本文整理汇总了C++中GameScene::init方法的典型用法代码示例。如果您正苦于以下问题:C++ GameScene::init方法的具体用法?C++ GameScene::init怎么用?C++ GameScene::init使用的例子?那么恭喜您, 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GameScene
的用法示例。
在下文中一共展示了GameScene::init方法的10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: render
// Start of user code methods
void LoadingScene::render()
{
VBOScene::render();
if(thread == NULL)
{
thread = new std::thread (initWorld);
mutex->lock();
}
if(mutex->try_lock())
{
GameScene* gameScene = new GameScene(Engine::getInstance()->getPlayer());
gameScene->init();
Engine* engine = Engine::getInstance();
gameScene->getDoubleBuffer()->getVertexBuffer()->bind();
gameScene->getDoubleBuffer()->getIndiceBuffer()->bind();
engine->setScene(gameScene);
engine->getPlayer()->setFalling(true);
glfwSetInputMode(engine->getWindow(), GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
engine->refresh();
gameScene->updateIndices();
mutex->unlock();
}
}
示例2: scene
CCScene* GameScene::scene()
{
CCScene *scene = CCScene::create();
GameScene *layer = new GameScene();
layer->init();
scene->addChild(layer);
return scene;
}
示例3: create
GameScene* GameScene::create(const int gameType)
{
GameScene* result = new GameScene();
if (result->init())
{
GameLayer* layer = new GameLayer(gameType);
layer->autorelease();
result->addChild(layer);
return result;
}
delete result;
return NULL;
}
示例4: create
GameScene* GameScene::create(int stage)
{
GameScene *pRet = new GameScene();
if (pRet && pRet->init(stage))
{
pRet->autorelease();
return pRet;
}
else
{
CC_SAFE_DELETE(pRet);
return NULL;
}
}
示例5: create
GameScene* GameScene::create(SongInfo* song)
{
GameScene* pRet = new GameScene(song);
if(pRet && pRet->init())
{
pRet->autorelease();
return pRet;
}
else
{
delete pRet;
return NULL;
}
}
示例6: create
GameScene* GameScene::create(bool _clickRed){
GameScene* game = new GameScene();
if (game && game->init(_clickRed))
{
game->autorelease();
return game;
}
else
{
delete game;
game = NULL;
return NULL;
}
}
示例7: create
GameScene* GameScene::create()
{
GameScene* node = new GameScene();
if( node && node->init() )
{
node->autorelease();
return node;
}
else
{
delete node;
return nullptr;
}
}
示例8: scene
CCScene* GameScene::scene()
{
CCScene* pScene = CCScene::create();
GameScene* uiLayer = new GameScene();
if (uiLayer && uiLayer->init())
{
uiLayer->autorelease();
pScene->addChild(uiLayer);
}
else
{
CC_SAFE_DELETE(uiLayer);
}
return pScene;
}
示例9: create
GameScene* GameScene::create(int roomNum)
{
GameScene* pRet = new(std::nothrow) GameScene();
if (pRet && pRet->init(roomNum))
{
pRet->autorelease();
return pRet;
}
else
{
delete pRet;
pRet = nullptr;
return nullptr;
}
}
示例10: render
void LoadingScene::render()
{
VBOScene::render();
if(thread == NULL)
{
thread = new std::thread (initWorld);
mutex->lock();
}
if(mutex->try_lock())
{
GameScene* gameScene = new GameScene(Engine::getInstance()->getWindow(), Engine::getInstance()->getPlayer());
gameScene->init();
Engine::getInstance()->getProcessor()->bufferize(gameScene, Engine::getInstance()->getWorld());
gameScene->bindBuffer();
Engine::getInstance()->setScene(gameScene);
Engine::getInstance()->getPlayer()->setFalling(true);
mutex->unlock();
}
}