cocos2d-x 3.0sprite轮换
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主要是看了 偶尔e网事 童鞋提出的一篇,主要是改下代码风格,coco2d-x设计木有风格,是copy的,所以努力走自己的风格。
就是sence里面加layer,运行sence渲染layer。
最讨厌那么多static函数了,这根objected programming有毛关系?
果断修改:
bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto eglView = EGLView::getInstance(); director->setOpenGLView(eglView); // turn on display FPS director->setDisplayStats(true); // set FPS. the default value is 1.0/60 if you don't call this director->setAnimationInterval(1.0 / 60); // create a scene. it's an autorelease object auto scene = new GameSence(); // run director->runWithScene(scene); return true;}
然后sence类很简单,很清爽:
class GameSence : public cocos2d::Scene{public:GameSence();private:GameLayer* m_pGameLayer;};GameSence::GameSence(){m_pGameLayer = new GameLayer;addChild(m_pGameLayer);}
GameLayer也很简单:
class GameLayer : public cocos2d::Layer{public:GameLayer();void backGroupMove(float dt);private:cocos2d::Sprite* m_pBackground1;cocos2d::Sprite* m_pBackground2;};GameLayer::GameLayer(){cocos2d::Layer::init();auto spriteFrameCache = cocos2d::SpriteFrameCache::sharedSpriteFrameCache(); spriteFrameCache->addSpriteFramesWithFile("shoot_background.plist");m_pBackground1= Sprite::createWithSpriteFrame(spriteFrameCache->getSpriteFrameByName("background.png"));m_pBackground1->setPosition(ccp(0,0));m_pBackground1->setAnchorPoint(ccp(0,0));addChild(m_pBackground1);m_pBackground2= Sprite::createWithSpriteFrame(spriteFrameCache->getSpriteFrameByName("background.png"));m_pBackground2->setPosition(ccp(0,m_pBackground2->getContentSize().height-5));m_pBackground2->setAnchorPoint(ccp(0,0));addChild(m_pBackground2);schedule(schedule_selector(GameLayer::backGroupMove), 0.01f);}void GameLayer::backGroupMove(float dt){m_pBackground1->setPositionY(m_pBackground1->getPositionY()-2);m_pBackground2->setPositionY(m_pBackground1->getPositionY() + m_pBackground1->getContentSize().height -2);if (m_pBackground2->getPositionY() == 0){m_pBackground1->setPositionY(0);}}
然后显示就是打飞机背景一直在动,飞机飞啊,飞到 啦啦啦!
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