[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];
}
setupCocos2D
在MapEditorViewController
類的viewDidLoad
中MapEditorViewController
。
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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