Esempio n. 1
0
void UIUtils::addLeadBuyMapLayer(UIBase* uiBase, int curMapID, std::function<void()> buyEvent)
{
    auto rootWidget = uiBase->m_RootWidget;
    const char * LAYER_NAME = "leadBuyMapLayer";
    
    auto leadBuyLayer = rootWidget->getChildByName(LAYER_NAME);
    if (!leadBuyLayer) {
        leadBuyLayer = CSLoader::createNode("LeadBuyLayer.csb");
        leadBuyLayer->setName(LAYER_NAME);
        rootWidget->addChild(leadBuyLayer);
    }
    leadBuyLayer->getChildByName("Layout_LeadBuy")->setVisible(false);
    leadBuyLayer->setVisible(true);
    
    auto layout_leadBuy = leadBuyLayer->getChildByName("Layout_LeadBuyMap");
    if (!layout_leadBuy) return;
    layout_leadBuy->setVisible(true);
    
    int langID = 0;
    int langCostID = 0;
    int buyMapBagID = 0;
    if (curMapID == 909000005) {
        langID = 25131;
        langCostID = 25132;
        buyMapBagID = (int)CfgIdEnum::BuyMap6ID;
    }
    else if (curMapID == 909000007) {
        langID = 25133;
        langCostID = 25134;
        buyMapBagID = (int)CfgIdEnum::BuyMap8ID;
    }
    else if (curMapID == 909000009) {
        langID = 25135;
        langCostID = 25136;
        buyMapBagID = (int)CfgIdEnum::BuyMap10ID;
    }
    auto langStr = MultiLanguage::getInstance()->GetText(langID);
    auto langCostStr = MultiLanguage::getInstance()->GetText(langCostID);
    
    auto Text_ShowText = layout_leadBuy->getChildByName<Text *>("Text_Desc");
    Text_ShowText->setString(langStr);
    
    auto Btn_Cancel = layout_leadBuy->getChildByName<Button *>("Button_Cancel");
    Btn_Cancel->addClickEventListener(
                                      [=](Ref* sender)
                                      {
                                          layout_leadBuy->setVisible(false);
                                          leadBuyLayer->setVisible(false);
                                          TiledMapUI::getInstance()->SetTouchEnabled(true);
                                      });
    
    auto Btn_Buy = layout_leadBuy->getChildByName<Button *>("Button_Buy");
    Btn_Buy->addClickEventListener(
                            [=](Ref* sender)
                            {
                                layout_leadBuy->setVisible(false);
                                leadBuyLayer->setVisible(false);
                                
                                if(DiamondBuyData::getInstance()->BuyEvent(buyMapBagID))
                                {
                                    // 购买成功
                                    buyEvent();
                                }
                                else
                                {
                                    // 购买失败,跳至商城充值界面
                                    uiBase->UnLoad();
                                    // 扣除钻石失败,跳至充值界面
                                    DiamondBuyData::getInstance()->goToTopUp(uiBase->m_ResName);
                                }
                                
                            });
    
    auto Text_BuyNum = Btn_Buy->getChildByName<Text *>("Text_BuyNum");
    Text_BuyNum->setString(langCostStr);
    
}
// Event - BarrierUI_Click
// Event - Barrier_Build
void BarrierUI::BarrierAreaUIVisible(EventCustom *event)
{
	Sprite *barrierArea = (Sprite*)getChildByName("Area");

	barrierArea->setVisible(false);
}
Esempio n. 3
0
void WelcomeScene::showMenu()
{
    getChildByName("loadingLayer")->removeFromParent();
    addChild(_pMenusLayer);
	Config::getInstance()->setIsLoadSource(true);
}
Esempio n. 4
0
void UIUtils::addLeadBuyLayer(UIBase* uiBase, string showText, int totalDiamonds, std::function<void()> buyEvent, umengEventID eventID)
{
    auto rootWidget = uiBase->m_RootWidget;
    if (totalDiamonds <= 0) return;
    
    if(UserData::getInstance()->GetUserData(UserDataEnum::ShopItem)->asValueMap().empty()) return;
    
    const char * LAYER_NAME = "leadBuyLayer";
    
    auto leadBuyLayer = rootWidget->getChildByName(LAYER_NAME);
    if (!leadBuyLayer) {
        leadBuyLayer = CSLoader::createNode("LeadBuyLayer.csb");
        leadBuyLayer->setName(LAYER_NAME);
        rootWidget->addChild(leadBuyLayer);
    }
    leadBuyLayer->getChildByName("Layout_LeadBuyMap")->setVisible(false);
    leadBuyLayer->setVisible(true);
    
    auto layout_leadBuy = leadBuyLayer->getChildByName("Layout_LeadBuy");
    if (!layout_leadBuy) return;
    layout_leadBuy->setVisible(true);
    
    auto Text_ShowText = layout_leadBuy->getChildByName<Text *>("Text_Desc");
    Text_ShowText->setString(showText);
    
    auto Btn_Cancel = layout_leadBuy->getChildByName<Button *>("Button_Cancel");
    Btn_Cancel->addClickEventListener(
                                      [=](Ref* sender)
                                      {
                                          layout_leadBuy->setVisible(false);
                                          leadBuyLayer->setVisible(false);
                                          if(eventID != 0)
                                          {
                                        	  RecordUtils::getInstance()->sdkRecord((int)eventID, "取消");
                                          }
                                      });
    
    auto Btn_Buy = layout_leadBuy->getChildByName<Button *>("Button_Buy");
    Btn_Buy->setTitleText(StringUtils::format("%d钻石", totalDiamonds));
    Btn_Buy->addClickEventListener(
                                   [=](Ref* sender)
                                   {
                                       layout_leadBuy->setVisible(false);
                                       leadBuyLayer->setVisible(false);
                                       if(DiamondBuyData::getInstance()->costDiamond(totalDiamonds))
                                       {
                                           // 扣除钻石成功,则执行传入buyEvent
                                           buyEvent();
                                       }
                                       else
                                       {
                                           uiBase->UnLoad();
                                           // 扣除钻石失败,跳至充值界面
                                           DiamondBuyData::getInstance()->goToTopUp(uiBase->m_ResName);
                                       }
                                       
                                       if(eventID != 0)
                                       {
                                    	   RecordUtils::getInstance()->sdkRecord((int)eventID, "确定");
                                       }
                                   });
    
}
Esempio n. 5
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// Event - Object_Menu_Close
void Barrier::ObjectMenuClose(EventCustom *event)
{
	ui::Button *buttonDemolish = (ui::Button*)getChildByName("Button_Demolish");
	buttonDemolish->setVisible(false);
}
Esempio n. 6
0
///all screen move functions should use this
void HelloWorld::lookAt(Vec2 pos)
{
    Vec2 visible = Director::getInstance()->getVisibleSize();
    this->setPosition(-1*(pos - visible/2));
    protractor->setPosition(lookingAt());
    notifier->setPosition(lookingAt());

    //draw grid
    Vec2 botleft = screenspaceToWorldspace(Vec2::ZERO);
    Vec2 topright = screenspaceToWorldspace(visible);
    Vec2 drawSpaceBotLeft = botleft - GRID_LABEL_SPACING;
    Vec2 drawSpaceTopRight = topright + GRID_LABEL_SPACING;
	DrawNode* gridSprite = (DrawNode*)getChildByName("gridSprite");
    if (gridSprite)
    {
        gridSprite->clear();
        std::vector<std::string> toRemove;
        for (auto child : gridSprite->getChildren())
        {
            if (!onScreen(child->getPosition(), Vec2(GRID_LABEL_SPACING)))
                toRemove.push_back(child->getName());
        }
        for (auto name : toRemove)
        {
            gridSprite->removeChildByName(name);
        }
    }
    else
    {
        gridSprite = DrawNode::create();
        gridSprite->setName("gridSprite");
        addChild(gridSprite, 0);
    }
    //vertical lines
    for (int i= drawSpaceBotLeft.x; i<drawSpaceTopRight.x; i++)
    {
        if(i % (int)GRID_SPACING.x)
            continue;
        gridSprite->drawSegment(Vec2(i, drawSpaceBotLeft.y), Vec2(i, drawSpaceBotLeft.y+visible.y+2*GRID_LABEL_SPACING.y),
                                GRID_LINE_THICKNESS, Color4F(1,1,1,0.1));
        if(!(i % (int)GRID_LABEL_SPACING.x))
        {
            std::string txt = std::to_string(i);
            auto label = gridSprite->getChildByName("v" + txt);
            if (!label)
            {
                label = Label::createWithTTF(txt, "fonts/arial.ttf", GRID_LABEL_SIZE);
                label->setName("v" + txt);
                gridSprite->addChild(label);
            }
            label->setPosition(Vec2(i, topright.y - GRID_LABEL_SIZE * 2));
        }
    }
    //horizontal lines
    for (int i= drawSpaceBotLeft.y; i<drawSpaceTopRight.y; i++)
    {
        if(i % (int)GRID_SPACING.y)
            continue;
        gridSprite->drawSegment(Vec2(drawSpaceBotLeft.x, i), Vec2(drawSpaceBotLeft.x+visible.x + 2 * GRID_LABEL_SPACING.x, i),
                                GRID_LINE_THICKNESS, Color4F(1,1,1,0.1));   
        if(!(i % (int)GRID_LABEL_SPACING.y))
        {
            std::string txt = std::to_string(i);
            auto label = gridSprite->getChildByName("h" + txt);
            if (!label)
            {
                label = Label::createWithTTF(txt, "fonts/arial.ttf", GRID_LABEL_SIZE);
                label->setName("h" + txt);
                gridSprite->addChild(label);
            }
            label->setPosition(Vec2(botleft.x + GRID_LABEL_SIZE * 2, i));
        }
    }
    repaintCursor();
    Commorose* c = (Commorose*)commorose;
    c->setPosition(screenspaceToWorldspace(c->getPositionOnScreen()));
}
Esempio n. 7
0
void NodeNameTest::test(float dt)
{
    auto parent = Node::create();
    
    // setName(), getName() and getChildByName()
    char name[20];
    for (int i = 0; i < 10; ++i)
    {
        sprintf(name, "node%d", i);
        auto node = Node::create();
        node->setName(name);
        parent->addChild(node);
    }
    
    for (int i = 0; i < 10; ++i)
    {
        sprintf(name, "node%d", i);
        auto node = parent->getChildByName(name);
        log("find child: %s", node->getName().c_str());
    }
    
    // enumerateChildren()
    // name = regular expression
    int i = 0;
    parent = Node::create();
    for (int i = 0; i < 100; ++i)
    {
        auto node = Node::create();
        sprintf(name, "node%d", i);
        node->setName(name);
        parent->addChild(node);
    }
    
    i = 0;
    parent->enumerateChildren("node[[:digit:]]+", [&i](Node* node) -> bool {
        ++i;
        return false;
    });
    CCAssert(i == 100, "");
    
    i = 0;
    parent->enumerateChildren("node[[:digit:]]+", [&i](Node* node) -> bool {
        ++i;
        return true;
    });
    CCAssert(i == 1, "");
    
    
    // enumerateChildren
    // name = node[[digit]]+/node
    
    parent = Node::create();
    for (int i = 0; i < 100; ++i)
    {
        auto node = Node::create();
        sprintf(name, "node%d", i);
        node->setName(name);
        parent->addChild(node);
        
        for (int j = 0; j < 100; ++j)
        {
            auto child = Node::create();
            child->setName("node");
            node->addChild(child);
        }
    }
    
    i = 0;
    parent->enumerateChildren("node1/node", [&i](Node* node) -> bool {
        ++i;
        return false;
    });
    CCAssert(i == 100, "");
    
    i = 0;
    parent->enumerateChildren("node1/node", [&i](Node* node) -> bool {
        ++i;
        return true;
    });
    CCAssert(i == 1, "");
    
    // search from root
    parent = Node::create();
    for (int i = 0; i < 100; ++i)
    {
        auto node = Node::create();
        sprintf(name, "node%d", i);
        node->setName(name);
        parent->addChild(node);
        
        for (int j = 0; j < 100; ++j)
        {
            auto child = Node::create();
            child->setName("node");
            node->addChild(child);
        }
    }
    
    i = 0;
    parent->enumerateChildren("node[[:digit:]]+/node", [&i](Node* node) -> bool {
        ++i;
        return false;
    });
    CCAssert(i == 10000, "");
    
    i = 0;
    parent->enumerateChildren("node[[:digit:]]+/node", [&i](Node* node) -> bool {
        ++i;
        return true;
    });
    CCAssert(i == 1, "");
    
    // search from parent
    // name is xxx/..
    i = 0;
    parent->enumerateChildren("node/..", [&i](Node* node) -> bool {
        ++i;
        return true;
    });
    CCAssert(i == 1, "");
    
    i = 0;
    parent->enumerateChildren("node/..", [&i](Node* node) -> bool {
        ++i;
        return false;
    });
    CCAssert(i == 10000, "");
    
    // name = //xxx : search recursively
    parent = Node::create();
    for (int j = 0; j < 100; j++)
    {
        auto node = Node::create();
        sprintf(name, "node%d", j);
        node->setName(name);
        parent->addChild(node);
        
        for (int k = 0; k < 100; ++k)
        {
            auto child = Node::create();
            sprintf(name, "node%d", k);
            child->setName(name);
            node->addChild(child);
        }
    }
    
    i = 0;
    parent->enumerateChildren("//node[[:digit:]]+", [&i](Node* node) -> bool {
        ++i;
        return false;
    });
    CCAssert(i == 10100, ""); // 10000(children) + 100(parent)
    
    i = 0;
    parent->enumerateChildren("//node[[:digit:]]+", [&i](Node* node) -> bool {
        ++i;
        return true;
    });
    CCAssert(i == 1, "");
    
    i = 0;
    parent->enumerateChildren("//node[[:digit:]]+/..", [&i](Node* node) -> bool {
        ++i;
        return false;
    });
    CCAssert(i == 10000, "");
    
    // utils::findChildren()
    
    parent = Node::create();
    for (int i = 0; i < 50; ++i)
    {
        auto child = Node::create();
        child->setName("node");
        parent->addChild(child);
    }
    auto findChildren = utils::findChildren(*parent, "node");
    CCAssert(findChildren.size() == 50, "");
    
}
Esempio n. 8
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void UICtrl::onEnter(){
	Layer::onEnter();
	auto vSize = Director::getInstance()->getVisibleSize();

	playLayer = Layer::create();
	playLayer->setCascadeOpacityEnabled(true);
	playLayer->setOpacity(GLubyte(255*0.6));
	addChild(playLayer,10);

	auto stopButton = Sprite::create("stopButton.png");
	stopButton->setPosition(vSize);
	stopButton->setAnchorPoint(Vec2(1.0f,1.0f));
	playLayer->addChild(stopButton);

	auto leftButton = Sprite::create("leftButton.png");
	leftButton->setPosition(Vec2(0,0));
	leftButton->setAnchorPoint(Vec2(0,0));
	playLayer->addChild(leftButton);

	auto rightButton = Sprite::create("rightButton.png");
	rightButton->setPosition(Vec2(100,0));
	rightButton->setAnchorPoint(Vec2(0,0));
	playLayer->addChild(rightButton);

	moveButton = Sprite::create("moveButton2.png");
	moveButton->setPosition(Vec2(780,0));
	moveButton->setAnchorPoint(Vec2(1,0));
	playLayer->addChild(moveButton);

	NotificationCenter::getInstance()->addObserver(this, 
		callfuncO_selector(UICtrl::showBuff), strShowBuff, NULL);
	NotificationCenter::getInstance()->addObserver(this, 
		callfuncO_selector(UICtrl::hideBuff), strHideBuff, NULL);
	NotificationCenter::getInstance()->addObserver(this, 
		callfuncO_selector(UICtrl::dieShow), strDieShow, NULL);

	auto hitButton = Sprite::create("hitButton.png");
	hitButton->setPosition(Vec2(870,0));
	hitButton->setAnchorPoint(Vec2(1,0));
	playLayer->addChild(hitButton);

	auto jumpButton = Sprite::create("jumpButton.png");
	jumpButton->setPosition(Vec2(960,0));
	jumpButton->setAnchorPoint(Vec2(1,0));
	playLayer->addChild(jumpButton);

	stopLayer = Layer::create();
	stopLayer->setCascadeOpacityEnabled(true);
	stopLayer->setOpacity(GLubyte(255*0.75));
	stopLayer->setScale(0.5);
	addChild(stopLayer,8);
	stopLayer->setVisible(false);
	
	auto node = CSLoader::createNode("GameStop.csb");
	stopLayer->addChild(node);
	auto backButton = dynamic_cast<ui::Button*>(node->getChildByName("backButton"));
	backButton->addClickEventListener([=](Ref* pSender){
		hideLayer();
	});
	auto restartButton = dynamic_cast<ui::Button*>(node->getChildByName("restartButton"));
	restartButton->addClickEventListener([=](Ref* pSender){
		Hero::heroLife = 10;
		ShareData::getInstance()->heroScore = 0;
		Director::getInstance()->replaceScene(MainScene::createScene());
		Director::getInstance()->resume();
	});
	auto quitButton = dynamic_cast<ui::Button*>(node->getChildByName("quitButton"));
	quitButton->addClickEventListener([=](Ref* pSender){
		Director::getInstance()->replaceScene(StartScene::createScene());
		Director::getInstance()->resume();
	});

	listener = EventListenerTouchOneByOne::create();
	listener->onTouchBegan = [=](Touch* touch, Event* e){
		if( stopButton->getBoundingBox().containsPoint(touch->getLocation())){
			showLayer();
		}else if( leftButton->getBoundingBox().containsPoint(touch->getLocation())){
			NotificationCenter::getInstance()->postNotification(strLeftButtonDown);
		}else if( rightButton->getBoundingBox().containsPoint(touch->getLocation())){
			NotificationCenter::getInstance()->postNotification(strRightButtonDown);
		}else if( moveButton->getBoundingBox().containsPoint(touch->getLocation())){
			NotificationCenter::getInstance()->postNotification(strQuickMove);
		}else if( hitButton->getBoundingBox().containsPoint(touch->getLocation())){
			NotificationCenter::getInstance()->postNotification(strHeroShoot);
		}else if( jumpButton->getBoundingBox().containsPoint(touch->getLocation())){
			NotificationCenter::getInstance()->postNotification(strJumpButtonDown);
		}
		return true;
	};
	listener->onTouchEnded = [=](Touch* touch, Event* e){
		if( leftButton->getBoundingBox().containsPoint(touch->getLocation())){
			NotificationCenter::getInstance()->postNotification(strLeftButtonUp);
		}else if( rightButton->getBoundingBox().containsPoint(touch->getLocation())){
			NotificationCenter::getInstance()->postNotification(strRightButtonUp);
		}
	};
	listener->setSwallowTouches(true);
	_eventDispatcher->addEventListenerWithSceneGraphPriority(listener,this);

	dieLayer = Layer::create();
	addChild(dieLayer);
	dieLayer->setVisible(false);

	auto dieSprite = Sprite::create("die.png");
	dieSprite->setPosition(vSize.width/2,vSize.height/2+60);
	dieLayer->addChild(dieSprite);
	
	ui::Button* restart = ui::Button::create("continue.png");
	restart->setPosition(Vec2(vSize.width/2,vSize.height/2-60));
	restart->addClickEventListener([=](Ref* pSender){
		Hero::heroLife = 10;
		ShareData::getInstance()->heroScore = 0;
		ShareData::getInstance()->rankScore = 0;
		MainScene::level = 1;
		Director::getInstance()->replaceScene(MainScene::createScene());
		SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
		Director::getInstance()->resume();
	});
	dieLayer->addChild(restart);
}
void WalkerLayer::surpriseTrigger()
{
	Sprite *walker = dynamic_cast<Sprite*>(getChildByName("walker"));
	walker->stopAllActions();
	walker->setSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName(_name + "_jing.png"));
}
Esempio n. 10
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bool BackLayer::init()
{
    //////////////////////////////
    // 1. super init first
    if ( !Layer::init() )
    {
        return false;
    }

    /////////////////////////////
    // 3. add your codes below...

	// add scene
	auto rootNode = CSLoader::createNode("BackgroundLayer.csb");
	this->addChild(rootNode);

	// get back images
	auto nodeBack = dynamic_cast<Node*>(rootNode->getChildByName("Node_BackImage"));
	m_mBackImages.insert(BACKIMAGE_MAINMENU, dynamic_cast<Layout*>(nodeBack->getChildByName("Panel_MainMenu")));
	m_mBackImages.insert(BACKIMAGE_GAMESCENE_BIRTH, dynamic_cast<Layout*>(nodeBack->getChildByName("Panel_GameScene_Birth")));
	m_mBackImages.insert(BACKIMAGE_GAMESCENE_CHILDHOOD, dynamic_cast<Layout*>(nodeBack->getChildByName("Panel_GameScene_Childhood")));
	m_mBackImages.insert(BACKIMAGE_GAMESCENE_TEENAGE, dynamic_cast<Layout*>(nodeBack->getChildByName("Panel_GameScene_Teenage")));
	m_mBackImages.insert(BACKIMAGE_GAMESCENE_YOUTH, dynamic_cast<Layout*>(nodeBack->getChildByName("Panel_GameScene_Youth")));
	m_mBackImages.insert(BACKIMAGE_GAMESCENE_MIDAGE, dynamic_cast<Layout*>(nodeBack->getChildByName("Panel_GameScene_Midage")));
	m_mBackImages.insert(BACKIMAGE_GAMESCENE_ELDER, dynamic_cast<Layout*>(nodeBack->getChildByName("Panel_GameScene_Elder")));

	// get sprites node
	Vector<Sprite*> tempSprites;
	auto nodeBirth = dynamic_cast<Node*>(rootNode->getChildByName("Node_Birth"));
	tempSprites.clear();
	tempSprites.pushBack(dynamic_cast<Sprite*>(nodeBirth->getChildByName("Sprite_babyBottle_1")));
	tempSprites.pushBack(dynamic_cast<Sprite*>(nodeBirth->getChildByName("Sprite_babyBottle_2")));
	m_mBackSprites.insert(pair<int, Vector<Sprite*>>(GAMESTAGE_BIRTH, tempSprites));

	auto nodeChildhood = dynamic_cast<Node*>(rootNode->getChildByName("Node_Childhood"));
	tempSprites.clear();
	tempSprites.pushBack(dynamic_cast<Sprite*>(nodeChildhood->getChildByName("Sprite_Pinao")));
	tempSprites.pushBack(dynamic_cast<Sprite*>(nodeChildhood->getChildByName("Sprite_guitar")));
	tempSprites.pushBack(dynamic_cast<Sprite*>(nodeChildhood->getChildByName("Sprite_mircophone")));
	tempSprites.pushBack(dynamic_cast<Sprite*>(nodeChildhood->getChildByName("Sprite_saxphone")));
	tempSprites.pushBack(dynamic_cast<Sprite*>(nodeChildhood->getChildByName("Sprite_violin")));
	tempSprites.pushBack(dynamic_cast<Sprite*>(nodeChildhood->getChildByName("Sprite_paint")));
	m_mBackSprites.insert(pair<int, Vector<Sprite*>>(GAMESTAGE_CHILDHOOD, tempSprites));

	auto nodeTeenage = dynamic_cast<Node*>(rootNode->getChildByName("Node_Teenage"));
	tempSprites.clear();
	tempSprites.pushBack(dynamic_cast<Sprite*>(nodeTeenage->getChildByName("Sprite_books_1")));
	tempSprites.pushBack(dynamic_cast<Sprite*>(nodeTeenage->getChildByName("Sprite_books_2")));
	m_mBackSprites.insert(pair<int, Vector<Sprite*>>(GAMESTAGE_TEENAGE, tempSprites));

	auto nodeYouth = dynamic_cast<Node*>(rootNode->getChildByName("Node_Youth"));
	tempSprites.clear();
	tempSprites.pushBack(dynamic_cast<Sprite*>(nodeYouth->getChildByName("Sprite_gift")));
	tempSprites.pushBack(dynamic_cast<Sprite*>(nodeYouth->getChildByName("Sprite_graduate")));
	m_mBackSprites.insert(pair<int, Vector<Sprite*>>(GAMESTAGE_YOUTH, tempSprites));

	auto nodeMidage = dynamic_cast<Node*>(rootNode->getChildByName("Node_Midage"));
	tempSprites.clear();
	tempSprites.pushBack(dynamic_cast<Sprite*>(nodeMidage->getChildByName("Sprite_car")));
	tempSprites.pushBack(dynamic_cast<Sprite*>(nodeMidage->getChildByName("Sprite_wallet")));
	m_mBackSprites.insert(pair<int, Vector<Sprite*>>(GAMESTAGE_MIDAGE, tempSprites));

	auto nodeElder = dynamic_cast<Node*>(rootNode->getChildByName("Node_Elder"));
	tempSprites.clear();
	tempSprites.pushBack(dynamic_cast<Sprite*>(nodeElder->getChildByName("Sprite_crutch")));
	tempSprites.pushBack(dynamic_cast<Sprite*>(nodeElder->getChildByName("Sprite_syringe")));
	tempSprites.pushBack(dynamic_cast<Sprite*>(nodeElder->getChildByName("Sprite_wheelchair")));
	m_mBackSprites.insert(pair<int, Vector<Sprite*>>(GAMESTAGE_ELDER, tempSprites));

	tempSprites.clear();

    return true;
}
Esempio n. 11
0
void StartScene::startCallBack(Ref* pSender) {
	getChildByName("main_menu")->setVisible(false);
	getChildByName("gamemode_menu")->setVisible(true);
}