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cocos-X載入場景,以及動作特效

新建一個類 newscene

class newscene : public cocos2d::Layer

{
public:
virtual bool init();
static cocos2d::Scene* createScene();
CREATE_FUNC(newscene);

};

實現函式

Scene * newscene::createScene(){
Scene*scene = Scene::create();
newscene *layer = newscene::create();
scene->addChild(layer);
return scene;
}
bool newscene::init(){
Size visiblesize = Director::getInstance()->getVisibleSize();
Sprite*s = Sprite::create("E:\\cocosproject\\dongtaijiazai\\proj.win32\\res\\222.jpg");
s->setPosition(visiblesize.width / 2, visiblesize.height / 2);
addChild(s);
return true;
}

上面是前戲,至於為什麼就是因為要多一個場景來切換,所以有上面那麼一齣戲

接下來是重頭戲

在HelloWorldScene.cpp中來敲下如下程式碼

// 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();
Sprite*s = Sprite::create("E:\\cocosproject\\dongtaijiazai\\proj.win32\\res\\111.jpg");
s->setPosition(visiblesize.width / 2, visiblesize.height / 2);
addChild(s);

//這裡我是讓第一個圖片,有一個旋轉的特效,點題(標題)
if (s){
s->runAction( cocos2d::RotateBy::create(1, 360));
}

//事件偵聽器
EventListenerTouchOneByOne*listener = EventListenerTouchOneByOne::create();
listener->onTouchBegan = [s](Touch*t, Event*e){
if (s->getBoundingBox().containsPoint(s->convertToNodeSpace(t->getLocation())))
{
auto transitions = CCTransitionPageTurn::create(3, newscene::createScene(),1);
Director::getInstance()->replaceScene(transitions);
return true;
}
return true;
};

//好像用了閉包函式都有下面這一句,把事件偵聽器連結起來
Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(listener, s);
    return true;
}

下面就是效果