5.cocos2d锚点

创建一个层T1LayerAnchorPoint

  • AppDelegate.cpp
     1 bool AppDelegate::applicationDidFinishLaunching() {
     2     // initialize director
     3     auto director = Director::getInstance();
     4     auto glview = director->getOpenGLView();
     5     if(!glview) {
     6         glview = GLViewImpl::createWithRect("MyLayer", Rect(0, 0, 960, 640));
     7         director->setOpenGLView(glview);
     8     }
     9 
    10     director->getOpenGLView()->setDesignResolutionSize(960, 640, ResolutionPolicy::SHOW_ALL);
    11 
    12     // turn on display FPS
    13     director->setDisplayStats(true);
    14 
    15     // set FPS. the default value is 1.0/60 if you don't call this
    16     director->setAnimationInterval(1.0 / 60);
    17 
    18     FileUtils::getInstance()->addSearchPath("res");
    19 
    20     // create a scene. it's an autorelease object
    21     //auto scene = HelloWorld::createScene();
    22 
    23     //CCScene *pScene = MyScene::create();
    24     CCScene *pScene = T1LayerAnchorPoint::scene();
    25 
    26     // run
    27     director->runWithScene(pScene);
    28 
    29     return true;
    30 }

     

  • T1LayerAnchorPoint.h
     1 #pragma once
     2 #include "cocos2d.h"
     3 USING_NS_CC;
     4 
     5 class T1LayerAnchorPoint:public CCLayer
     6 {
     7 public:
     8     //create->init
     9     static T1LayerAnchorPoint*create();
    10     bool init();
    11     static CCScene *scene();
    12 
    13     //画线
    14     virtual void draw(cocos2d::Renderer *renderer, const cocos2d::Mat4& transform, uint32_t flags);
    15 };

     

  • T1LayerAnchorPoint.cpp
     1 #include "T1LayerAnchorPoint.h"
     2 
     3 //创建层
     4 T1LayerAnchorPoint*T1LayerAnchorPoint::create()
     5 {
     6     T1LayerAnchorPoint *pRet = new T1LayerAnchorPoint();
     7     if (pRet && pRet->init())
     8     {
     9         pRet->autorelease();
    10     }
    11     else
    12     {
    13         delete pRet;
    14         pRet = NULL;
    15     }
    16     return pRet;
    17 
    18 }
    19 
    20 //初始化层
    21 bool T1LayerAnchorPoint::init()
    22 {
    23     CCLayer::init();
    24 
    25     CCSize winSize = CCDirector::sharedDirector()->getWinSize();
    26     CCSprite *spr = CCSprite::create("anchor3.png");
    27     //设置锚点
    28     spr->setAnchorPoint(ccp(0, 0));
    29     spr->setPosition(ccp(winSize.width / 2, winSize.height / 2));
    30     addChild(spr);
    31     return true;
    32 }
    33 
    34 CCScene *T1LayerAnchorPoint::scene()
    35 {
    36     CCScene *scene = CCScene::create();
    37     T1LayerAnchorPoint *layer = T1LayerAnchorPoint::create();
    38     scene->addChild(layer);
    39     return scene;
    40 }
    41 
    42 void T1LayerAnchorPoint::draw(cocos2d::Renderer *renderer, const cocos2d::Mat4& transform, uint32_t flags)
    43 {
    44     CCSize winSize = CCDirector::sharedDirector()->getWinSize();
    45     ccDrawColor4B(255, 0, 0, 255);
    46 
    47     ccDrawLine(ccp(0, winSize.height / 2), ccp(winSize.width, winSize.height / 2));
    48     ccDrawLine(ccp(winSize.width / 2, 0), ccp(winSize.width / 2, winSize.height));
    49 }

     

转载于:https://www.cnblogs.com/xiaochi/p/8342593.html

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