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
}