cocos2dx——实现儿童节贺卡02

这下来实现幻灯片的播放效果,定义一个精灵数组,依次播放,每张播放完成后回调一个函数即可
名字起反了,先叫ThreeScene吧,有点别扭

#ifndef _ThreeScene_H_
#define _ThreeScene_H_
#include "cocos2d.h"
USING_NS_CC;

class ThreeScene :public Layer {
public:
    bool init();
    static Scene* createScene();
    CREATE_FUNC(ThreeScene);
    void initVector();
    void callback();
public:
    static int index; //幻灯片的序号
    Vector<Sprite*> sprites;
};

#endif

实现:

#include "ThreeScene.h"
#include "SecondScene.h"

USING_NS_CC;

int ThreeScene::index = 0;

Scene* ThreeScene::createScene()
{
    // 'scene' is an autorelease object
    auto scene = Scene::create();

    // 'layer' is an autorelease object
    auto layer = ThreeScene::create();

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

    // return the scene
    return scene;
}

// on "init" you need to initialize your instance
bool ThreeScene::init()
{
    //////////
    // 1. super init first
    if (!Layer::init())
    {
        return false;
    }
    Size visibleSize = Director::getInstance()->getVisibleSize();
    initVector();

    //先播放第一张
    auto fadein = FadeIn::create(2.0f);
    auto fadeout = FadeOut::create(2.0f);
    auto callfunc = CallFunc::create(CC_CALLBACK_0(ThreeScene::callback, this));
    auto sequence = Sequence::create(fadein, fadeout, callfunc,NULL);
    sprites.at(0)->setVisible(true);
    sprites.at(0)->runAction(sequence);

//添加粒子效果
    ParticleSystem* ps = ParticleSnow::create();
    ps->setTexture(Director::getInstance()->getTextureCache()->addImage("heart.png"));
    ps->setPosition(Point(visibleSize.width / 2, visibleSize.height));
    ps->createWithTotalParticles(1000);
    this->addChild(ps);

    return true;
}

//初始化数组
void ThreeScene::initVector() {
    Size visibleSize = Director::getInstance()->getVisibleSize();
    for (int i = 1; i <= 11; i++) {
        char buf[20];
        sprintf(buf, "%d.jpg",i);
        auto sprite = Sprite::create(buf);
        sprite->setVisible(false);//设置不可见
        sprite->setOpacity(50);//透明度为50
        this->addChild(sprite);
        sprite->setPosition(visibleSize.width / 2, visibleSize.height / 2);
        sprites.pushBack(sprite);
    }
}

void ThreeScene::callback() {
    index++;
    if (index == 11) {
        Director::getInstance()->replaceScene(TransitionFade::create(1.2f, SecondScene::createScene()));

    }
    else {
        auto fadein = FadeIn::create(1.0f);
        auto fadeout = FadeOut::create(1.0f);
        auto callfunc = CallFunc::create(CC_CALLBACK_0(ThreeScene::callback, this));
        auto sequence = Sequence::create(fadein, fadeout, callfunc, NULL);
        sprites.at(index - 1)->setVisible(false);
        sprites.at(index)->setVisible(true);
        sprites.at(index)->runAction(sequence);
    }

}

效果应该能够想象出来!呵呵,呵呵,幻灯片嘛!

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