这次笔者创建了一个带有背景颜色的layer,同时生成了一个Sprite和一个CCLabelTTf,字体显示在Sprite的中心所在。
代码如下:
GameScene.h
#ifndef __GAMASCENE__H #define __GAMASCENE__H #include "cocos2d.h" class CGameScene : public cocos2d::CCLayerColor { public: // Here's a difference. Method 'init' in cocos2d-x returns bool,instead of returning 'id' in cocos2d-iphone virtual bool init(); // there's no 'id' in cpp,so we recommend returning the class instance pointer static cocos2d::CCScene* scene(); // a selector callback // void menuCloseCallback(CCObject* pSender); // implement the "static node()" method manually CREATE_FUNC(CGameScene); }; #endif // __HELLOWORLD_SCENE_H__
GameScene.cpp文件内容如下:
#include "GameScene.h" #include "AppMacros.h" USING_NS_CC; CCScene* CGameScene::scene() { // 'scene' is an autorelease object CCScene *scene = CCScene::create(); // 'layer' is an autorelease object CGameScene *layer = CGameScene::create(); //默示获得视口(可视区域)的大小 CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize(); //表示可视区域的起点坐标,这在处理相对位置的时候非常有用,确保节点在不同分辨率下的位置一致 CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin(); //将该层设置为屏幕大小 layer->setContentSize(CCSize(visibleSize.width,visibleSize.height)); //将该层的起点设置为屏幕原点 layer->setPosition(origin.x,origin.y); // add layer as a child to scene scene->addChild(layer); // return the scene return scene; } bool CGameScene::init() { if (!CCLayerColor::initWithColor(ccc4(0xff,0xff,0xff),200,200)) { return false; } CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize(); //默示获得视口(可视区域)的大小 CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin(); //表示可视区域的起点坐标,确保节点在不同分辨率下的位置一致 for (int i = 0; i < 20; i++) { CCSprite* pSprite = ::CCSprite::create("qiu1.png"); pSprite->setScale(0.25); // 缩放为原来的1/2 pSprite->setPosition( ccp(visibleSize.width / 2 + origin.x+i*60,visibleSize.height / 2 + origin.y)); //确保该图在屏幕中心 CCLabelTTF*pLabel = CCLabelTTF::create("4","Arial",TITLE_FONT_SIZE); CCSize pSize = pSprite->getContentSize(); CCPoint pPoint = pSprite->getPosition(); pLabel->setScale(4); pLabel->setPosition(ccp(pSize.width / 2,pSize.height / 2)); //如果想要子节点在父节点的中心,则只是需要获得父节点的尺寸,子节点的位置是父节点的中心即可 int a = pSprite->getZOrder(); pLabel->setZOrder(a + 1); //设置颜色为粉红 pLabel->setColor(ccc3(255,192,203)); pSprite->addChild(pLabel); this->addChild(pSprite,0); } return true; }这样就完成了一个背景层颜色设置。以及两个父子关系的CCNode的相对位置确定 原文链接:https://www.f2er.com/cocos2dx/343254.html