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C++ AppDelegate::getBGMstatus方法代码示例

本文整理汇总了C++中AppDelegate::getBGMstatus方法的典型用法代码示例。如果您正苦于以下问题:C++ AppDelegate::getBGMstatus方法的具体用法?C++ AppDelegate::getBGMstatus怎么用?C++ AppDelegate::getBGMstatus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AppDelegate的用法示例。


在下文中一共展示了AppDelegate::getBGMstatus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: 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.");
    }
}
开发者ID:zhuanglm,项目名称:TweeBaaMobileApp,代码行数:34,代码来源:MultiPriceMatch.cpp

示例2: 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;

}
开发者ID:zhuanglm,项目名称:TweeBaaMobileApp,代码行数:29,代码来源:MultiPriceMatch.cpp

示例3: 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);
	}
}
开发者ID:zhuanglm,项目名称:TweeBaaMobileApp,代码行数:57,代码来源:GameWinScene.cpp

示例4: 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();
	}
}
开发者ID:zhuanglm,项目名称:TweeBaaMobileApp,代码行数:10,代码来源:GameWinScene.cpp

示例5: 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);
	}
}
开发者ID:zhuanglm,项目名称:TweeBaaMobileApp,代码行数:11,代码来源:MultiPriceMatch.cpp

示例6: 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;

}
开发者ID:zhuanglm,项目名称:TweeBaaMobileApp,代码行数:48,代码来源:MultiPriceMatch.cpp

示例7: 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.");
    }
}
开发者ID:zhuanglm,项目名称:TweeBaaMobileApp,代码行数:16,代码来源:MultiPriceMatch.cpp

示例8: 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);
		}

	}
}
开发者ID:zhuanglm,项目名称:TweeBaaMobileApp,代码行数:16,代码来源:MultiPriceMatch.cpp

示例9: 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);
	}
}
开发者ID:zhuanglm,项目名称:TweeBaaMobileApp,代码行数:22,代码来源:GameLayer.cpp

示例10: init


//.........这里部分代码省略.........

		//Add by Long EOF

		//test button
		btnMain->addTouchEventListener(CC_CALLBACK_2(MultiPriceMatch::menuKeyCallback, this));
		btnQuit->addTouchEventListener(CC_CALLBACK_2(MultiPriceMatch::ShowTutorialCallback, this));


		auto btnClr = dynamic_cast<Button*>(_SORT_UINode->getChildByName(BTN_CLEAR));
		CC_BREAK_IF(btnClr == nullptr);
		btnClr->addTouchEventListener(CC_CALLBACK_2(MultiPriceMatch::btnClear, this));
		btnClr->setTitleColor(ccc3(255,248,220));
		btnClr->setTitleFontSize(32);
		btnClr->setTitleText("CLEAR");
		btnClr->setVisible(false);

		auto txtClear = dynamic_cast<Text*>(_SORT_UINode->getChildByName("clear"));
		txtClear->setVisible(false);
		//btnClr->addChild(txtClear);

		auto btnSub = dynamic_cast<Button*>(_SORT_UINode->getChildByName(BTN_SUBMIT));
		CC_BREAK_IF(btnSub == nullptr);
		btnSub->addTouchEventListener(CC_CALLBACK_2(MultiPriceMatch::btnSubmit, this));
		btnSub->setTitleColor(ccc3(255,248,220));
		btnSub->setTitleFontSize(32);
		btnSub->setTitleText("SUBMIT");
		btnSub->setVisible(false);

		auto txtsubmit = dynamic_cast<Text*>(_SORT_UINode->getChildByName("submit"));
		txtsubmit->setVisible(false);

		auto txtPrice1 = dynamic_cast<Text*>(_SORT_UINode->getChildByName("price_1"));
		auto txtPrice2 = dynamic_cast<Text*>(_SORT_UINode->getChildByName("price_2"));
		auto txtPrice3 = dynamic_cast<Text*>(_SORT_UINode->getChildByName("price_3"));
		txtPrice1->setVisible(false);
		txtPrice2->setVisible(false);
		txtPrice3->setVisible(false);

		auto lvlbar = dynamic_cast<Sprite*> (_SORT_UINode->getChildByName(LINK_UI_LEVELBAR));
		lvlbar->setAnchorPoint(Vec2(0,0.5));
		//lvlbar->setPositionX(lvlbar->getPositionX()-lvlbar->getContentSize().width/2);
		lvlbar->setScaleX(_fPerToNLvl);

		auto btnTips = dynamic_cast<Button*>(_SORT_UINode->getChildByName(LINK_UI_BTN_TIPS));
		CC_BREAK_IF(btnTips == nullptr);
		btnTips->addTouchEventListener(CC_CALLBACK_2(MultiPriceMatch::ShowHintCallback, this));


		auto touchListener = EventListenerTouchOneByOne::create();
		touchListener->onTouchBegan = CC_CALLBACK_2(MultiPriceMatch::onTouchBegan, this);
		touchListener->onTouchEnded = CC_CALLBACK_2(MultiPriceMatch::onTouchEnded, this);
		touchListener->onTouchMoved = CC_CALLBACK_2(MultiPriceMatch::onTouchMoved, this);
		touchListener->onTouchCancelled = CC_CALLBACK_2(MultiPriceMatch::onTouchCancelled, this);
		_eventDispatcher->addEventListenerWithSceneGraphPriority(touchListener, this);

		//AppDelegate *app = (AppDelegate*)Application::getInstance();
		if (app->iGameMode == MobileGameMode::Theme_Mode){
			btnMain->setVisible(false);
			//btnSetting->setVisible(false);
			//btnVoice->setVisible(false);
			btnQuit->setVisible(false);
		}

		if ( app->getBGMstatus() == BGMusic_flag::ON){
			app->StartBGMusic(BGM_GAME);
		}

		//UserDefault *load = UserDefault::getInstance();
		//string sFirstFlip = load->getStringForKey("FIRSTTIME_LINK","0");
		//{
		//	if (atoi(sFirstFlip.c_str()) == 0)
		//	{
		//		scheduleOnce(schedule_selector(MultiPriceMatch::loadFirstTutorial), 1.1f);
		//		load->setStringForKey("FIRSTTIME_LINK", "1");
		//	}
		//}
		_bTlEnabled = true;

		//-----------------------------------add animation----------------------------------------------------------

		ArmatureDataManager::getInstance()->addArmatureFileInfo(ANIMATION_FILE);
		Armature *armature = Armature::create(ARMATURE);
		CC_BREAK_IF(armature == nullptr);
		armature->setAnchorPoint(Vec2(0.5, 0.5));
		armature->setVisible(true);
		armature->setPosition(Vec2(235, 480));
		armature->setTag(888);
		auto imgBackFrame = dynamic_cast<Sprite*> (_SORT_UINode->getChildByName(BOARD));
		CC_BREAK_IF(imgBackFrame == nullptr);
		imgBackFrame->setZOrder(1);
		schedule(schedule_selector(MultiPriceMatch::PlayAnimation), 5.0f);
		_SORT_UINode->addChild(armature);


		//-------------------------------------------------------------------------------------
		bRet = true;
	}while(0);

	return bRet;
}
开发者ID:zhuanglm,项目名称:TweeBaaMobileApp,代码行数:101,代码来源:MultiPriceMatch.cpp

示例11: init

bool GameLayer::init()
{
	iTotalTime = 30;
	spCard.clear();//clear it first
	if (Layer::init())
	{

		//-----------------------------------Setup basic settings-----------------------------------------
		//get the origin point of the X-Y axis, and the visiable size of the screen
		Size visiableSize = Director::getInstance()->getVisibleSize();
		Point origin = Director::getInstance()->getVisibleOrigin();

		AppDelegate *app = (AppDelegate*)Application::getInstance();
		std::string sCSD = app->GetLayoutString();
		_rootNode = CSLoader::createNode("res/memory_game/flip" + sCSD + ".csb");
		addChild(_rootNode, 1);

		SpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("Flip_Level.plist");
		thetime = 0;
		iFirstCard = -1;
		iSecondCard = -1;

		//--------------------------------------Setup common gadgets-------------------------------------
		_nTlimit = 3; // total tools can be used in each game
		_nTlcount = app->getToolsNumberInfo(); // total tools user has
		_nLvl = app->GetUserLevel(); //totol tips can be used
		_fPerToNLvl = app->GetPercentToNextLevel(); //Percent to next level
		_lTtlScore = app->GetUserTotalScore();

		auto btnTips = dynamic_cast<::ui::Button*>(_rootNode->getChildByName("btnTips"));
		if (btnTips){
			btnTips->setTag(2001);
			btnTips->addTouchEventListener(CC_CALLBACK_2(GameLayer::touchButton, this));
		}
		auto button_Main = dynamic_cast<::ui::Button*>(_rootNode->getChildByName("button_Main"));
		if (button_Main){
			button_Main->setTag(2002);
			button_Main->addTouchEventListener(CC_CALLBACK_2(GameLayer::touchButton, this));
		}
		auto btnTipsTools = dynamic_cast<::ui::Button*>(_rootNode->getChildByName("btnTipsTools"));
		if (btnTipsTools){
			btnTipsTools->setTag(2003);
			btnTipsTools->addTouchEventListener(CC_CALLBACK_2(GameLayer::touchButton, this));
		}

		if (app->iGameMode == MobileGameMode::Theme_Mode){
			//button_Main->setVisible(false);
			//btnTips->setVisible(false);
		}
		auto timerLabel = dynamic_cast<::ui::Text*>(_rootNode->getChildByName("lblTimer"));

		auto lvlbar = dynamic_cast<Sprite*> (_rootNode->getChildByName("lv_bar_4"));
		lvlbar->setAnchorPoint(Vec2(0, 0.5));
		lvlbar->setScaleX(_fPerToNLvl);

		if (app->getBGMstatus() == BGMusic_flag::ON)
		{
			app->StartBGMusic(BGM_GAME);
		}

		//----------------------------------create a random array------------------------------------
		int iDiv = iMaxCard / 2;
		int* array1 = new int[iMaxCard / 2];
		int* array2 = new int[iMaxCard / 2];
		int* unique_array = new int[iMaxCard];
		int* array4 = new int[iMaxCard];
		int i = 0;
		for (i = 0; i<iDiv; i++)
		{
			array1[i] = i;
			array2[i] = i;
		}
		randomArray(array1, iMaxCard / 2);
		randomArray(array2, iMaxCard / 2);
		for (i = 0; i<iMaxCard; i++)
		{
			unique_array[i] = i;
		}
		for (i = 0; i<iDiv; i++)
		{
			array4[i] = array1[i];
		}
		for (i = iDiv; i<iMaxCard; i++)
		{
			array4[i] = array2[i - iDiv];
		}
		randomArray(unique_array, iMaxCard);
		for (i = 0; i<iMaxCard; i++)
		{
			unique_array[i] = array4[unique_array[i]];
			log("i=%d,%d", i, array4[unique_array[i]]);
		}
		//setup brick content
		srand((unsigned)time(0));//set rand() with real
		int random = rand();
		sprintf(sFile[0], "%s", sGame[random%MUST_HAVE]);
		sprintf(sFile[1], "%s", sGame[MUST_HAVE + int(random % (IMAGE_COUNT - MUST_HAVE) / 3)]);
		sprintf(sFile[2], "%s", sGame[MUST_HAVE + int((IMAGE_COUNT - MUST_HAVE) / 3) + int(random % (IMAGE_COUNT - MUST_HAVE) / 3)]);
		sprintf(sFile[3], "%s", sGame[MUST_HAVE + int((IMAGE_COUNT - MUST_HAVE) / 3) * 2 + int(random % (IMAGE_COUNT - MUST_HAVE) / 3)]);

//.........这里部分代码省略.........
开发者ID:zhuanglm,项目名称:TweeBaaMobileApp,代码行数:101,代码来源:GameLayer.cpp

示例12: 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;
		}
	}
}
开发者ID:zhuanglm,项目名称:TweeBaaMobileApp,代码行数:77,代码来源:GameLayer.cpp

示例13: init


//.........这里部分代码省略.........
	HttpConnection::v_color_list.push_back(ColorPattern);

	ColorPattern.R=247;
	ColorPattern.G=147;
	ColorPattern.B=78;
	HttpConnection::v_color_list.push_back(ColorPattern);

	ColorPattern.R=240;
	ColorPattern.G=83;
	ColorPattern.B=63;
	HttpConnection::v_color_list.push_back(ColorPattern);

	ColorPattern.R=226;
	ColorPattern.G=0;
	ColorPattern.B=137;
	HttpConnection::v_color_list.push_back(ColorPattern);

	ColorPattern.R=158;
	ColorPattern.G=61;
	ColorPattern.B=150;
	HttpConnection::v_color_list.push_back(ColorPattern);

	ColorPattern.R=182;
	ColorPattern.G=189;
	ColorPattern.B=224;
	HttpConnection::v_color_list.push_back(ColorPattern);

	ColorPattern.R=0;
	ColorPattern.G=181;
	ColorPattern.B=239;
	HttpConnection::v_color_list.push_back(ColorPattern);

	ColorPattern.R=0;
	ColorPattern.G=108;
	ColorPattern.B=163;
	HttpConnection::v_color_list.push_back(ColorPattern);

	ColorPattern.R=210;
	ColorPattern.G=235;
	ColorPattern.B=226;
	HttpConnection::v_color_list.push_back(ColorPattern);

	ColorPattern.R=109;
	ColorPattern.G=196;
	ColorPattern.B=188;
	HttpConnection::v_color_list.push_back(ColorPattern);

	ColorPattern.R=88;
	ColorPattern.G=185;
	ColorPattern.B=71;
	HttpConnection::v_color_list.push_back(ColorPattern);

	ColorPattern.R=0;
	ColorPattern.G=115;
	ColorPattern.B=102;
	HttpConnection::v_color_list.push_back(ColorPattern);

	ColorPattern.R=224;
	ColorPattern.G=193;
	ColorPattern.B=169;
	HttpConnection::v_color_list.push_back(ColorPattern);

	ColorPattern.R=190;
	ColorPattern.G=135;
	ColorPattern.B=105;
	HttpConnection::v_color_list.push_back(ColorPattern);

	ColorPattern.R=142;
	ColorPattern.G=83;
	ColorPattern.B=42;
	HttpConnection::v_color_list.push_back(ColorPattern);

	ColorPattern.R=223;
	ColorPattern.G=225;
	ColorPattern.B=223;
	HttpConnection::v_color_list.push_back(ColorPattern);

	ColorPattern.R=121;
	ColorPattern.G=125;
	ColorPattern.B=130;
	HttpConnection::v_color_list.push_back(ColorPattern);

	ColorPattern.R=52;
	ColorPattern.G=55;
	ColorPattern.B=65;
	HttpConnection::v_color_list.push_back(ColorPattern);

	ColorPattern.R=0;
	ColorPattern.G=0;
	ColorPattern.B=0;
	HttpConnection::v_color_list.push_back(ColorPattern);
	HttpConnection::numberOfLoadSprites++;

	AppDelegate *app = (AppDelegate*)Application::getInstance();
	if ( app->getBGMstatus() == BGMusic_flag::ON){
		app->StartBGMusic(BGM_COLLAGE);
	}

	return true;
}
开发者ID:zhuanglm,项目名称:TweeBaaMobileApp,代码行数:101,代码来源:CollageScene.cpp

示例14: 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.........
开发者ID:zhuanglm,项目名称:TweeBaaMobileApp,代码行数:101,代码来源:GameWinScene.cpp

示例15: init


//.........这里部分代码省略.........
        Text* lblProductName=dynamic_cast<Text*>(_rootNode->getChildByName("lblProductName"));// (CCLabelTTF*)this->getChildByTag(2001);
        lblProductName->setString(m_PrmtPrdct.m_strProductName);
    }


	auto btnContine = dynamic_cast<Button*>(_rootNode->getChildByName("btnContine"));
	btnContine->setTag(1001);
	btnContine->addTouchEventListener(CC_CALLBACK_2(GameWin::touchButton, this));	

	auto btnQuit = dynamic_cast<Button*>(_rootNode->getChildByName("btnQuit"));
	btnQuit->setTag(1002);
	btnQuit->addTouchEventListener(CC_CALLBACK_2(GameWin::touchButton, this));	

	auto btnBuyNow = dynamic_cast<Button*>(_rootNode->getChildByName("btnBuyNow"));
	btnBuyNow->setTag(1003);
	btnBuyNow->addTouchEventListener(CC_CALLBACK_2(GameWin::touchButton, this));	

	auto btnShare = dynamic_cast<Button*>(_rootNode->getChildByName("btnShare"));
	btnShare->setTag(1004);
	btnShare->addTouchEventListener(CC_CALLBACK_2(GameWin::touchButton, this));	


	//Show Total User Score
	long l_coins = app->GetUserTotalScore();
	char p[20];
	sprintf(p, "%ld", l_coins);
	string sTotal = p;
	
	iReward = app->getReward();
	iStar = app->getStar();
	char p1[20];
	sprintf(p1, "%ld", iReward);
	string sReward = p1;
	app->setReward(0,0);

	auto lblReward = dynamic_cast<::ui::Text*>(_rootNode->getChildByName("lblReward"));
	if (lblReward)
	{
		lblReward->setString(sReward);
	}
	auto lblScore = dynamic_cast<::ui::Text*>(_rootNode->getChildByName("lblScore"));
	if (lblReward)
	{
		lblScore->setString(sTotal);
	}


	//_rootNode->getChildByName("Img_Box")->setVisible(false);
	auto imgStar = dynamic_cast<ImageView*>(_rootNode->getChildByName(WIN_STAR_FRAME));	
	if (imgStar != nullptr) {
		_rootNode->getChildByName(WIN_STAR_BOX)->setVisible(false);
		if (iStar == 3){
			imgStar->loadTexture(WIN_STAR_3);
		}
		else if (iStar == 2){
			imgStar->loadTexture(WIN_STAR_2);
		}
		else if (iStar == 1){
			imgStar->loadTexture(WIN_STAR_1);
		}
	}
	if (app->getBGMstatus() == BGMusic_flag::ON)
	{
		app->PlayEffect(SOUND_WIN);
	}


		// start ansyc method load the atlas.png
	//Director::getInstance()->getTextureCache()->addImageAsync("MatchBg.png", CC_CALLBACK_1(GameWin::loadingCallBack, this));
	
	/*auto card1 = Sprite::create("match_game_img_1_b.jpg");
	// card1->setPosition(Vec2(visiableSize.width / 2 +88 * generalscalefactor,   visiableSize.height/2 +50 *generalscalefactor));
	 //float zoom_x = visiableSize.width *0.5 / card1->getContentSize().width;
	// float zoom_y = visiableSize.height * 0.5 / card1->getContentSize().height;
	 card1->setScale(150/800);
	 //card1->setScaleY(zoom_y);
	 
	 Image* image = new Image();
	 image->s
	 Texture2D* texture = new Texture2D();
    
	Sprite* sprite = dynamic_cast<Sprite*>(_rootNode->getChildByName("spPromotionImg"));  //spPromotionImg
	sprite->initWithFile("match_game_img_1_b.jpg");

	  this->addChild(card1,1,1001);
	*/


	Sprite* imgBackground = Sprite::create(WIN_BACKGROUND);

	imgBackground->setAnchorPoint(Vec2(0, 0));
	imgBackground->setPosition(Vec2(0, 0));
	this->addChild(imgBackground, -1, 222); 


	syncFlow();//sync with server
	app->PlayEffect(SOUND_GAME_PASS);

    return true;
}
开发者ID:zhuanglm,项目名称:TweeBaaMobileApp,代码行数:101,代码来源:GameWinScene.cpp


注:本文中的AppDelegate::getBGMstatus方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。