Cocos2d-x在层之间获取数据

时间:2013-07-15 21:11:26

标签: c++ cocos2d-iphone cocos2d-x

我遇到了一些我认为很简单的问题,但我无法弄明白。

我有一个名为WavePrototypeScene的场景

WavePrototypeScene.h

#ifndef __WAVE_PROTOTYPE_SCENE_H__
#define __WAVE_PROTOTYPE_SCENE_H__

#include "cocos2d.h"
#include "WavePrototypeGameLayer.h"
#include "WavePrototypeInterfaceLayer.h"

using namespace cocos2d;

class WavePrototypeScene : public CCScene
{
public:
    virtual bool init();  
    static cocos2d::CCScene* scene();
    CREATE_FUNC(WavePrototypeScene);
};

#endif

WavePrototypeScene.cpp

#include "WavePrototypeScene.h"

CCScene* WavePrototypeScene::scene()
{
    CCScene * scene = NULL;
    do 
    {
        scene = CCScene::create();
        CC_BREAK_IF(! scene);

        // add game layer
        WavePrototypeGameLayer *layer1 = WavePrototypeGameLayer::create();
        CC_BREAK_IF(! layer1);
        scene->addChild(layer1, 1, 1);

        // add interface layer
        WavePrototypeInterfaceLayer *layer2 = WavePrototypeInterfaceLayer::create();
        CC_BREAK_IF(! layer2);
        scene->addChild(layer2, 2, 2);

    } while (0);

   return scene;
}

然后我有两层WavePrototypeGameLayer和WavePrototypeInterfaceLayer

WavePrototypeGameLayer.h

#ifndef __WAVE_PROTOTYPE_GAME_LAYER_H__
#define __WAVE_PROTOTYPE_GAME_LAYER_H__

#include "cocos2d.h"
#include "WavePrototypeInterfaceLayer.h"

using namespace cocos2d;

class WavePrototypeGameLayer : public CCLayer
{
public:
    virtual bool init();  
    static CCScene* scene();
    CREATE_FUNC(WavePrototypeGameLayer);

};

#endif

WavePrototypeGameLayer.cpp

#include "WavePrototypeGameLayer.h"

bool WavePrototypeGameLayer::init()
{
    bool bRet = false;
    do 
    {
        int health = 10;

    bRet = true;
    } while (0);

    return bRet;
}

WavePrototypeInterfaceLayer.h

#ifndef __WAVE_PROTOTYPE_INTERFACE_LAYER_H__
#define __WAVE_PROTOTYPE_INTERFACE_LAYER_H__

#include "cocos2d.h"
#include "WavePrototypeGameLayer.h"

using namespace cocos2d;

class WavePrototypeInterfaceLayer : public CCLayer
{
public:
    virtual bool init();  
    static CCScene* scene();
    CREATE_FUNC(WavePrototypeInterfaceLayer);

    void menuAction(CCObject* pSender);

};

#endif

WavePrototypeInterfaceLayer.cpp

#include "WavePrototypeInterfaceLayer.h"

bool WavePrototypeInterfaceLayer::init()
{
    bool bRet = false;
    do 
    {
        CCMenuItemImage *actonButtonItem = CCMenuItemImage::create("actionbutton.png", "actionbuttonpressed.png", this, menu_selector(WavePrototypeInterfaceLayer::menuAction));
        actonButtonItem->setPosition(ccp(55, 55));

        CCMenu* actionButtonMenu = CCMenu::create(actonButtonItem, NULL);
        actionButtonMenu->setPosition(CCPointZero);

        this->addChild(actionButtonMenu, 10);

        char text[256];
        sprintf(text, "Health: 0");

    healthLabel = CCLabelTTF::create(text, "Arial", 24);
        healthLabel->setPosition(ccp(100, 100));
    this->addChild(healthLabel, 10);

    bRet = true;
    } while (0);

return bRet;
}

void WavePrototypeInterfaceLayer::menuAction(CCObject* pSender)
{
//button hit
}

我的代码远不止这些,为了简单起见,我只是删掉了其他所有内容。

基本上我想要的是当我点击界面图层上的按钮时,它会从游戏层实例中使用标记1拉取int值,并将其加载到界面图层中的标签中。

我已经尝试了许多方法来实现这一点,而我似乎无法让它正常工作。

目标-C中的cocos2d中的

看你可以这样做     WavePrototypegameLayer * interface =(WavePrototypegameLayer *)[self.parent getChildByTag:1];

与cocos2d-x

相同

1 个答案:

答案 0 :(得分:0)

void WavePrototypeInterfaceLayer::menuAction(CCObject* pSender)
{
//button hit
WavePrototypegameLayer* interface = (WavePrototypegameLayer*)(this->getParent()->getChildByTag(1));
//get the value from the layer
}