void GamePlayScene::playCallback(cocos2d::Object *pSender) { MenuItemImage *item = (MenuItemImage *)pSender ; item->setNormalSpriteFrame(SpriteFrame::create("btn-pause-n.png", playBtnRct)) ; item->setSelectedSpriteFrame(SpriteFrame::create("btn-pause-p.png", playBtnRct)) ; }
bool CGameLevel::init() { LayerBack::init(); g_iGameLevel = 1; size = winSize; // 选关列表 SpriteFrameCache *pCache = SpriteFrameCache::sharedSpriteFrameCache(); pCache->addSpriteFramesWithFile("Image/GameLevel.plist"); // 选关背景 SpriteFrame* pBG = pCache->spriteFrameByName("GameLevelBG.png"); Sprite* pSprite = CCSprite::createWithSpriteFrame(pBG); pSprite->setPosition(ccp(size.width/2, size.height/2)); pSprite->setScale(2.0f); pSprite->setRotation(90.0f); this->addChild(pSprite, 0); _pSprite = pSprite; /**背景特效 */ ParticleSystemQuad *emitter = ParticleSystemQuad::create("Image/Phoenix.plist"); emitter->setPosition(ccp(size.width/2, size.height/2)); this->addChild(emitter, 1); /** 关卡一按钮 */ MenuItemImage *pLevelOne = MenuItemImage::create(); pLevelOne->setTarget(this, menu_selector(CGameLevel::setLevelMode)); pLevelOne->setNormalSpriteFrame(pCache->spriteFrameByName("StartLevel1Normal.png")); pLevelOne->setSelectedSpriteFrame(pCache->spriteFrameByName("StartLevel1Selected.png")); pLevelOne->setPosition(ccp(size.width*0.14f, size.height/2)); pLevelOne->_ID = LEVEL_ONE; /** 关卡二按钮 */ MenuItemImage *pLevelTwo = MenuItemImage::create(); pLevelTwo->setTarget(this, menu_selector(CGameLevel::setLevelMode)); pLevelTwo->setNormalSpriteFrame(pCache->spriteFrameByName("StartLevel2Normal.png")); pLevelTwo->setSelectedSpriteFrame(pCache->spriteFrameByName("StartLevel2Selected.png")); pLevelTwo->setPosition(ccp(size.width/2, size.height*0.8f)); pLevelTwo->_ID = LEVEL_TWO; /** 关卡三按钮 */ MenuItemImage *pLevelThree = MenuItemImage::create(); pLevelThree->setTarget(this, menu_selector(CGameLevel::setLevelMode)); pLevelThree->setNormalSpriteFrame(pCache->spriteFrameByName("StartLevel3Normal.png")); pLevelThree->setSelectedSpriteFrame(pCache->spriteFrameByName("StartLevel3Selected.png")); pLevelThree->setPosition(ccp(size.width*0.86f, size.height/2)); pLevelThree->_ID = LEVEL_THREE; /** 游戏开始按钮 */ MenuItemImage *pStart = MenuItemImage::create(); pStart->setTarget(this, menu_selector(CGameLevel::setLevelStart)); pStart->setNormalSpriteFrame(pCache->spriteFrameByName("GameStartNormal.png")); pStart->setSelectedSpriteFrame(pCache->spriteFrameByName("GameStartSelected.png")); pStart->setPosition(ccp(size.width/2, size.height*0.2f)); /** 菜单 */ _menu->addChild(pLevelOne); _menu->addChild(pLevelTwo); _menu->addChild(pLevelThree); _menu->addChild(pStart); _menu->setPosition(ccp(0, 0)); _menu->setZOrder(3); /** 选中特效 */ m_pSun = ParticleSun::create(); pSprite->addChild(m_pSun, 1); m_pSun->setTexture(TextureCache::sharedTextureCache()->addImage("Image/Fire.png") ); m_pSun->setPosition(_pSprite->convertToNodeSpace(ccp(size.width*0.14f, size.height / 2))); m_pSun->setStartSize(30); _menuItem->setTarget(this, menu_selector(CGameLevel::back)); //_menuItem死活不出现 return true; }
void FriendListScene::buildScene() { _friendDictionary.clear(); _friendList.clear(); _tableView = NULL; _downloadCount = 0; const char* headerString = ""; switch (_selectedFriendCircle) { case ALL_FRIENDS: headerString = "All Friends"; break; case INSTALLED_ONLY: headerString = "Friends Playing Game"; break; case NON_PLAYING_ONLY: headerString = "Friends not Playing Game"; break; case MY_DEVICE_ONLY: #if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS) headerString = "Friends playing on iOS Device"; #else headerString = "Friends playing on Android Device"; #endif default: break; } //_friendList = CCArray::createWithCapacity(5); //_friendList->retain(); CCLOG("ALL Request count = %lu", _friendList.size()); // Add background layers to the scene. LayerColor *bg = LayerColor::create(Color4B(255, 255, 255, 255), AppDelegate::SCREEN_WIDTH, AppDelegate::SCREEN_HEIGHT); this->addChild(bg); LayerColor *secondBG = LayerColor::create(Color4B(95, 95, 95, 255), AppDelegate::SCREEN_WIDTH - SCALED_VALUE(20.0f), AppDelegate::SCREEN_HEIGHT - SCALED_VALUE(20.0f)); secondBG->setPosition(Point(SCALED_VALUE(10.0f), SCALED_VALUE(10.0f))); this->addChild(secondBG); // Set the table header. LayerColor *header = LayerColor::create(Color4B(66, 66, 66, 255), AppDelegate::SCREEN_WIDTH - SCALED_VALUE(20.0f), SCALED_VALUE(100.0f)); header->setAnchorPoint(Point(0, 0)); header->setPosition(Point(SCALED_VALUE(10.0f), AppDelegate::SCREEN_HEIGHT - SCALED_VALUE(110.0f))); this->addChild(header); // Set the header text. auto headerText = LabelTTF::create(headerString, "Arial", SCALED_VALUE(40.0f)); headerText->setAnchorPoint(Point(0.0f, 0.5f)); header->addChild(headerText); headerText->setPositionX(SCALED_VALUE(28.0f)); headerText->setPositionY(header->getContentSize().height/2); // Add back button go back to previous scene MenuItemImage *backButton = MenuItemImage::create(); backButton->setNormalSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("btn_table_back_nrl")); backButton->setSelectedSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName("btn_table_back_prd")); backButton->setCallback(CC_CALLBACK_1(FriendListScene::backButtonPressed, this)); backButton->setAnchorPoint(Point(1.0f, 0.5)); Menu* backMenu = Menu::create(backButton, NULL); header->addChild(backMenu); backMenu->setPositionX(header->getContentSize().width - SCALED_VALUE(20.0f)); backMenu->setPositionY(header->getContentSize().height/2); // Create the table view. float tableHeight = bg->getContentSize().height - secondBG->getPositionY() - (header->getContentSize().height) - SCALED_VALUE(10); _tableView = TableView::create(this, Size(secondBG->getContentSize().width, tableHeight)); _tableView->setAnchorPoint(Point(0, 0.0)); _tableView->setDirection(ScrollView::Direction::VERTICAL); _tableView->setPosition(Point(SCALED_VALUE(10.0f), SCALED_VALUE(10))); _tableView->setDelegate(this); this->addChild(_tableView); }