2

这是我的代码,我不知道如何创建启动画面以及它将如何引导到我的菜单屏幕中。所有 .h 都必须连接到 BaseScreen 并且 BaseScreen 将是 cocos2d 层中连接的那个。请在我的代码中帮助我。唯一出现在我的模拟器中的是我在 HelloWorldScreen.h 中编码的精灵

闪屏.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

4 回答 4

4

以下是在 android 上添加闪屏场景的三个步骤。使用 cocos2d-x 3.4。希望这可以帮助!

1 创建一个 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;
}
于 2015-04-16T06:15:26.683 回答
3

我正在使用该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 画面。这就是我所做的一切。

于 2013-11-09T09:23:38.107 回答
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;
}

或者试试这个我希望它能解决它

于 2013-09-27T06:48:56.297 回答
0

你可以让类继承自 CCLayer,它启动你的应用程序并显示你的精灵。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。

于 2013-09-27T07:25:30.077 回答