1.使用方法:
1)如果尚未建立场景(即游戏中的第一个场景),就是用pDirector->runWithScene(pScene);即可以使用相应场景,
- CCDirector *pDirector = CCDirector::sharedDirector();
- pDirector->setOpenGLView(CCEGLView::sharedOpenGLView());
- pDirector->setDisplayStats(true);
- CCScene * pScene = CCScene::create();
- CCLayer * pLayer = new TestController();
- pLayer->autorelease();
- pScene->addChild(pLayer);
- pDirector->runWithScene(pScene);
2)如果是替换场景,则使用CCDirector::sharedDirector()->replaceScene(this);替换相应的场景即可
而如果要使用场景间的切换效果来切换场景,则需要使用相应的切换方法即transitionWithDuration(当然不同效果的使用方法略有不同)生成相应场景,然后再通过CCDirector::sharedDirector()->replaceScene(this)来启动场景,也就是说这个给这个场景加了一个外包装,然后再启动,那么,这个场景就不是直接显示了,而是在场景的效果使用完了以后进入场景,起到过渡的效果。
- void AccelerometerTestScene::runThisTest()
- {
- CCLayer* pLayer = new AccelerometerTest();
- addChild(pLayer);
- pLayer->release();
- <span style="color:#ff0000;"> CCDirector::sharedDirector()->replaceScene(this);</span>
- }
一般此函数有两个参数,第一个是特效的切换时间,直接生成一个CCTime即可,例子中设定的时间是1.2s,对于很多场景的显示都很舒服,第二个是要进入的场景,有的会有第三个参数,会在下面介绍
- 2.test中的效果总结
- CCTransitionJumpZoom::transitionWithDuration(t,s);//跳跃式,本场景先会缩小,然后跳跃进来
- CCTransitionFade::transitionWithDuration(t,s);//淡出淡入,原场景淡出,新场景淡入
- CCTransitionFade::transitionWithDuration(t,s,ccWHITE);//如果上一个的函数,带3个参数,则第三个参数就是淡出淡入的颜色
- CCTransitionFlipX::transitionWithDuration(t,kOrientationLeftOver);//x轴左翻
- CCTransitionFlipX::transitionWithDuration(t,kOrientationRightOver);//x轴右翻
- CCTransitionFlipY::transitionWithDuration(t,kOrientationUpOver);//y轴上翻
- CCTransitionFlipY::transitionWithDuration(t,kOrientationDownOver);//y轴下翻
- CCTransitionFlipAngular::transitionWithDuration(t,kOrientationLeftOver);//有角度转的左翻
- CCTransitionFlipAngular::transitionWithDuration(t,kOrientationRightOver);//有角度转的右翻
- CCTransitionZoomFlipX::transitionWithDuration(t,kOrientationLeftOver);//带缩放效果x轴左翻
- CCTransitionZoomFlipX::transitionWithDuration(t,kOrientationRightOver);//带缩放效果x轴右翻
- CCTransitionZoomFlipY::transitionWithDuration(t,kOrientationUpOver);//带缩放效果y轴上翻
- CCTransitionZoomFlipY::transitionWithDuration(t,kOrientationDownOver);//带缩放效果y轴下翻
- CCTransitionZoomFlipAngular::transitionWithDuration(t,kOrientationLeftOver);//带缩放效果/有角度转的左翻
- CCTransitionZoomFlipAngular::transitionWithDuration(t,kOrientationRightOver);//带缩放效果有角度转的右翻
- CCTransitionShrinkGrow::transitionWithDuration(t,s);//交错换
- CCTransitionRotoZoom::transitionWithDuration(t,s);//转角换
- CCTransitionMoveInL::transitionWithDuration(t,s);//新场景从左移入覆盖
- CCTransitionMoveInR::transitionWithDuration(t,s);//新场景从右移入覆盖
- CCTransitionMoveInT::transitionWithDuration(t,s);//新场景从上移入覆盖
- CCTransitionMoveInB::transitionWithDuration(t,s);//新场景从下移入覆盖
- CCTransitionSlideInL::transitionWithDuration(t,s);//场景从左移入推出原场景
- CCTransitionSlideInR::transitionWithDuration(t,s);//场景从右移入推出原场景
- CCTransitionSlideInT::transitionWithDuration(t,s);//场景从上移入推出原场景
- CCTransitionSlideInB::transitionWithDuration(t,s);//场景从下移入推出原场景
- 以下三个需要检测opengl版本是否支持CCConfiguration::sharedConfiguration()->getGlesVersion() <= GLES_VER_1_0如果为真则为不支持
- CCTransitionCrossFade::transitionWithDuration(t,s);//淡出淡入交叉,同时进行
- CCTransitionRadialCCW::transitionWithDuration(t,s);//顺时针切入
- CCTransitionRadialCW::transitionWithDuration(t,s);//逆时针切入
- 以下两个需要先设置摄像机,使用CCDirector::sharedDirector()->setDepthTest(true);
- CCTransitionPageTurn::transitionWithDuration(t,false);//翻页,前翻
- CCTransitionPageTurn::transitionWithDuration(t,true);//翻页,后翻
- CCTransitionFadeTR::transitionWithDuration(t,s);//向右上波浪
- CCTransitionFadeBL::transitionWithDuration(t,s);//向左下波浪
- CCTransitionFadeUp::transitionWithDuration(t,s);//向上百叶窗
- CCTransitionFadeDown::transitionWithDuration(t,s);//向下百叶窗
- CCTransitionTurnOffTiles::transitionWithDuration(t,s);//随机小方块
- CCTransitionSplitRows::transitionWithDuration(t,s);//按行切
- CCTransitionSplitCols::transitionWithDuration(t,s);//按列切