【cocos2dx】如何实现场景的跳转

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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

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