mirror of
https://github.com/wu736139669/SmallGame_Cocos2dx.git
synced 2026-08-05 06:23:09 +00:00
102 lines
3.1 KiB
C++
102 lines
3.1 KiB
C++
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#include "SpriteFrameManage.h"
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#include "GameLayerTaiKo.h"
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#include "TaikoScene.h"
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#include "GameLayer_Tag.h"
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IMPLEMENT_DLG_ID(CGameLayerTaiko,GameLayerTaiko_Tag);
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CGameLayerTaiko::CGameLayerTaiko()
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{
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}
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CGameLayerTaiko::~CGameLayerTaiko()
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{
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}
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bool CGameLayerTaiko::init(){
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if(!UILayer::init())
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return false;
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auto ly = dynamic_cast<Layout*>(GUIReader::shareReader()->widgetFromJsonFile("./CocoStudioResources/tai_ko_1.json"));
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this->addWidget(ly);
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setTouchEnabled(true);
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UIButton* pBtn0 = dynamic_cast<UIButton*>(getWidgetByName("Btn0"));
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pBtn0->addReleaseEvent(this, coco_releaseselector(CGameLayerTaiko::OnBtn0));
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pBtn0->addPushDownEvent(this, coco_releaseselector(CGameLayerTaiko::OnBtnPushDown0));
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pBtn0->addCancelEvent(this, coco_releaseselector(CGameLayerTaiko::OnBtnCancel0));
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pBtn0->setPressedActionEnabled(true);
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pBtn0->setTouchEnabled(true);
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UIButton* pBtn1 = dynamic_cast<UIButton*>(getWidgetByName("Btn1"));
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pBtn1->addReleaseEvent(this, coco_releaseselector(CGameLayerTaiko::OnBtn1));
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pBtn1->addPushDownEvent(this, coco_releaseselector(CGameLayerTaiko::OnBtnPushDown1));
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pBtn1->addCancelEvent(this, coco_releaseselector(CGameLayerTaiko::OnBtnCancel1));
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pBtn1->setPressedActionEnabled(true);
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pBtn1->setTouchEnabled(true);
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UIButton* pBtnIn = dynamic_cast<UIButton*>(getWidgetByName("BtnIn"));
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pBtnIn->addPushDownEvent(this, coco_releaseselector(CGameLayerTaiko::OnBtnBrum));
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pBtnIn->setPressedActionEnabled(true);
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pBtnIn->setTouchEnabled(true);
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return true;
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}
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void CGameLayerTaiko::onEnter()
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{
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UILayer::onEnter();
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//CCDirector::sharedDirector()->getScheduler()->scheduleUpdateForTarget(this, 0, false);
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}
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void CGameLayerTaiko::onExit()
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{
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UILayer::onExit();
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//CCDirector::sharedDirector()->getScheduler()->unscheduleUpdateForTarget(this);
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}
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void CGameLayerTaiko::updata(float fDelta)
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{
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}
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//单击事件开始
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// bool CGameLayerTaiko::ccTouchBegan(cocos2d::CCTouch * pTouch, cocos2d::CCEvent *pEvent)
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// {
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// return false;
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// }
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// //单击事件拖动
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// void CGameLayerTaiko::ccTouchMoved(cocos2d::CCTouch *pTouch, cocos2d::CCEvent *pEvent)
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// {
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//
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// }
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//
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// //单击事件结束
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// void CGameLayerTaiko::ccTouchEnded(cocos2d::CCTouch* pTouch, cocos2d::CCEvent* pEvent)
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// {
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//
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// }
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void CGameLayerTaiko::OnBtn0(CCObject* pSender)
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{
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((CTaikoScene*)getParent())->clickBtn0();
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}
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void CGameLayerTaiko::OnBtnPushDown0(CCObject* pSender)
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{
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((CTaikoScene*)getParent())->clickBtnPushDown0();
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}
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void CGameLayerTaiko::OnBtnCancel0(CCObject* pSender)
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{
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((CTaikoScene*)getParent())->clickBtnCancel0();
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}
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void CGameLayerTaiko::OnBtn1(CCObject* pSender)
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{
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((CTaikoScene*)getParent())->clickBtn1();
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}
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void CGameLayerTaiko::OnBtnPushDown1(CCObject* pSender)
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{
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((CTaikoScene*)getParent())->clickBtnPushDown1();
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}
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void CGameLayerTaiko::OnBtnCancel1(CCObject* pSender)
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{
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((CTaikoScene*)getParent())->clickBtnCancel1();
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}
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void CGameLayerTaiko::OnBtnBrum(CCObject* pSender)
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{
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UIButton* pBtnIn = dynamic_cast<UIButton*>(getWidgetByName("BtnIn"));
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//if(pBtnIn->isVisible())
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// ((CTaikoScene*)getParent())->clickBtnDrum();
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} |