bool CRoom::init(int boardType) { m_IsLoaded = false; CGameScene* scene = CGameScene::Instance(); m_Field = CField::create(boardType); m_Turn = RT_FIRST_PLAYER; m_Type = RT_ONE_COMPUTER; m_State = RS_NONE; m_OldState = RS_NONE; scene->addChild(m_Field); m_ScorePlayer_1 = 0; m_ScorePlayer_2 = 0; m_Stack = new CStack(); //m_Stack->CreateStack(); m_DeckPlayer_1 = CDeck::create(); //m_DeckPlayer_1->FirstInitEmptyCells(m_Stack); scene->addChild(m_DeckPlayer_1, CGameScene::OVER_GUI_LAYER); //m_DeckPlayer_2 = CDeck::create(); //m_DeckPlayer_2->FirstInitEmptyCells(m_Stack); //scene->addChild(m_DeckPlayer_2, CGameScene::OVER_GUI_LAYER); m_ScorePointer_1 = CScorePointer::create(); m_Field->GetFieldSprite()->addChild(m_ScorePointer_1, CScorePointer::ACTIVE_LAYER); m_ScorePointer_2 = CScorePointer::create(); m_Field->GetFieldSprite()->addChild(m_ScorePointer_2, CScorePointer::ACTIVE_LAYER); m_Button = CRoomButton::create(); m_Button->retain(); // scene->addChild(m_Button,CGameScene::GUI_LAYER); m_Id = -1; m_PassInARowCount = 0; m_FirstPlayerName = "Player 1"; m_SecondPlayerName = "Player 2"; return true; }
CCScene* CGameLogo::scene() { CGameScene * scene = NULL; do { // 'scene' is an autorelease object scene = new CGameScene(); scene->autorelease(); CC_BREAK_IF(! scene); // 'layer' is an autorelease object CGameLogo *layer = CGameLogo::node(); CC_BREAK_IF(! layer); // add layer as a child to scene scene->addChild(layer); } while (0); // return the scene return scene; }