예제 #1
0
bool EntryLayer::init(){
	bool isRet=false;
	do 
	{
		this->entry_index = 1;
        //	setTouchEnabled(true);
        //	CCDirector::sharedDirector()->getTouchDispatcher()->addTargetedDelegate(this, 0, true);
        CCTextureCache::sharedTextureCache()->addImage("scene/tap_to_continue_1.png");
		CCTexture2D *continue_pic1 = CCTextureCache::sharedTextureCache()->textureForKey("scene/tap_to_continue_1.png");
        CCSprite* tapToContinue = CCSprite::createWithTexture(continue_pic1);
        tapToContinue->setAnchorPoint(ccp(0,0));
        tapToContinue->setScale(0.5);
        tapToContinue->setPositionX(tapToContinue->getContentSize().width*0.7);
        CCAnimation *continueAnimation=CCAnimation::create();
        continueAnimation->addSpriteFrameWithFileName("scene/tap_to_continue_1.png");
        continueAnimation->addSpriteFrameWithFileName("scene/tap_to_continue_2.png");
        continueAnimation->addSpriteFrameWithFileName("scene/tap_to_continue_3.png");
        continueAnimation->addSpriteFrameWithFileName("scene/tap_to_continue_4.png");
        continueAnimation->setDelayPerUnit(1);
        continueAnimation->setRestoreOriginalFrame(true);
        CCAnimate *continueAnimate=CCAnimate::create(continueAnimation);
        tapToContinue->runAction(CCRepeatForever::create(continueAnimate));
        this->addChild(tapToContinue, 100);
		CC_BREAK_IF(!BaseLayer::init());
		CC_BREAK_IF(!setUpdateViews());
		isRet=true;
	} while (0);
	return isRet;
}
예제 #2
0
void EntryLayer::changeScene2(float) {
	if (entry_index == 6) {
		CCScene* se = LoadingWelcomeLayer::scene();
		CCLOG("start change scene");
		CCDirector::sharedDirector()->replaceScene(CCTransitionCrossFade::create(0.5,se));
	}
	this->entry_index++;
	setUpdateViews();
}
예제 #3
0
void EntryLayer::changeScene() {
	if (entry_index == 1) {
		this->removeChild(entry_I);
	}
	if (entry_index == 6) {
		CCScene* se = LoadingWelcomeLayer::scene();
		CCLOG("start change scene");
		CCDirector::sharedDirector()->replaceScene(CCTransitionCrossFade::create(0.5,se));
	}
	CCLOG("EntryLayer before changeScene: %d", this->entry_index);
	this->entry_index++;
	setUpdateViews();
}
bool DefenderGameLayer::init(){
	bool isRet=false;
	do 
	{

	 CC_BREAK_IF(!BaseLayer::init());
	 this->interval=4;
	 this->monsterBatch=10+CheckpointSystems::monsterBach();
	 //this->monsterBatch=1;
	 this->monsterBatchNow=0;

	 CC_BREAK_IF(!setUpdateViews());
	 this->schedule(schedule_selector(DefenderGameLayer::detectd));
	 isStop=false;
	 isRet=true;
	} while (0);
	return isRet;
}