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

class
MyLayer :public
CCLayer

{

public:

//没有构造函数和析构函数

CREATE_FUNC(MyLayer);

/*static MyLayer *create();*/

static
CCScene *
scene();

bool
init();

};

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;

//}

bool
MyLayer::init()

{

if (!CCLayer::init())

{

return
false;

}

CCSize
winSize =
CCDirector::sharedDirector()->getWinSize();

//创建一个精灵

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

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

//加入一个精灵

addChild(spr);

return
true;

}

CCScene *MyLayer::scene()

{

CCScene *
scene =
CCScene::create();

MyLayer *
layer =
MyLayer::create();

scene->addChild(layer);

return
scene;

}

要想让写的Layer可以执行,须要在AppDelegate.app中加入例如以下代码

1、
加入头文件:#include
"MyLayer.h"

2、
在bool
AppDelegate::applicationDidFinishLaunching()
中改动例如以下内容:

bool
AppDelegate::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);

return
true;

}

执行结果:

2
锚点

LayerAnchorPoint.h

#ifndef
__T01LayerAnchorPoint_H__

#define
__T01LayerAnchorPoint_H__

#include
"cocos2d.h"

USING_NS_CC;

class
LayerAnchorPoint:public
CCLayer

{

public:

static
LayerAnchorPoint *
create();

bool
init();

static
CCScene *
scene();

void
draw();

void
mySchedule(float
dt);

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);

return
scene;

}

LayerAnchorPoint *
LayerAnchorPoint::create()
{

LayerAnchorPoint *pRet
= new
LayerAnchorPoint();

if (pRet
&& pRet->init())

{

pRet->autorelease();

}

else

{

delete
pRet;

pRet =
NULL;

}

return
pRet;

}

bool
LayerAnchorPoint::init()

{

CCLayer::init();

CCSize
winSize =
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秒

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

return
true;

}

//通过以下的方法实现画线

void
LayerAnchorPoint::draw()

{

CCSize
winSize =
CCDirector::sharedDirector()->getWinSize();

//RGB颜色。当中最后一个參数是透明率

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));

}

//通过以下的方式设置旋转

void
LayerAnchorPoint::mySchedule(float
dt) {

static
float
ro = 0;

ro += 30;

spr->setRotation(ro);

}

改动:AppDelegate.cpp中的代码

头文件:

#include
"LayerAnchorPoint.h"

bool
AppDelegate::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);

return
true;

}

执行结果:

watermark/2/text/aHR0cDovL2Jsb2cuY3Nkbi5uZXQvdG90b3R1enVvcXVhbg==/font/5a6L5L2T/fontsize/400/fill/I0JBQkFCMA==/dissolve/70/gravity/SouthEast" alt="">

3
精灵的创建

1、编写:LayerSprite.h

#include
"cocos2d.h"

USING_NS_CC;

class
LayerSprite:public
CCLayer

{

public:

static
CCScene * scene();

CREATE_FUNC(LayerSprite);

bool
init();

};

编写:表示屏幕大小的头文件AppMacros.h

#ifndef
__APPMACROS_H__

#define
__APPMACROS_H__

#include
"cocos2d.h"

//通过提前定义获得屏幕大小

#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 =
new
CCImage();

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

CCTexture2D * texture =
new
CCTexture2D();

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);

return
true;

}

同上,将LayerSprite.h加到AppDelegate.cpp中,并加入上:

CCScene * pScene =
LayerSprite::scene();

执行结果:

watermark/2/text/aHR0cDovL2Jsb2cuY3Nkbi5uZXQvdG90b3R1enVvcXVhbg==/font/5a6L5L2T/fontsize/400/fill/I0JBQkFCMA==/dissolve/70/gravity/SouthEast" alt="">

4 zorder

LayerZorder.h

#include
"cocos2d.h"

USING_NS_CC;

class
LayerZorder:public
CCLayer

{

public:

static
CCScene *
scene();

CREATE_FUNC(LayerZorder);

bool
init();

};

LayerZorder.cpp

#include
"LayerZorder.h"

#include
"AppMacros.h"

CCScene *LayerZorder::scene()

{

CCScene *
scene =
CCScene::create();

LayerZorder *
layer =
LayerZorder::create();

scene->addChild(layer);

return
scene;

}

bool
LayerZorder::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);

return
true;

/*CCLog("%d", man->getZOrder());

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

CCLog("%d", woman->getZOrder());*/

return
true;

}

改动AppDelegate.cpp

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

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

执行结果:

watermark/2/text/aHR0cDovL2Jsb2cuY3Nkbi5uZXQvdG90b3R1enVvcXVhbg==/font/5a6L5L2T/fontsize/400/fill/I0JBQkFCMA==/dissolve/70/gravity/SouthEast" alt="">

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