cocos2d-x中场景之间的切换

       在cocos2d-x 中场景之前的切换,有许多的特效。替换场景,则使用

CCDirector::sharedDirector()->replaceScene(CCTransitionJumpZoom::create(3, s));。CCTransitionJumpZoom跳跃式,本场景先会缩小,然后跳跃进来,3表示3秒钟跳入到下一场景。
   在这里面本人新建了俩个场景,HelloWorldScene.h里面代码

#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__
#include "MyGameLayer.h"
#include "cocos2d.h"
#include "SimpleAudioEngine.h"


class HelloWorld : public cocos2d::CCLayer
{
public:
    // Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone
    virtual bool init();  


    // there's no 'id' in cpp, so we recommand to return the exactly class pointer
    static cocos2d::CCScene* scene();


    void updateGeme(float  dt);


    // implement the "static node()" method manually
    CREATE_FUNC(HelloWorld);
};


#endif 

HelloWorldScene.cpp里面的代码

  #include "HelloWorldScene.h"


using namespace cocos2d;


CCScene* HelloWorld::scene()
{
    CCScene * scene = NULL;
    do 
    {
        // 'scene' is an autorelease object
        scene = CCScene::create();
        CC_BREAK_IF(! scene);


        // 'layer' is an autorelease object
        HelloWorld *layer = HelloWorld::create();
        CC_BREAK_IF(! layer);


        // add layer as a child to scene
        scene->addChild(layer);
    } while (0);


    // return the scene
    return scene;
}


// on "init" you need to initialize your instance
bool HelloWorld::init()
{
    bool bRet = false;
    do 
    { 
      CC_BREAK_IF(! CCLayer::init());  
CCSprite *pSprite = CCSprite::create("9.png");
CCSize size = CCDirector::sharedDirector()->getWinSize(); 
pSprite->setPosition(ccp(size.width/2,size.height/2));
addChild(pSprite);
this->schedule(schedule_selector(HelloWorld::updateGeme),3);
        bRet = true;
    } while (0);
    return bRet;
}


void HelloWorld::updateGeme(float  dt){
CCLog("goNextScene"); 
CCScene *s = MyGameLayer::scene();
CCDirector::sharedDirector()->replaceScene(CCTransitionJumpZoom::create(3, s));
}

MyGame.h里面的代码

#ifndef __MYGAME_SCENE_H__  
#define __MYGAME_SCENE_H__  


#include "cocos2d.h"  


//使用cocos2d命名空间    
USING_NS_CC;   
class MyGame : public cocos2d::CCLayer  
{  
public:  
    MyGame(void);  
    virtual ~MyGame(void);  
    static cocos2d::CCScene* scene(); 


/*void updateGame(float  dt); */


    virtual bool init();  


    CREATE_FUNC(MyGame);  
};  
  
#endif 

MyGame.cpp代码

#include "MyGame.h"
using namespace cocos2d;


MyGame::MyGame(void)  
{  
}   
MyGame::~MyGame(void)  
{  
}
//创建场景  
cocos2d::CCScene* MyGame::scene(){  
    CCScene *scene = NULL;  
    do{  
        scene = CCScene::create();  
        CC_BREAK_IF(!scene);    
        MyGame *myLayer = MyGame::create();//需要定义CREATE_FUNC(MyGameLayer)宏  
        CC_BREAK_IF(!myLayer);   
        scene->addChild(myLayer);  
    }while(0);  
    return scene;  
}  
  
bool MyGame::init(){  
    bool ret =false;  
    do{  
        CC_BREAK_IF(!CCLayer::init());  
        CCSprite *s1 = CCSprite::create("11.png");  
        s1->setPosition(ccp(240,160));  
        this->addChild(s1,0); 
        ret = true;  
    }while(0);  
    return ret;  
}  

下面是一些场景之间的切换的特效

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, s, kOrientationLeftOver);//x轴左翻
CCTransitionFlipX::transitionWithDuration(t, s, kOrientationRightOver);//x轴右翻
CCTransitionFlipY::transitionWithDuration(t, s, kOrientationUpOver);//y轴上翻
CCTransitionFlipY::transitionWithDuration(t, s, kOrientationDownOver);//y轴下翻
CCTransitionFlipAngular::transitionWithDuration(t, s, kOrientationLeftOver);//有角度转的左翻
CCTransitionFlipAngular::transitionWithDuration(t, s, kOrientationRightOver);//有角度转的右翻
CCTransitionZoomFlipX::transitionWithDuration(t, s, kOrientationLeftOver);//带缩放效果x轴左翻
CCTransitionZoomFlipX::transitionWithDuration(t, s, kOrientationRightOver);//带缩放效果x轴右翻
CCTransitionZoomFlipY::transitionWithDuration(t, s, kOrientationUpOver);//带缩放效果y轴上翻
CCTransitionZoomFlipY::transitionWithDuration(t, s, kOrientationDownOver);//带缩放效果y轴下翻 
CCTransitionZoomFlipAngular::transitionWithDuration(t, s, kOrientationLeftOver);//带缩放效果/有角度转的左翻
CCTransitionZoomFlipAngular::transitionWithDuration(t, s, 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, s, false);//翻页,前翻
CCTransitionPageTurn::transitionWithDuration(t, s, 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

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