Director Scene Layer and Sprite

时间:2023-01-11 11:08:53

Scenes

A scene (implemented with the CCScene object) is more or less an independent piece of the app workflow. Some people may call them “screens” or “stages”. Your app can have many scenes, but only one of them is active at a given time.

For example, you could have a game with the following scenes: Intro, Menu, Level 1, Cutscene 1, Level 2, Winning cutscene, losing cutscene, High scores screen. You can think of each one of these scenes as a separate application that can be connected to other scenes with a small amount of "glue" code. For example, the intro scene might go to the menu scene when it finishes, and the scene for Level 1 might lead to cutscene 1 (if the player wins) or to the losing cutscene (if the player loses). An example of how scenes might flow in a game follows:

Director Scene Layer and Sprite

A cocos2d CCScene is composed of one or more CCNodes, added as children to the scene. Subclasses of CCNode, such as CCLayer and CCSprite, give the scene its appearance and behavior. Typically, you implement your screens as subclasses of CCLayer and add them to a blank instance of CCScene. Then, implement your other graphics and game objects as CCNodes and add them as children to the CCLayer you created.

Because scenes are a subclass of CCNode, they can be transformed manually or by using CCActions. See Actions for more information.

There is also a family of CCScene classes called transitions, implemented with the CCTransitionScene class. These allow you to create special transition effects when switching from one scene to another--for example, fading, sliding in from the side, and so on.

Director

The CCDirector is a shared (singleton) object that takes care of navigating between scenes. It knows which scene is currently active and allows you to change scenes by replacing the current scene or pushing a new one onto the scene stack. When you push a new scene onto the stack, the CCDirector pauses the previous scene but keeps it in memory. Later, when you pop the top scene from the stack, the paused scene resumes from its last state.

The CCDirector is also responsible for initializing OpenGL ES.

Layers

A CCLayer is a CCNode that knows how to handle touch events. Layers know how to draw themselves and may be semi-transparent, allowing players to see other layers behind them. CCLayers are very useful in defining your game's appearance and behavior, so you should expect to spend a lot of your programming time coding CCLayer subclasses that do what you need.

Director Scene Layer and Sprite

The CCLayer is where you define touch event handlers. By implementing a method to handle one of the touch events (ccTouchBegan, ccTouchMoved, ccTouchEnded, or ccTouchCancelled) a CCLayer can react to the player's interaction. These touch events are propagated to all the layers within a scene, from front to back, until some layer catches the event and accepts it.

While complex applications will require you to define custom CCLayer subclasses, cocos2d provides several predefined layers. Some examples include CCMenu (a simple menu layer), CCColorLayer (a layer that draws a solid color), and CCLayerMultiplex (a layer that lets you multiplex its children, activating one at a time while disabling the others).

Layers may contain any CCNode as a child, including CCSprites, CCLabels, and even other CCLayer objects. Because layers are a subclass of CCNode, they can be transformed manually or by using CCActions. See Actions for more information.

Multiple Layers Example:
 1    CCLayerGradient* layer1 = CCLayerGradient::create(ccc4(255, 0, 0, 255), ccc4(255, 0, 255, 255));
2 layer1->setContentSize(CCSizeMake(80, 80));
3 layer1->setPosition(ccp(50,50));
4 addChild(layer1);
5
6 CCLayerGradient* layer2 = CCLayerGradient::create(ccc4(0, 0, 0, 127), ccc4(255, 255, 255, 127));
7 layer2->setContentSize(CCSizeMake(80, 80));
8 layer2->setPosition(ccp(100,90));
9 addChild(layer2);
10
11 CCLayerGradient* layer3 = CCLayerGradient::create();
12 layer3->setContentSize(CCSizeMake(80, 80));
13 layer3->setPosition(ccp(150,140));
14 layer3->setStartColor(ccc3(255, 0, 0));
15 layer3->setEndColor(ccc3(255, 0, 255));
16 layer3->setStartOpacity(255);
17 layer3->setEndOpacity(255);
18 ccBlendFunc blend;
19 blend.src = GL_SRC_ALPHA;
20 blend.dst = GL_ONE_MINUS_SRC_ALPHA;
21 layer3->setBlendFunc(blend);
22 addChild(layer3);

Director Scene Layer and Sprite

Sprites

A cocos2d CCSprite is similar to sprites you find in other game engines. It is a 2D image that can be moved, rotated, scaled, animated, and undergo other transformations. Sprites (implemented using the CCSprite class) can have other sprites as children. When a parent is transformed, all its children are transformed as well. Because sprites are a subclass of CCNode, they can be transformed manually or by using CCActions. See Actions for more information.

References

cocos2d for iPhone:cocos2d Basic Concepts

Director Scene Layer and Sprite的更多相关文章

  1. Cocos2d-x v3.1 核心类Director,Scene,Layer和Sprite(六)

    Cocos2d-x v3.1 核心类Director,Scene,Layer和Sprite(六) Scene就像一个舞台一样在上面会摆放各种的元素,有的是固定的比如说布景,道具都是固定不动的,但有的元 ...

  2. cocos2d基本类介绍 director/scene/layer/sprite

    [核心类]     导演Director.场景Scene.布景层Layer.精灵Sprite的概念请移步:     导演控制场景,场景控制图层,图层控制精灵,精灵控制动作.     相互之间的关系框架 ...

  3. cocos2dx[3.2](7) 核心类Director/Scene/Layer/Sprite

    [核心类] 导演Director.场景Scene.布景层Layer.精灵Sprite的概念请移步: cocos2dx基础篇(2) 第一个程序 导演控制场景,场景控制图层,图层控制精灵,精灵控制动作. ...

  4. arcgis api for JavaScript _加载三维图层(scene layer)

    arcgis api for JavaScript _加载三维图层(scene layer) arcgis api for JavaScript  4.x 版本增加对三维的支持. 关于三维图层(sce ...

  5. cocos2dx Scene,Layer,Sprite的理解

    layer,scene,sprite的默认锚点都是0.5,0.5 三者都继承自Node节点,暂时没看出有什么区别,或者下面的话是对的吧. 在cocos2d-x中,一个应用可以有多个scene,但任何时 ...

  6. 【深入Cocos2d-x】使用MVC架构搭建游戏Four

    喜欢Four这个项目,就赶快在GitHub上Star这个项目吧! 喜欢我的文章,来微博关注我吧:王选易在学C艹 点我下载 项目起源 项目Logo: 下面是该游戏的项目地址,各位想参考源代码的同学可以到 ...

  7. cocos2d-x开发记录:二,基本概念(导演,场景,层和精灵,场景切换,效果)

    四,Director Scene Layer和Sprite(导演,场景,层和精灵) 1.Scenes(场景) 一个场景 (用CCScene对象实现)相当于APP工作流的独立部分.一些人也喜欢叫做“屏幕 ...

  8. Cocos2d html5 笔记 1: overview

    昨天接触到了cocos2d-html5的的东东了, 第一次看其源代码一头雾水,幸好samples目录下面有几个例子,可以从这个入手. MoonWarriors是一个射击类的游戏, 有点像以前玩的雷电, ...

  9. *的cocos2d-x学习笔记03-控件

    VS2013快捷键:注释,Ctrl+K+C:取消注释Ctrl+K+U.都是单行.要实现多行注释与取消注释,就选中多行.run方法调用了AppDelegate的applicationDidFinishL ...

随机推荐

  1. [转]大数据hadoop集群硬件选择

      问题导读 1.哪些情况会遇到io受限制? 2.哪些情况会遇到cpu受限制? 3.如何选择机器配置类型? 4.为数据节点/任务追踪器提供的推荐哪些规格? 随着Apache Hadoop的起步,云客户 ...

  2. 一步一步学习ABP项目系列文章目录

    1.概述 基于DDD的.NET开发框架 - ABP初探 基于DDD的.NET开发框架 - ABP分层设计 基于DDD的.NET开发框架 - ABP模块设计 基于DDD的.NET开发框架 - ABP启动 ...

  3. POJ 1306 Combinations

    // 求 C[n][m] // 组合公式 C[i][j]=C[i-1][j-1]+C[i-1][j]; #include <iostream> #include <string&gt ...

  4. 老老实实学习WCF&lbrack;第二篇&rsqb; 配置wcf

    老老实实学WCF 第二篇 配置WCF 在上一篇中,我们在一个控制台应用程序中编写了一个简单的WCF服务并承载了它.先回顾一下服务端的代码: using System; using System.Col ...

  5. &lpar;八&rpar;学习MVC之三级联动

    1.新建项目,MVC选择基本模板 2.新建类:Model/Student.cs,数据库信息有三个实体:分别是年级.班级和学生. using System; using System.Collectio ...

  6. cumber &plus; selenium &plus;java自动化测试

    1.新建一个maven项目,pom文件为: <project xmlns="http://maven.apache.org/POM/4.0.0" xmlns:xsi=&quo ...

  7. Linux硬盘分区和格式化

    分区与格式化   先用fdisk分区,分区完成后再用mkfs格式化并创建文件系统,挂载,磁盘就能使用啦.   分区的原理:        MBR:主引导扇区 主分区表:64bytes,最多只能分四个主 ...

  8. Linux - 用户权限相关命令

    用户权限相关命令 目标 用户 和 权限 的基本概念 用户管理 终端命令 组管理 终端命令 修改权限 终端命令 01. 用户 和 权限 的基本概念 1.1 基本概念 用户 是 Linux 系统工作中重要 ...

  9. 移动端的dl

    https://blog.csdn.net/u013139259/article/details/52143240

  10. onload和DOMContentLoaded

    执行时间 onload必须等到页面内包括图片的所有元素加载完毕后才能执行. DOMContentLoaded是DOM结构绘制完毕后就执行,不必等到加载完毕. 编写个数不同 onload不能同时编写多个 ...