cc.MenuItem.create(callback, target)
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创建一个空的菜单项,参数说明:
callback 回调函数,用于响应菜单
target 标记项
ctor(callback, target)
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构造函数
initWithCallback(callback, target)
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初始化一个带回调的菜单项
返回 boolean
isEnabled()
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返回菜单是否有效
返回 boolean
isOpacityModifyRGB()
setOpacityModifyRGB(value)
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只用于jsb
isSelected()
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返回菜单是否被选中
返回 boolean
rect()
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返回菜单大小(cc.Rect)
selected()
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设置菜单选中属性,等同setIsSelected(true)
unselected()
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等同setIsSelected(true)
setCallback(callback, target)
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设置菜单回调
setEnabled(enable)
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设置菜单有效
setTarget(selector, rec)
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设置菜单选择器
一. cc.MenuItemLabel
var
menuitemLabel =
new
cc.MenuItemLabel(label,selector,target);
cc.MenuItemAtlasFont.create(value, charMapFile, itemWidth, itemHeight, startCharMap, callback, target)
// Example
var
item = cc.MenuItemAtlasFont.create(
'text to display'
,
'font.fnt'
, 12, 32,
' '
)
//OR
var
item = cc.MenuItemAtlasFont.create(
'text to display'
,
'font.fnt'
, 12, 32,
' '
, game.run, game)
cc.MenuItemFont(value, callback, target)
cc.MenuItemFont.fontName()
//getFontName()
|
获取菜单字体名称
cc.MenuItemFont.fontSize()
//getFontSize()
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获取菜单字体大小
initWithString(value, callback, target)
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初始化菜单
cc.MenuItemFont.setFontName(name)
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设置字体
cc.MenuItemFont.setFontSize(fontSize)
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设置大小
// Example
var
item = cc.MenuItemFont.create(
"Game start"
,
'start'
, Game)
//创建一个"Game start"菜单, 点击菜单, 运行Game.start()
var
item = cc.MenuItemFont.create(
"Game start"
, game.start, Game)
//同上
var
item = cc.MenuItemFont.create(
"i do nothing"
)
//创建一个文本菜单,不做任何动作
//还可以设置菜单字体和大小
cc.MenuItemFont.setFontName(
'my Fancy Font'
);
cc.MenuItemFont.setFontSize(62);
|
二 cc.MenuItemSprite
cc.MenuItemSprite.create(normalSprite, selectedSprite, three, four, five)
var
item =
new
cc.MenuItemSprite(normalImage)
//使用sprite创建一个空menu,无响应函数
var
item =
new
cc.MenuItemSprite(normalImage, selectedImage)
//创建一个空menu,点击无反应
var
item =
new
cc.MenuItemSprite(normalImage, SelectedImage, disabledImage)
//效果同上, 但会切换到disableImage
var
item =
new
cc.MenuItemSprite(normalImage, SelectedImage,
'callback'
, targetNode)
//创建菜单,回调函数 getNode.callback()
var
item =
new
cc.MenuItemSprite(normalImage, SelectedImage, disabledImage, targetNode.callback, targetNode)
//效果同上, but with disabled image, and passing in callback function
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cc.MenuItemImage.create(normalImage, selectedImage, three, four, five)
// Example
//create a dom menu item with normal and selected state, when clicked it will run the run function from gameScene object
var
item = cc.MenuItemImage.create(
'normal.png'
,
'selected.png'
,
'run'
, gameScene)
//same as above, but pass in the actual function and disabled image
var
item = cc.MenuItemImage.create(
'normal.png'
,
'selected.png'
,
'disabled.png'
, gameScene.run, gameScene)
|
cc.MenuItemToggle()
// Example
//create a toggle item with 2 menu items (which you can then toggle between them later)
var
toggler =
new
cc.MenuItemToggle( cc.MenuItemFont.create(
"On"
), cc.MenuItemFont.create(
"Off"
),
this
.callback,
this
)
//Note: the first param is the target, the second is the callback function, afterwards, you can pass in any number of menuitems
//if you pass only 1 variable, then it must be a cc.MenuItem
var
notYetToggler =
new
cc.MenuItemToggle(cc.MenuItemFont.create(
"On"
));
//it is useless right now, until you add more stuff to it
notYetToggler.addSubItem(cc.MenuItemFont.create(
"Off"
));
//this is useful for constructing a toggler without a callback function (you wish to control the behavior from somewhere else)
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具体示例:Cocos2d-js开发小技巧(1)