前面定义了一个SpalshScene.h,并声明了如下的函数,在SplashScene.cpp中对这些函数实现,
跳转用到了CCNode类的定时器有关的函数,详细参考书,这里采用的函数为:
void scheduleOnce(SEL_SCHEDULE selector,float delay)// 启动一次定时器,参数为回调函数及延时启动时间
#include "SplashScene.h" bool Splash::init(){ if (!Layer::init()){ return false; } // show game name auto labelGame = Label::createWithBMFont("futura-48.fnt","2048"); labelGame->setPosition(Point(GAME_SCREEN_WIDTH/2,GAME_SCREEN_HEIGHT/2)); this->addChild(labelGame); labelGame->setScale(1.5); //show game studio auto labelGameVec = Label::createWithBMFont("futura-48.fnt","ml_studio"); labelGameVec->setPosition(Point(GAME_SCREEN_WIDTH / 2,GAME_SCREEN_HEIGHT / 4)); this->addChild(labelGameVec); labelGameVec->setScale(0.8); //计划任务。3秒钟之后自动跳转到游戏场景。 this->scheduleOnce(schedule_selector(Splash::jumpToGame),1);// wait one second // jumpToGame(float) 在下面定义了 return true; } Scene * Splash::createScene(){ auto scene = Scene::create(); auto layer = Splash::create(); scene->addChild(layer); return scene; } void Splash::jumpToGame(float t)//回调函数在这里 { auto scene = Game::createScene(); // Game is another Layer in 'GameScene.h' Director::getInstance()->replaceScene(TransitionProgressOutIn::create(0.5,scene)); }原文链接:https://www.f2er.com/cocos2dx/345240.html