HelloWorldScene.h文件:
#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__
#include "cocos2d.h"
class HelloWorld : public cocos2d::Layer
{
public:
// there's no 'id' in cpp,so we recommend returning the class instance pointer
static cocos2d::Scene* createScene();
// Here's a difference. Method 'init' in cocos2d-x returns bool,instead of returning 'id' in cocos2d-iphone
virtual bool init();
// implement the "static create()" method manually
CREATE_FUNC(HelloWorld);
};
#endif // __HELLOWORLD_SCENE_H__
HelloWorldScene.cpp文件:
#include "HelloWorldScene.h"
#include "cocostudio/CocoStudio.h"
#include "ui/CocosGUI.h"
USING_NS_CC;
using namespace cocostudio::timeline;
Scene* HelloWorld::createScene()
{
// 'scene' is an autorelease object
auto scene = Scene::create();
// 'layer' is an autorelease object
auto layer = HelloWorld::create();
// add layer as a child to scene
scene->addChild(layer);
// return the scene
return scene;
}
// on "init" you need to initialize your instance
bool HelloWorld::init()
{
//////////////////////////////
// 1. super init first
if ( !Layer::init() )
{
return false;
}
auto rootNode = CSLoader::createNode("MainScene.csb");
//瓦片地图编辑器生成瓦片地图map.tmx;把相关资源放到工程文件夹下
auto map1 = TMXTiledMap::create("map.tmx");
addChild(map1);
Vector<Node*> maps = map1->getChildren();
SpriteBatchNode* child = NULL;
Ref* pObject = NULL;
for (Vector<Node*>::iterator item = maps.begin(); item != maps.end();item++) {
pObject = *item;
child = (SpriteBatchNode*)pObject;
//CCLOG("%d",child->get));
}
TMXLayer* layer = map1->getLayer("scene");
addChild(rootNode);
return true;
}