CCLayer *Next() { ++s_nIdx; s_nIdx = s_nIdx % TEST_SCENEEDITOR_COUNT; CCLayer *pLayer = createTests(s_nIdx); pLayer->autorelease(); return pLayer; }
CCLayer* nextParticleAction() { sceneIdx++; sceneIdx = sceneIdx % MAX_LAYER; CCLayer* pLayer = createParticleLayer(sceneIdx); pLayer->autorelease(); return pLayer; }
CCLayer* nextCocosNodeAction() { sceneIdx++; sceneIdx = sceneIdx % MAX_LAYER; CCLayer* pLayer = createCocosNodeLayer(sceneIdx); pLayer->autorelease(); return pLayer; }
CCLayer *NextTest() { ++s_nActionIdx; s_nActionIdx = s_nActionIdx % TEST_LAYER_COUNT; CCLayer *pLayer = CreateLayer(s_nActionIdx); pLayer->autorelease(); return pLayer; }
CCLayer* nextEffectAdvanceAction() { sceneIdx++; sceneIdx = sceneIdx % MAX_LAYER; CCLayer* pLayer = createEffectAdvanceLayer(sceneIdx); pLayer->autorelease(); return pLayer; }
void SceneTestLayer1::onPushSceneTran(CCObject* pSender) { CCScene* scene = new SceneTestScene(); CCLayer* pLayer = new SceneTestLayer2(); scene->addChild( pLayer, 0 ); CCDirector::sharedDirector()->pushScene( CCTransitionSlideInT::create(1, scene) ); scene->release(); pLayer->release(); }
CCLayer* NextAction() { ++s_nActionIdx; s_nActionIdx = s_nActionIdx % ACTION_LAYER_COUNT; CCLayer* pLayer = CreateLayer(s_nActionIdx); pLayer->autorelease(); return pLayer; }
CCLayer* nextActionManagerAction() { sceneIdx++; sceneIdx = sceneIdx % MAX_LAYER; CCLayer* pLayer = createActionManagerLayer(sceneIdx); pLayer->autorelease(); return pLayer; }
CCLayer* nextZwoptexTest() { sceneIdx++; sceneIdx = sceneIdx % MAX_LAYER; CCLayer* pLayer = createZwoptexLayer(sceneIdx); pLayer->autorelease(); return pLayer; }
static CCLayer* nextAction() { sceneIdx++; sceneIdx = sceneIdx % MAX_LAYER; CCLayer* pLayer = (createFunctions[sceneIdx])(); pLayer->autorelease(); return pLayer; }
CCLayer* nextTestAction() { sceneIdx++; sceneIdx = sceneIdx % MAX_LAYER; CCLayer* pLayer = createTestLayer(sceneIdx); pLayer->autorelease(); return pLayer; }
void ThirdServerScene::myInit() { CocosDenshion::SimpleAudioEngine::sharedEngine()->playBackgroundMusic("bgm_server.mp3",true); cacheServerId = CCUserDefault::sharedUserDefault()->getIntegerForKey("serverId",-1); loginTrigger = LoginTrigger::create(this); loginTrigger->retain(); MyMessageManage::getInstance()->registerTrigger(loginTrigger); CCLayer* backLayer = CCLayer::create(); CCSprite* background = CCSprite::create("loading.jpg"); // background->setScale(winSize.height/background->getContentSize().height); background->setAnchorPoint(ccp(0.5,0)); background->setPositionX(winSize.width/2); backLayer->addChild(background); CCSprite* logo = CCSprite::create("logo.png"); logo->setPosition(ccp(winSize.width-190,winSize.height-120)); backLayer->addChild(logo,2); CCSprite* shadow = CCSprite::createWithSpriteFrameName("serverShadow.png"); shadow->setScale((winSize.height+10)/shadow->getContentSize().height); shadow->setPosition(ccp(winSize.width-138,winSize.height/2)); backLayer->addChild(shadow); CCSprite* listLabel = CCSprite::createWithSpriteFrameName("serverListLabel.png"); listLabel->setAnchorPoint(ccp(0,1)); listLabel->setPosition(ccp(winSize.width-270,100)); backLayer->addChild(listLabel,1); if (beans->count() == 0) { this->addChild(MyUtil::getInstance()->getServerTipDialog("连接服务器失败,\n请检测网络!",this,menu_selector(ServerScene::exitGame)),5); return; } SeverInfoBean* bean = NULL; CCObject* obj; CCARRAY_FOREACH(beans,obj) { if (cacheServerId == ((SeverInfoBean*)obj)->serverId) { bean = (SeverInfoBean*)obj; break; } } if (bean == NULL) { bean =(SeverInfoBean*) beans->objectAtIndex(beans->count()-1); } initServerInfo(bean); this->addChild(backLayer); }
CCLayer* nextSchedulerTest() { sceneIdx++; sceneIdx = sceneIdx % MAX_LAYER; CCLayer* pLayer = (createFunctions[sceneIdx])(); pLayer->init(); pLayer->autorelease(); return pLayer; }
CCLayer* BackAction() { --s_nActionIdx; if( s_nActionIdx < 0 ) s_nActionIdx += ACTION_LAYER_COUNT; CCLayer* pLayer = CreateLayer(s_nActionIdx); pLayer->autorelease(); return pLayer; }
CCScene* HelloWorld::scene() { // 'scene' is an autorelease object CCScene *scene = CCScene::node(); CCLayer* layer = new HelloWorld(); scene->addChild(layer); layer->release(); return scene; }
bool MyAboutLayer::init() { CCArray *array = CCDirector::sharedDirector()->getRunningScene()->getChildren(); CCObject *object = NULL; int i=0; CCARRAY_FOREACH(array, object) { i++; CCLayer *layer = (CCLayer*) object; layer->onExit(); }
void runTouchesTest() { s_nTouchCurCase = 0; CCScene* pScene = CCScene::node(); CCLayer* pLayer = new TouchesPerformTest1(true, TEST_COUNT, s_nTouchCurCase); pScene->addChild(pLayer); pLayer->release(); CCDirector::sharedDirector()->replaceScene(pScene); }
void BattleScene::onBattleSummary(CCObject* obj) { this->removeChildByTag(BATTLE_LAYER_TAG); //// 战斗结算层 CCLayer* pSummary = BattleSummary::create(); this->addChild(pSummary, 100, BATTLESUMMARY_TAG); pSummary->setVisible(true); BgOfMainSceneLayer* pBgOfMainSceneLayer = BgOfMainSceneLayer::create(); this->addChild(pBgOfMainSceneLayer, 10000); }
CCLayer *Back() { --s_nIdx; if( s_nIdx < 0 ) s_nIdx += TEST_SCENEEDITOR_COUNT; CCLayer *pLayer = createTests(s_nIdx); pLayer->autorelease(); return pLayer; }
CCLayer* BackTest() { --s_nActionIdx; if( s_nActionIdx < 0 ) s_nActionIdx += TEST_LAYER_COUNT; CCLayer* pLayer = CreateLayer(s_nActionIdx); pLayer->autorelease(); return pLayer; }
cocos2d::CCScene* BYGameScene::scene() { CCScene *scene = CCScene::create(); // add layer as a child to scene CCLayer* layer = new BYGameScene(); layer->setTag(GUI_MainLayer); scene->addChild(layer); layer->autorelease(); return scene; }
CCLayer* backAction() { sceneIdx--; int total = MAX_LAYER; if( sceneIdx < 0 ) sceneIdx += total; CCLayer* pLayer = createLayer(sceneIdx); pLayer->autorelease(); return pLayer; }
CCScene* Store::scene() { // 'scene' is an autorelease object CCScene *scene = CCScene::create(); // add layer as a child to scene CCLayer* layer = new Store(); scene->addChild(layer); layer->release(); return scene; }
CCLayer* backZwoptexTest() { sceneIdx--; int total = MAX_LAYER; if( sceneIdx < 0 ) sceneIdx += total; CCLayer* pLayer = createZwoptexLayer(sceneIdx); pLayer->autorelease(); return pLayer; }
void IntroLayer::afterAction(CCNode* pNode) { CCLog("IntroLayer::afterAction()"); LanguageUtil::setSoundBtn(true); CCScene * pScene = new InfoScene(); CCLayer * pLayer = new InfoLayer(); pLayer->autorelease(); pScene->addChild(pLayer); CCDirector::sharedDirector()->replaceScene(pScene); }
void GameLayer::createHelpLayer() { CCLayer *layer = CCLayer::create(); CCSprite *left = CCSprite::create("help_left.png"); left->setAnchorPoint(ccp(0.5, 0)); left->setPosition(ccpp(-0.33, -0.345)); CCSprite *right = CCSprite::create("help_right.png"); right->setAnchorPoint(ccp(0.5, 0)); right->setPosition(ccpp(0.33, -0.345)); layer->addChild(left); layer->addChild(right); this->addChild(layer, 0, TAG_LAYER_HELP); }
static CCLayer* backAction() { sceneIdx--; int total = MAX_LAYER; if( sceneIdx < 0 ) sceneIdx += total; CCLayer* pLayer = (createFunctions[sceneIdx])(); pLayer->autorelease(); return pLayer; }
CCScene* MainMenuLayer::scene() { CCScene *scene = CCScene::create(); // add layer as a child to scene CCLayer* layer = new MainMenuLayer(); scene->addChild(layer, 1); layer->release(); return scene; }
CCLayer* backSchedulerTest() { sceneIdx--; int total = MAX_LAYER; if( sceneIdx < 0 ) sceneIdx += total; CCLayer* pLayer = (createFunctions[sceneIdx])(); pLayer->init(); pLayer->autorelease(); return pLayer; }
bool Scene1Welcome::init(){ if(!CCScene::init()){ return false; } CCSize size = CCDirector::sharedDirector()->getWinSize(); CCSprite* pBg = CCSprite::create("*****@*****.**"); pBg->setPosition(ccp(size.width/2, size.height/2)); CCLayer* layerBtns = CCLayer::create(); this->addChild(pBg); this->addChild(layerBtns); CCSprite* pLogo = CCSprite::create("logo.png"); pLogo->setAnchorPoint(ccp(0.5, 1)); pLogo->setPosition(ccp(size.width/2, size.height-150)); layerBtns->addChild(pLogo); CCSprite* spriteBtnPlay = CCSprite::create("btn_play.png"); CCSprite* spriteBtnPlaySelected = CCSprite::create("btn_play_selected.png"); CCMenuItemSprite* menuBtnPlay = CCMenuItemSprite::create(spriteBtnPlay, spriteBtnPlaySelected, this, menu_selector(Scene1Welcome::onBtnPlayClick)); menuBtnPlay->setPosition(ccp(0.5, 1)); menuBtnPlay->setPosition(ccp(size.width/2, size.height-420)); //CCLog("%f", size.height); MainMenu* mainMenu = new MainMenu(); //layerBtns->addChild(pBtnPlay); //layerBtns->addChild(spriteBtnMain); CCMenu* pMenu = CCMenu::create(menuBtnPlay, NULL); pMenu->setPosition(CCPointZero); layerBtns->addChild(pMenu); //layerBtns->addChild(mainMenu->pMenu); //mainMenu->showWithAnimate(); //CCActionInterval* actionInterval = CCActionInterval::create(5); //CCEaseBackInOut* easeBackInOut = CCEaseBackInOut::create(actionInterval); //pLogo->runAction(easeBackInOut); return true; }