local trans = cc.TransitionPageTurn:create(1,StartScene.create(),false)
或local trans=Game.create()
cc.Director:getInstance():replaceScene(trans)
开始场景都写
local MainScene= class("MainScene",function ( ) return cc.Scene:create();end)function MainScene.create( ) local scene = cc.Scene:create(); -- local scene = cc.MainScene.new() scene:addChild(MainScene:createLayer()) return scene;endfunction MainScene:createLayer( ) local layer = cc.Layer:create()。。。。 return layerend
return MainScene;
-- 获取整体父节点local root = cc.CSLoader:createNode("Layer10.csb")
layer:addChild(root)
local btn1=root:getChildByName("Button_1");
btn1:addClickEventListener(function ( psender )
end)
手写按钮 一般就是加cc,ui控件就加ccui
local bg = ccui.Button:create("backarrow.png")bg:setAnchorPoint(cc.p(0,1))bg:setPosition(cc.p(0,320))bg:setScale(0.6)
layer:addChild(bg,5)
模态对话框中的触摸吞噬
local widget = ccui.Widget:create();
widget:setAnchorPoint(cc.p(0, 0)); widget:setPosition(cc.p(0, 0)); widget:setContentSize(cc.size(480,320)); widget:setTouchEnabled(true);//设置是否启用触摸事件 widget:setSwallowTouches(true);//设置是否启用触摸吞噬 layer:addChild(widget,6);粒子效果
self.snow=cc.ParticleSnow:create() self.snow:setPosition(cc.p(display.cx,display.top)) layer:addChild( self.snow,3,1) self.isMusic=true self.isMusicOn=true
self.volic=5
Lua复选框 和c++复选框 监听事件写法不太一样
local checkbox1 = node:getChildByName("CheckBox_1") checkbox1:addEventListener(function ( sender,eventType) -- 0==ccui.CheckBoxEventType.selected -- 1==ccui.CheckBoxEventType.unselected if eventType==0 then cc.SimpleAudioEngine:getInstance():resumeBackgroundMusic() elseif eventType==1 then cc.SimpleAudioEngine:getInstance():pauseBackgroundMusic() end end)
main.lua这样设置
cc.FileUtils:getInstance():setPopupNotify(false)require "config"require "cocos.init"local MainScene = require("app.views.MainScene")local function main() -- require("app.MyApp"):create():run() cc.Director:getInstance():runWithScene(MainScene.create())endlocal status, msg = xpcall(main, __G__TRACKBACK__)if not status then print(msg)end
