初学试试看cocos2dx的TestCPP框架(5)---sceneTest

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先看一下类关系图,然后我们看关键类SceneTestLayer

SceneTestLayer1::SceneTestLayer1(){    //建立3个菜单    CCMenuItemFont* item1 = CCMenuItemFont::create( "Test pushScene", this, menu_selector(SceneTestLayer1::onPushScene) );    CCMenuItemFont* item2 = CCMenuItemFont::create( "Test pushScene w/transition", this, menu_selector(SceneTestLayer1::onPushSceneTran) );    CCMenuItemFont* item3 = CCMenuItemFont::create( "Quit", this, menu_selector(SceneTestLayer1::onQuit) );        CCMenu* menu = CCMenu::create( item1, item2, item3, NULL );//垂直对齐,水平对齐是//menu->alignItemsHorizontally();    menu->alignItemsVertically();        addChild( menu );    //设置旋转的小人    CCSize s = CCDirector::sharedDirector()->getWinSize();    CCSprite* sprite = CCSprite::create(s_pPathGrossini);    addChild(sprite);    sprite->setPosition( ccp(s.width-40, s.height/2) );    CCActionInterval* rotate = CCRotateBy::create(2, 360);    CCAction* repeat = CCRepeatForever::create(rotate);    sprite->runAction(repeat);//不停调用testDealloc    schedule( schedule_selector(SceneTestLayer1::testDealloc) );}
构造函数很简单,只是建立3个菜单,然后设置一个精灵,这个精灵不停旋转。我们在看看3个菜单具体做了什么。
void SceneTestLayer1::onPushScene(CCObject* pSender){    CCScene* scene = new SceneTestScene();    CCLayer* pLayer = new SceneTestLayer2();    scene->addChild( pLayer, 0 );    CCDirector::sharedDirector()->pushScene( scene );    scene->release();    pLayer->release();}void SceneTestLayer1::onPushSceneTran(CCObject* pSender){    CCScene* scene = new SceneTestScene();    CCLayer* pLayer = new SceneTestLayer2();    scene->addChild( pLayer, 0 );    CCDirector::sharedDirector()->pushScene( CCTransitionSlideInT::create(1, scene) );    scene->release();    pLayer->release();}void SceneTestLayer2::onReplaceScene(CCObject* pSender){    CCScene* pScene = new SceneTestScene();    CCLayer* pLayer = SceneTestLayer3::create();    pScene->addChild( pLayer, 0 );    CCDirector::sharedDirector()->replaceScene( pScene );    pScene->release();}void SceneTestLayer2::onReplaceSceneTran(CCObject* pSender){    CCScene* pScene = new SceneTestScene();    CCLayer* pLayer = SceneTestLayer3::create();    pScene->addChild( pLayer, 0 );    CCDirector::sharedDirector()->replaceScene( CCTransitionFlipX::create(2, pScene) );    pScene->release();}
这里接触到2个新函数pushScene和2新类CCTransitionSlideInT,CCTransitionFlipX。pushScene对应的是popScene。接下来我们看SceneTestLayer3,这个类和前面2个类不一样。
class SceneTestLayer3 : public CCLayerColor{public:    SceneTestLayer3();    bool init();    virtual void testDealloc(float dt);    void item0Clicked(CCObject* pSender);    void item1Clicked(CCObject* pSender);    void item2Clicked(CCObject* pSender);    CREATE_FUNC(SceneTestLayer3)} ;
他重写了init和拥有create()函数,所以创建的时候直接create就行了,不需要管资源释放的问题。构造函数里面也不需要写什么,全部初始化的东西都放到init里面。
bool SceneTestLayer3::init(){    if (CCLayerColor::initWithColor(ccc4(0,0,255,255)))    {        CCSize s = CCDirector::sharedDirector()->getWinSize();        CCMenuItemFont *item0 = CCMenuItemFont::create("Touch to pushScene (self)", this, menu_selector(SceneTestLayer3::item0Clicked));        CCMenuItemFont *item1 = CCMenuItemFont::create("Touch to popScene", this, menu_selector(SceneTestLayer3::item1Clicked));        CCMenuItemFont *item2 = CCMenuItemFont::create("Touch to popToRootScene", this, menu_selector(SceneTestLayer3::item2Clicked));        CCMenu *menu = CCMenu::create(item0, item1, item2, NULL);        this->addChild(menu);        menu->alignItemsVertically();        this->schedule(schedule_selector(SceneTestLayer3::testDealloc));        CCSprite* sprite = CCSprite::create(s_pPathGrossini);        addChild(sprite);        sprite->setPosition( ccp(s.width/2, 40) );        CCActionInterval* rotate = CCRotateBy::create(2, 360);        CCAction* repeat = CCRepeatForever::create(rotate);        sprite->runAction(repeat);        return true;    }    return false;}
void SceneTestLayer3::item0Clicked(CCObject* pSender){    CCScene *newScene = CCScene::create();    newScene->addChild(SceneTestLayer3::create());    CCDirector::sharedDirector()->pushScene(CCTransitionFade::create(0.5, newScene, ccc3(0,255,255)));}void SceneTestLayer3::item1Clicked(CCObject* pSender){    CCDirector::sharedDirector()->popScene();}void SceneTestLayer3::item2Clicked(CCObject* pSender){    CCDirector::sharedDirector()->popToRootScene();}
init里面没难看懂的东西。popScene()和popToRootScene()2个函数分别是只弹出一个和直接弹到在外面的区别。这节就看到这里,没特别难弄明白的东西。
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