这是我的代码我不知道如何创建启动画面以及它将如何指向我的菜单屏幕。所有.h必须连接到BaseScreen,BaseScreen将连接到cocos2d层。请帮我处理我的密码。只有在我的模拟器中出现的是我在HelloWorldScreen.h中编码的精灵
SplashScreen.h
ifndef __SPLASH_SCREEN_H__
define __SPLASH_SCREEN_H__
include "BaseScreen.h"
include "cocos2d.h"
class SplashScreen : BaseScreen
{
public:
void update ();
static cocos2d::CCSprite* splashScreen;
int time;
MenuScreen menuScreen;
};
endif
HelloWorldScene.cpp
include "HelloWorldScene.h"
include "SplashScreen.h"
include "cocos2d.h"
USING_NS_CC;
CCScene* HelloWorld::scene()
{
// 'scene' is an autorelease object
CCScene *scene = CCScene::create();
// 'layer' is an autorelease object
HelloWorld *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 ( !CCLayer::init() )
{
return false;
}
CCSize winSize = CCDirector::sharedDirector()->getWinSize();
CCSize size = CCDirector::sharedDirector()->getWinSize();
CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize();
CCPoint origin = CCDirector::sharedDirector()->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
CCMenuItemImage *pCloseItem = CCMenuItemImage::create(
"CloseNormal.png",
"CloseSelected.png",
this,
menu_selector(HelloWorld::menuCloseCallback));
pCloseItem->setPosition(ccp(origin.x + visibleSize.width - pCloseItem->getContentSize().width/2 ,
origin.y + pCloseItem->getContentSize().height/2));
// create menu, it's an autorelease object
CCMenu* pMenu = CCMenu::create(pCloseItem, NULL);
pMenu->setPosition(CCPointZero);
this->addChild(pMenu, 1);
// 3. add your codes below...
// create background image from png
CCSprite *splashScreen = CCSprite::create("company.png");
// position the background image at the center of window
splashScreen->setPosition(ccp(size.width / 2, size.height / 2));
// add background image at z-position = -1, bottom of all
this->addChild(splashScreen, -1);
// calculate the scaling factor to fill the window size
float bX = size.width / splashScreen->getContentSize().width;
float bY = size.height / splashScreen->getContentSize().height;
// set the scaling factor to the background image
splashScreen->setScaleX(bX);
splashScreen->setScaleY(bY);
return true;
}
//callfuncN_selector(MainScene::spriteMoveFinished)
//backcalls the function spriteMoveFinished()
void HelloWorld::spriteMoveFinished(CCNode* pSender)
{
CCSprite *sprite = (CCSprite *)pSender;
this->removeChild(sprite, true);
}
void HelloWorld::menuCloseCallback(CCObject* pSender)
{
CCDirector::sharedDirector()->end();
if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
exit(0);
endif
}
BaseScreen.h
ifndef __BASE_SCREEN_H__
define __BASE_SCREEN_H__
include "cocos2d.h"
class BaseScreen : public cocos2d::CCLayer
{
public:
// BaseScreen getParent ();
void loadNewScreen (BaseScreen newScreen);
void update ();
// BaseScreen *parentBaseScene;
};
endif
答案 0 :(得分:4)
以下是在android上添加启动画面场景的三个步骤。使用cocos2d-x 3.4。希望这有帮助!
1创建SplashScene.cpp
#include "SplashScene.h"
#include "HomeScene.h"
using namespace cocos2d;
cocos2d::Scene* SplashScene::createScene()
{
// 'scene' is an autorelease object
auto scene = Scene::create();
// 'layer' is an autorelease object
auto layer = SplashScene::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 SplashScene::init()
{
if ( !Layer::init() )
{
return false;
}
auto visibleSize = Director::getInstance()->getVisibleSize();
auto sprite = Sprite::create("splash.png");
// position the sprite on the center of the screen
sprite->setPosition(Vec2(visibleSize.width/2 , visibleSize.height/2 ));
// add the sprite as a child to this layer
this->addChild(sprite, 0);
return true;
}
void SplashScene::onEnter() {
Layer::onEnter();
// Wait for 0.5 seconds to load main scene
this->scheduleOnce(schedule_selector(SplashScene::finishSplash), 0.5f);
}
void SplashScene::finishSplash(float dt) {
// ... do whatever other initializations here
// Show the actual main scene
Director::getInstance()->replaceScene(HomeScene::createScene());
}
2创建SplashScene.h
#ifndef __SplashScene__
#define __SplashScene__
#include <stdio.h>
#include "cocos2d.h"
USING_NS_CC;
class SplashScene : public cocos2d::Layer
{
public:
// there's no 'id' in cpp, so we recommend returning the class instance pointer
static Scene* createScene();
// Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone
virtual bool init();
void onEnter();
void finishSplash(float dt);
// implement the "static create()" method manually
CREATE_FUNC(SplashScene);
};
#endif /* defined(__stickerPuzzle__SplashScene__) */
3修改AppDelegate.cpp
bool AppDelegate::applicationDidFinishLaunching() {
// initialize director
auto director = Director::getInstance();
auto glview = director->getOpenGLView();
if(!glview) {
glview = GLViewImpl::create("My Game");
director->setOpenGLView(glview);
}
// set FPS. the default value is 1.0/60 if you don't call this
director->setAnimationInterval(1.0 / 60);
// ... other stuff ...
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
// On Android - start the splash scene first
auto scene = SplashScene::createScene();
director->runWithScene(scene);
#endif
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
// On iOS, no need to add splash scene, start main scene directly
auto scene = HomeScene::createScene();
director->runWithScene(scene);
#endif
return true;
}
答案 1 :(得分:3)
我正在使用scheduleOnce
功能。
void Splash::onEnter(){
CCLayer::onEnter();
CCLog("onEnter");
this->scheduleOnce(schedule_selector(Splash::finishSplash),2.0f);
}
void Splash::finishSplash(float dt){
CCDirector::sharedDirector()->replaceScene(GameWall::scene());
}
2秒后,完成启动画面并启动GameWall屏幕。这就是我所做的一切。
答案 2 :(得分:0)
试试这个链接也许你可以在这里找到有用的东西http://www.androidhive.info/2013/07/how-to-implement-android-splash-screen-2/
#include "HelloWorldScene.h"
#include "OptionsScene.h"
#include "SplashScene.h"
#include "SimpleAudioEngine.h"
#include "RedirectMethods.h"
using namespace cocos2d;
using namespace CocosDenshion;
CCScene* SplashScene::scene() {
CCScene *scene = CCScene::create();
SplashScene *layer = SplashScene::create();
scene->addChild(layer);
return scene;
}
bool SplashScene::init() {
if (!CCLayer::init()) {
return false;
}
CCSize screenSize = CCDirector::sharedDirector()->getWinSize();
CCSprite* logomarca = CCSprite::create("cocos2dx_logo.png");
logomarca->setPosition(ccp(screenSize.width / 2, screenSize.height / 2));
this->addChild(logomarca, 1);
CCFiniteTimeAction *seq1 = CCSequence::create(CCDelayTime::create(3.0),
CCCallFuncN::create(this,
callfuncN_selector(RedirectMethods::MenuScene)), NULL);
this->runAction(seq1);
return true;
}
或尝试这个我希望它能解决它
答案 3 :(得分:0)
您可以从CCLayer继承类,它启动您的应用程序并显示您的精灵。然后你可以覆盖onEnterTransitionDidFinish方法:
void SplashScreen::onEnterTransitionDidFinish(){
CCScene * sceneAfterSplashScreen = StartLayer::scene();
CCDirector::sharedDirector()->replaceScene(sceneAfterSplashScreen);
}
当启动画面到达屏幕时,它开始加载新场景并替换它。