How to transfrom paramter between one scene and anther scene?

can somebody know how ?~

You could implement a data manager class, which stores the data needed throughout different scenes.

For Android it’s [UserDefault][1] singleton.
[1]: http://www.cocos2d-x.org/reference/native-cpp/V3.10/db/d94/classcocos2d_1_1_user_default.html

Using singleton

for Example
In any scene you want to get or set the info of your game as:
get/set music on or not
get/set sound fx on or not
get/set the current level

//First define singleton.h…
Singleton.h


template <typename T>
class Singleton
{
public:
    inline static T* getInstance();
    inline static void release();
private:
    static T* t;
};

template <typename T>
inline T* Singleton<T>::getInstance()
{
    if (!t)
    {
        t = new T;
    }
    return t;
}

template<typename T>
inline void Singleton<T>::release()
{
    if (t)
    {
        delete t;
        t = 0;
    }
}

template <typename T>
T* Singleton<T>::t = 0;

//second define class GameData inherits from singleton…
GameData.h

#include "cocos2d.h"
#include "Singleton.h"

class GameData : public Singleton<GameData>
{
public:
    
    GameData();
    
    bool music;
    bool sound;
    int level;

    //-----------------------------
    void save();
    void load();
    //------------------------------------------
    
};

GameData.cpp

#include "GameData.h"

#define kConfig_music               "music"
#define kConfig_sound               "sound"
#define kConfig_level               "level"

using namespace cocos2d;
using namespace std;
GameData::GameData()
{
    
    music = true;
    sound = true;
    level = 1;
    
    load();
}

void GameData::save()
{
    UserDefault* data = UserDefault::getInstance();
    data->setBoolForKey(kConfig_music, music);
    data->setBoolForKey(kConfig_sound, sound);
    data->setIntegerForKey(kConfig_level, level);
    
    data->flush();
}

void GameData::load()
{
    UserDefault* data = UserDefault::getInstance();
    music = data->getBoolForKey(kConfig_music, music);
    sound = data->getBoolForKey(kConfig_sound, sound);
    level = data->getIntegerForKey(kConfig_level, level);
    
}

//And then…
//simply use getInstance of GameData (ofcourse you can use in any where of you project):


//get..
GameData::getInstance()->music


//set...
GameData::getInstance()->level = 10;
GameData::getInstance()->save() //save the new value for re-load later...

//------------------------------------
Finally…
remember call GameData::getInstance()->release() in destructor of the project.
//------------------------------------