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编写MyLayer,2 锚点,3 精灵的创建,4 zorder



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

classMyLayer :publicCCLayer

{

public:

   //没有构造函数和析构函数

   CREATE_FUNC(MyLayer);

   /*static MyLayer *create();*/

 

   staticCCScene *scene();

   boolinit();

};

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;

//}

 

boolMyLayer::init()

{

   if (!CCLayer::init())

   {

       returnfalse;

   }

 

   CCSizewinSize =CCDirector::sharedDirector()->getWinSize();

   

   //创建一个精灵

   CCSprite *spr =CCSprite::create("anchor3.png");

   spr->setPosition(ccp(winSize.width/2,winSize.height /2));

   //添加一个精灵

   addChild(spr);

 

   returntrue;

}

 

CCScene *MyLayer::scene()

{

   CCScene *scene =CCScene::create();

   MyLayer *layer =MyLayer::create();

   scene->addChild(layer);

   returnscene;

}

要想让写的Layer能够运行,需要在AppDelegate.app中添加如下代码

1、添加头文件:#include"MyLayer.h"

2、boolAppDelegate::applicationDidFinishLaunching()修改如下内容:

 

boolAppDelegate::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);

 

   returntrue;

}

运行结果:

2锚点

LayerAnchorPoint.h

#ifndef__T01LayerAnchorPoint_H__

#define__T01LayerAnchorPoint_H__

 

#include"cocos2d.h"

USING_NS_CC;

 

classLayerAnchorPoint:publicCCLayer

{

public:

   staticLayerAnchorPoint *create();

   boolinit();

 

   staticCCScene *scene();

 

   voiddraw();

 

   voidmySchedule(floatdt);

   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);

   returnscene;

}

 

LayerAnchorPoint *LayerAnchorPoint::create() {

   LayerAnchorPoint *pRet = newLayerAnchorPoint();

   if (pRet && pRet->init())

   {

       pRet->autorelease();

   }

   else

   {

       deletepRet;

       pRet =NULL;

   }

   returnpRet;

}

 

boolLayerAnchorPoint::init()

{

   CCLayer::init();

   

   CCSizewinSize =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

   schedule(schedule_selector(LayerAnchorPoint::mySchedule), 2);

   returntrue;

}

 

//通过下面的方法实现画线

voidLayerAnchorPoint::draw()

{

   CCSizewinSize =CCDirector::sharedDirector()->getWinSize();

   //RGB颜色,其中最后一个参数是透明率

   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));

}

 

//通过下面的方式设置旋转

voidLayerAnchorPoint::mySchedule(floatdt) {

   staticfloatro = 0;

   ro += 30;

   spr->setRotation(ro);

}

修改:AppDelegate.cpp中的代码

头文件:

#include"LayerAnchorPoint.h"

 

boolAppDelegate::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);

 

   returntrue;

}

运行结果:

3精灵的创建

1、编写:LayerSprite.h

#include"cocos2d.h"

 

USING_NS_CC;

classLayerSprite:publicCCLayer

{

public:

   staticCCScene * scene();

   CREATE_FUNC(LayerSprite);

   boolinit();

 

};

编写:表示屏幕大小的头文件AppMacros.h

#ifndef__APPMACROS_H__

#define__APPMACROS_H__

 

#include"cocos2d.h"

 

//通过预定义获得屏幕大小

#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 =newCCImage();

   image->initWithImageFile("sprite/plant.png");

 

   CCTexture2D * texture =newCCTexture2D();

   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);

 

   returntrue;

}

同上,将LayerSprite.h加到AppDelegate.cpp中,并添加上:

CCScene * pScene =LayerSprite::scene();

运行结果:

4 zorder

LayerZorder.h

#include"cocos2d.h"

USING_NS_CC;

 

classLayerZorder:publicCCLayer

{

public:

   staticCCScene *scene();

   CREATE_FUNC(LayerZorder);

   boolinit();

};

LayerZorder.cpp

#include"LayerZorder.h"

#include"AppMacros.h"

 

CCScene *LayerZorder::scene()

{

   CCScene *scene =CCScene::create();

   LayerZorder *layer =LayerZorder::create();

   scene->addChild(layer);

   returnscene;

}

 

boolLayerZorder::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);

   returntrue;

 

   /*CCLog("%d", man->getZOrder());

   CCLog("%d", smallThree->getZOrder());

   CCLog("%d", woman->getZOrder());*/

   returntrue;

}

修改AppDelegate.cpp

1. zorder的头文件进入:#include"LayerZorder.h"

2. CCScene *pScene =LayerZorder::scene();

运行结果:

 

编写MyLayer,2 锚点,3 精灵的创建,4 zorder