void WeaponNotEnoughLayer::menuCloseCallback(CCObject* pSender) { touchTime++; CCLog("touchTime:%d",touchTime); if (1 == touchTime) { //按钮音效 SimpleAudioEngine::sharedEngine()->playEffect("ZF_Shoot_Effects_touchButton.wav"); //根据按钮tag决定返回哪个场景 GameScene* sharedLayer = GameScene::sharedGameScene(); sharedLayer->moveLayer(this, ((CCControlButton*)pSender)->getTag()); } else { return; } }
//响应按钮的函数 void PromptLayer::menuCloseCallback(CCObject* pSender) { SimpleAudioEngine::sharedEngine()->playEffect("ZF_Shoot_Effects_touchButton.wav"); touchTime++; CCLog("touchTime:%d",touchTime); if (1 == touchTime) { //根据按钮tag决定返回哪个场景 int kTag = ((CCControlButton*)pSender)->getTag(); CCLOG("Promptlayer:%d",kTag); GameScene* sharedLayer = GameScene::sharedGameScene(); sharedLayer->moveLayer(this, kTag); } else { return; } }