Files
2014-08-20 16:15:02 +08:00

102 lines
3.1 KiB
C++

#include "SpriteFrameManage.h"
#include "GameLayerTaiKo.h"
#include "TaikoScene.h"
#include "GameLayer_Tag.h"
IMPLEMENT_DLG_ID(CGameLayerTaiko,GameLayerTaiko_Tag);
CGameLayerTaiko::CGameLayerTaiko()
{
}
CGameLayerTaiko::~CGameLayerTaiko()
{
}
bool CGameLayerTaiko::init(){
if(!UILayer::init())
return false;
auto ly = dynamic_cast<Layout*>(GUIReader::shareReader()->widgetFromJsonFile("./CocoStudioResources/tai_ko_1.json"));
this->addWidget(ly);
setTouchEnabled(true);
UIButton* pBtn0 = dynamic_cast<UIButton*>(getWidgetByName("Btn0"));
pBtn0->addReleaseEvent(this, coco_releaseselector(CGameLayerTaiko::OnBtn0));
pBtn0->addPushDownEvent(this, coco_releaseselector(CGameLayerTaiko::OnBtnPushDown0));
pBtn0->addCancelEvent(this, coco_releaseselector(CGameLayerTaiko::OnBtnCancel0));
pBtn0->setPressedActionEnabled(true);
pBtn0->setTouchEnabled(true);
UIButton* pBtn1 = dynamic_cast<UIButton*>(getWidgetByName("Btn1"));
pBtn1->addReleaseEvent(this, coco_releaseselector(CGameLayerTaiko::OnBtn1));
pBtn1->addPushDownEvent(this, coco_releaseselector(CGameLayerTaiko::OnBtnPushDown1));
pBtn1->addCancelEvent(this, coco_releaseselector(CGameLayerTaiko::OnBtnCancel1));
pBtn1->setPressedActionEnabled(true);
pBtn1->setTouchEnabled(true);
UIButton* pBtnIn = dynamic_cast<UIButton*>(getWidgetByName("BtnIn"));
pBtnIn->addPushDownEvent(this, coco_releaseselector(CGameLayerTaiko::OnBtnBrum));
pBtnIn->setPressedActionEnabled(true);
pBtnIn->setTouchEnabled(true);
return true;
}
void CGameLayerTaiko::onEnter()
{
UILayer::onEnter();
//CCDirector::sharedDirector()->getScheduler()->scheduleUpdateForTarget(this, 0, false);
}
void CGameLayerTaiko::onExit()
{
UILayer::onExit();
//CCDirector::sharedDirector()->getScheduler()->unscheduleUpdateForTarget(this);
}
void CGameLayerTaiko::updata(float fDelta)
{
}
//单击事件开始
// bool CGameLayerTaiko::ccTouchBegan(cocos2d::CCTouch * pTouch, cocos2d::CCEvent *pEvent)
// {
// return false;
// }
// //单击事件拖动
// void CGameLayerTaiko::ccTouchMoved(cocos2d::CCTouch *pTouch, cocos2d::CCEvent *pEvent)
// {
//
// }
//
// //单击事件结束
// void CGameLayerTaiko::ccTouchEnded(cocos2d::CCTouch* pTouch, cocos2d::CCEvent* pEvent)
// {
//
// }
void CGameLayerTaiko::OnBtn0(CCObject* pSender)
{
((CTaikoScene*)getParent())->clickBtn0();
}
void CGameLayerTaiko::OnBtnPushDown0(CCObject* pSender)
{
((CTaikoScene*)getParent())->clickBtnPushDown0();
}
void CGameLayerTaiko::OnBtnCancel0(CCObject* pSender)
{
((CTaikoScene*)getParent())->clickBtnCancel0();
}
void CGameLayerTaiko::OnBtn1(CCObject* pSender)
{
((CTaikoScene*)getParent())->clickBtn1();
}
void CGameLayerTaiko::OnBtnPushDown1(CCObject* pSender)
{
((CTaikoScene*)getParent())->clickBtnPushDown1();
}
void CGameLayerTaiko::OnBtnCancel1(CCObject* pSender)
{
((CTaikoScene*)getParent())->clickBtnCancel1();
}
void CGameLayerTaiko::OnBtnBrum(CCObject* pSender)
{
UIButton* pBtnIn = dynamic_cast<UIButton*>(getWidgetByName("BtnIn"));
//if(pBtnIn->isVisible())
// ((CTaikoScene*)getParent())->clickBtnDrum();
}