练习操作:直CClayer子类init在 this->setTouchEnabled(true); 事件处理方法覆盖 virtual bool ccTouchBegan(CCTouch* touch,...::onEnter();//这个要要加 } CClayer::onEnter() { .......默认是採用第一种方式(參见CCLayer的 registerWithTouchDispatcher方法)。...在CCLayer子类中要能接收touch事件。首先须要激活touch支持。在init方法中设置isTouchEnabled值为YES。...Standard Touch Delegate(CCLayer默认採纳这样的方式) Standard方法中用户须要重载四个主要的touch处理方法,例如以下: -(void) ccTouchesBegan
StartLayer.h #pragma once #include “cocos2d.h” using namespace cocos2d; class StartLayer : public CCLayer...CCLayer::init()) { return false; } //開始界面背景图片 CCSize screenSize = CCDirector::sharedDirector()->...———— LoadingLayer.h #pragma once #include “cocos2d.h” USING_NS_CC; class LoadingLayer : public CCLayer...CCLayer::init()) { return false; } //载入载入界面背景图片 CCSprite *bgSprite = CCSprite::create(“loading.png...() { CCLayer::onEnterTransitionDidFinish(); //系统有一个轻量的定时器,每隔0.5s会调用this,timeUpdate方法 this->schedule
CCLayer* layer1 = CCLayerColor::create(ccc4(255,0,0,255), 300, 200); CCLayer* layer2 = CCLayerColor...设置锚点: Layer和Sprite有不同,layer要设置锚点,必须先:ignoreAnchorPointForPosition(false); CCLayer* layer1 = CCLayerColor...::create(ccc4(255,0,0,255), 300, 200); CCLayer* layer2 = CCLayerColor::create(ccc4(255,255,0,255...CCLayer* layer1 = CCLayerColor::create(ccc4(255,0,0,255), 300, 200); CCLayer* layer2 = CCLayerColor
(…) print ( string.format (…)) end function MainScene_01() local self = CCLayer...dic_size.width local win_h = dic_size.height —初始化第二个场景的层元素 local function MainScene_02() local layer = CCLayer...“) —创建层 –local layer = CCLayer:create() —初始化场景的各个元素 local function inits() —初始化第二个场景的背景 local
HelloWorld.png"); p2->setPosition(ccp(0,size.height)); p2->ignoreAnchorPointForPosition(true); CCLayer...* conLayer = CCLayer::create(); conLayer->addChild(p1); conLayer->addChild(p2); scroll->setContainer...::init())//scrollview继承CCLayer { m_pContainer = container; if (!...this->m_pContainer) { m_pContainer = CCLayer::create();//create container层...= child) { m_pContainer->addChild(child, zOrder, tag); } else { CCLayer::addChild(child
include "cocos2d.h" #include "cocos-ext.h" USING_NS_CC; USING_NS_CC_EXT; class SwitchControl : public CCLayer...layer = SwitchControl::create(); s->addChild(layer); return s; } bool SwitchControl::init() { CCLayer
CCLayerColor::initWithColor(ccc4(255,255,255,255))){ return false;}//由于在CCLayer里设置颜色不是非常方便,所以继承其子类CCLayerColor
sharedDirector].winSize ,但在3.0之后的版本,这个方法已经被移除了, 取而代之的新方法是:[CCDirector sharedDirector].viewSize 关于图层CCLayer...cocos2d 3.0 去除了CCLayer类.
,visibleSize.height) --创建一个场景 local scene = CCScene:create() --创建一个层 local layer = CCLayer...------------------------------------ local function createMoveLayer() local layerFarm = CCLayer...------------------------------------------- local function createLayerMenu() local layerMenu = CCLayer
在3.0后的新版本中CCNode继承自CCResponder类,可以响应用户的交互事件(点击,触摸等),也正由于这个原因,在新版本中去除了CCLayer(在旧版本中响应用户的交互).
cocos2d-x的官方源码也有这个问题: https://github.com/cocos2d/cocos2d-x/blob/v3/cocos/2d/CCLayer.cpp ? ?
CCLayer::init() ) 28 { 29 return false; 30 } 31 32 this-
默认是HelloWorldScene类,可是我改写成MainScene,当中MainScene.h是这种 class MainScene : public cocos2d::CCLayer { public
PriestSprite.h" #import "DevilSprite.h" #import "BoatSprite.h" #import "BankSprite.h" @interface BaseLayer : CCLayer
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