初学试试看cocos2dx的TestCPP框架(5)---sceneTest

先看一下类关系图,然后我们看关键类SceneTestLayer

SceneTestLayer1::SceneTestLayer1()
{
    //建立3个菜单
    CCMenuItemFont* item1 = CCMenuItemFont::create( "Test pushScene", this, menu_selector(SceneTestLayer1::onPushScene) );
    CCMenuItemFont* item2 = CCMenuItemFont::create( "Test pushScene w/transition", this, menu_selector(SceneTestLayer1::onPushSceneTran) );
    CCMenuItemFont* item3 = CCMenuItemFont::create( "Quit", this, menu_selector(SceneTestLayer1::onQuit) );
    
    CCMenu* menu = CCMenu::create( item1, item2, item3, NULL );

	//垂直对齐,水平对齐是
	//menu->alignItemsHorizontally();
    menu->alignItemsVertically();
    
    addChild( menu );
    
	//设置旋转的小人
    CCSize s = CCDirector::sharedDirector()->getWinSize();
    CCSprite* sprite = CCSprite::create(s_pPathGrossini);
    addChild(sprite);
    sprite->setPosition( ccp(s.width-40, s.height/2) );
    CCActionInterval* rotate = CCRotateBy::create(2, 360);
    CCAction* repeat = CCRepeatForever::create(rotate);
    sprite->runAction(repeat);

	//不停调用testDealloc
    schedule( schedule_selector(SceneTestLayer1::testDealloc) );
}
构造函数很简单,只是建立3个菜单,然后设置一个精灵,这个精灵不停旋转。我们在看看3个菜单具体做了什么。
void SceneTestLayer1::onPushScene(CCObject* pSender)
{
    CCScene* scene = new SceneTestScene();
    CCLayer* pLayer = new SceneTestLayer2();
    scene->addChild( pLayer, 0 );
    CCDirector::sharedDirector()->pushScene( scene );
    scene->release();
    pLayer->release();
}

void SceneTestLayer1::onPushSceneTran(CCObject* pSender)
{
    CCScene* scene = new SceneTestScene();
    CCLayer* pLayer = new SceneTestLayer2();
    scene->addChild( pLayer, 0 );

    CCDirector::sharedDirector()->pushScene( CCTransitionSlideInT::create(1, scene) );
    scene->release();
    pLayer->release();
}

void SceneTestLayer2::onReplaceScene(CCObject* pSender)
{
    CCScene* pScene = new SceneTestScene();
    CCLayer* pLayer = SceneTestLayer3::create();
    pScene->addChild( pLayer, 0 );
    CCDirector::sharedDirector()->replaceScene( pScene );
    pScene->release();
}


void SceneTestLayer2::onReplaceSceneTran(CCObject* pSender)
{
    CCScene* pScene = new SceneTestScene();
    CCLayer* pLayer = SceneTestLayer3::create();
    pScene->addChild( pLayer, 0 );
    CCDirector::sharedDirector()->replaceScene( CCTransitionFlipX::create(2, pScene) );
    pScene->release();
}
这里接触到2个新函数pushScene和2新类CCTransitionSlideInT,CCTransitionFlipX。pushScene对应的是popScene。接下来我们看SceneTestLayer3,这个类和前面2个类不一样。
class SceneTestLayer3 : public CCLayerColor
{
public:
    SceneTestLayer3();
    bool init();
    virtual void testDealloc(float dt);
    void item0Clicked(CCObject* pSender);
    void item1Clicked(CCObject* pSender);
    void item2Clicked(CCObject* pSender);
    CREATE_FUNC(SceneTestLayer3)
} ;
他重写了init和拥有create()函数,所以创建的时候直接create就行了,不需要管资源释放的问题。构造函数里面也不需要写什么,全部初始化的东西都放到init里面。
bool SceneTestLayer3::init()
{
    if (CCLayerColor::initWithColor(ccc4(0,0,255,255)))
    {
        CCSize s = CCDirector::sharedDirector()->getWinSize();

        CCMenuItemFont *item0 = CCMenuItemFont::create("Touch to pushScene (self)", this, menu_selector(SceneTestLayer3::item0Clicked));
        CCMenuItemFont *item1 = CCMenuItemFont::create("Touch to popScene", this, menu_selector(SceneTestLayer3::item1Clicked));
        CCMenuItemFont *item2 = CCMenuItemFont::create("Touch to popToRootScene", this, menu_selector(SceneTestLayer3::item2Clicked));


        CCMenu *menu = CCMenu::create(item0, item1, item2, NULL);
        this->addChild(menu);
        menu->alignItemsVertically();

        this->schedule(schedule_selector(SceneTestLayer3::testDealloc));

        CCSprite* sprite = CCSprite::create(s_pPathGrossini);
        addChild(sprite);
        sprite->setPosition( ccp(s.width/2, 40) );
        CCActionInterval* rotate = CCRotateBy::create(2, 360);
        CCAction* repeat = CCRepeatForever::create(rotate);
        sprite->runAction(repeat);
        return true;
    }
    return false;
}
void SceneTestLayer3::item0Clicked(CCObject* pSender)
{
    CCScene *newScene = CCScene::create();
    newScene->addChild(SceneTestLayer3::create());
    CCDirector::sharedDirector()->pushScene(CCTransitionFade::create(0.5, newScene, ccc3(0,255,255)));
}

void SceneTestLayer3::item1Clicked(CCObject* pSender)
{
    CCDirector::sharedDirector()->popScene();
}

void SceneTestLayer3::item2Clicked(CCObject* pSender)
{
    CCDirector::sharedDirector()->popToRootScene();
}
init里面没难看懂的东西。popScene()和popToRootScene()2个函数分别是只弹出一个和直接弹到在外面的区别。这节就看到这里,没特别难弄明白的东西。
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