示例#1
0
void SceneManager::init()
{
	scenes[SC_MENU] = MenuLayer::create();
	scenes[SC_PLAY] = HelloWorld::create();
	
	CCScene* scene = CCScene::create();
	
	for (int i=0; i<SCENE_MAX; i++) {
		if (scenes[i] != NULL) {
			scene->addChild(scenes[i]);
			scenes[i]->setVisible(false);
		}
	}
	
	CCDirector::sharedDirector()->runWithScene(scene);
}
示例#2
0
CCScene *Login::scene()
{
    CCScene *scene = NULL;
    do {
        // 'scene' is an autorelease object
        scene = CCScene::create();
        CC_BREAK_IF(! scene);
        // 'layer' is an autorelease object
        Login *layer = Login::create();
        CC_BREAK_IF(! layer);
        // add layer as a child to scene
        scene->addChild(layer);
    } while (0);
    // return the scene
    return scene;
}
CCScene *C553_Android_Login::scene()
{
    C553_Android_Login *pLayer = C553_Android_Login::create();
    if( pLayer != NULL )
    {
        CCScene *pScene = CCScene::create();
        if( pScene != NULL )
        {
            pScene->addChild(pLayer);
            return pScene;
        }
        CC_SAFE_DELETE(pLayer);
        return NULL;
    }
    return NULL;
}
示例#4
0
CCScene* S2TestMain::scene()
{
	CCScene * scene = NULL;
	do 
	{
		scene = CCScene::create();
		CC_BREAK_IF(! scene);

		S2TestMain *layer = S2TestMain::create();
		CC_BREAK_IF(! layer);

		scene->addChild(layer);
	} while (0);

	return scene;
}
CCScene* HelloWorld::scene()
{
    CCScene * scene = NULL;
    do 
    {
        scene = CCScene::node();
        CC_BREAK_IF(! scene);

        HelloWorld *layer = HelloWorld::node();
        CC_BREAK_IF(! layer);

        scene->addChild(layer);
    } while (0);

    return scene;
}
示例#6
0
CCScene* T05CCLabelTTf::scene()
{
	CCScene* pRet = CCScene::create();

	T05CCLabelTTf* pLayer = T05CCLabelTTf::create();

	if (pRet && pLayer) {
		pRet->addChild(pLayer);
	}
	else {
		CC_SAFE_DELETE(pLayer);
		CC_SAFE_DELETE(pRet);
	}

	return pRet;
}
示例#7
0
CCScene* MouseGameScene::scene()
{
    CCScene* scene = CCScene::create();
    sharedInstance = GameSceneLoader::load();

    sharedInstance->background = MouseBackgroundLoader::load();
    sharedInstance->status = StatusLoader::load();
    sharedInstance->backgroundLayer->addChild(sharedInstance->background, 0, 101);
    sharedInstance->statusLayer->addChild(sharedInstance->status, 2, 102);
    sharedInstance->menu = MouseMenuLoader::load();
    sharedInstance->menuLayer->addChild(sharedInstance->menu, 1, 103);
    
    scene->addChild(sharedInstance);
    
    return scene;
}
示例#8
0
CCScene* CTetrisRoomScene::scene()
{
    CCScene *scene = NULL;
    do 
    {
        scene = CCScene::create();
        CC_BREAK_IF(! scene);

        CTetrisRoomScene *layer = CTetrisRoomScene::create();
        CC_BREAK_IF(! layer);

        scene->addChild(layer);
    } while (0);

    return scene;
}
示例#9
0
CCScene* SysMenu::scene()
{
	CCScene* scene = NULL;
	do
	{
		scene = CCScene::create();
		CC_BREAK_IF(!scene);

		CCLayer* layer = SysMenu::create();
		CC_BREAK_IF(!layer);

		scene->addChild(layer);

	} while (0);
	return scene;
}
CCScene* BackScreen::scene()
{
	// 'scene' is an autorelease object
	/// 新建场景类实例
	CCScene *scene = CCScene::create();

	// 'layer' is an autorelease object
	/// 定义布景层
	BackScreen *layer = BackScreen::create();

	// add layer as a child to scene 将布景层加入场景中
	scene->addChild(layer);

	// return the scene
	return scene;
}
示例#11
0
CCScene* PageScene::scene()
{
	CCScene* pScene = NULL;
	do 
	{
		pScene = CCScene::create();
		CC_BREAK_IF(!pScene);

		PageScene* pLayer = PageScene::create();
		CC_BREAK_IF(!pLayer);

		pScene->addChild(pLayer);
	} while (0);

	return pScene;
}
示例#12
0
void GroupCustomization::itm_startCallback(CCObject* pSender)
{
	int check = CheckGroupNames(m_GameMode);
	
	//if exists fails move to fail page
	if(check) pScrollLayer->moveToPage(check); else
	{
	CCScene* pScene = CCScene::node();	
	CCLayer* pLayer = new ActionLayer(m_GameMode,m_groups[0],m_groups[1],m_groups[2],m_groups[3]);
	pScene->addChild(pLayer);
	
	CCScene* s = CCTransitionFade::transitionWithDuration((1.2f), pScene);
	pLayer->release();
	CCDirector::sharedDirector()->replaceScene(s);
	}
}
CCScene* TreeSceneMenu::sceneWithString ( const KDchar* szStr )
{
	TreeSceneMenu*	pLayer = new TreeSceneMenu ( );

	if ( pLayer && pLayer->initWithString ( szStr ) )
	{
		CCScene*	pScene = CCScene::create ( );
		pScene->addChild ( pLayer );
		pLayer->autorelease ( );

		return pScene;
	}

	CC_SAFE_DELETE ( pLayer );

	return KD_NULL;
}
示例#14
0
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);
    
    
}
示例#15
0
CCScene* S3PracticeScene::scene()
{
	CCScene * scene = NULL;
	do 
	{
		scene = CCScene::create();
		CC_BREAK_IF(! scene);

		S3PracticeScene *layer = S3PracticeScene::create();
		CC_BREAK_IF(! layer);

		scene->addChild(layer);
        
	} while (0);
    
	return scene;
}
CCScene* AdventureModeMainClass::createScene()
{
    CCScene* scene = NULL;
    
    do {
        scene = CCScene::create();
        CC_BREAK_IF(!scene);
        
        AdventureModeMainClass* adventure = AdventureModeMainClass::create();
        CC_BREAK_IF(!adventure);
        
        scene->addChild(adventure);
        
    } while (0);
    
    return scene;
}
示例#17
0
CCScene* JS_Result::scene(int nGameLevel, int nBGIndex, int nPlayTime)
{
    CCScene * scene = NULL;
    do 
    {
        scene = CCScene::create();
        CC_BREAK_IF(! scene);

        JS_Result *layer = JS_Result::create(nGameLevel, nBGIndex, nPlayTime);
        CC_BREAK_IF(! layer);

        scene->addChild(layer);

    } while (0);

    return scene;
}
示例#18
0
CCScene* HelloWorld::scene()
{
    // 'scene' is an autorelease object
    CCScene *scene = CCScene::node();


    // 'layer' is an autorelease object
    HelloWorld *layer = HelloWorld::node();


    // add layer as a child to scene
    scene->addChild(layer);


    // return the scene
    return scene;
}
示例#19
0
CCScene *C553_SDK::scene()
{
    CCScene *pScene = CCScene::create();
    if( pScene != NULL )
    {
        C553_SDK *pSdk = C553_SDK::create();
        if( pSdk != NULL )
        {
            pScene->addChild(pSdk);
        }
        else
        {
            CC_SAFE_DELETE(pScene);
        }
    }
    return pScene;
}
示例#20
0
void S65ShowVideo::refreshDownLoadingData(bool isCompleted)
{

    if (isCompleted)
    {
        string detailClassName ="S"+PersonalApi::convertIntToString(AppDelegate::S1NaviSelected) +"ShowVideo";
        string currentClassName(detailClassName.c_str());
        string version = currentClassName+"version";
        string newVersion = currentClassName+"newVersion";
        CCUserDefault::sharedUserDefault()->setStringForKey(version.c_str(), CCUserDefault::sharedUserDefault()->getStringForKey(newVersion.c_str()));
    }
    
    CCScene *newScene = CCScene::create();
    newScene->addChild(S65ShowVideo::create());
    CCDirector::sharedDirector()->replaceScene(CCTransitionFade::create(0.0f, newScene));

}
示例#21
0
bool AppDelegate::applicationDidFinishLaunching()
{
	// As an example, load config file
	// XXX: This should be loaded before the Director is initialized,
	// XXX: but at this point, the director is already initialized
	CCConfiguration::sharedConfiguration()->loadConfigFile("configs/config-example.plist");

    // initialize director
    CCDirector *pDirector = CCDirector::sharedDirector();
    pDirector->setOpenGLView(CCEGLView::sharedOpenGLView());

    CCSize screenSize = CCEGLView::sharedOpenGLView()->getFrameSize();

    CCSize designSize = CCSizeMake(480, 320);

    CCFileUtils* pFileUtils = CCFileUtils::sharedFileUtils();
    std::vector<std::string> searchPaths;
    
	if (screenSize.height > 320)
    {
        CCSize resourceSize = CCSizeMake(960, 640);
        searchPaths.push_back("hd");
		searchPaths.push_back("hd/scenetest");
        pDirector->setContentScaleFactor(resourceSize.height/designSize.height);
    }
	else
	{
		searchPaths.push_back("scenetest");
	}
	pFileUtils->setSearchPaths(searchPaths);

#if (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) || (CC_TARGET_PLATFORM == CC_PLATFORM_WP8)
    CCEGLView::sharedOpenGLView()->setDesignResolutionSize(designSize.width, designSize.height, kResolutionShowAll);
#else
	CCEGLView::sharedOpenGLView()->setDesignResolutionSize(designSize.width, designSize.height, kResolutionNoBorder);
#endif

    CCScene * pScene = CCScene::create();
    CCLayer * pLayer = new TestController();
    pLayer->autorelease();

    pScene->addChild(pLayer);
    pDirector->runWithScene(pScene);

    return true;
}
示例#22
0
/**
* 静态方法,创建一个场景,并将自定义的HelpView布景层加入到该场景中
* return  返回创建好的场景对象
*/
CCScene* HelpView::CreateScene() {

	CCScene* scene = CCScene::create() ;
	
	HelpView* msgView = new HelpView() ; // HelpView::create() ;

	if (msgView && msgView->init())
	{
		msgView->init() ;
	}

	msgView->autorelease() ;
	
	scene->addChild(msgView) ;

	return scene ;
}
示例#23
0
CCScene* WelcomeScene::scene(){
	CCScene* scene = NULL;

	do{
		scene = CCScene::create();
		CC_BREAK_IF(!scene);

		instance = WelcomeScene::create();
		CC_BREAK_IF(!instance);

		scene->addChild(instance);

	}while(0);


	return scene;
}
示例#24
0
CCScene *CMi_Login::scene()
{
    CCScene *pScene = CCScene::create();
    if( pScene != NULL )
    {
        CMi_Login *pLogin = CMi_Login::create();
        if( pLogin != NULL )
        {
            pScene->addChild(pLogin);
        }
        else
        {
            CC_SAFE_DELETE(pScene);
        }
    }
    return pScene;
}
示例#25
0
cocos2d::CCScene* Settings::scene()
{
    // 'scene' is an autorelease object
    CCScene *scene = CCScene::create();

    // 'layer' is an autorelease object
    Settings *layer = Settings::create();

    // add layer as a child to scene
    CCCallFunc* back = CCCallFunc::create(layer,
                                          callfunc_selector(SceneStyle::simulateBackClick));
    BackgroundHolder::backgroundSwitchTo(scene,back);
    scene->addChild(layer);

    // return the scene
    return scene;
}
示例#26
0
CCScene* FirstScene::Scene()
{
	CCScene* pScene = NULL;
	do 
	{
		pScene = CCScene::create();
		CC_BREAK_IF(! pScene);

		FirstScene* pFirstScene = FirstScene::create();
		CC_BREAK_IF(! pFirstScene);

		pScene->addChild(pFirstScene);

	} while (0);

	return pScene;
}
CCScene* Loading::scene()
{
    // 'scene' is an autorelease object
    CCScene *scene = CCScene::create();
    
    CCLayer* layer = NULL;
    
    if(LevelSelect::getCurrentLevel() <= 6)
        layer = new TutorialLoading(LevelSelect::getCurrentLevel()+1);
    else
        layer = new Loading();
    // add layer as a child to scene
    scene->addChild(layer);
    layer->release();
    
    return scene;
}
示例#28
0
/**
* 静态方法,创建一个场景,并将自定义的ActivityView布景层加入到该场景中
* return  返回创建好的场景对象
*/
CCScene* ActivityView::CreateScene() {

	CCScene* scene = CCScene::create() ;
	
	ActivityView* msgView = new ActivityView() ; // ActivityView::create() ;

	if (msgView && msgView->init())
	{
		msgView->init() ;
	}

	msgView->autorelease() ;
	
	scene->addChild(msgView) ;

	return scene ;
}
示例#29
0
CCScene* AboutLayer::scene(){
    
    CCScene* sc = NULL;
    
    do {
        sc = CCScene::create();
        
        CC_BREAK_IF( !sc );
        
        AboutLayer* layer = AboutLayer::create();
        CC_BREAK_IF( !layer );
        
        sc->addChild( layer );
    } while (0);
    
    return sc;
}
示例#30
0
void S22PicDetail::refreshDownLoadingData(bool isCompleted)
{
    AppDelegate::loadingLabel->setString("");
    if (isCompleted)
    {
        string detailClassName ="S2"+PersonalApi::convertIntToString(AppDelegate::S2SelectedScene)+PersonalApi::convertIntToString(AppDelegate::S2LeftSelected)+"ZiBuLei";
        string currentClassName(detailClassName.c_str());
        string version = currentClassName+"version";
        string newVersion = currentClassName+"newVersion";
        CCUserDefault::sharedUserDefault()->setStringForKey(version.c_str(), CCUserDefault::sharedUserDefault()->getStringForKey(newVersion.c_str()));
    }
    
    CCScene *newScene = CCScene::create();
    newScene->addChild(S22PicDetail::create());
    CCDirector::sharedDirector()->replaceScene(CCTransitionFade::create(0.0f, newScene));
 
}