//GameScene.h #include "cocos2d.h" class GameScene : public cocos2d::Layer { public: static cocos2d::Scene* createScene(); virtual bool init(); void menuCallback(cocos2d::Ref* pSender); CREATE_FUNC(GameScene); };
//GameScene.cpp #include "GameScene.h" #include "HelloWorldScene.h" USING_NS_CC; cocos2d::Scene* GameScene::createScene() { auto scene = Scene::create(); //建立一个场景 auto layer = GameScene::create(); //建立一个图层 scene->addChild(layer); return scene; } //初始化当前的图层 bool GameScene::init() { if(!Layer::init()) //初始化父类 return false; //添加一个图片精灵 Size visibleSize = Director::getInstance()->getVisibleSize(); //获取屏幕大小 auto sprite1 = Sprite::create("game.png"); sprite1->setAnchorPoint(Point::ZERO); //设置锚点在左下角,原锚点位置在中心 sprite1->setPosition(Point(0,0)); //sprite1->setPosition(Point(visibleSize.width/2, visibleSize.height/2)); this->addChild(sprite1); //添加一个菜单层,当点击按钮时调用menuCallback方法 auto backItem = MenuItemImage::create( "CloseNormal.png", "CloseSelected.png", CC_CALLBACK_1(GameScene::menuCallback, this)); backItem->setPosition(Point(visibleSize.width-50, 50)); auto menu = Menu::create(backItem, NULL); menu->setPosition(Point::ZERO); this->addChild(menu, 1); return true; } //从游戏场景跳转到Hello场景 void GameScene::menuCallback(cocos2d::Ref* pSender) { //方法一 // auto scene = HelloWorld::createScene(); //建立一个新场景,由于原场景已删除 // Director::getInstance()->replaceScene(scene); //方法二 Director::getInstance()->popScene(); //原场景依然存在,直接出栈 }