cocos2d::CCScene* InGameScene::scene() { CCScene *scene = NULL; do { scene = CCScene::create(); scene->setTag(TAG_INGAMESCENE); CC_BREAK_IF(!scene); pUILayer = CCLayer::create(); CC_BREAK_IF(!pUILayer); pUILayer->setTag(TAG_INGAMEUILAYER); scene->addChild(pUILayer, 1000); InGameScene *layer = InGameScene::create(); // layer->setTag(TAG_INGAMELAYER); CC_BREAK_IF(!layer); layer->setTag(INGAME); scene->addChild(layer); pScene = scene; } while(0); return scene; }
CCScene* GameScene::scene() { CCScene* s = CCScene::create(); s->addChild(GameScene::create()); s->setTag(GAMESCENE_TAG); return s; }
CCScene* StartLayer::scene(int tarIndex) { CCScene* scene = CCScene::create(); scene->setTag(SceneTypeStart); auto layer = StartLayer::create(tarIndex); scene->addChild(layer); return scene; }
CCScene* MainScene::scene() { CCScene* scene = MainScene::create(); scene->setTag(Main_SCENE_TAG); MainLayer* layer = MainLayer::create(); scene->addChild(layer, 0); return scene; }
CCScene* GameLayer::scene() { CCScene* scene = CCScene::create(); scene->setTag(SceneTypeGame); auto layer = GameLayer::create(); scene->addChild(layer); return scene; }
CCScene* Game::scene() { CCScene *sc = CCScene::create(); sc->setTag(TAG_GAME_SCENE); Game *g = Game::create(); sc->addChild(g, 0, TAG_GAME_LAYER); HUD *h = HUD::create(); sc->addChild(h,1,TAG_HUD); Pause *p = Pause::create(); sc->addChild(p,1,TAG_PAUSE); GameOver *go = GameOver::create(); sc->addChild(go,1,TAG_GAMEOVER); return sc; }
CCScene* LevelLayer::scene(int mode) { // 'scene' is an autorelease object CCScene *scene = CCScene::create(); // 'layer' is an autorelease object LevelLayer *layer = LevelLayer::create(mode); layer->setTag(LAYER_LEVEL); // add layer as a child to scene scene->addChild(layer); scene->setTag(SCENE_LEVEL); // return the scene return scene; }
cocos2d::CCScene* LoadingScene::scene() { CCScene *scene = NULL; do { scene = CCScene::create(); scene->setTag(TAG_LOADINGSCENE); CC_BREAK_IF(!scene); LoadingScene *layer = LoadingScene::create(); CC_BREAK_IF(!layer); layer->setTag(LOADING); scene->addChild(layer); } while(0); return scene; }