2011-08-24 49 views
0

我想通过在我的场景上显示几个精灵并显示一个menuitemsprite作为继续按钮来模拟cocos2d中的模态视图。在下面的代码中,我通过模态显示了我的游戏,并使用CCMenuItemSprite设置了菜单;它不响应触摸,以及一个CCMenuItemImage;哪些工作。Cocos2d CCMenuItemSprite在堆叠菜单不起作用

-(void) gameOver { 

    CGSize size = [[CCDirector sharedDirector] winSize]; 
    self.menu.isTouchEnabled = NO; 
    CCLayer *modalLayer = [[CCLayer alloc] init]; 
    [self addChild:modalLayer z:20]; 

    CCSprite *spriteGameOver = [CCSprite spriteWithFile:@"game_over.png"]; 
    spriteGameOver.position = ccp(size.width/2,size.height/2); 

    CCLabelTTF *lblGameOver = [CCLabelTTF labelWithString:[NSString stringWithFormat:@"Game Over!\nScore %d/%d",numCorrect,questionIdx] dimensions:CGSizeMake(380, 300) alignment:CCTextAlignmentCenter fontName:@"Trebuchet MS" fontSize:50.0f]; 
    // position the label on the center of the screen 

    lblGameOver.position = ccp(size.width/2-200, size.height/2-100); 
    lblGameOver.color = ccc3(20, 20, 20); 
    lblGameOver.opacity = 0; 
    // add the label as a child to this Layer 
    [spriteGameOver addChild: lblGameOver]; 
    spriteGameOver.opacity = 0; 
    [modalLayer addChild:spriteGameOver]; 

    CCSprite *spriteGameOverBtn = [CCSprite spriteWithFile:@"mainButton.png" rect:CGRectMake(0,0,300,60)]; 
    spriteGameOverBtn.position = ccp(size.width/2,size.height/2-100); 
    CCLabelTTF *lblGameOverBtn = [CCLabelTTF labelWithString:@"Continue" dimensions:CGSizeMake(300, 60) alignment:CCTextAlignmentCenter fontName:@"Trebuchet MS" fontSize:40.0f]; 
    //lblGameOverBtn.position = ccp(size.width/2-200, size.height/2-300); 
    [lblGameOverBtn setAnchorPoint:ccp(0.0f,0.1f)]; 
    lblGameOverBtn.color = ccc3(20, 20, 20); 
    lblGameOverBtn.opacity = 0; 
    // add the label as a child to this Layer 
    [spriteGameOverBtn addChild: lblGameOverBtn]; 
    spriteGameOverBtn.opacity = 0; 

    CCMenuItemImage *itemH = [CCMenuItemImage itemFromNormalImage:@"backArrow.png" selectedImage:@"backArrowS.png" target:self selector:@selector(goToMain:)]; 
    itemH.position = ccp(size.width/2,size.height/2-100); 

    CCMenuItemSprite *mGameOverBtn = [CCMenuItemSprite itemFromNormalSprite:spriteGameOverBtn selectedSprite:nil disabledSprite:nil target:self selector:@selector(goToMain:)]; 

    CCMenu *menuGO = [CCMenu menuWithItems: itemH,mGameOverBtn, nil]; 
    menuGO.position = ccp(0, 0); 

    [modalLayer addChild:menuGO z:21]; 




    [lblGameOverBtn runAction:[CCSequence actions:[CCDelayTime actionWithDuration: 1.75f],[CCFadeIn actionWithDuration: 1.75f],nil]]; 

    [spriteGameOverBtn runAction:[CCSequence actions:[CCDelayTime actionWithDuration: 1.75f],[CCFadeIn actionWithDuration: 1.75f],[CCDelayTime actionWithDuration: 3.75f],nil]]; 


    [lblGameOver runAction:[CCSequence actions:[CCDelayTime actionWithDuration: 1.75f],[CCFadeIn actionWithDuration: 1.75f],[CCDelayTime actionWithDuration: 3.75f],nil]]; 

    [spriteGameOver runAction:[CCSequence actions:[CCDelayTime actionWithDuration: 1.75f],[CCFadeIn actionWithDuration: 1.75f],[CCDelayTime actionWithDuration: 3.75f],nil]]; 

    //[self runAction:[CCSequence actions:[CCDelayTime actionWithDuration: 2.75f],[CCCallFunc actionWithTarget:self selector:@selector(goToMain:)], nil]]; 

} 

回答

0

你是否已经使用touch调度器注册了你的场景,并且你的选择器实际上做了些什么?

[[CCTouchDispatcher sharedDispatcher] addTargetedDelegate:self priority:0 swallowsTouches:NO] 
+0

场景响应触摸并用于获取游戏结束点。事实上,当我将菜单上的精灵显示在精灵上时,菜单仍然会响应。所以为了解决这个问题,我禁用了底层菜单。所以现在我想要工作的菜单是最高Z顺序并且被启用。我的回归将是使CCMenuItemImage成为一个透明的图像,并完成它。 – Nungster

1

我也遇到了与CCMenuItemSprite相同的问题。它看起来像CCMenuItemSprite类是有点bug。在我的情况下,它不响应触摸。但是我发现它与CCMenuItemSprite中的多层Sprites有关。所以当我使用一个单层Sprite的时候它可以工作,但是当我使用一个包含多个嵌入精灵的Sprite时,它并不会。

我的“未就绪,但”解决方案,现在是contentSize设置为CCMenuItemSprite适当大小已经初始化之后:

 CCMenuItemSprite * menuItem = [CCMenuItemSprite itemWithNormalSprite:multiLayeredSprite selectedSprite:nil target:self selector:@selector(clickHandler:)]; 
    [s setContentSize:backgroundSprite.contentSize]; 
    CCMenu * menu = [CCMenu menuWithItems: 
      menuItem, 
      nil]; 

它接收触摸事件了。我现在唯一的问题是矩形的位置......它仍然在右上角。我会试着找出如何解决这个问题。 希望这可以澄清一些问题。