Cocos2d-X实现场景切换

时间:2023-02-07 20:22:02

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));

    //将文字加到层中
    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

Cocos2d-X实现场景切换


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:

Cocos2d-X实现场景切换


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