前面定义了一个SpalshScene.h,并声明了如下的函数,在SplashScene.cpp中对这些函数实现,
跳转用到了CCNode类的定时器有关的函数,详细参考书,这里采用的函数为:
void scheduleOnce(SEL_SCHEDULE selector, float delay)// 启动一次定时器,参数为回调函数及延时启动时间
#include "SplashScene.h"
bool Splash::init(){
if (!Layer::init()){
return false;
}
// show game name
auto labelGame = Label::createWithBMFont("futura-48.fnt", "2048");
labelGame->setPosition(Point(GAME_SCREEN_WIDTH/2,GAME_SCREEN_HEIGHT/2));
this->addChild(labelGame);
labelGame->setScale(1.5);
//show game studio
auto labelGameVec = Label::createWithBMFont("futura-48.fnt", "ml_studio");
labelGameVec->setPosition(Point(GAME_SCREEN_WIDTH / 2, GAME_SCREEN_HEIGHT / 4));
this->addChild(labelGameVec);
labelGameVec->setScale(0.8);
//计划任务。3秒钟之后自动跳转到游戏场景。
this->scheduleOnce(schedule_selector(Splash::jumpToGame), 1);// wait one second
// jumpToGame(float) 在下面定义了
return true;
}
Scene * Splash::createScene(){
auto scene = Scene::create();
auto layer = Splash::create();
scene->addChild(layer);
return scene;
}
void Splash::jumpToGame(float t)//回调函数在这里
{
auto scene = Game::createScene(); // Game is another Layer in 'GameScene.h'
Director::getInstance()->replaceScene(TransitionProgressOutIn::create(0.5, scene));
}