如何创建android cocos2dx启动画面?

时间:2013-09-27 06:41:17

标签: android cocos2d-x splash-screen scene

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

4 个答案:

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。