游戏结束的时候,要显示分数,还要能够选择是返回主场景还是退出游戏
// 退出游戏 void menuCloseCallback(cocos2d::Ref* pSender); // 返回主界面 void menuMainCallback(cocos2d::Ref* pSender);
bool GameOver::init() { ////////////////////////////// // 1. super init first if (!Layer::init()) { return false; } bool bRect = false; //背景音乐 if (CocosDenshion::SimpleAudioEngine::getInstance()->isBackgroundMusicPlaying()) { CocosDenshion::SimpleAudioEngine::getInstance()->stopBackgroundMusic(true); CocosDenshion::SimpleAudioEngine::getInstance()->playBackgroundMusic("sound/game_over.mp3",true); } do { Size visibleSize = Director::getInstance()->getVisibleSize(); Vec2 origin = Director::getInstance()->getVisibleOrigin(); //添加背景图片 auto m_background = Sprite::createWithSpriteFrameName("backgroundGameOver.png"); m_background->setPosition(Point(visibleSize.width / 2,visibleSize.height / 2)); m_background->setAnchorPoint(Vec2(0.5,0.5)); CC_BREAK_IF(!m_background); this->addChild(m_background); //添加分数 auto score_int = UserDefault::getInstance()->getIntegerForKey("currentscore"); auto score_str = __String::createWithFormat("%d",score_int); auto score = Label::createWithTTF(score_str->getCString(),"fonts/DFPShaoNvW5-GB.ttf",40); score->setPosition(Point(visibleSize.width / 2,visibleSize.height/3*2)); score->setColor(Color3B(255,0)); CC_BREAK_IF(!score); this->addChild(score); //设定等级 //设置标签 并 获取中文文本 auto dictionary = Dictionary::createWithContentsOfFile("fonts/AboutMe.xml"); String rank_str; switch (score_int/1000) { case 0: rank_str = ((__String*)(dictionary->objectForKey("Eleven")))->getCString(); break; case 1: rank_str = ((__String*)(dictionary->objectForKey("Ten")))->getCString(); break; case 2: rank_str = ((__String*)(dictionary->objectForKey("Nine")))->getCString(); break; case 3: rank_str = ((__String*)(dictionary->objectForKey("Eight")))->getCString(); break; case 4: rank_str = ((__String*)(dictionary->objectForKey("Seven")))->getCString(); break; case 5: rank_str = ((__String*)(dictionary->objectForKey("Six")))->getCString(); break; case 6: rank_str = ((__String*)(dictionary->objectForKey("Five")))->getCString(); break; case 7: rank_str = ((__String*)(dictionary->objectForKey("Four")))->getCString(); break; case 8: rank_str = ((__String*)(dictionary->objectForKey("Three")))->getCString(); break; case 9: rank_str = ((__String*)(dictionary->objectForKey("Two")))->getCString(); break; case 10: rank_str = ((__String*)(dictionary->objectForKey("One")))->getCString(); break; default: rank_str = ((__String*)(dictionary->objectForKey("Zere")))->getCString(); break; }; auto m_label1 = Label::createWithTTF( rank_str.getCString(),65 ); m_label1->setColor(Color3B(255,0)); m_label1->setPosition(Point(visibleSize.width / 2,visibleSize.height / 2 - m_label1->getContentSize().height)); this->addChild(m_label1); ///////////////////////////// // 2. add a menu item with "X" image,which is clicked to quit the program // you may modify it. //退出游戏 按钮 auto tempClose1 = Sprite::createWithSpriteFrameName("GameOver_nor.png"); auto tempClose2 = Sprite::createWithSpriteFrameName("GameOver_touched.png"); auto closeItem = MenuItemSprite::create( tempClose1,tempClose2,CC_CALLBACK_1(GameOver::menuCloseCallback,this) ); //返回主界面 按钮 auto tempBack1 = Sprite::createWithSpriteFrameName("ReturnGame_nor.png"); auto tempBack2 = Sprite::createWithSpriteFrameName("ReturnGame_touched.png"); auto backItem = MenuItemSprite::create( tempBack1,tempBack2,CC_CALLBACK_1(GameOver::menuMainCallback,this) ); // create menu,it's an autorelease object auto menu = Menu::create(closeItem,backItem,NULL); menu->alignItemsverticallyWithPadding(closeItem->getContentSize().height / 2); menu->setPosition(Vec2(origin.x + visibleSize.width / 2,visibleSize.height / 4)); CC_BREAK_IF(!menu); this->addChild(menu,1); bRect = true; } while (0); ///////////////////////////// // 3. add your codes below... return true; } // 退出游戏 void GameOver::menuCloseCallback(Ref* pSender) { Director::getInstance()->end(); #if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS) exit(0); #endif } // 返回主界面 void GameOver::menuMainCallback(cocos2d::Ref* pSender) { CocosDenshion::SimpleAudioEngine::getInstance()->stopBackgroundMusic(true); Director::getInstance()->replaceScene(TransitionProgressRadialccw::create(0.8f,HelloWorld::createScene())); }
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