再说说程序运行的第一个界面,也很简单,只有一个背景和一个Start菜单和一个Help菜单而已,界面如下:
MainMenu.h:
#ifndef __snakegame__MainMenu__
#define __snakegame__MainMenu__
#include "cocos2d.h"
USING_NS_CC;
class MainMenu :public Layer{
public:
static Scene * @H_301_20@createScene();
CREATE_FUNC(MainMenu);
virtual bool init();
void menuCallBack(Ref * object);
};
#endif /* defined(__snakegame__MainMenu__) */
MainMenu.cpp:
#include "MainMenu.h"
#include "GameScene.h"
#include "HelpScene.h"
Scene * MainMenu::createScene()
{
auto scene = Scene::create();
auto layer = MainMenu::create();
scene->addChild(layer);
return scene;
}
bool MainMenu::init()
{
if (!Layer::init()){
return false;
}
auto size = Director::getInstance()->getWinSize();
//添加背景
auto spriteBK = Sprite::create("menuback.png");
spriteBK->setPosition(Point(size.width / 2,size.height / 2));
this->addChild(spriteBK);
//添加2个菜单条目
auto menuItemStart = MenuItemFont::create("Start",CC_CALLBACK_1(MainMenu::menuCallBack,this));
menuItemStart->setTag(1);
auto menuItemHelp = MenuItemFont::create("Help",this));
menuItemHelp->setTag(2);
auto menu = Menu::create(menuItemStart,menuItemHelp,NULL);
menu->setPosition(Point::ZERO);
menuItemStart->setPosition(Point(size.width - menuItemStart->getContentSize().width - 100,menuItemStart->getContentSize().height + 10));
menuItemHelp->setPosition(Point(size.width - menuItemHelp->getContentSize().width - 10,menuItemHelp->getContentSize().height + 10));
this->addChild(menu);
return true;
}
//根据tag表示那个菜单被点击了,并切换相应的场景
void MainMenu::menuCallBack(Ref * object){
auto target = (Node *)object;
Scene * scene;
switch (target->getTag()) {
case 1://startgame
scene = Game::createScene();
break;
case 2://Helpgame
scene = Help::createScene();
break;
default:
break;
}
Director::getInstance()->replaceScene(scene);
}