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)"> 版权声明:本文内容由互联网用户自发贡献,该文观点与技术仅代表作者本人。本站仅提供信息存储空间服务,不拥有所有权,不承担相关法律责任。如发现本站有涉嫌侵权/违法违规的内容, 请发送邮件至 dio@foxmail.com 举报,一经查实,本站将立刻删除。
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。