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//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);
};
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//GameScene.cpp
#include "GameScene.h"
#include "HelloWorldScene.h"
USING_NS_CC;
cocos2d::Scene* GameScene::createScene()
{
auto
scene = Scene::create();
//创建一个场景
auto
layer = GameScene::create();
//创建一个图层
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(); //创建一个新场景,因为原场景已删除
// Director::getInstance()->replaceScene(scene);
//方法二
Director::getInstance()->popScene();
//原场景依然存在,直接出栈
}
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