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上一篇: Cocos3.4 横版游戏制作-《KillBear》-暂停层+屏蔽下层监听
上篇实现了游戏层中右上角添加一个按钮,用于暂停游戏功能的实现
本篇创建游戏开始界面,用于选择开始游戏还是退出游戏.
开发环境
win64 : vs2010
Cocos2d-x v3.4Final
TexturePackerGUI
MapEdit
简单的做一个开始界面.
我们需要:
- 背景
- 按钮
开始界面的背景,本例中使用一张已经做好的图片作为背景.
按钮放上3个,分别是:
- 开始游戏
- 游戏设置
- 结束游戏
回调Scene来处理它们
代码
other
GameStart
- .h
#ifndef _GAME_START_SCENE_H_
#define _GAME_START_SCENE_H_
#include <cocos2d.h>
USING_NS_CC;
//#include "LevelChooseLayer.h"
#include "GameScene.h"
#include "ui/CocosGUI.h"
#include "BarrierLayer.h"
using namespace ui;
class GameStartScene :public Layer { public: static cocos2d::Scene* createScene(); virtual bool init(); void StartGameCallBack(Ref *pSender,Widget::TouchEventType type); void SettingCallBack(Ref *pSender,Widget::TouchEventType type); void CloseGameCallBack(Ref *pSender,Widget::TouchEventType type); CREATE_FUNC(GameStartScen` ); }; #endif
- .cpp
#include "GameStartScene.h"
#include "PopupLayer.h"
Scene* GameStartScene::createScene()
{
auto scene = Scene::create();
auto Layer = GameStartScene::create();
scene->addChild(Layer);
return scene;
}
bool GameStartScene ::init()
{
bool ret = false;
do {
Size visibleSize = Director::getInstance()->getVisibleSize();
auto blackground = Sprite::create("blackground.png");
addChild(blackground);
blackground->setPosition(Vec2(visibleSize.width/2,visibleSize.height/2));
auto start_button = Button::create("button.png");
start_button->setTitleText("Start");
start_button->setTitleFontName("微软雅黑");
start_button->setTitleFontSize(16);
start_button->setPosition(Vec2(visibleSize.width/2,visibleSize.height*0.75));
start_button->addTouchEventListener(CC_CALLBACK_2(GameStartScene::StartGameCallBack,this));
addChild(start_button);
auto setting_button = Button::create("button.png");
setting_button->setTitleText("Set");
setting_button->setTitleFontName("微软雅黑");
setting_button->setTitleFontSize(16);
setting_button->setPosition(Vec2(visibleSize.width/2,visibleSize.height*0.5));
setting_button->addTouchEventListener(CC_CALLBACK_2(GameStartScene::SettingCallBack,this));
addChild(setting_button);
auto close_button = Button::create("button.png");
close_button->setTitleText("End");
close_button->setTitleFontName("微软雅黑");
close_button->setTitleFontSize(16);
close_button->setPosition(Vec2(visibleSize.width/2,visibleSize.height*0.25));
close_button->addTouchEventListener([=](Ref* pSender,Widget::TouchEventType type)
{
switch (type)
{
case cocos2d::ui::Widget::TouchEventType::ENDED:
Director::getInstance()->end();
break;
}
});
addChild(close_button);
ret = true;
} while(0);
return ret;
}
void GameStartScene::StartGameCallBack(Ref *pSender,Widget::TouchEventType type)
{
CCLOG("StartGame");
switch (type)
{
case cocos2d::ui::Widget::TouchEventType::ENDED:
Director::getInstance()->replaceScene(TransitionCrossFade::create(0.5f,GameScene::createScene()));
break;
}
}
void GameStartScene::SettingCallBack(Ref *pSender,Widget::TouchEventType type)
{
}
void GameStartScene::CloseGameCallBack(Ref *pSender,Widget::TouchEventType type)
{
switch (type)
{
case cocos2d::ui::Widget::TouchEventType::ENDED:
Director::getInstance()->end();
break;
}
}
需要注意的:
Director::getInstance()->end();
结束整个游戏
而下面这2段代码功能相同,只是一个是直接在后面添加并编写当前回调函数,另一个是回调已经写好的函数
close_button->addTouchEventListener([=](Ref* pSender,Widget::TouchEventType type)
{
switch (type)
{
case cocos2d::ui::Widget::TouchEventType::ENDED:
Director::getInstance()->end();
break;
}
});
以下代码实际上并未使用
void GameStartScene::CloseGameCallBack(Ref *pSender,Widget::TouchEventType type)
{
switch (type)
{
case cocos2d::ui::Widget::TouchEventType::ENDED:
Director::getInstance()->end();
break;
}
}
这一句调用已经写好的Scene切换动画来实现切换
Director::getInstance()->replaceScene(TransitionCrossFade::create(0.5f,GameScene::createScene()));
最后特比特别注意:
switch (type)
本人在使用过程中忘了添加按键判定,由于Button点击一次有2种状态,Began和Ended.
导致在点击一次的情况下函数调用了2次,这种低级错误卡了我半个小时.
望各位特别关注,Button不是Menu,自己写回调代码需要注意.
AppDelegate
当游戏刚开始,希望载入的是GameStartScene而不是GameScene,需要在AppDelegate中修改它,当然最上方需要包含GameStartScene
- .cpp
#include "GameStartScene.h"
...
auto scene = GameStartScene::createScene();
director->runWithScene(scene);
结果
结语
本篇非常简单的创建了一个开始界面,下篇通过ScrollView创建关卡选择界面. (为什么不用PageView?需要触摸回弹并利用ScrollView动画回弹效果)