创建一个cocos2d-x工程添加一个自定义Scene并显示
#include "cocos2d.h" class RunScene :public cocos2d::CCLayer { public: virtual bool init(); static cocos2d::CCScene* scene(); LAYER_NODE_FUNC(RunScene);//此函数名需要根据具体的版本来定,不同版本函数名不一样,可以直接根据例子程序来查看当前此函数的函数名是啥,o(∩_∩)o 哈哈 };
创建的Scene头文件
1 // TollgateScene.cpp 2 3 #include "RunScene.h" 4 #include <CCLabelTTF.h> 5 using namespace cocos2d; 6 7 CCScene* RunScene::scene() 8 { 9 CCScene * scene = NULL; 10 do 11 { 12 // 'scene' is an autorelease object 13 scene = CCScene::node(); 14 CC_BREAK_IF(! scene); 15 16 // 'layer' is an autorelease object 17 RunScene *layer = (RunScene *)RunScene::node(); 18 CC_BREAK_IF(! layer); 19 20 // add layer as a child to scene 21 scene->addChild(layer); 22 } while (0); 23 24 // return the scene 25 return scene; 26 } 27 28 bool RunScene::init() 29 { 30 //CC_BREAK_IF(! CCLayer::init()); 31 CCLabelTTF* label=CCLabelTTF::labelWithString("hellodddddddd","AppleGothic",32); 32 // Get window size and place the label upper. 33 CCSize size = CCDirector::sharedDirector()->getWinSize(); 34 label->setPosition(ccp(size.width / 2, size.height - 20)); 35 // CCTMXTiledMap* map = CCTMXTiledMap::tiledMapWithTMXFile("maps/leve1.tmx"); 36 //this->addChild(map,1); 37 this->addChild(label,1); 38 return true; 39 }
在AppDelegate中添加的代码:
CCScene *rScene=RunScene::scene();
// run
pDirector->runWithScene(rScene);
刚开始自己创建的Scene的init一直没有执行,找了半天的原因,发现在定义的Scene中没有调用LAYER_NODE_FUNC方法,查资料才发现要想调用init方法需要手动调用此方法,加了次方法,自定义的Scene果然显示出来了,向成功又迈进了一步,come on!!!