addChild(pLayer);
        pLayer->release();

        CCDirector::sharedDirector()->replaceScene(pScene);
    }
}
Exemple #28
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bool AppDelegate::applicationDidFinishLaunching() {
    // initialize director
    CCDirector* pDirector = CCDirector::sharedDirector();
    CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();

    pDirector->setOpenGLView(pEGLView);
	
    // turn on display FPS
    pDirector->setDisplayStats(true);

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

    // create a scene. it's an autorelease object
    CCScene *pScene = CCScene::create();
    CCLayer *pSplashLayer = new Splash();
    pSplashLayer->autorelease();
    
    pScene->addChild(pSplashLayer);
    pDirector->runWithScene(pScene);

    return true;
}
Exemple #29
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void S131More::showDetail(CCObject* pSender)
{
    CCMenuItemSprite *aItem = (CCMenuItemSprite *)pSender;
    CCScene *newScene = CCScene::create();
    newScene->addChild(S132Detail::create());
    
    switch (aItem->getTag())
    {
        case btnTag:
            newScene->addChild(S132Detail::create());
            
            break;
        case btnTag+1:
            newScene->addChild(S132Detail::create());
            
            break;
            
        default:
            break;
    }
    CCDirector::sharedDirector()->replaceScene(CCTransitionSlideInR::create(0.0f, newScene));
    
}
Exemple #30
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void S4HeZuo::menuCallback(CCObject* pSender)
{
    removeUIKit();
    AppDelegate::isTextViewExist = true;
    textView->removeTextView(1);
     
    CCMenuItemSprite *aItem = (CCMenuItemSprite *)pSender;
    CCScene *newScene = CCScene::create();
    AppDelegate::S2Alpha = 0.0;
    AppDelegate::S4SelectNavi = aItem->getTag()-btnTag;
    
    if(AppDelegate::S4SelectNavi ==9)
    {
        newScene->addChild(S45ShowVideo::create());
	//CCMessageBox("no video", "no video");
    }
    else
    {
        newScene->addChild(S41Detail::create());
    }
    
    CCDirector::sharedDirector()->replaceScene(CCTransitionFade::create(0.0f, newScene));
}