编写MyLayer,2 锚点,3 精灵的创建,4 zorder
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1 编写MyLayer
头文件:MyLayer.h |
#include "cocos2d.h" USING_NS_CC; //代表的是: using namespace cocos2d (通过F12进行查看)
//继承CCLayer class MyLayer :public CCLayer { public: //没有构造函数和析构函数 CREATE_FUNC(MyLayer); /*static MyLayer *create();*/
static CCScene * scene(); bool init(); }; |
MyLayer.cpp |
#include "MyLayer.h"
//MyLayer *MyLayer::create(){ // MyLayer * pRet = new MyLayer(); // if (pRet && pRet->init()) // { // pRet->autorelease(); // } // else // { // delete pRet; // pRet = NULL; // } // return pRet; //}
bool MyLayer::init() { if (!CCLayer::init()) { return false; }
CCSize winSize = CCDirector::sharedDirector()->getWinSize();
//创建一个精灵 CCSprite * spr = CCSprite::create("anchor3.png"); spr->setPosition(ccp(winSize.width/2,winSize.height /2)); //加入一个精灵 addChild(spr);
return true; }
CCScene *MyLayer::scene() { CCScene * scene = CCScene::create(); MyLayer * layer = MyLayer::create(); scene->addChild(layer); return scene; } |
要想让写的Layer可以执行,须要在AppDelegate.app中加入例如以下代码 |
1、 加入头文件:#include "MyLayer.h" 2、 在bool AppDelegate::applicationDidFinishLaunching() 中改动例如以下内容:
bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector* pDirector = CCDirector::sharedDirector(); CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();
pDirector->setOpenGLView(pEGLView);
// turn on display FPS pDirector->setDisplayStats(true);
// set FPS. the default value is 1.0/60 if you don‘t call this pDirector->setAnimationInterval(1.0 / 60);
// create a scene. it‘s an autorelease object //CCScene *pScene = HelloWorld::scene(); CCScene * pScene = MyLayer::scene();
// run pDirector->runWithScene(pScene);
return true; } |
执行结果:
|
2 锚点
LayerAnchorPoint.h |
#ifndef __T01LayerAnchorPoint_H__ #define __T01LayerAnchorPoint_H__
#include "cocos2d.h" USING_NS_CC;
class LayerAnchorPoint:public CCLayer { public: static LayerAnchorPoint * create(); bool init();
static CCScene * scene();
void draw();
void mySchedule(float dt); CCSprite *spr; };
#endif |
LayerAnchorPoint.cpp |
#include "LayerAnchorPoint.h"
CCScene * LayerAnchorPoint::scene() { //创建一个场景 CCScene * scene = CCScene::create(); LayerAnchorPoint * layer = LayerAnchorPoint::create(); scene->addChild(layer); return scene; }
LayerAnchorPoint * LayerAnchorPoint::create() { LayerAnchorPoint *pRet = new LayerAnchorPoint(); if (pRet && pRet->init()) { pRet->autorelease(); } else { delete pRet; pRet = NULL; } return pRet; }
bool LayerAnchorPoint::init() { CCLayer::init();
CCSize winSize = CCDirector::sharedDirector()->getWinSize(); spr = CCSprite::create("anchor1.png"); //设置锚点 //spr->setAnchorPoint(ccp(0.656,0.5)); spr->setScale(5.0f); spr->setPosition(ccp(winSize.width/2,winSize.height/2)); addChild(spr);
//设置一个定时器,频率是2秒 schedule(schedule_selector(LayerAnchorPoint::mySchedule), 2); return true; }
//通过以下的方法实现画线 void LayerAnchorPoint::draw() { CCSize winSize = CCDirector::sharedDirector()->getWinSize(); //RGB颜色。当中最后一个參数是透明率 ccDrawColor4B(255,0,0,255);
ccDrawLine(ccp(0, winSize.height / 2), ccp(winSize.width, winSize.height / 2)); ccDrawLine(ccp(winSize.width / 2, 0),ccp(winSize.width/2,winSize.height)); }
//通过以下的方式设置旋转 void LayerAnchorPoint::mySchedule(float dt) { static float ro = 0; ro += 30; spr->setRotation(ro); } |
改动:AppDelegate.cpp中的代码 |
头文件: #include "LayerAnchorPoint.h"
bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector* pDirector = CCDirector::sharedDirector(); CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();
pDirector->setOpenGLView(pEGLView);
// turn on display FPS pDirector->setDisplayStats(true);
// set FPS. the default value is 1.0/60 if you don‘t call this pDirector->setAnimationInterval(1.0 / 60);
// create a scene. it‘s an autorelease object //CCScene *pScene = HelloWorld::scene(); //CCScene * pScene = MyLayer::scene(); CCScene * pScene = LayerAnchorPoint::scene();
// run pDirector->runWithScene(pScene);
return true; } |
执行结果:
|
3 精灵的创建
1、编写:LayerSprite.h |
#include "cocos2d.h"
USING_NS_CC; class LayerSprite:public CCLayer { public: static CCScene * scene(); CREATE_FUNC(LayerSprite); bool init();
}; |
编写:表示屏幕大小的头文件AppMacros.h |
#ifndef __APPMACROS_H__ #define __APPMACROS_H__
#include "cocos2d.h"
//通过提前定义获得屏幕大小 #define winSize CCDirector::sharedDirector()->getWinSize()
#endif /* __APPMACROS_H__ */ |
编写:LayerSprite.cpp |
#include "LayerSprite.h" #include "AppMacros.h"
CCScene *LayerSprite::scene() { CCScene * scene = CCScene::create(); LayerSprite * layer = LayerSprite::create(); scene->addChild(layer); return scene; } bool T02LayerSprite::init() { CCLayer::init();
CCSprite * bg = CCSprite::create("sprite/background.jpg",CCRectMake(0,0,480,320)); bg->setAnchorPoint(ccp(0,0)); bg->setPosition(CCPointZero); addChild(bg);
CCImage * image = new CCImage(); image->initWithImageFile("sprite/plant.png");
CCTexture2D * texture = new CCTexture2D(); texture->autorelease(); texture->initWithImage(image); CCSprite * plant = CCSprite::createWithTexture(texture); //纹理 plant->setPosition(ccp(100,winSize.height/2)); addChild(plant);
CCTexture2D * texture2 = CCTextureCache::sharedTextureCache()->addImage("sprite/bullet.png"); CCSprite * bullet = CCSprite::createWithTexture(texture2); bullet->setPosition(ccp(200, winSize.height / 2+10)); addChild(bullet);
CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("sprite/zombie.plist"); //CCSpriteFrame *sf = CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("z_1_attack_01.png"); //CCSprite *zombie = CCSprite::createWithSpriteFrame(sf); CCSprite *zombie = CCSprite::createWithSpriteFrameName("z_1_attack_01.png"); zombie->setPosition(ccp(400, winSize.height / 2-50)); addChild(zombie);
CCJumpBy * by = CCJumpBy::create(2, ccp(0,0),40,3); zombie->runAction(CCRepeatForever::create(by));
CCSpriteFrame * frame = CCSpriteFrame::create("sprite/p_1_01.png", CCRectMake(0, 0, 80, 80)); CCSprite * sun = CCSprite::createWithSpriteFrame(frame); sun->setPosition(ccp(400, winSize.height / 2 + 50)); addChild(sun);
return true; } |
同上,将LayerSprite.h加到AppDelegate.cpp中,并加入上: CCScene * pScene = LayerSprite::scene(); |
执行结果:
|
4 zorder
LayerZorder.h |
#include "cocos2d.h" USING_NS_CC;
class LayerZorder:public CCLayer { public: static CCScene * scene(); CREATE_FUNC(LayerZorder); bool init(); }; |
LayerZorder.cpp |
#include "LayerZorder.h" #include "AppMacros.h"
CCScene *LayerZorder::scene() { CCScene * scene = CCScene::create(); LayerZorder * layer = LayerZorder::create(); scene->addChild(layer); return scene; }
bool LayerZorder::init() { CCLayer::init();
CCSprite * man = CCSprite::create("zorder/car42.png"); //将图片缩放 man->setScale(0.3f); CCSprite * woman = CCSprite::create("zorder/car43.png"); woman->setScale(0.3f); CCSprite * smallThree = CCSprite::create("zorder/car51.png"); smallThree->setScale(0.3f);
man->setPosition(ccp(winSize.width / 2 + 40, winSize.height / 2 - 30)); smallThree->setPosition(ccp(winSize.width / 2, winSize.height / 2 + 30)); woman->setPosition(ccp(winSize.width / 2 - 40, winSize.height / 2 + 30));
addChild(man); addChild(smallThree); addChild(woman);
//通过setZOrder来设置图片显示顺序 man->setZOrder(100); smallThree->setZOrder(50); woman->setZOrder(0); return true;
/*CCLog("%d", man->getZOrder()); CCLog("%d", smallThree->getZOrder()); CCLog("%d", woman->getZOrder());*/ return true; } |
改动AppDelegate.cpp 1. 将zorder的头文件进入:#include "LayerZorder.h" 2. CCScene * pScene = LayerZorder::scene(); 执行结果:
|
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