//インスタンス生成 GameLayer* GameLayer::create(int level) { GameLayer *pRet = new GameLayer(); pRet->init(level); pRet->autorelease(); return pRet; }
CCScene* GameLayer::scene() { CCScene* scene = CCScene::create(); GameLayer* gameLayer = new GameLayer(); gameLayer->autorelease(); scene->addChild(gameLayer); return scene; }
GameLayer * GameLayer::create() { GameLayer * layer = new GameLayer(); if (layer) { layer->autorelease(); layer->initGame(); return layer; } CC_SAFE_DELETE(layer); return NULL; }
GameScene* GameScene::create(const int gameType) { GameScene* result = new GameScene(); if (result->init()) { GameLayer* layer = new GameLayer(gameType); layer->autorelease(); result->addChild(layer); return result; } delete result; return NULL; }
GameLayer* GameLayer::create(GameMode gameMode) { GameLayer *pRet = new GameLayer(gameMode); if (pRet && pRet->init()) { pRet->autorelease(); return pRet; } else { delete pRet; pRet = NULL; return NULL; } }
GameLayer* GameLayer::create(int gamemode) { GameLayer *pRet = new(std::nothrow) GameLayer(); if (pRet) { pRet->gamemode=gamemode; if(pRet->init()){ pRet->autorelease(); return pRet; }else{delete pRet; pRet = NULL; return NULL; } } else { delete pRet; pRet = NULL; return NULL; } }
GameLayer* GameLayer::create() { GameLayer* mGameLayer = new GameLayer(); mGameLayer->autorelease(); return mGameLayer; }