本文整理汇总了C++中CCDirector::pushScene方法的典型用法代码示例。如果您正苦于以下问题:C++ CCDirector::pushScene方法的具体用法?C++ CCDirector::pushScene怎么用?C++ CCDirector::pushScene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CCDirector
的用法示例。
在下文中一共展示了CCDirector::pushScene方法的7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: applicationDidFinishLaunching
bool AppDelegate::applicationDidFinishLaunching()
{
// initialize director
CCDirector *pDirector = CCDirector::sharedDirector();
pDirector->setOpenGLView(CCEGLView::sharedOpenGLView());
// enable High Resource Mode(2x, such as iphone4) and maintains low resource on other devices.
// pDirector->enableRetinaDisplay(true);
// sets landscape mode
// pDirector->setDeviceOrientation(kCCDeviceOrientationLandscapeLeft);
// set FPS. the default value is 1.0/60 if you don't call this
pDirector->setAnimationInterval(1.0 / 60);
CCUserDefault *save=CCUserDefault::sharedUserDefault();
pDirector->pushScene(Tutorial::scene());
if(save->getBoolForKey("tutorialed")==true)
{
pDirector->pushScene(Play::scene());
}
return true;
}
示例2: onJoinGame
void CCLobbyView::onJoinGame( bool isGameMaster )
{
CocosNetworkLogic* network = CocosNetworkLogic::getInstance();
network->setDidCreateGame(isGameMaster);
CCDirector* director = CCDirector::sharedDirector();
CCScene* scene = GameLayer::scene();
director->pushScene( scene );
}
示例3: push
void SceneManager::push(CCLayer* layer)
{
CCDirector* director = CCDirector::sharedDirector();
CCScene* newScene = SceneManager::wrap(layer);
if (director->getRunningScene()) //这句话 很有可能写的不对啊 有哪位大侠知道怎么写 告知下...
{
director->pushScene( newScene);
}
}
示例4: ccTouchBegan
bool MenuLayer::ccTouchBegan(CCTouch* pTouch, CCEvent* pEvent){
CCScene* mScene = MapScene::create();
CCScene* eScene = EquipScene::create();
CCTransitionScene *reScene = NULL;
CCDirector* pDirector = CCDirector::sharedDirector();
CCRect battleRect = this->labelList[0]->boundingBox();
CCRect equipRect = this->labelList[1]->boundingBox();
if (battleRect.CCRect::containsPoint(this->getParent()->convertTouchToNodeSpace(pTouch)) == true){
reScene = CCTransitionCrossFade::create(1.0f, mScene);
}
else if (equipRect.CCRect::containsPoint(this->getParent()->convertTouchToNodeSpace(pTouch)) == true){
reScene = CCTransitionCrossFade::create(1.0f, eScene);
}
else{
reScene = NULL;
}
if (reScene){
pDirector->pushScene(reScene);
}
return false;
}
示例5: applicationDidFinishLaunching
bool AppDelegate::applicationDidFinishLaunching()
{
// initialize director
CCDirector *pDirector = CCDirector::sharedDirector();
pDirector->setOpenGLView(CCEGLView::sharedOpenGLView());
CCEGLView::sharedOpenGLView()->setDesignResolutionSize(960, 640, kResolutionExactFit);
// enable High Resource Mode(2x, such as iphone4) and maintains low resource on other devices.
// pDirector->enableRetinaDisplay(true);
// turn on display FPS
pDirector->setDisplayStats(true);
// set FPS. the default value is 1.0/60 if you don't call this
pDirector->setAnimationInterval(1.0 / 60);
// create a scene. it's an autorelease object
//CCScene *pScene = sgs::scene::PlayerTable::scene(8);//MainLayer::scene();//
//CCScene *pScene = sgs::scene::Loading::scene();
pDirector->pushScene(MainLayer::scene());//HelloWorld::scene());
// run
return true;
}
示例6: LUA_EXECUTE_COMMAND
void LUA_EXECUTE_COMMAND(int nCommand)
{
if( nCommand == 12 ) //百度Android
{
#if (AGENT_SDK_CODE == 12)
JniMethodInfo methodInfo;
if( JniHelper::getStaticMethodInfo(methodInfo, "com/haowan123/kof/bd/GameBox", "dkAccountManager", "()V") )
{
methodInfo.env->CallStaticVoidMethod(methodInfo.classID, methodInfo.methodID );
}
else
{
CCLOG("GameBox::openDKAccountManager method missed!");
}
#endif
}
else if( nCommand == 2 ) //360Android
{
#if (AGENT_SDK_CODE == 2)
JniMethodInfo methodInfo;
if( JniHelper::getStaticMethodInfo(methodInfo, "com/haowan123/kof/qh/GameBox", "doSdkAccountManager", "()V") )
{
methodInfo.env->CallStaticVoidMethod(methodInfo.classID, methodInfo.methodID );
}
else
{
CCLOG("GameBox::doSdkAccountManager method missed!");
}
#endif
}
if( nCommand == 84 )
{
CCScriptEngineProtocol *pEngine = CCScriptEngineManager::sharedManager()->getScriptEngine();
if( pEngine == NULL )
return;
CCLuaEngine *pLuaEngine = dynamic_cast<CCLuaEngine *>(pEngine);
if( pLuaEngine == NULL )
return;
CCLuaStack *pLuaStack = pLuaEngine->getLuaStack();
if( pLuaStack == NULL )
return;
lua_State *L = pLuaStack->getLuaState();
lua_getglobal(L, "g_resetAll");
lua_call(L, 0, 1);
lua_pop(L, 1);
CCLOG("LLLLLLLL");
// CCScriptEngineManager::sharedManager()->removeScriptEngine();
// CCLOG("84-2");
// CCLuaEngine *pEngine = CCLuaEngine::defaultEngine();
// CCLOG("84-3");
// CCScriptEngineManager::sharedManager()->setScriptEngine(pEngine);
// CCLOG("84-4");
// ptola::script::CLuaClassSupport::initialize(pEngine);
// CCLOG("84-5");
CCDirector *pDirector = CCDirector::sharedDirector();
CCLOG("84-1");
int nLevelLimit = CCUserDefault::sharedUserDefault()->getIntegerForKey("LevelResource", 0);
CCLOG("84-6");
pDirector->popToRootScene();
CCLOG("84-7");
CCScene *pUpdateScene = CGameUpdateScene::scene(nLevelLimit);
CCLOG("84-8 %d", pUpdateScene);
pDirector->pushScene(pUpdateScene);
CCLOG("84-9");
pDirector->setShowBundleVersion(true);
CCLOG("84-10");
}
CCLOG("EXECUTE_LUA_COMMAND: %d", nCommand);
return;
}
示例7: passAndPlayCallback
void MainMenu::passAndPlayCallback( cocos2d::CCObject* sender )
{
CCDirector* director = CCDirector::sharedDirector();
CCScene* gameScene = PMSGameScene::create();
director->pushScene( gameScene );
}