本文整理汇总了C++中AppDelegate::PlayEffect方法的典型用法代码示例。如果您正苦于以下问题:C++ AppDelegate::PlayEffect方法的具体用法?C++ AppDelegate::PlayEffect怎么用?C++ AppDelegate::PlayEffect使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类AppDelegate
的用法示例。
在下文中一共展示了AppDelegate::PlayEffect方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: menuKeyCallback
void MultiPriceMatch::menuKeyCallback(Ref* pSender, ui::Widget::TouchEventType eEventType){
AppDelegate *app = (AppDelegate*)Application::getInstance();
switch (eEventType) {
case ui::Widget::TouchEventType::BEGAN:
cocos2d::log("touch Began");
break;
case ui::Widget::TouchEventType::ENDED:
cocos2d::log("touch Ended");
if (app->getBGMstatus() == BGMusic_flag::ON){
app->PlayEffect(SOUND_BUTTON_CLICK);
}
MultiPriceMatch::gameover(); //quit the game
break;
case ui::Widget::TouchEventType::MOVED:
cocos2d::log("touch Cancel");
break;
case ui::Widget::TouchEventType::CANCELED:
cocos2d::log("touch Cancel");
break;
default:
cocos2d::log("touch Default");
break;
}
return;
}
示例2: yesCallback
void MultiPriceMatch::yesCallback(cocos2d::Ref* pSender, cocos2d::ui::Widget::TouchEventType type){
if (type == cocos2d::ui::Widget::TouchEventType::ENDED){
AppDelegate *app = (AppDelegate*)Application::getInstance();
if (app->getBGMstatus() == BGMusic_flag::ON){
app->PlayEffect(SOUND_BUTTON_CLICK);
}
_vec_circle.clear();
_vec_circle2.clear();
this->unschedule(schedule_selector(MultiPriceMatch::updateTimeLabel));
//this->unschedule(schedule_selector(FindDiffLayer::updateDragMove));
//AppDelegate *app = (AppDelegate*)Application::getInstance();
// app->SaveGamePassLevel();
app->moveToNextGameLevel();
if (app->iGameMode == MobileGameMode::Theme_Mode)
{
auto scene = ThemeLayer::createScene();
TransitionScene *transition = TransitionFade::create(1, scene);
Director::getInstance()->replaceScene(transition);
}
else
{
auto scene = WelcomeScene::create();
TransitionScene *transition = TransitionFade::create(1, scene);
Director::getInstance()->replaceScene(transition);
}
this->removeChildByTag(9000);
CCLOG("touch ended.");
}
}
示例3: yesCallback
void GameLayer::yesCallback(cocos2d::Ref* pSender, cocos2d::ui::Widget::TouchEventType type)//quit game button
{
if (type == cocos2d::ui::Widget::TouchEventType::ENDED)
{
AppDelegate *app = (AppDelegate*)Application::getInstance();
app->PlayEffect(SOUND_BUTTON_CLICK);
app->moveToNextGameLevel();
this->unschedule(schedule_selector(GameLayer::updateLabels));
this->unschedule(schedule_selector(GameLayer::updateTimeLabel));
if (app->iGameMode == MobileGameMode::Theme_Mode)
{
auto scene = ThemeLayer::createScene();
TransitionScene *transition = TransitionFade::create(1, scene);
Director::getInstance()->replaceScene(transition);
}
else
{
auto scene = WelcomeScene::create();
TransitionScene *transition = TransitionFade::create(1, scene);
Director::getInstance()->replaceScene(transition);
}
this->removeChildByTag(9000);
CCLOG("touch ended.");
}
}
示例4: noCallback
void GameLayer::noCallback(cocos2d::Ref* pSender, cocos2d::ui::Widget::TouchEventType type)
{
if (type == cocos2d::ui::Widget::TouchEventType::ENDED)
{
AppDelegate *app = (AppDelegate*)Application::getInstance();
app->PlayEffect(SOUND_BUTTON_CLICK);
this->removeChildByTag(9000);
}
}
示例5: CallbackRegisterNo
void GameWin::CallbackRegisterNo(cocos2d::Ref* pSender, cocos2d::ui::Widget::TouchEventType type){
if (type == cocos2d::ui::Widget::TouchEventType::ENDED) {
AppDelegate *app = (AppDelegate*)Application::getInstance();
if (app->getBGMstatus() == BGMusic_flag::ON){
app->PlayEffect(SOUND_BUTTON_CLICK);
}
switch (m_iCurrentGameID){
case 1:{
auto scene = FindDiffScene::create();
TransitionScene *transition = TransitionFade::create(1, scene);
Director::getInstance()->replaceScene(transition);
}
break;
case 2:{
auto scene = ZoomGameScene::create();
TransitionScene *transition = TransitionFade::create(1, scene);
Director::getInstance()->replaceScene(transition);
}
break;
case 3:{
auto scene = jigSawScene::create();
TransitionScene *transition = TransitionFade::create(1, scene);
Director::getInstance()->replaceScene(transition);
}
break;
case 4:{
auto scene = GameScene::create();
TransitionScene *transition = TransitionFade::create(1, scene);
Director::getInstance()->replaceScene(transition);
}
break;
case 5:{
auto scene = PriceMatchScene::create();
TransitionScene *transition = TransitionFade::create(1, scene);
Director::getInstance()->replaceScene(transition);
}
break;
case 6:
{
auto scene = MultiPriceMatchScene::create();
TransitionScene *transition = TransitionFade::create(1, scene);
Director::getInstance()->replaceScene(transition);
}
}
this->removeChildByTag(9000);
}
}
示例6: btnQuitCallBack
void EventBoard::btnQuitCallBack(Ref* pSender, ui::Widget::TouchEventType eEventType){
if (eEventType == cocos2d::ui::Widget::TouchEventType::ENDED){
AppDelegate *app = (AppDelegate*)Application::getInstance();
app->PlayEffect(SOUND_BUTTON_CLICK);
this->cleanup();
Director::getInstance()->popScene();
}
return;
}
示例7: CallbackRegisterYes
void GameWin::CallbackRegisterYes(cocos2d::Ref* pSender, cocos2d::ui::Widget::TouchEventType type){
if (type == cocos2d::ui::Widget::TouchEventType::ENDED){
AppDelegate *app = (AppDelegate*)Application::getInstance();
if (app->getBGMstatus() == BGMusic_flag::ON){
app->PlayEffect(SOUND_BUTTON_CLICK);
}
GameWin::showRegister();
}
}
示例8: PlayAnimation
void MultiPriceMatch::PlayAnimation(float dt)
{
Armature *armature = dynamic_cast<Armature *>(_SORT_UINode->getChildByTag(888));
armature->getAnimation()->playWithIndex(0, -1, 0);//from the first frame, no loop
armature->getAnimation()->setSpeedScale(0.8);
AppDelegate* app = (AppDelegate*)Application::getInstance();
if (app->getBGMstatus() == BGMusic_flag::ON)
{
app->PlayEffect(SOUND_ANIMATION);
}
}
示例9: btnPriceCallback
void MultiPriceMatch::btnPriceCallback(Ref* pSender, ui::Widget::TouchEventType eEventType){
/*if (eEventType != ui::Widget::TouchEventType::BEGAN)*/
CCNode* node = (CCNode*) pSender;
int tag = node->getTag();
bool bSel = false;
for (int i = 0; i < 3;i++){
if (tag == (BTN_PRICE_1 + i)) bSel = true;
}
if (bSel == false) return;
cocos2d::log("button's tag is %d",tag);
auto button = (Button*) _SORT_UINode->getChildByTag(tag);
AppDelegate *app = (AppDelegate*)Application::getInstance();
switch (eEventType) {
case ui::Widget::TouchEventType::BEGAN:
cocos2d::log("btnPriceCallback Began");
button->getTouchBeganPosition();
button->setZOrder(99);
break;
case ui::Widget::TouchEventType::ENDED:
cocos2d::log("btnPriceCallback Ended");
if (app->getBGMstatus() == BGMusic_flag::ON){
app->PlayEffect(SOUND_BUTTON_CLICK);
}
button->setZOrder(1);
MovetoPriceLabel(button);
break;
case ui::Widget::TouchEventType::MOVED:
button->setPosition(button->getTouchMovePosition());
cocos2d::log("btnPriceCallback Moving");
break;
case ui::Widget::TouchEventType::CANCELED:
cocos2d::log("touch Cancel");
button->setZOrder(1);
break;
default:
cocos2d::log("touch Default");
break;
}
return;
}
示例10: noCallback
void MultiPriceMatch::noCallback(cocos2d::Ref* pSender, cocos2d::ui::Widget::TouchEventType type){
if (type == cocos2d::ui::Widget::TouchEventType::ENDED){
AppDelegate *app = (AppDelegate*)Application::getInstance();
if (app->getBGMstatus() == BGMusic_flag::ON){
app->PlayEffect(SOUND_BUTTON_CLICK);
}
//Don't quit the game
this->removeChildByTag(9000);
//enable the touch event
//CallFunc *runCallback = CallFunc::create(CC_CALLBACK_0(FindDiffLayer::resetTouchEvent, this));
//this->runAction(Sequence::create(DelayTime::create(1.0f), runCallback, nullptr));
CCLOG("touch ended.");
}
}
示例11: ShowTutorialCallback
void MultiPriceMatch::ShowTutorialCallback(Ref* pSender, ui::Widget::TouchEventType eEventType){
if (eEventType == cocos2d::ui::Widget::TouchEventType::ENDED){
AppDelegate *app = (AppDelegate*)Application::getInstance();
if (app->getBGMstatus() == BGMusic_flag::ON){
app->PlayEffect(SOUND_BUTTON_CLICK);
}
auto scene = TutorialScene::create();
if(scene != nullptr){
TransitionScene *transition = TransitionFade::create(1, scene);
Director::getInstance()->pushScene(transition);
}
}
}
示例12: PlayAnimation
void GameLayer::PlayAnimation(float dt)
{
Armature *armature = dynamic_cast<Armature *>(_rootNode->getChildByTag(888));
if (nAniFlag == 1)
{
armature->setPosition(Vec2(200, 400));
armature->setRotation(270);
nAniFlag = 2;
}
else
{
armature->setPosition(Vec2(800, 200));
armature->setRotation(180);
nAniFlag = 1;
}
armature->getAnimation()->playWithIndex(0, -1, 0);//from the first frame, no loop
AppDelegate* app = (AppDelegate*)Application::getInstance();
if (app->getBGMstatus() == BGMusic_flag::ON)
{
app->PlayEffect(SOUND_ANIMATION);
}
}
示例13: showHint
bool MultiPriceMatch::showHint(){
bool bRet = false;
bool allset = true;
Vec2 vecbtn;
do{
if(_bTlEnabled == false) break;
_bTlEnabled = false;
AppDelegate *app = (AppDelegate*)Application::getInstance();
//long score = app->GetUserTotalScore();
int score = 0;
if (_nTlimit > 0){
if(_nTlcount > 0){
_nTlcount--;
//AppDelegate *app = (AppDelegate*) Application::getInstance();
app->setToolsNumberInfo(_nTlcount);
}else{
if(_lTtlScore >= 10){
showDeductPointEffect(LINK_UI_TEXT_SCORE);
score = 10;
_lTtlScore = _lTtlScore - 10;
AppDelegate *app = (AppDelegate*) Application::getInstance();
app->UpdateUserScore(0,10);
}else{
break;
}
}
app->PlayEffect(SOUND_TOOL_CLICK);
_nTlimit--;
if (_nTlimit == 0){
auto spTips = dynamic_cast<Button*>(_SORT_UINode->getChildByName(LINK_UI_BTN_TIPS));
CC_BREAK_IF(!spTips);
spTips->setEnabled(false);
spTips->setColor(ccc3(84,84,84));//not disabled button, so use color instead
}
}else {
break;
}
//if (score < 10) {
// MessageBox("Oops, Your score should be greater than 10 to use powerup","Spot it");
// break;
//}
//_vec_currentPos.clear();
//for (int i = 0; i < 3; i++){
// _vec_currentPos.push_back(_vec_btnPrice[i]->getPosition());
//}
//btnClear();
//int i,j = 0;
//_vec_Price_index
for (int i = 0; i < 3; i++){
for (int j = 0; j < 3; j++){
vecbtn = _vec_btnPrice[_vec_Price_index[i]]->getPosition();//get correct button position
if (_vec_lblPrice[i]->getName().compare(LBL_TAKEN) == 0){
if (_vec_lblPrice[i]->getPosition() == _vec_btnPrice[j]->getPosition()){
if (_vec_btnPrice[j]->getTitleText().compare(_product_list[i].price.c_str()) == 0){ //price is correct
j = 3;
break;
}else{//price is wrong
// vecbtn = _vec_btnPrice[_vec_Price_index[i]]->getPosition();//get correct button position
_vec_btnPrice[_vec_Price_index[i]]->setPosition(_vec_lblPrice[i]->getPosition()); // move correct button to the position
_vec_btnPrice[_vec_Price_index[i]]->setBright(false);
_vec_btnPrice[_vec_Price_index[i]]->setTouchEnabled(false);
_vec_btnPrice[j]->setPosition(_vec_originalPos[j]); //set wrong button back to original place
_vec_btnPrice[j]->setTouchEnabled(true);
_vec_btnPrice[j]->setBright(true);
_vec_lblPrice[i]->setName(LBL_TAKEN); //set new position is taken
j = 3;
i = 3;
break;
}
}
}else{
_vec_btnPrice[_vec_Price_index[i]]->setPosition(_vec_lblPrice[i]->getPosition()) ;
_vec_btnPrice[_vec_Price_index[i]]->setBright(false);
_vec_btnPrice[_vec_Price_index[i]]->setTouchEnabled(false);
//_vec_btnPrice[j]->setPosition(_vec_lblPrice[i]->getPosition()) ;
_vec_lblPrice[i]->setName(LBL_TAKEN);
j = 3;
i = 3;
break;
}
}
}
for (int i = 0; i < 3; i++){
if (_vec_lblPrice[i]->getPosition() == vecbtn){
_vec_lblPrice[i]->setName("");
}
}
//.........这里部分代码省略.........
示例14: touchButton
void GameLayer::touchButton(Object* obj, ::ui::Widget::TouchEventType eventType)
{
auto button = dynamic_cast<::ui::Button*>(obj);
int tag = button->getTag();
if (eventType == ::ui::Widget::TouchEventType::ENDED)
{
AppDelegate *app = (AppDelegate*)Application::getInstance();
app->PlayEffect(SOUND_BUTTON_CLICK);
if (tag == 2001)
{ //Tutorial
auto scene = TutorialScene::create();
if (scene != nullptr){
TransitionScene *transition = TransitionFade::create(1, scene);
Director::getInstance()->pushScene(transition);
}
}
if (tag == 2002)
{ //Home
MsgBoxType m_type = TP_Q_YESNO;
std::string title = MSG_QUIT_TITLE;
std::string msg = MSG_QUIT_MSG;
MsgBox::setMsgBox(m_type, &title, &msg);
auto msgbox = MsgBox::create();
msgbox->setTag(9000);
this->addChild(msgbox, 999);
//Add Event to process
auto btnYes = dynamic_cast<Button*>(msgbox->getChildByTag(MSGBOX_UINODE)->getChildByName("btn_Yes"));// Magnifier Button
auto btnNo = dynamic_cast<Button*>(msgbox->getChildByTag(MSGBOX_UINODE)->getChildByName("btn_No"));// Magnifier Button
btnYes->addTouchEventListener(CC_CALLBACK_2(GameLayer::yesCallback, this));
btnNo->addTouchEventListener(CC_CALLBACK_2(GameLayer::noCallback, this));
}
if (tag == 2003)
{ //AI tips
if (_bTlEnabled == false) return;
_bTlEnabled = false;
if (_nTlimit > 0)
{
if (_nTlcount > 0)
{
_nTlcount--;
//AppDelegate *app = (AppDelegate*)Application::getInstance();
app->setToolsNumberInfo(_nTlcount);
}
else
{
if (_lTtlScore >= 10)
{
showDeductPointEffect("txtScore");
_lTtlScore = _lTtlScore - 10;
//AppDelegate *app = (AppDelegate*)Application::getInstance();
app->UpdateUserScore(0, 10);
}
else return;
}
_nTlimit--;
if (_nTlimit == 0)
{
auto spTips = dynamic_cast<::ui::Button*>(_rootNode->getChildByName("btnTipsTools"));
spTips->setColor(ccc3(84, 84, 84));//not disabled button, so use color instead
}
if (app->getBGMstatus() == BGMusic_flag::ON){
app->PlayEffect(SOUND_TOOL_CLICK);
}
UseTips();
this->scheduleOnce(schedule_selector(GameLayer::enableTools), 2.0f);
}
else return;
}
}
}
示例15: touchButton
void GameWin::touchButton(Object* obj,::ui::Widget::TouchEventType eventType)
{
auto button = dynamic_cast<::ui::Button*>(obj);
int tag = button->getTag();
auto node =(Node*) this->getChildByTag(CHILD_TURNTABLE);
if (node != nullptr) {
return;
}
AppDelegate *app = (AppDelegate*)Application::getInstance();
switch(eventType)
{
case ::ui::Widget::TouchEventType::ENDED:
if (app->getBGMstatus() == BGMusic_flag::ON){
app->PlayEffect(SOUND_BUTTON_CLICK);
}
if(tag==1001){ //Continue
if(app->GetNetWorkStatus() != NetworkType::NetworkTypeNone){
std::string sGuid = app->GetUserGuid();
log("GUID is %s", sGuid.c_str());
if (sGuid.length() == 0){ // not a registered user
if (m_iShowRegister == 5){
MsgBoxType m_type = TP_Q_YESNO;;
std::string title="Tweebaa";
std::string msg = MSG_REGISTER_MSG;
std::string info = "\0";
MsgBox::setMsgBox(m_type, &title, &msg, &info);
auto msgbox = MsgBox::create();
auto btnYES = dynamic_cast<Button*>(msgbox->getChildByTag(MSGBOX_UINODE)->getChildByName("btn_Yes"));// Magnifier Button
btnYES->setTitleFontSize(36);
btnYES->setTitleText("YES");
btnYES->addTouchEventListener(CC_CALLBACK_2(GameWin::CallbackRegisterYes, this));
auto btnNO = dynamic_cast<Button*>(msgbox->getChildByTag(MSGBOX_UINODE)->getChildByName("btn_No"));// Magnifier Button
btnNO->setTitleText("NOT NOW");
btnNO->setTitleFontSize(36);
btnNO->addTouchEventListener(CC_CALLBACK_2(GameWin::CallbackRegisterNo, this));
msgbox->setTag(MSGBOX_TAG);
this->addChild(msgbox, 999);
//m_iShowRegister = 0;
break;
}else{
//m_iShowRegister++;
}
}
}
if(m_iCurrentGameID == 1){
auto scene = FindDiffScene::create();
TransitionScene *transition = TransitionFade::create(1, scene);
Director::getInstance()->replaceScene(transition);
}else if(m_iCurrentGameID == 2){
auto scene = ZoomGameScene::create();
TransitionScene *transition = TransitionFade::create(1, scene);
Director::getInstance()->replaceScene(transition);
}else if (m_iCurrentGameID == 3){
auto scene = jigSawScene::create();
TransitionScene *transition = TransitionFade::create(1, scene);
Director::getInstance()->replaceScene(transition);
}else if (m_iCurrentGameID == 4){
auto scene = GameScene::create();
TransitionScene *transition = TransitionFade::create(1, scene);
Director::getInstance()->replaceScene(transition);
}else if (m_iCurrentGameID == 5){
auto scene = PriceMatchScene::create();
TransitionScene *transition = TransitionFade::create(1, scene);
Director::getInstance()->replaceScene(transition);
}else if (m_iCurrentGameID == 6){
auto scene = MultiPriceMatchScene::create();
TransitionScene *transition = TransitionFade::create(1, scene);
Director::getInstance()->replaceScene(transition);
}else{
auto scene = WelcomeScene::create();
TransitionScene *transition = TransitionFade::create(1, scene);
Director::getInstance()->replaceScene(transition);
}
//if(m_iCurrentGameID == 3){
// auto scene = jigSawScene::create();
// //auto scene = LevelSelectLayer::createScene();
// TransitionScene *transition = TransitionFade::create(1, scene);
// Director::getInstance()->replaceScene(transition);
//}
//if(m_iCurrentGameID == 4){
// auto scene = GameScene::create();
// //auto scene = LevelSelectLayer::createScene();
// TransitionScene *transition = TransitionFade::create(1, scene);
// Director::getInstance()->replaceScene(transition);
//}
//if(m_iCurrentGameID == 5){
// auto scene = PriceMatchScene::create();
// //auto scene = LevelSelectLayer::createScene();
// TransitionScene *transition = TransitionFade::create(1, scene);
//.........这里部分代码省略.........