void GameResultFail::initInterface() { _myLayer = CSLoader::createNode(Ccs_ResoutFailLayer_FilePath); if (!_myLayer) { return; } addChild(_myLayer); do { // 返回 auto ButtonBack = (Button*)GameMainLayer::seekNodeByName(_myLayer, "ButtonBack"); setEventForNode(ButtonBack, Tag_Back, nullptr); // 鍏抽棴 auto ButtonContinut = (Button*)GameMainLayer::seekNodeByName(_myLayer, "ButtonContinut"); setEventForNode(ButtonContinut, Tag_Continut, nullptr); auto ButtonAgain = (Button*)GameMainLayer::seekNodeByName(_myLayer, "ButtonAgain"); setEventForNode(ButtonAgain, Tag_Again, nullptr); auto AtlasLabelScore = (TextAtlas*)GameMainLayer::seekNodeByName(_myLayer, "AtlasLabelScore"); auto AtlasLabelGold = (TextAtlas*)GameMainLayer::seekNodeByName(_myLayer, "AtlasLabelGold"); // AtlasLabelScore->setString(StringUtils::format("%d", GameData::getInstance()->getScoreNum())); // AtlasLabelGold->setString(StringUtils::format("%d", GameData::getInstance()->getGoldNum())); int curLevel = NewDataMgr::getInstance()->getCurLevel(); auto AtlasLabelLevel = (TextAtlas*)GameMainLayer::seekNodeByName(_myLayer, "AtlasLabelLevel"); AtlasLabelLevel->setString(StringUtils::format(".%d/", curLevel)); auto TextUpgradeTips = (Text*)GameMainLayer::seekNodeByName(_myLayer, "TextUpgradeTips"); TextUpgradeTips->runAction(RepeatForever::create(Sequence::create( CCFadeOut::create(1.0f), DelayTime::create(0.7), CCFadeIn::create(0.5f), nullptr))); auto TextUpgradeTips1 = (Text*)GameMainLayer::seekNodeByName(_myLayer, "TextUpgradeTips1"); TextUpgradeTips1->runAction(RepeatForever::create(Sequence::create( CCFadeOut::create(1.0f), DelayTime::create(0.7), CCFadeIn::create(0.5f), nullptr))); } while (0); }
void GameResultSuccess::initInterface() { _myLayer = CSLoader::createNode(Ccs_ResoutSucLayer_FilePath); if (!_myLayer) { return; } addChild(_myLayer); do { // 返回 auto ButtonBack = (Button*)GameMainLayer::seekNodeByName(_myLayer, "ButtonBack"); setEventForNode(ButtonBack, Tag_Back, nullptr); // 鍏抽棴 auto ButtonContinut = (Button*)GameMainLayer::seekNodeByName(_myLayer, "ButtonContinut"); setEventForNode(ButtonContinut, Tag_Continut, nullptr); auto ButtonAgain = (Button*)GameMainLayer::seekNodeByName(_myLayer, "ButtonAgain"); setEventForNode(ButtonAgain, Tag_Again, nullptr); int curLevel = NewDataMgr::getInstance()->getCurLevel(); auto AtlasLabelLevel = (TextAtlas*)GameMainLayer::seekNodeByName(_myLayer, "AtlasLabelLevel"); AtlasLabelLevel->setString(StringUtils::format(".%d/", curLevel)); auto AtlasLabelScore = (TextAtlas*)GameMainLayer::seekNodeByName(_myLayer, "AtlasLabelScore"); auto AtlasLabelGold = (TextAtlas*)GameMainLayer::seekNodeByName(_myLayer, "AtlasLabelGold"); int goldNum = GameData::getInstance()->getGoldNum(); AtlasLabelScore->setString(StringUtils::format("%d", GameData::getInstance()->getScoreNum())); AtlasLabelGold->setString(StringUtils::format("%d", goldNum)); auto ImgMainStar = (Sprite*)GameMainLayer::seekNodeByName(_myLayer, "ImgMainStar"); ImgMainStar->runAction(Sequence::create( DelayTime::create(0.5f), CCCallFuncN::create(this, callfuncN_selector(GameResultSuccess::callFuncMainStarAction)), nullptr)); int rewardGoldNum = NewDataMgr::getInstance()->mGameGradeMsg->getRewardGoldWithLv(goldNum); auto AtlasLabelRewardGold = (TextAtlas*)GameMainLayer::seekNodeByName(_myLayer, "AtlasLabelRewardGold"); auto ImgRewardTips = (Sprite*)GameMainLayer::seekNodeByName(_myLayer, "ImgRewardTips"); if (!rewardGoldNum) { ImgRewardTips->setVisible(false); } else { AtlasLabelRewardGold->setString(StringUtils::format("%d", rewardGoldNum)); ImgRewardTips->setOpacity(0); ImgRewardTips->setScale(5); ImgRewardTips->runAction(Sequence::create( DelayTime::create(0.5), CCFadeIn::create(0.01), CCScaleTo::create(0.1, 0.6), nullptr)); } playStarAction(); playWingAction(); playTextFlash(); NewAudio::getInstance()->playEffect(Music_GameWin); } while (0); int maxlevel = NewDataMgr::getInstance()->getCurMaxLevel(); if (2 == maxlevel) { if ( 0 == NewDataMgr::getInstance()->mGameCardSystem->getCardConfigWithId(2)->islock) { NewDataMgr::getInstance()->mGameCardSystem->unLockCard2(); } if(!NewDataMgr::getInstance()->getCardUseState()) { deleyGuideCard(); } } }
void ShopBuyLayer::initInterface() { _widgetLayer = CSLoader::createNode( Ccs_ShopLayer_FilePath ); if ( !_widgetLayer ) { return; } addChild( _widgetLayer ); do { //返回 auto ButtonBack = (Button*)GameMainLayer::seekNodeByName(_widgetLayer, "ButtonBack" ); setEventForNode( ButtonBack, Tag_Back ); //金币 auto ButtonGold = (Button*)GameMainLayer::seekNodeByName(_widgetLayer, "ButtonGold" ); setEventForNode( ButtonGold, Tag_LabelGold ); //宝石 auto ButtonGem = (Button*)GameMainLayer::seekNodeByName(_widgetLayer, "ButtonGem" ); setEventForNode( ButtonGem, Tag_LabelGem ); //翅膀 auto ButtonWing = (Button*)GameMainLayer::seekNodeByName(_widgetLayer, "ButtonWing" ); setEventForNode( ButtonWing, Tag_LabelWing ); auto PageViewBuy = (PageView*)GameMainLayer::seekNodeByName(_widgetLayer, "PageViewBuy" ); PageViewBuy->addEventListener( CC_CALLBACK_2(ShopBuyLayer::callFuncViewPage, this) ); for ( int i = 1, j = 1, m = 1, n = 1; i<=CSV_MGR()->GetCsvShopList()->GetAll()->size(); i++ ) { auto item = NewDataMgr::getInstance()->getShopListWithID(i); switch ( item->BuyType ) { case GoodsType_Gold: { auto ButtonGoldItem = (Button*)GameMainLayer::seekNodeByName(_widgetLayer, __String::createWithFormat("ButtonGoldItem%d", j)->getCString() ); if ( ButtonGoldItem ) { ButtonGoldItem->setTag( i ); ButtonGoldItem->addTouchEventListener(CC_CALLBACK_2(ShopBuyLayer::callFuncBuyGoods, this)); auto ALNumGoldItem = (TextAtlas*)GameMainLayer::seekNodeByName(_widgetLayer, __String::createWithFormat("ALNumGoldItem%d", j)->getCString() ); auto ALGemNumGoldItem = (TextAtlas*)GameMainLayer::seekNodeByName(_widgetLayer, __String::createWithFormat("ALGemNumGoldItem%d", j)->getCString() ); ALNumGoldItem->setString( __String::createWithFormat("%d", item->BuyNumber)->getCString() ); ALGemNumGoldItem->setString( __String::createWithFormat("%d", item->BuyPrice)->getCString() ); j++; } } break; case GoodsType_Gem: { auto ButtonGemItem = (Button*)GameMainLayer::seekNodeByName(_widgetLayer, __String::createWithFormat("ButtonGemItem%d", m)->getCString() ); if ( ButtonGemItem ) { ButtonGemItem->setTag( i ); ButtonGemItem->addTouchEventListener(CC_CALLBACK_2(ShopBuyLayer::callFuncBuyGoods, this)); auto ALNumGemItem = (TextAtlas*)GameMainLayer::seekNodeByName(_widgetLayer, __String::createWithFormat("ALNumGemItem%d", m)->getCString() ); auto ALMonNumGoldItem = (TextAtlas*)GameMainLayer::seekNodeByName(_widgetLayer, __String::createWithFormat("ALMonNumGoldItem%d", m)->getCString() ); ALNumGemItem->setString( __String::createWithFormat("%d", item->BuyNumber)->getCString() ); ALMonNumGoldItem->setString( __String::createWithFormat("%d", item->BuyPrice)->getCString() ); m++; } } break; case GoodsType_Life: { auto ButtonLifeItem = (Button*)GameMainLayer::seekNodeByName(_widgetLayer, __String::createWithFormat("ButtonLifeItem%d", n)->getCString() ); if ( ButtonLifeItem ) { ButtonLifeItem->setTag( i ); ButtonLifeItem->addTouchEventListener(CC_CALLBACK_2(ShopBuyLayer::callFuncBuyGoods, this)); auto ALNumLifeItem = (TextAtlas*)GameMainLayer::seekNodeByName(_widgetLayer, __String::createWithFormat("ALNumLifeItem%d", n)->getCString() ); auto ALGemNumLifeItem = (TextAtlas*)GameMainLayer::seekNodeByName(_widgetLayer, __String::createWithFormat("ALGemNumLifeItem%d", n)->getCString() ); ALNumLifeItem->setString( __String::createWithFormat("%d", item->BuyNumber)->getCString() ); ALGemNumLifeItem->setString( __String::createWithFormat("%d", item->BuyPrice)->getCString() ); n++; } } break; default: break; } } runAction( CCSequence::create( DelayTime::create(0.1f), CallFunc::create(this, callfunc_selector(ShopBuyLayer::delayOptionLabel) ), nullptr)); //optionLabel( (ButtonTag)getoptionLabel() ); } while (0); }