给一个场景添加两个层吧。
首先创建两个layer,以下是头文件
#pragma once#include "cocos2d.h"USING_NS_CC;class BackgroundLayer : public cocos2d::cclayer{public: virtual bool init(); CREATE_FUNC(BackgroundLayer);};
#pragma once#include "cocos2d.h"USING_NS_CC;class FishLayer : public cocos2d::cclayer{public: virtual bool init(); CREATE_FUNC(FishLayer);};
现在去源文件实现一下:
#include "BackgroundLayer.h"bool BackgroundLayer::init(){ CCSprite* bg = CCSprite::create("bg.png"); bg->setposition(ccp(visiblesize.wIDth/2,visiblesize.height/2)); addChild(bg); return true;} #include "FishLayer.h"bool FishLayer::init(){ CCSprite* bg = CCSprite::create("bgfish.png"); bg->setposition(ccp(visiblesize.wIDth/2,204)"> 以上是内存溢出为你收集整理的cocos2dx一个场景增添多个层全部内容,希望文章能够帮你解决cocos2dx一个场景增添多个层所遇到的程序开发问题。 如果觉得内存溢出网站内容还不错,欢迎将内存溢出网站推荐给程序员好友。 欢迎分享,转载请注明来源:内存溢出
ok,现在已经有了两个层了,建一个scene并添加他们: #pragma once#include "cocos2d.h"#include "FishLayer.h"#include "BackgroundLayer.h"class GameScene : public cocos2d::CCScene{public: virtual bool init(); static CCScene* playGame(); };
去源文件添加啦: #include "GameScene.h"CCScene* GameScene::playGame(){ GameScene* scene = new GameScene(); scene->init(); return scene;}bool GameScene::init(){ BackgroundLayer* pLayer_bg = BackgroundLayer::create(); FishLayer* pLayer_fish = FishLayer::create(); addChild(pLayer_bg); addChild(pLayer_fish); return true;} ok,现在场景里面已经有两个层了,可以分别在这两个层里添加东西了。 总结
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