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:

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.

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);

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. 五毛的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. bzoj 3823: 定情信物 线性筛逆元

    3823: 定情信物 Time Limit: 10 Sec  Memory Limit: 128 MBSubmit: 108  Solved: 2[Submit][Status] Descriptio ...

  2. 【技术贴】webservice 调用 Transport error : 401 Error:Una

    解决 webservice 调用之后报错:调用异常:Transport error : 401 Error:Unauthorized 授权失败. 加入如下代码 //Sap需要ws-security的认 ...

  3. hdu 4764 && 2013长春网赛题解

    一个组合游戏题. 解答: 从后面往前面推,首先n-1是必胜位,然后前面的k位是必败位,如此循环下去.所以题目就容易了! 代码: #include<cstdio> using namespa ...

  4. MIME

    http://www1.huachu.com.cn/read/readbookinfo.asp?sectionid=1000000558 http://www.jb51.net/hack/10623. ...

  5. Z-Stack 软件架构分析

    转自Z-Stack 软件架构分析 Z-Stack的main函数在Zmain.c中,总体上来说,它一共做了两件工作,一个是系统初始化,即有启动代码来初始化硬件系统和软件架构需要的各个模块,另一个作用就是 ...

  6. Java 8 的 JVM 有多快?Fork-Join 性能基准测试

    Java 8 已经发布一段时间了,许多开发者已经开始使用 Java 8.本文也将讨论最新发布在 JDK 中的并发功能更新.事实上,JDK 中已经有多处java.util.concurrent 改动,但 ...

  7. 关于Team Leader

    他的生日3.16,结婚是在7月- 我感觉他领会整体架构方案的能力很强,几乎每次都能选择一个最优化的方案,比我这具体干活的想到更多更周全.但缺点是,不懂细活还是只能被下人拿捏.因为计算机环境那么复杂,每 ...

  8. 让你的短信应用迎接Android 4.4(KitKat)

    原文地址:Getting Your SMS Apps Ready for KitKat 发送和接收短信是手机最基本的功能,很多的开发者也开发了很多成功的应用来增强Android这一方面的体验.你们当中 ...

  9. POJ_2104_Kth_(主席树)

    描述 http://poj.org/problem?id=2104 给出一个n个数的数列,m次询问,每次询问求区间[l,r]中第k小的数,无修改操作. K-th Number Time Limit: ...

  10. Mac 把图片反色

    黑色图变白色 1:用预览打开 2:打开"调整颜色" 3:把"自动色阶"两边的按钮, 拖动换位置,就可以看到效果了.