void SelectMenuView::noticeShowLock(int beautyIndex, int needHeart)
{
	_panelUnlock->setVisible(true);
	_panelUnlock->setTouchEnabled(true);

	// setting head 
	UIImageView* head = (UIImageView*)_panelUnlock->getChildByName("panelLock_head");
	char tmp[32];
	sprintf(tmp,"head_%d.png",beautyIndex);
	head->loadTexture(tmp,UI_TEX_TYPE_PLIST);

	// setting heart number
	for(int i=0; i<MAX_HEART; i++)
	{
		sprintf(tmp,"panelLock_heart_%d",i+1);
		if(i<needHeart)
		{
			_panelUnlock->getChildByName(tmp)->setVisible(true);
		}
		else
		{
			_panelUnlock->getChildByName(tmp)->setVisible(false);
		}
	}

	// setting beauty name
	UILabelBMFont* labelName = (UILabelBMFont*) _panelUnlock->getChildByName("panelLock_txt_name");
	labelName->setText(BeautyStaticData::getInstance()->getName(beautyIndex));

	// setting unlock price
	UILabelBMFont* labelPrice = (UILabelBMFont*) _panelUnlock->getChildByName("panelLock_txt_price");
	sprintf(tmp,"$%d",BeautyStaticData::getInstance()->getRequiement(beautyIndex+1));
	labelPrice->setText(tmp);

	// animation
	UIWidget* bg = _panelUnlock->getChildByName("panelLock_bg");
	bg->setScale(0.1f);
	bg->runAction(CCScaleTo::create(0.3f,1));

	UIButton* button = (UIButton*)_panelUnlock->getChildByName("panelLock_btn_back");
	button->setTouchEnabled(true);
	button->setPressedActionEnabled(true);
	button->addTouchEventListener(this,toucheventselector(SelectMenuView::onTouchUnlock));
	button = (UIButton*)_panelUnlock->getChildByName("panelLock_btn_unlock");
	button->setTouchEnabled(true);
	button->setPressedActionEnabled(true);
	button->addTouchEventListener(this,toucheventselector(SelectMenuView::onTouchUnlock));

	this->addWidget(_panelUnlock);
}
void GameLayer_Menu::addTaskBtnCallback(cocos2d::CCObject *target, SEL_CallFuncO callfun)
{
    
    UIButton* taskBtn = dynamic_cast<UIButton*>(gameMenu->getWidgetByName("SysInfoBtn"));
    taskBtn->addReleaseEvent(target, callfun);
    taskBtn->setPressedActionEnabled(true);

}
Exemple #3
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void PlayScene::onEnter() {
  CCScene::onEnter();

  CCLOG("%s", __FUNCTION__);
  // load ui
  ui_layer_ = UILayer::create();
  ui_layer_text_ = UILayer::create();
  char path[1024];
  snprintf(path, 1024, "MainScene/GirlScene%d.json",
           stageid_);

  Layout *layout = dynamic_cast<Layout*>(CCUIHELPER->createWidgetFromJsonFile(path));
  ui_layer_->addWidget(layout);

  card_mgr_.CreateLayer(this);
  this->addChild(ui_layer_, 0, 100);
  this->addChild(card_mgr_.card_layer(), 1, 101);
  this->addChild(ui_layer_text_, 2, 100);

  card_mgr_.Init(stageid_);

  UIButton *btn = (UIButton *)ui_layer_->getWidgetByName("BtnBack");
  if (btn) {
    btn->addTouchEventListener(this, toucheventselector(PlayScene::onBtnBack));
    btn->setPressedActionEnabled(true);
  }

  UIPanel *panel = (UIPanel *)ui_layer_->getWidgetByName("PanelSecond");
  if(panel == NULL) {
    return;
  }
  panel->setVisible(false);
  panel->setTouchEnable(false);

  btn = (UIButton *)ui_layer_->getWidgetByName("BtnStartPlay");
  if (btn) {
    btn->addTouchEventListener(this, toucheventselector(PlayScene::onBtnStartPlay));
    CCScaleTo* scale1 = CCScaleTo::create( 1.0f, 1.2f);
    CCScaleTo* scale2 = CCScaleTo::create( 1.0f, 0.8f);
    CCSequence* scale = CCSequence::createWithTwoActions(scale1, scale2);
    btn->getVirtualRenderer()->runAction(CCRepeatForever::create(scale));
  }
  btn = (UIButton *)ui_layer_->getWidgetByName("BtnShirt");
  if (btn) {
    btn->setTouchEnable(false);
  }
  card_mgr_.SetEnable(false);

  be_back_ = false;
  property_state_ = -1;
}
bool GameLayer_GoldMarket::init()
{
    if (!CCLayer::init()) {
        return false;
    }
    //系统设置界面.
    goldMarket = UILayer::create();
    auto layout = dynamic_cast<Layout*>(GUIReader::shareReader()->widgetFromJsonFile("./CocoStudioResources/GoldMarket.json"));
    goldMarket->addWidget(layout);
    //    sysSet->setVisible(true);
    this->addChild(goldMarket, 0, 101);
    
    UIPanel* panel = dynamic_cast<UIPanel*>(goldMarket->getWidgetByName("Panel"));
    panel->setBackGroundColor(ccBLACK);
    panel->setBackGroundColorOpacity(150);
    //关闭按钮
    UIButton* closeBtn = dynamic_cast<UIButton*>(goldMarket->getWidgetByName("CloseBtn"));
    closeBtn->setTouchEnable(true);
    closeBtn->addReleaseEvent(this, coco_releaseselector(GameLayer_GoldMarket::closeBtnCallback));
    closeBtn->setPressedActionEnabled(true);
    
    //购买按钮.
    UIButton* buyBtn_0 = dynamic_cast<UIButton*>(goldMarket->getWidgetByName("BuyBtn_0"));
    buyBtn_0->setTag(Buy_0);
    buyBtn_0->setPressedActionEnabled(true);
    buyBtn_0->addReleaseEvent(this, coco_releaseselector(GameLayer_GoldMarket::buyBtnCallback));
    UIButton* buyBtn_1 = dynamic_cast<UIButton*>(goldMarket->getWidgetByName("BuyBtn_1"));
    buyBtn_1->setTag(Buy_1);
    buyBtn_1->setPressedActionEnabled(true);
    buyBtn_1->addReleaseEvent(this, coco_releaseselector(GameLayer_GoldMarket::buyBtnCallback));
    UIButton* buyBtn_2 = dynamic_cast<UIButton*>(goldMarket->getWidgetByName("BuyBtn_2"));
    buyBtn_2->setTag(Buy_2);
    buyBtn_2->setPressedActionEnabled(true);
    buyBtn_2->addReleaseEvent(this, coco_releaseselector(GameLayer_GoldMarket::buyBtnCallback));
    UIButton* buyBtn_3 = dynamic_cast<UIButton*>(goldMarket->getWidgetByName("BuyBtn_3"));
    buyBtn_3->setTag(Buy_3);
    buyBtn_3->setPressedActionEnabled(true);
    buyBtn_3->addReleaseEvent(this, coco_releaseselector(GameLayer_GoldMarket::buyBtnCallback));
    //UIButton* buyBtn_4 = dynamic_cast<UIButton*>(goldMarket->getWidgetByName("BuyBtn_4"));
    //buyBtn_4->setTag(Buy_4);
    //buyBtn_4->setPressedActionEnabled(true);
    //buyBtn_4->addReleaseEvent(this, coco_releaseselector(GameLayer_GoldMarket::buyBtnCallback));
    
    
    this->setValue();

    //添加兑换按钮
    this->setVisible(true);
    return true;
}
bool GameLayerPkBar::init()
{
    if (!CCLayer::init()) {
        return false;
    }
    ul = UILayer::create();
    auto myLayout = dynamic_cast<Layout*>(GUIReader::shareReader()->widgetFromJsonFile(CStringUtil::convertToUIResPath("PkBar.json").c_str()));
    ul->addWidget(myLayout);
    this->addChild(ul, 0, 100);
    
    UIButton* btn = dynamic_cast<UIButton*>(ul->getWidgetByName("Sure"));
    btn->setPressedActionEnabled(true);
    btn->setTouchEnable(true);
    btn->addReleaseEvent(this, coco_releaseselector(GameLayerPkBar::sureBtnCallback));
    
    
    return true;
}
bool UIButtonTest_PressedAction::init()
{
    if (UIScene::init())
    {
        CCSize widgetSize = m_pWidget->getSize();
        
        // Add a label in which the button events will be displayed
        m_pDisplayValueLabel = UILabel::create();
        m_pDisplayValueLabel->setText("No Event");
        m_pDisplayValueLabel->setFontName("Marker Felt");
        m_pDisplayValueLabel->setFontSize(32);
        m_pDisplayValueLabel->setAnchorPoint(ccp(0.5f, -1));
        m_pDisplayValueLabel->setPosition(ccp(widgetSize.width / 2.0f, widgetSize.height / 2.0f));
        m_pUiLayer->addWidget(m_pDisplayValueLabel);
        
        // Add the alert
        UILabel* alert = UILabel::create();
        alert->setText("Button Pressed Action");
        alert->setFontName("Marker Felt");
        alert->setFontSize(30);
        alert->setColor(ccc3(159, 168, 176));
        
        alert->setPosition(ccp(widgetSize.width / 2.0f, widgetSize.height / 2.0f - alert->getSize().height * 1.75));
        m_pUiLayer->addWidget(alert);
        
        // Create the button
        UIButton* button = UIButton::create();
        button->setTouchEnabled(true);
        button->setPressedActionEnabled(true);
        button->loadTextures("cocosui/animationbuttonnormal.png", "", "");
        button->setPosition(ccp(widgetSize.width / 2.0f, widgetSize.height / 2.0f));
        button->addTouchEventListener(this, toucheventselector(UIButtonTest_PressedAction::touchEvent));
        m_pUiLayer->addWidget(button);
        
        return true;
    }
    return false;
}
Exemple #7
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void ShopScene::onEnter() {
  CCScene::onEnter();

  CCLOG("%s", __FUNCTION__);
  // load ui
  ui_layer_ = UILayer::create();
  Layout *layout = dynamic_cast<Layout*>(CCUIHELPER->createWidgetFromJsonFile("MainScene/ShopScene.json"));
  ui_layer_->addWidget(layout);
  this->addChild(ui_layer_, 0, 100);

  UIButton *btn = (UIButton *)ui_layer_->getWidgetByName("BtnBack");
  if (btn) {
    btn->addTouchEventListener(this, toucheventselector(ShopScene::onBtnBack));
    btn->setPressedActionEnabled(true);
  }

  struct ButtonListener bl[] = {
      {"BtnSale10", toucheventselector(ShopScene::onBtnSale1)},
      {"BtnSale20", toucheventselector(ShopScene::onBtnSale2)},
      {"BtnSale70", toucheventselector(ShopScene::onBtnSale3)},
      {"BtnSale150", toucheventselector(ShopScene::onBtnSale4)},
      {"BtnSaleSpecial", toucheventselector(ShopScene::onBtnSale5)},
  };

  for (size_t i = 0; i < sizeof(bl) / sizeof(bl[0]); i++) {
      btn = (UIButton *)ui_layer_->getWidgetByName(bl[i].name);
      if (btn) {
    btn->addTouchEventListener(this, bl[i].selector);
      }
  }

  if (iap_ == NULL) {
    iap_ = ProductList();
    CCLOG("init iap %p\n", iap_);
  }
}
bool GameLayerPk2::init()
{
    if (!CCLayer::init()) {
        return false;
    }
    UILayer* ul = UILayer::create();
    auto myLayout = dynamic_cast<Layout*>(GUIReader::shareReader()->widgetFromJsonFile(CStringUtil::convertToUIResPath("Pk2.json").c_str()));
    ul->addWidget(myLayout);
    this->addChild(ul, 0, 100);
    
    UIButton* sureBtn = dynamic_cast<UIButton*>(ul->getWidgetByName("Sure"));
    sureBtn->setPressedActionEnabled(true);
    sureBtn->addReleaseEvent(this, coco_releaseselector(GameLayerPk2::sureBtnCallback));
    
    //设置自己的头像.
    UIImageView* cellBg = dynamic_cast<UIImageView*>(ul->getWidgetByName("Avatar1Bg"));
    CCSprite* img =  CCSprite::create();
    img->setContentSize(CCSize(145, 145));
    img->setAnchorPoint(ccp(0, 0));
    cellBg->addRenderer(img, 10);
    CImageDownloader::GetInstance()->SendHttpRequest(CPlayerInfoMan::sharedInstance().getPlayerInfo().strImg.c_str(), img, "1000", 1000);
    //设置自己的名字
    UILabel* nameLabel = dynamic_cast<UILabel*>(ul->getWidgetByName("Name1Label"));
    nameLabel->setText(CPlayerInfoMan::sharedInstance().getPlayerInfo().strName.c_str());
    
    //设置对方的头像
    UIImageView* cellBg2 = dynamic_cast<UIImageView*>(ul->getWidgetByName("Avatar2Bg"));
    CCSprite* img2 =  CCSprite::create();
    img2->setContentSize(CCSize(145, 145));
    img2->setAnchorPoint(ccp(0, 0));
    cellBg2->addRenderer(img2, 10);
    CImageDownloader::GetInstance()->SendHttpRequest(CPkSysManager::sharedInstance().playerUrl.c_str(), img2, "1000", 1000);
    //设置对方名字
    UILabel* nameLabel2 = dynamic_cast<UILabel*>(ul->getWidgetByName("Name2Label"));
    nameLabel2->setText(CPkSysManager::sharedInstance().playerName.c_str());
    
    //设置自己的分数.
    CCSprite* score = NumSprite::getNumSprite(CPkSysManager::sharedInstance().myScore, "./CocoStudioResources/FriendListTimeNum", 17.0);
    score->setPosition(ccp(-35, 0));
    UIImageView* scoreBg1 = dynamic_cast<UIImageView*>(ul->getWidgetByName("ScoreBg"));
    scoreBg1->addRenderer(score, 10);

	//等待迎战;
	m_iSetTime = 1;
	Deng  = dynamic_cast<UIImageView*>(ul->getWidgetByName("Label1"));
	Dai   = dynamic_cast<UIImageView*>(ul->getWidgetByName("Label2"));
	Ying  = dynamic_cast<UIImageView*>(ul->getWidgetByName("Label3"));
	Zhan  = dynamic_cast<UIImageView*>(ul->getWidgetByName("Label4"));
	Dain1  = dynamic_cast<UIImageView*>(ul->getWidgetByName("Label5"));
	Dain2  = dynamic_cast<UIImageView*>(ul->getWidgetByName("Label6"));
	Dain3  = dynamic_cast<UIImageView*>(ul->getWidgetByName("Label7"));
	CCActionInterval*  actionTo = CCJumpTo::create(2, ccp(200,200),50, 4);  
	CCActionInterval*  actionBy = CCJumpBy::create(2, ccp(300,0), 50, 4);  
	actionUp = CCJumpBy::create(0.3f, ccp(0,0), 20,1); 
	CCActionInterval*  actionByBack = actionUp->reverse();

	//设置光效旋转
	UIImageView* Ray2 = dynamic_cast<UIImageView*>(ul->getWidgetByName("lightimg"));
	CCActionInterval * rotateto = CCRotateBy::create(6.0f, 360);
	CCFiniteTimeAction* seq1 = CCSequence::create(rotateto,NULL);
	CCActionInterval * repeatForever2 =CCRepeatForever::create((CCActionInterval* )seq1);
	Ray2->runAction(repeatForever2);
	//Deng->runAction( CCSequence::create(actionUp, NULL));  
	//Dai->runAction( CCSequence::create(actionUp, NULL));

// 	for(int i = 0;i<10;i++)
// 	{
// 		if(i%2==0)
// 		{
// 			
// 			Deng->runAction(actionByBack);
// 		}
// 		else{
// 			
// 			Dai->runAction(actionByBack);
// 		}
// 	}
	//this->schedule(schedule_selector(GameLayerPk2::SetDDTime), 0.2f);
	
	Deng->runAction( CCSequence::create((CCActionInterval*)actionUp->copy(),NULL));
	Dai->runAction( CCSequence::create((CCActionInterval*)actionUp->copy(),NULL));
	Ying->runAction( CCSequence::create((CCActionInterval*)actionUp->copy(),NULL)); 
	Zhan->runAction( CCSequence::create((CCActionInterval*)actionUp->copy(),NULL)); 
	Dain1->runAction( CCSequence::create((CCActionInterval*)actionUp->copy(),NULL)); 
	Dain2->runAction( CCSequence::create((CCActionInterval*)actionUp->copy(),NULL)); 
	Dain3->runAction( CCSequence::create((CCActionInterval*)actionUp->copy(),NULL));
    return true;
}