
一、层的概念
我们从Cocosd2x框架中可以看出,它分为导演-->场景--->层-->精灵,并且为树状结构;一个导演可以包含多个场景、一个场景可以包含多个层。那当然,一个层可以包含多个精灵,他们相当于一个容器,子容器中设置我们要显示的东西。
二、cclayercolor类
#ifndef __T06cclayers_H__#define __T06cclayers_H__#include "cocos2d.h"#include "f:\cocos2dx\cocos2d-x-2.2.6\cocos2dx\layers_scenes_Transitions_nodes\cclayer.h"USING_NS_CC;class T06cclayers : public cclayer{public: T06cclayers(voID); ~T06cclayers(voID); static CCScene* scene(); CREATE_FUNC(T06cclayers); bool init();};#endif <pre name="code" >#include "T06cclayers.h"T06cclayers::T06cclayers(voID){}T06cclayers::~T06cclayers(voID){}CCScene* T06cclayers::scene(){ CCScene* scene = CCScene::create(); T06cclayers* layer = T06cclayers::create(); scene->addChild(layer); return scene;}bool T06cclayers::init(){ cclayer::init(); CCSize size = CCDirector::sharedDirector()->sharedDirector()->getWinSize(); cclayercolor* layer = cclayercolor::create(ccc4(255,255),size.wIDth / 2,size.height / 2); addChild(layer); return true;}
三、 cclayerGradIEnt类
cclayerGradIEnt* layer = cclayerGradIEnt::create(ccc4(255,ccc4(0,255,ccp(1,1));
四、cclayerMutiplex
#include "T06cclayers.h"T06cclayers::T06cclayers(voID){}T06cclayers::~T06cclayers(voID){}CCScene* T06cclayers::scene(){ CCScene* scene = CCScene::create(); T06cclayers* layer = T06cclayers::create(); scene->addChild(layer); return scene;}bool T06cclayers::init(){ cclayer::init(); CCSize size = CCDirector::sharedDirector()->sharedDirector()->getWinSize(); cclayercolor* layer1 = cclayercolor::create(ccc4(255,size.height / 2); cclayerGradIEnt* layer2 = cclayerGradIEnt::create(ccc4(255,1)); cclayerMultiplex* layer = cclayerMultiplex::create(layer1,layer2,NulL); _ID = 0; settouchEnabled(true); _layer = layer; addChild(layer); return true;}voID T06cclayers::cctouchesBegan(CCSet *ptouches,CCEvent *pEvent){ _ID = 1 - _ID; _layer ->switchTo(_ID);} 总结 以上是内存溢出为你收集整理的Cocos2dx之CCLayer层全部内容,希望文章能够帮你解决Cocos2dx之CCLayer层所遇到的程序开发问题。
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