var HelloWorldLayer = cc.Layer.extend({
sprite:null,
ctor:function(){
var myWorld;
this._super();
var winsize = cc.director.getWinSize();
myWorld = new cc.Sprite(res.HelloWorld_png);
myWorld.attr({
x: winsize.width / 2,
y: winsize.height / 2,
scale: 1,
rotation: 180
});
this.addChild(myWorld, 0);
var centerpos = cc.p(winsize.width / 2, winsize.height / 2);
cc.eventManager.addListener(cc.EventListener.create({
event: cc.EventListener.TOUCH_ALL_AT_ONCE,
onTouchesBegan: function(touches, event) {
console.log("onTouchesBegan!");
var spritebg;
for(var i = 0; i < 10; i++){
spritebg = cc.Sprite.create(res.Hat_png);
spritebg.setPosition(
(Math.floor(Math.random() * 600) + 100),
(Math.floor(Math.random() * 600) + 100));
//this.addChild(spritebg);
myWorld.appendChild(spritebg);
}
}
}), this);
}
});
No matter what I do, I keep getting the same error when I try to add the child when I click on the screen. I'm new to javascript and don't really get the language. I got the same error message when I tried adding the children inside of a function.
Having had a look at the Cocos2D reference for cc.Sprite
, it seems that there isn't a method appendChild
on the Sprite
object. The error you are getting is because you are trying to call a method that does not exist.
Perhaps you wanted myWorld.addChild(spritebg);
instead?
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