local function main()
collectgarbage("collect")
-- avoid memory leak
collectgarbage("setpause", 100)
collectgarbage("setstepmul", 5000)
-- initialize director
local director = cc.Director:getInstance()
--turn on display FPS
director:setDisplayStats(true)
--set FPS. the default value is 1.0/60 if you don't call this
director:setAnimationInterval(1.0 / 60)
cc.Director:getInstance():getOpenGLView():setDesignResolutionSize(320, 480, 1)
--create scene
local scene = require("GameScene")
local gameScene = scene:startGame()
end
require("Managers.SceneManager")
require("Managers.LayerManager")
local GameScene = class("GameScene")
local scene = nil
function GameScene:startGame()
--初始化
scene = cc.Scene:create()
if cc.Director:getInstance():getRunningScene() then
cc.Director:getInstance():replaceScene(scene)
else
cc.Director:getInstance():runWithScene(scene)
end
SceneManager:initLayer(scene)
self:enterGame()
end
function GameScene:enterGame()
LayerManager:getInstance():gotoLayerByType(LAYER_TYPE_MAIN)
end
return GameScene
--场景管理器
SceneManager = {}
--背景层
bgLayer = nil
--游戏层
gameLayer = nil
--弹窗层
panelLayer = nil
function SceneManager:initLayer(scene)
bgLayer = cc.Layer:create()
scene:addChild(bgLayer)
gameLayer = cc.Layer:create()
scene:addChild(gameLayer)
panelLayer = cc.Layer:create()
scene:addChild(panelLayer)
end
--Layer管理器
LayerManager = {}
LAYER_TYPE_MAIN = "LAYER_TYPE_MAIN"
local curLayer = nil
function LayerManager:new(o)
o = o or {}
setmetatable(o,self)
self.__index = self
return o
end
function LayerManager:getInstance()
if self.instance == nil then
self.instance = self:new()
end
return self.instance
end
function LayerManager:gotoLayerByType(type)
if curLayer ~= nil then
curLayer:destroy()
end
if type == "LAYER_TYPE_MAIN" then
local layer = require("Controller.MainLayerController"):create()
curLayer = layer
end
end
function MainLayerC:create()
local layer = MainLayerC:new()
return layer
end
function MainLayerC:ctor()
self:createUI()--创建界面
self:addBtnEventListener()--添加按钮监听
end
function MainLayerC:createUI()
local layer = require("View.MainLayerView")
self.mainLayer = layer:createUI()
gameLayer:addChild(self.mainLayer)
end
local eventDispatcher = cc.Director:getInstance():getEventDispatcher()
local MainLayerV = class("MainLayerView",function()
return cc.Layer:create()
end)
function MainLayerV:createUI()
local mainLayer = MainLayerV:new()
return mainLayer
end
function MainLayerV:ctor()
self:initUI()
end
function MainLayerV:initUI()
local winSize = cc.Director:getInstance():getWinSize()
self.bg = cc.Sprite:create(ResManager.main_bg)
self.bg:setPosition(winSize.width / 2,winSize.height / 2)
self:addChild(self.bg)
local function menuCallback(tag,menuItem)
local event = cc.EventCustom:new(EVENT_CLICK_MENU_MAIN)
event._usedata = tag
eventDispatcher:dispatchEvent(event)
end
self.btnItem1 = cc.MenuItemImage:create(ResManager.main_btn1,ResManager.main_btn1,ResManager.main_btn1)
self.btnItem1:setPosition(winSize.width / 2,winSize.height / 3)
self.btnItem1:setTag(1)
self.btnItem1:registerScriptTapHandler(menuCallback)
self.btnItem2 = cc.MenuItemImage:create(ResManager.main_btn2,ResManager.main_btn2)
self.btnItem2:setPosition(winSize.width / 2,winSize.height / 2)
self.btnItem2:setTag(2)
self.btnItem2:registerScriptTapHandler(menuCallback)
self.btnItem3 = cc.MenuItemImage:create(ResManager.main_btn3,ResManager.main_btn3)
self.btnItem3:setPosition(winSize.width / 2,winSize.height / 3 * 2)
self.btnItem3:setTag(3)
self.btnItem3:registerScriptTapHandler(menuCallback)
--创建菜单
self.menu = cc.Menu:create(self.btnItem1,self.btnItem2,self.btnItem3)
self.menu:setPosition(0,0)
self:addChild(self.menu)
end
return MainLayerV
--资源管理器
ResManager = {}
--主界面
ResManager.main_bg = "bg_big.png"
ResManager.main_btn1 = "cell.png"
ResManager.main_btn2 = "cell2.png"
ResManager.main_btn3 = "cell3.png"
function MainLayerC:addBtnEventListener()
--按钮事件处理
local function eventBtnListener(event)
local eventNum = event._usedata
local switch = {
[1] = function()
print("Btn one")
end,
[2] = function()
print("Btn two")
end,
[3] = function()
print("Btn three")
end
}
switch[eventNum]()
end
--注册事件处理
self._eventBtnListener = cc.EventListenerCustom:create(EVENT_CLICK_MENU_MAIN,eventBtnListener)
eventDispatcher:addEventListenerWithSceneGraphPriority(self._eventBtnListener,self.mainLayer)
end
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