cocos2dx-练习number1

本文介绍了一个使用Cocos2d-x创建基本游戏场景的例子,包括如何实现场景的切换效果以及添加光晕效果。通过这个实例,读者可以了解Cocos2d-x的基本用法,包括场景管理、菜单项响应及精灵的使用。

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刚开始学习cocos2dx,关键是多练练手,先把效果跑起来,然后再理解深层原理!

主要涉及到场景的切换效果和光晕


#include "HelloWorldScene.h"
#include "MainScene.h"


USING_NS_CC;


Scene* HelloWorld::createScene()
{
    // 'scene' is an autorelease object
    auto scene = Scene::create();
    
    // 'layer' is an autorelease object
    auto 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 ( !Layer::init() )
    {
        return false;
    }
    
    Size visibleSize = Director::getInstance()->getVisibleSize();
    Vec2 origin = Director::getInstance()->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
    auto closeItem = MenuItemImage::create(
                                           "CloseNormal.png",
                                           "CloseSelected.png",
                                           CC_CALLBACK_1(HelloWorld::menuCloseCallback, this));
    
closeItem->setPosition(Vec2(origin.x + visibleSize.width - closeItem->getContentSize().width/2 ,
                                origin.y + closeItem->getContentSize().height/2));


    // create menu, it's an autorelease object
    auto menu = Menu::create(closeItem, NULL);
    menu->setPosition(Vec2::ZERO);
    this->addChild(menu, 1);


    /////////////////////////////
    // 3. add your codes below...


    // add a label shows "Hello World"
    // create and initialize a label
    
    auto label = LabelTTF::create("Hello World", "Arial", 24);
    
    // position the label on the center of the screen
    label->setPosition(Vec2(origin.x + visibleSize.width/2,
                            origin.y + visibleSize.height - label->getContentSize().height));


    // add the label as a child to this layer
    this->addChild(label, 1);

    // add "HelloWorld" splash screen"
    auto sprite = Sprite::create("HelloWorld.png");

    //colorlayer中添加光晕
   auto layercolor = LayerColor::create(Color4B(100,100,200,128),180,200);
   GLenum src,dst;
   if (layercolor->getBlendFunc().dst==GL_ZERO)
   {
src = GL_SRC_ALPHA;
dst = GL_ONE_MINUS_SRC_ALPHA;
   }
   else
   {
src = GL_ONE_MINUS_DST_COLOR;
dst = GL_ZERO;
   }

   BlendFunc bf = {src,dst};
   layercolor->setBlendFunc(bf);
   layercolor->setPosition(400,220);
   layercolor->setAnchorPoint(Vec2(0.5,0.5));
   this->addChild(layercolor,2);

   // position the sprite on the center of the screen
   sprite->setPosition(Vec2(visibleSize.width/2 + origin.x, visibleSize.height/2+origin.y));

    // add the sprite as a child to this layer
    this->addChild(sprite, 1);
    
    return true;
}


void HelloWorld::menuCloseCallback(Ref* pSender)
{
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WP8) ||(CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
MessageBox("You pressed the close button. Windows Store Apps do not implement a close button.","Alert");
        return;
        #endif
auto mainscene = MainScene::CreateScene(); 
       //auto translationscene = TransitionProgressRadialCCW::create(1.5,mainscene);


        //淡出淡入,原场景淡出,新场景淡入
        //auto translationscene = TransitionCrossFade::create(1,mainscene);

       //auto translationscene = TransitionFadeDown::create(1.5,mainscene);

       auto translationscene = TransitionJumpZoom::create(2.5,mainscene);
       Director::getInstance()->pushScene(translationscene);
       //Director::getInstance()->end();

       #if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
       exit(0);
       #endif
}

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