static Layer* restartAction(void) { auto layer = createShaderLayer(sceneIdx); layer->autorelease(); return layer; }
static CCLayer* restartAction(void) { CCLayer* pLayer = createShaderLayer(sceneIdx); pLayer->autorelease(); return pLayer; }
static Layer* nextAction(void) { sceneIdx++; sceneIdx = sceneIdx % MAX_LAYER; auto layer = createShaderLayer(sceneIdx); layer->autorelease(); return layer; }
static Layer* backAction(void) { sceneIdx--; int total = MAX_LAYER; if( sceneIdx < 0 ) sceneIdx += total; auto layer = createShaderLayer(sceneIdx); layer->autorelease(); return layer; }