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Cocos2D - 圖層背景顏色不變

[英]Cocos2D - Layer background color not changing

我想在我的一個視圖中集成cocos2d。 所以,我有一個普通的視圖控制器( MapEditorViewController )和一個視圖,在我的視圖控制器中,(我創建了一個IBOutlet UIView *openGLView ),其中我想要cocos2d。在我的視圖控制器中,我有一個方法setupCocos2D:

- (void)setupCocos2D {
    CCGLView *glView = [CCGLView viewWithFrame:self.openGLView.bounds
                                   pixelFormat:kEAGLColorFormatRGB565   // kEAGLColorFormatRGBA8
                                   depthFormat:0                        // GL_DEPTH_COMPONENT16_OES
                        ];
    glView.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight;
    [self.openGLView insertSubview:glView atIndex:0];
    [[CCDirector sharedDirector] setOpenGLView:glView];
    CCScene *scene = [HelloWorldLayer scene];
    [[CCDirector sharedDirector] runWithScene:scene];
}

setupCocos2DMapEditorViewController類的viewDidLoadMapEditorViewController

我有一個圖層( HelloWorldLayer ),它基本上是http://www.raywenderlich.com/25736/how-to-make-a-simple-iphone-game-with-cocos2d-2-x教程中的代碼-tutorial

// Helper class method that creates a Scene with the HelloWorldLayer as the only child.
+(CCScene *) scene
{
    // 'scene' is an autorelease object.
    CCScene *scene = [CCScene node];

    // 'layer' is an autorelease object.
    HelloWorldLayer *layer = [HelloWorldLayer node];

    // add layer as a child to scene
    [scene addChild: layer];

    // return the scene
    return scene;
}

- (void) addMonster {

    CCSprite * monster = [CCSprite spriteWithFile:@"backbutton.png"];

    // Determine where to spawn the monster along the Y axis
    CGSize winSize = [CCDirector sharedDirector].winSize;
    int minY = monster.contentSize.height / 2;
    int maxY = winSize.height - monster.contentSize.height/2;
    int rangeY = maxY - minY;
    int actualY = (arc4random() % rangeY) + minY;

    // Create the monster slightly off-screen along the right edge,
    // and along a random position along the Y axis as calculated above
    monster.position = ccp(winSize.width + monster.contentSize.width/2, actualY);
    [self addChild:monster];

    // Determine speed of the monster
    int minDuration = 2.0;
    int maxDuration = 4.0;
    int rangeDuration = maxDuration - minDuration;
    int actualDuration = (arc4random() % rangeDuration) + minDuration;

    // Create the actions
    CCMoveTo * actionMove = [CCMoveTo actionWithDuration:actualDuration
                                                position:ccp(-monster.contentSize.width/2, actualY)];
    CCCallBlockN * actionMoveDone = [CCCallBlockN actionWithBlock:^(CCNode *node) {
        [node removeFromParentAndCleanup:YES];
    }];
    [monster runAction:[CCSequence actions:actionMove, actionMoveDone, nil]];

}

// on "init" you need to initialize your instance
-(id) init
{
    // always call "super" init
    // Apple recommends to re-assign "self" with the "super's" return value
    if( (self=[super initWithColor:ccc4(255,0,255,255)]) ) {

        CGSize winSize = [CCDirector sharedDirector].winSize;
        CCSprite *player = [CCSprite spriteWithFile:@"carteIntrouvable.png"];
        player.position = ccp(player.contentSize.width/2, winSize.height/2);
        [self addChild:player];


        [self setIsTouchEnabled:YES];

        [self schedule:@selector(gameLogic:) interval:1.0];

            }
    return self;
}

-(void)gameLogic:(ccTime)dt {
    [self addMonster];
}

現在,我不知道我做錯了什么,圖層出現但它是黑色的 ,即使我在-(id) init更改了行initWithColor

如何更改圖層的背景顏色,因為如果我沒有將cocos2d與UIKit集成,代碼可以工作......?

替代解決方案:將CCLayerColor添加到基礎層。

-(void) onEnter
{
    [super onEnter];
    ccColor4B color = {255,255,0,255};
    CCLayerColor *colorLayer = [CCLayerColor layerWithColor:color];
    [self addChild:colorLayer z:LAST_LAYER_PLUS_1];
}

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