Пример #1
0
bool Game::init()
{
	if (!Layer::init()){
		return false;
	}

	step = 0;
	starEndFrame[0] = 18;
	starEndFrame[1] = 33;
	starEndFrame[2] = 60;

	swallowNode = Node::create();
	swallowNode->setContentSize(Director::getInstance()->getVisibleSize());
	this->addChild(swallowNode, 0);

	gameNode = CSLoader::createNode("bg6_Secene.csb");
	this->addChild(gameNode);
	//UI 
	gameUIMgr = new GameUIMgr(gameNode->getChildByTag(354), this);

	//GAME 
	gameArea = GameArea::create(gameUIMgr, guanQiaName[step]);
	gameNode->addChild(gameArea, Game::ZORDER_AREA, Game::TAG_AREA);

	//STAR
	Node* starNode = gameNode->getChildByTag(962);
	starNode->setZOrder(2);
	starAtl = dynamic_cast<ActionTimeline*>(starNode->getActionByTag(starNode->getTag()));
	starAtl->gotoFrameAndPause(0);

	initTouch();

	return true;
}
Пример #2
0
bool AlertBox::init(Settings* settings)
{
	if ( !Layer::init() )  {
		return false;
	}

	_settings = settings;
	_dead = false;
	_size = Size(1040,648);

	_moved = false;
	_yPosition = 0;

	//create fon
	fon = Sprite::create(PATH_INTERFACE "AlertBox.png");
	this->addChild(fon);

	closeButton = Sprite::create(PATH_INTERFACE "CloseAlertBox.png");
	closeButton->setPosition( Point(520, 324) );
	this->addChild(closeButton);

	_scroll = Layer::create();
	_scroll->setPosition( Point(0, _size.height/2) );
	

	createMask();
	_layerMask->addChild(_scroll);
	this->addChild(_layerMask);

	initTouch();
	return true;
}
Пример #3
0
bool GameScene::init()
{
	if (!Layer::init())
	{
		return false;
	}

	initGame();
	initValues();
	initControls();

	return initTouch();
}
Пример #4
0
bool Achievement::init()
{
	if(!Layer::init()){
		return false;
	}
    winSize = Director::getInstance()->getVisibleSize();

	swallowNode = Node::create();
	swallowNode->setContentSize(winSize);
	this->addChild(swallowNode,0);

	achievementNode = CSLoader::createNode("bg9Scene.csb"); 
	this->addChild(achievementNode,1); 

	initTouch();

	return true;
}
Пример #5
0
bool First::init()
{
    if ( !Layer::init() )
    {
        return false;
    }
    
    winSize = Director::getInstance()->getVisibleSize();
	SqlMath::getInstance();
	//userInfoStruct a;
	//SqlMath::getInstance()->getUserInfo(nullptr,0,a);
	//vector<itemInfoStruct*> b;
	//vector<DBcolumn>* dbcolumn = new vector<DBcolumn>;
	//DBcolumn a = {"itemId","1"};
	//dbcolumn->push_back(a);
	//SqlMath::getInstance()->getItemInfo(dbcolumn,b);

	firstNode = CSLoader::createNode("MainScene.csb"); 
	this->addChild(firstNode); 

	actNode = firstNode->getChildByTag(108); 
	//获取动画对象,这个动画相当于这个节点在时间轴里的所有动画内容。且这个节点需要是导入的csd文件类型节点 
	actAtl = dynamic_cast<ActionTimeline*>(actNode->getActionByTag(actNode->getTag())); 
	actAtl->gotoFrameAndPlay(0, false);//设定不要循环 

	playGameBtn = dynamic_cast<Button*>(actNode->getChildByTag(370)->getChildByTag(58));
	lockBtn = dynamic_cast<Button*>(actNode->getChildByTag(370)->getChildByTag(60));
	highScoreBtn = dynamic_cast<Button*>(actNode->getChildByTag(370)->getChildByTag(59));
	settingBtn = dynamic_cast<Button*>(actNode->getChildByTag(370)->getChildByTag(61));
	playGameBtn->addTouchEventListener(CC_CALLBACK_2(First::touchEvent, this));
	lockBtn->addTouchEventListener(CC_CALLBACK_2(First::touchEvent, this));
	highScoreBtn->addTouchEventListener(CC_CALLBACK_2(First::touchEvent, this));
	settingBtn->addTouchEventListener(CC_CALLBACK_2(First::touchEvent, this));

	NotificationCenter::getInstance()->addObserver(this, callfuncO_selector(First::backToFirst), "backToFirst", NULL);

	initTouch();

	return true;
}
Пример #6
0
bool QWindowsContext::initTouch()
{
    return initTouch(QWindowsIntegration::instance()->options());
}