实现场景转换需要通过场景函数实现,场景函数有:
runWithScene:运行场景
runWithScene属于CCDirector类的成员函数
函数原型: void runWithScene(CCScene *pScene)
函数参数:
*pScene(CCScene型指针)
replaceScene:切换场景
replaceScene属于CCDirector类的成员函数
函数原型: void replaceScene(CCScene *pScene);
函数参数:
*pScene(CCScene型指针)
pushScene: 将场景压到栈中
pushScene属于CCDirector类的成员函数
函数原型:void pushScene(CCScene *pScene);
函数参数:
*pScene(CCScene型指针)
popScene :弹出栈中的场景
popScene属于CCDirector类的成员函数
函数原型:void popScene(void);
函数参数:
没有参数
pause: 暂停场景
pause属于CCDirector类的成员函数
函数原型:void pause(void)
函数参数:
没有参数
resume:继续运行场景
resume属于CCDirector类的成员函数
函数原型:void resume(void)
函数参数:
没有参数
end: 结束场景
end属于CCDirector类的成员函数
函数原型:void end(void)
函数参数:
没有参数
建立工程测试场景函数:
建立一个SceneMan工程,在工程中添加一个SceneSecond类
在SceneSecond.h文件中添加下面的代码
#ifndef _SenceSecond_H_
#define _SenceSecond_H_
//防止代码重包含
#include "cocos2d.h"
USING_NS_CC;
class SceneSecond : public CCLayer
{
public:
//创建一个场景
static CCScene* scene();
//初始化场景
bool init();
//菜单回调函数
void menuCloseCallback(CCObject* pSender);
CREATE_FUNC(SceneSecond);
};
#endif
在SeceneSecond.cpp中添加下面的代码
#include "SceneSecond.h"
#include "HelloWorldScene.h"
CCScene* SceneSecond::scene()
{
//创建一个场景
CCScene* s = CCScene::create();
//创建一个layer
SceneSecond* layer = SceneSecond::create();
//将layer加到场景中
s->addChild(layer);
//返回CCScene指针
return s;
}
bool SceneSecond::init()
{
//先调用父类的init函数
CCLayer::init();
//在场景中显示文字
CCLabelTTF *label = CCLabelTTF::create("SceneSecond", "abcde", 36);
//设置显示文字的位置(坐标)
label->setPosition(CCPoint(100,200));
//将文字加到场景中
addChild(label);
CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize();
CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin();
CCMenuItemImage *pCloseItem = CCMenuItemImage::create(
"CloseNormal.png",
"CloseSelected.png",
this,
menu_selector(SceneSecond::menuCloseCallback));
pCloseItem->setPosition(ccp(origin.x + visibleSize.width - pCloseItem->getContentSize().width/2 ,
origin.y + pCloseItem->getContentSize().height/2));
//创建一个菜单
CCMenu* pMenu = CCMenu::create(pCloseItem, NULL);
pMenu->setPosition(CCPointZero);
this->addChild(pMenu, 1);
return true;
}
//菜单回调函数
void SceneSecond::menuCloseCallback(CCObject* pSender)
{
//切换到HelloWorld场景
CCDirector::sharedDirector()->popScene();
}
最后将HelloWorld.cpp文件中的代码修改成
#include "HelloWorldScene.h"
#include "SceneSecond.h"
USING_NS_CC;
CCScene* HelloWorld::scene()
{
// 'scene' is an autorelease object
CCScene *scene = CCScene::create();
// 'layer' is an autorelease object
HelloWorld *layer = HelloWorld::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 HelloWorld::init()
{
//////////////////////////////
// 1. super init first
if ( !CCLayer::init() )
{
return false;
}
CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize();
CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin();
/////////////////////////////
// 2. add a menu item with "X" image, which is clicked to quit the program
// you may modify it.
// add a "close" icon to exit the progress. it's an autorelease object
CCMenuItemImage *pCloseItem = CCMenuItemImage::create(
"CloseNormal.png",
"CloseSelected.png",
this,
menu_selector(HelloWorld::menuCloseCallback));
pCloseItem->setPosition(ccp(origin.x + visibleSize.width - pCloseItem->getContentSize().width/2 ,
origin.y + pCloseItem->getContentSize().height/2));
// create menu, it's an autorelease object
CCMenu* pMenu = CCMenu::create(pCloseItem, NULL);
pMenu->setPosition(CCPointZero);
this->addChild(pMenu, 1);
static int i = 1;
char buf[256];
sprintf(buf, "Hello World %d", i++);
CCLabelTTF* pLabel = CCLabelTTF::create(buf, "Arial", 24);
// position the label on the center of the screen
pLabel->setPosition(ccp(origin.x + visibleSize.width/2,
origin.y + visibleSize.height - pLabel->getContentSize().height));
// add the label as a child to this layer
this->addChild(pLabel, 1);
// add "HelloWorld" splash screen"
CCSprite* pSprite = CCSprite::create("HelloWorld.png");
// position the sprite on the center of the screen
pSprite->setPosition(ccp(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y));
// add the sprite as a child to this layer
this->addChild(pSprite, 0);
return true;
}
//点击按钮后调用的函数
void HelloWorld::menuCloseCallback(CCObject* pSender)
{
//切换到SceneSecond场景
CCDirector::sharedDirector()->pushScene(SceneSecond::scene());
}
编译程序:程序的执行结果为
修改程序代码,将SceneSecond.cpp中的void SceneSecond::menuCloseCallback(CCObject* pSender)函数中的代码
CCDirector::sharedDirector()->popScene();
修改成
CCDirector::sharedDirector()->replaceScene(HelloWorld::scene());
将HelloWorldScene.cpp中void HelloWorld::menuCloseCallback(CCObject* pSender)函数中的代码
CCDirector::sharedDirector()->pushScene(SceneSecond::scene());
修改成
CCDirector::sharedDirector()->replaceScene(SceneSecond::scene());
程序执行结果:
修改后HelloWorld后的数字会出现累加,是因为在上一个程序中使用的场景切换函数为栈函数,在切换场景的过程中会执行出栈和压栈操作,不会出现累加,而使用replace函数切换场景的时候会实现数据累加