void MainMenuScene::menuSelector(CCObject* pSender) { CCDirector *pDirector = CCDirector::sharedDirector(); CCTransitionFade *tscene; SpriteButton *selectedOpt = (SpriteButton*) pSender; CCScene *scene; switch (selectedOpt->getTag()) { case 1: scene = CategoryScene::create(); tscene = CCTransitionFade::create(0.5, scene); pDirector->replaceScene(tscene); break; case 2: scene = ProfilaScene::create(); tscene = CCTransitionFade::create(0.5, scene); pDirector->replaceScene(tscene); break; case 3: #ifdef __APPLE__ CCApplication::sharedApplication()->openURL("http://auskalo.net/honi-buruz/"); #endif #ifdef ANDROID CCApplication::sharedApplication()->openURLJNI("http://auskalo.net/honi-buruz/"); #endif break; default: break; } }
void LoginScene::loginEnd(bool suc, std::string s, void*param) { if(suc == false){ return; } UserService* pUserService = (UserService*)ServiceCenter::getInstance()->getService(ServiceCenter::USER_SERVICE); NetLogin loginData = pUserService->analyzeLoginRect(s); if(loginData.status == 1){ //登陆成功 //保存本地用户名 CCUserDefault::sharedUserDefault()->setStringForKey("loginName", username->getStringValue()); CCUserDefault::sharedUserDefault()->setStringForKey("passWord", md5(password->getStringValue())); CCUserDefault::sharedUserDefault()->flush(); //Logic::getInstance()->setUID(loginData.userid); pUserService->getUser()->uid = loginData.userid; //初始化登录信息 CCDirector* pDirector = CCDirector::sharedDirector(); if(loginData.isPerfect == 1){ CCLog("loginEnd finish"); CCScene* pScene = WorldCup::scene(); //pDirector->replaceScene(pScene); CCScene *ns = CCTransitionSlideInR::create(transTime, pScene); pDirector->replaceScene(ns); }else{ CCLog("Userid::%d",loginData.userid); CCUserDefault::sharedUserDefault()->setIntegerForKey("setPerfectFormId", loginData.userid); CCUserDefault::sharedUserDefault()->flush(); CCScene* pScene = RegistScene::scene(); pDirector->replaceScene(getTransScene(pScene)); } }else{ //登陆失败 CCLog("Login fail!"); CCMessageBox("账号或密码错误!", "提示"); //删除本地用户名 CCUserDefault::sharedUserDefault()->setStringForKey("loginName", ""); CCUserDefault::sharedUserDefault()->flush(); //Logic::getInstance()->setLoginName(""); refurbishScene(); } }
void MainMenuScene::menuSelector(CCObject* pSender) { SpriteButton *selectedOpt = (SpriteButton*) pSender; CCScene *scene; switch (selectedOpt->getTag()) { case 1: scene = CategoryScene::create(); break; case 2: scene = ProfilaScene::create(); break; case 3: #if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID) openURLJNI("http://jakina.eu/"); #else CCApplication::sharedApplication()->openURL("http://jakina.eu/"); #endif break; default: break; } CCDirector *pDirector = CCDirector::sharedDirector(); CCTransitionFade *tscene = CCTransitionFade::create(0.5, scene); pDirector->replaceScene(tscene); }
void MenuLayerMainMenu::menuChangeUiEditCallBack(CCObject *pSender){ CCDirector* director = CCDirector::sharedDirector(); director->purgeCachedData(); CCScene* ccscene = CCScene::create(); ccscene->addChild(new UiEditLayer()); director->replaceScene(ccscene); }
void MenuLayerMainMenu::menuStartAirGame(CCObject* pSender){ CCDirector* director = CCDirector::sharedDirector(); director->purgeCachedData(); CCScene* ccscene = ShotPlanSecene::create(); CCLOG ("%s \n", "menuStartAirGame"); director->replaceScene(ccscene); }
void MenuLayerMainMenu::menuStartGame(CCObject* pSender){ CCDirector* director = CCDirector::sharedDirector(); director->purgeCachedData(); CCScene* ccscene = CCScene::create(); ccscene->addChild(BearRunScene::create()); director->replaceScene(ccscene); }
void MainLayer::gameover() { CCDirector* pDirector = CCDirector::sharedDirector(); CCScene *pScene = FinishLayer::scene(); CCScene *reScene = CCTransitionFadeDown::create(0.5f, pScene); pDirector->replaceScene(reScene); }
void GSceneSelector::SetLoadingScene() { mpLoadingScene = GLoadingScene::CreateLoadingScene(); CCDirector* pDirector = CCDirector::sharedDirector(); if( mpLoadingScene ) pDirector->replaceScene( mpLoadingScene ); }
void TFBaseLayer::go(TFBaseLayer* pLayer) { if (pLayer) { TRANSIT_LAYER->setFromLayer(this); TRANSIT_LAYER->setToLayer(pLayer); } else { TRANSIT_LAYER->setFromLayer(NULL); TRANSIT_LAYER->setToLayer(this); } CCDirector* pDirector = CCDirector::sharedDirector(); CCScene* pScene = this->wrap(TRANSIT_LAYER); if (pDirector->getRunningScene()) { pDirector->replaceScene(pScene); } else { pDirector->runWithScene(pScene); } }
void MenuScene::playClicked(CCObject *sender) { UniverseScene *scene = UniverseScene::create(); CCDirector *pDirector = CCDirector::sharedDirector(); CCTransitionFade *tscene = CCTransitionFade::create(0.5, scene); pDirector->replaceScene(tscene); }
void MenuScene::settingsClicked(CCObject *sender) { SettingScene *scene = SettingScene::create(); scene->setSceneReturnType(kReplaScene); CCDirector *pDirector = CCDirector::sharedDirector(); CCTransitionFade *tscene = CCTransitionFade::create(0.5, scene); pDirector->replaceScene(tscene); }
void GameLayer::backClick(cocos2d::CCObject *sender) { CCLog("后退按钮"); CCScene *ss = CCScene::create();//问题果然出在这里:create != new init StartLayer *start = StartLayer::create(); ss->addChild(start); CCDirector *d = CCDirector::sharedDirector(); d->replaceScene(ss); }
void SceneManager::go(CCLayer * layer){ CCDirector *director = CCDirector::sharedDirector(); CCScene *newScene = SceneManager::wrap(layer); if (!director->isPaused()) { director->replaceScene(newScene); } else { director->runWithScene(newScene); } }
void Menu::menuStartCallback(CCObject* pSender) { CCDirector *pDirector = CCDirector::sharedDirector(); CCScene *pScene = GameScene::scene(); // run pDirector->replaceScene(pScene); }
void LoginScene::registerPress(CCObject *pSender,TouchEventType type) { if(type == TOUCH_EVENT_ENDED){ CCDirector* pDirector = CCDirector::sharedDirector(); //进入注册页面 CCScene* pScene = RegistScene::scene(); pDirector->replaceScene(pScene); } }
void CCTransitionScene::setNewScene(float dt) { CC_UNUSED_PARAM(dt); CCDirector::sharedDirector()->getScheduler()->unscheduleSelector(schedule_selector(CCTransitionScene::setNewScene), this); // Before replacing, save the "send cleanup to scene" CCDirector *director = CCDirector::sharedDirector(); m_bIsSendCleanupToScene = director->isSendCleanupToScene(); director->replaceScene(m_pInScene); // issue #267 m_pOutScene->setVisible(true); }
void SceneManager::go(CCLayer* layer, int transType) { CCDirector* director = CCDirector::sharedDirector(); CCScene* newScene = SceneManager::wrap(layer); if (director->getRunningScene()) //这句话 很有可能写的不对啊 有哪位大侠知道怎么写 告知下... { CCTransitionScene* transScene = SceneManager::createTransition(newScene, transType); director->replaceScene(transScene); } else { director->runWithScene(newScene); } }
void DebugTestScene::tableCellTouched( CCTableView* in_pTable, CCTableViewCell* in_pCell ) { // タッチしたシーンに遷移する。 unsigned int idx = in_pCell->getIdx(); CCTableViewCell* pCell = in_pTable->dequeueCell(); if( pCell ) { CCLabelTTF* pLabel = (CCLabelTTF*)pCell->getChildByTag(100); pLabel->setFontFillColor(ccc3(255, 0, 0)); } CCDirector* pDirector = CCDirector::sharedDirector(); pDirector->replaceScene((*s_aSelectSceneList[idx].pScene)()); }
void CCTransitionScene::setNewScene(ccTime dt) { // [self unschedule:_cmd]; // "_cmd" is a local variable automatically defined in a method // that contains the selector for the method this->unschedule(schedule_selector(CCTransitionScene::setNewScene)); CCDirector *director = CCDirector::sharedDirector(); // Before replacing, save the "send cleanup to scene" m_bIsSendCleanupToScene = director->isSendCleanupToScene(); director->replaceScene(m_pInScene); // enable events while transitions CCTouchDispatcher::sharedDispatcher()->setDispatchEvents(true); // issue #267 m_pOutScene->setIsVisible(true); }
void StartLayer::clickOtherMenu(cocos2d::CCObject *sender) { CCLog("单击了其他"); OtherGameLayer *otherGame = OtherGameLayer::create(); CCScene *s = CCScene::create(); s->addChild(otherGame); // otherGame->release(); CCTransitionShrinkGrow *anni = CCTransitionShrinkGrow::create(1.0f, s); // s->release(); CCDirector *d = CCDirector::sharedDirector(); d->replaceScene(anni); }
void StartLayer::clickMultipleMenu(cocos2d::CCObject *sender) { CCLog("单击了双人游戏"); MutiGameLayer *mg = MutiGameLayer::create(); CCScene *s = CCScene::create(); s->addChild(mg); // mg->release(); CCDirector *d = CCDirector::sharedDirector(); // CCTransitionCrossFade *anni = CCTransitionCrossFade::create(1.0f, s); CCTransitionRotoZoom *anni = CCTransitionRotoZoom::create(1.0f, s); // s->release(); d->replaceScene(anni); }
void StartLayer::clickSingleMenu(cocos2d::CCObject *sender) { CCLog("单击了单人游戏"); GameLayer *gl = GameLayer::create(); //以上两句可以合并为create(); CCScene *s = CCScene::create(); s->addChild(gl); // gl->release(); CCDirector *d = CCDirector ::sharedDirector(); CCTransitionSplitRows *anni = CCTransitionSplitRows::create(1.0f, s); // s->release(); d->replaceScene(anni);//页面跳转 }
void ConfigView::onQuit(cocos2d::CCObject *obj, TouchEventType tt){ switch (tt) { case cocos2d::ui::TOUCH_EVENT_BEGAN: { } break; case cocos2d::ui::TOUCH_EVENT_MOVED: { } break; //但是内部的 WorldCup Scene 也要抛弃掉 case cocos2d::ui::TOUCH_EVENT_ENDED: { CCDirector* pDirector = CCDirector::sharedDirector(); CCScene* pScene = LoginScene::scene(); //pDirector->replaceScene(getTransScene(pScene)); //pDirector->replaceRootScene(getTransScene(pScene)); pDirector->popToRootScene(); //pDirector->replaceScene(getTransScene(pScene)); //Transition 场景存在 问题 一旦Transition 就会导致 touch无效 应该是 touch被关闭掉了 但是没有开启起来 TransitionScene 处理的代码问题 pDirector->replaceScene(pScene); //退出登录清理状态 Logic::getInstance()->clearState(); } break; case cocos2d::ui::TOUCH_EVENT_CANCELED: { } break; default: break; } }
void Java_org_cocos2dx_hellocpp_HelloCpp_keyReleased(JNIEnv* env, jobject thiz, jint player, jint keyCode) { CCDirector *pDirector = CCDirector::sharedDirector(); if(pDirector != NULL) { CCScene *scene = pDirector->getRunningScene(); if(scene != NULL) { Game* layer = (Game*)scene->getChildByTag(1001); if(layer != NULL) { layer->keyControllerReleased(player, keyCode); } else { CCDirector *pDirector = CCDirector::sharedDirector(); CCScene *scene_ = Game::scene(); pDirector->replaceScene(scene_); } } } }
bool AppDelegate::applicationDidFinishLaunching() { curl_global_init(CURL_GLOBAL_ALL); // initialize director CCDirector *director = CCDirector::sharedDirector(); director->setOpenGLView(CCEGLView::sharedOpenGLView()); // Lua init stuff, must run before any lua invocation { CCLuaEngine* luaEngine = CCLuaEngine::defaultEngine(); CCScriptEngineManager::sharedManager()->setScriptEngine(luaEngine); // register lua scripts luaopen_Grid2D(luaEngine->getLuaStack()->getLuaState()); luaopen_Gem(luaEngine->getLuaStack()->getLuaState()); luaopen_EnemyControl(luaEngine->getLuaStack()->getLuaState()); luaopen_PlayerControl(luaEngine->getLuaStack()->getLuaState()); luaopen_HeroControl(luaEngine->getLuaStack()->getLuaState()); luaopen_EnemySkill(luaEngine->getLuaStack()->getLuaState()); luaopen_SkillContext(luaEngine->getLuaStack()->getLuaState()); // Preload lua script const char* files[] = {"base.lua"}; for(int i=0; i<sizeof(files) / sizeof(const char*); ++i) { std::string path = CCFileUtils::sharedFileUtils()->fullPathForFilename(files[i]); // prime run to load all functions in script luaEngine->executeScriptFile(path.c_str()); } } CCEGLView* glView = CCEGLView::sharedOpenGLView(); glView->setDesignResolutionSize(designRes.width, designRes.height, kResolutionShowAll); CCSize frameSize = glView->getFrameSize(); // Disable depth test must happen after setDesignResolutionSize //director->setDepthTest(false); PH::_runOnMainThreadPrepare(); LOGD("* GL frame size %.1f %.1f\n", frameSize.width, frameSize.height); bool isScreenHD = frameSize.height > LowResConfig.size.height; bool useHighRes = isScreenHD; #if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID) /* Android could carry either SD or HD res tar. Auto detects the appropriate tar. */ { // check if hd res is present std::string HDTar = PH::CCNative::getDocPath() + "iphonehd." PH_VERSION ".tar"; std::string HDHeadTar = "assets/iphonehd.Head.tar"; bool hasHDRes = PH::CCNative::fileExists(HDTar) || PH::CCNative::fileExists(HDHeadTar); LOGD("HD exists %d\n", PH::CCNative::fileExists(PH::CCNative::getDocPath() + "iphonehd." PH_VERSION ".tar")); std::string SDTar = PH::CCNative::getDocPath() + "iphone." PH_VERSION ".tar"; std::string SDHeadTar = "assets/iphone.Head.tar"; bool hasSDRes = PH::CCNative::fileExists(SDTar) || PH::CCNative::fileExists(SDHeadTar); if(!isScreenHD && !hasSDRes) { PH::CCNative::createAlert("游戏版本错误", "游戏为高分辨率资版本,但是您的设备不支持高分辨率,请下载低分辨率版本的游戏。", "知道了"); return true; } if(isScreenHD) { LOGD("screen is HD\n"); // if only HD res is available, force HD if(hasHDRes) { LOGD("has HD res\n"); if(!hasSDRes) useHighRes = true; else { // if user overwirte is HD // if(PH::GameConfig::shared()->isAndroidHDEnabled()) // useHighRes = true; // else // useHighRes = false; } } else useHighRes = false; } else { useHighRes = false; } PH::GameConfig::shared()->setAndroidHDEnabled(useHighRes); } #else // useHighRes = GameConfig::shared()->useHighRes; // useHighRes = false; #endif std::string docRoot = PH::CCNative::getDocPath(); ResType resType = useHighRes ? HighResConfig : LowResConfig; // Set search path to DOC_ROOT/iphone[hd] and boot/iphone[hd] std::vector<std::string> searchList = CCFileUtils::sharedFileUtils()->getSearchPaths(); searchList.push_back(docRoot + resType.directory); searchList.push_back(std::string("boot/")); searchList.push_back(std::string("boot/") + resType.directory); CCFileUtils::sharedFileUtils()->setSearchPaths(searchList); for(const std::string& path : searchList) LOGD("* search path %s\n", path.c_str()); // Scale scene by a factor // TODO: Should consider landscape. director->setContentScaleFactor(resType.size.height/designRes.height); #if PH_DEBUG_BUILD // turn on display FPS director->setDisplayStats(true); #endif #if PH_USE_WEIBO PH::Weibo<PH::Sina>::instance(SinaAppKey, SinaAppSecret, SinaCBUri); PH::Weibo<PH::Tencent>::instance(TencentAppKey, TencentAppSecret, TencentCBUri); #if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS) PH::WeixinApi::instance().registerApp(WECHAT_KEY); #endif #endif // set FPS. the default value is 1.0/60 if you don't call this director->setAnimationInterval(1.0f / 60.0f); #if PH_DEBUG_BUILD /* DebugHelper* helper = new DebugHelper; director->getScheduler()->scheduleSelector(schedule_selector(DebugHelper::reportMemoryUsage), helper, 3.0f, false); */ PH::CCNative::reportMemoryUsage(); #endif #if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID) LOGD("Internal free %lu MB, SD Card free %lu MB\n", PH::CCNative::getInternalFreeSpaceInMB(), PH::CCNative::getExternalFreeSpaceInMB()); long needMB = useHighRes ? 17 : 30; if(PH::CCNative::isInstalledOnExternalStorage()) { // check SD card is available and writable if(!PH::CCNative::isExternalStorageUsable()) { PH::CCNative::createAlert("提示", "SD卡不存在或者不可写,请检查SD卡状态,或者将游戏安装到设备内存。", "确定"); return true; } /* Potential bug: checking for bigger space than necessary when tar is copied and untarred. Then set a limit on total file size. */ if(PH::CCNative::getExternalFreeSpaceInMB() < needMB) { PH::CCNative::createAlert("提示", "SD卡空间不足,至少需要30M的空闲空间。请删除一些不需要的应用,或者将游戏安装至设备内存。", "确定"); return true; } } else { if(PH::CCNative::getInternalFreeSpaceInMB() < needMB) { PH::CCNative::createAlert("提示", "设备空间不足,至少需要30M的空闲空间。请删除一些不需要的应用,或者将游戏安装至SD卡。", "确定"); return true; } } #endif director->runWithScene(PH::SplashScene::create()); // Delay the excution of loading screen. // This avoids loading everything in applicationDidFinishLaunching PH::runOnMainThread([=](){ PH::runOnMainThread([=]() { // UI Scene director->replaceScene(PH::LoadingScreen::create(useHighRes)); }); }); PH::CCNative::clearLocalPushNotification(); return true; }
void GSceneSelector::ChangeSceneCheck() { gstring& changeName = GScene::GetChangeSceneName(); if( changeName.empty() == false ) { CCDirector* pDirector = CCDirector::sharedDirector(); GScene* changeScene = NULL; if( changeName == GScene::SCENENAME_START ) { if( mpLoadingScene == NULL ) { SetLoadingScene(); return; } ReleaseScene(); changeScene = CreateStartScene(); } else if( changeName == GScene::SCENENAME_STATE ) { if( mPlayOpening ) { mPlayOpening = false; CCScene* openingScene = GOpeningScene::CreateLoadingScene( 0 ); if( openingScene ) { pDirector->replaceScene( openingScene ); changeName.clear(); } return; } else if( mpCurrentScene->GetSceneName() == GScene::SCENENAME_SELECTSTAGE ) { if( mpStateScene ) changeScene = mpStateScene; else changeScene = CreateStateScene(); } else { // if( mpCurrentScene->GetSceneName() == GScene::SCENENAME_GAME ) // { // if( mpGameScene->IsWinGame() ) // { // GPlayingData* playing = GPlayingDataManager::GetSingleton()->GetPlayingPlayerData(); // GPlayingData::ModeInfo& info = playing->GetCurrentModeInfo(); // info.mLastClearStage += 1; // GPlayingDataManager::GetSingleton()->SaveData(); // } // } if( mpLoadingScene == NULL ) { SetLoadingScene(); return; } ReleaseScene(); changeScene = CreateStateScene(); } } else if( changeName == GScene::SCENENAME_SELECTSTAGE ) { if( mpCurrentScene->GetSceneName() == GScene::SCENENAME_STATE ) { if( mpSelectStageScene ) changeScene = mpSelectStageScene; else changeScene = CreateSelectStageScene(); } else { if( mpLoadingScene == NULL ) { SetLoadingScene(); return; } ReleaseScene(); changeScene = CreateSelectStageScene(); } } else if( changeName == GScene::SCENENAME_GAME ) { if( mpLoadingScene == NULL ) { SetLoadingScene(); return; } ReleaseScene(); changeScene = CreateGameScene(); } SetCurrentScene( changeScene ); if( changeScene ) pDirector->replaceScene( changeScene ); mpLoadingScene = NULL; changeName.clear(); } }
KDvoid TestList::setScene ( KDint nIndex, EDirection eDirection ) { CCDirector* pDirector = CCDirector::sharedDirector ( ); pDirector->setDepthTest ( KD_FALSE ); s_nTestIndex = nIndex; CCLayer* pLayer = KD_NULL; if ( nIndex == 41 || nIndex == 42 ) { CCEGLView::sharedOpenGLView ( )->setDesignResolutionSize ( s_tDesignSize, kResolutionShowAll ); } else { CCEGLView::sharedOpenGLView ( )->setDesignResolutionSize ( s_tDesignSize, s_eResolutionPolicy ); } switch ( nIndex ) { case -1 : pLayer = TestList ::create ( ); break; case 0 : pLayer = TestActions ::create ( ); break; case 1 : pLayer = TestTransitions ::create ( ); break; case 2 : pLayer = TestProgressActions ::create ( ); break; case 3 : pLayer = TestEffects ::create ( ); break; case 4 : pLayer = TestClickAndMove ::create ( ); break; case 5 : pLayer = TestRotateWorld ::create ( ); break; case 6 : pLayer = TestParticle ::create ( ); break; case 7 : pLayer = TestEaseActions ::create ( ); break; case 8 : pLayer = TestMotionStreak ::create ( ); break; case 9 : pLayer = TestDrawPrimitives ::create ( ); break; case 10 : pLayer = TestNode ::create ( ); break; case 11 : pLayer = TestTouches ::create ( ); break; case 12 : pLayer = TestMultiTouch ::create ( ); break; case 13 : pLayer = TestMenu ::create ( ); break; case 14 : pLayer = TestActionManager ::create ( ); break; case 15 : pLayer = TestLayer ::create ( ); break; case 16 : pLayer = TestScene ::create ( ); break; case 17 : pLayer = TestParallax ::create ( ); break; case 18 : pLayer = TestParallaxScrollNode ::create ( ); break; case 19 : pLayer = TestTileMap ::create ( ); break; case 20 : pLayer = TestDiamondTile ::create ( ); break; case 21 : pLayer = TestInterval ::create ( ); break; case 22 : pLayer = TestLabel ::create ( ); break; case 23 : pLayer = TestFont ::create ( ); break; case 24 : pLayer = TestTextInput ::create ( ); break; case 25 : pLayer = TestSprite ::create ( ); break; case 26 : pLayer = TestScheduler ::create ( ); break; case 27 : pLayer = TestRenderTexture ::create ( ); break; case 28 : pLayer = TestTexture2D ::create ( ); break; case 29 : pLayer = TestTextureCache ::create ( ); break; case 30 : pLayer = TestBox2D ::create ( ); break; case 31 : pLayer = TestBox2DBed ::create ( ); break; case 32 : pLayer = TestChipmunk ::create ( ); break; case 33 : pLayer = TestChipmunk2 ::create ( ); break; case 34 : pLayer = TestEffectAdvance ::create ( ); break; case 35 : pLayer = TestAccelerometer ::create ( ); break; case 36 : pLayer = TestKeypad ::create ( ); break; case 37 : pLayer = TestZwoptex ::create ( ); break; case 38 : pLayer = TestUserDefault ::create ( ); break; case 39 : pLayer = TestNotificationCenter ::create ( ); break; case 40 : pLayer = TestControl ::create ( ); break; case 41 : pLayer = TestEditBox ::create ( ); break; case 42 : pLayer = TestTableView ::create ( ); break; case 43 : pLayer = TestClippingNode ::create ( ); break; case 44 : pLayer = TestCocosBuilder ::create ( ); break; case 45 : pLayer = TestArtPig ::create ( ); break; case 46 : pLayer = TestSpine ::create ( ); break; case 47 : pLayer = TestGB2Shape ::create ( ); break; case 48 : pLayer = TestVRope ::create ( ); break; case 49 : pLayer = TestBlade ::create ( ); break; case 50 : pLayer = TestDenshion ::create ( ); break; case 51 : pLayer = TestTTS ::create ( ); break; case 52 : pLayer = TestCurl ::create ( ); break; case 53 : pLayer = TestNetwork ::create ( ); break; case 54 : pLayer = TestSqlite ::create ( ); break; case 55 : pLayer = TestJson ::create ( ); break; case 56 : pLayer = TestLocation ::create ( ); break; case 57 : pLayer = TestCurrentLanguage ::create ( ); break; case 58 : pLayer = TestFileUtils ::create ( ); break; case 59 : pLayer = TestAssetsManager ::create ( ); break; case 60 : pLayer = TestPerformance ::create ( ); break; case 61 : pLayer = TestBugAndSupport ::create ( ); break; #if defined ( USE_OPEN_GLES2 ) case 62 : pLayer = TestShader ::create ( ); break; #else case 62 : pLayer = TestGraphics ::create ( ); break; #endif } if ( !pLayer ) { return; } CCScene* pScene = CCScene::create ( ); pScene->addChild ( pLayer, nIndex ); CCScene* pTrans = pScene; if ( nIndex != 1 && nIndex != 24 ) // TestTransitions, TestSprite { /* switch ( eDirection ) { case eDirNew : pTrans = CCTransitionFadeTR ::create ( 0.5f, pScene ); break; case eDirClose : pTrans = CCTransitionFadeBL ::create ( 0.5f, pScene ); break; case eDirPrev : pTrans = CCTransitionMoveInL ::create ( 0.5f, pScene ); break; case eDirNext : pTrans = CCTransitionMoveInR ::create ( 0.5f, pScene ); break; case eDirRestart : pTrans = CCTransitionTurnOffTiles ::create ( 0.5f, pScene ); break; } */ } pDirector->replaceScene ( pTrans ); }
void MainMenu::menuPlayBeginCallback(CCObject* pSender){ CCDirector *director = CCDirector::sharedDirector(); director->replaceScene(FarmScene::farmScene()); }
void MainMenu::northPoleSceneCallback(CCObject* pSender){ CCDirector *director = CCDirector::sharedDirector(); director->replaceScene(FarmScene::farmScene()); }