标签:cocos2d-x
游戏主页面布局
创建屏下Score标签
pLabel = CCLabelTTF::create("Score", "Arial", TITLE_FONT_SIZE); //分数标签
//设置标签字体的颜色
pLabel->setColor (ccc3(0, 0, 0));
//设置文本标签的位置
pLabel->setPosition
(
ccp
(
SCORE_X, //X坐标
SCORE_Y //Y坐标
)
);
//将文本标签添加到布景中
this->addChild(pLabel, TOP_LEVEL);overLabel = CCLabelTTF::create("0", "Arial", TITLE_FONT_SIZE);
//设置标签字体的颜色
overLabel->setColor (ccc3(255, 0, 0));
//设置文本标签的位置
overLabel->setPosition
(
ccp
(
OVERLABEL_X, //X坐标
SCORE_Y //Y坐标
)
);
//将文本标签添加到布景中
this->addChild(overLabel, TOP_LEVEL); CCSprite* pSprite = CCSprite::create("pic/background.png");
//设置精灵对象的位置
pSprite->setPosition(ccp(origin.x, origin.y));
pSprite->setAnchorPoint(ccp(0, 0));//默认锚点为0.5,0.5
//将背景精灵添加到布景中
this->addChild(pSprite, BACKGROUND_LEVEL_WYF);CCMenuItemImage *pauseMenuItem = CCMenuItemImage::create ( "pic/pause.png", //平时的图片 "pic/pause1.png", //选中时的图片 this, menu_selector(BanQiuLayer::pauseCallBack)//点击时执行的回调方法 ); //设置暂停菜单项的位置 pauseMenuItem->setPosition(ccp(150,450)); //创建菜单对象 CCMenu* pauseMenu = CCMenu::create(pauseMenuItem, NULL); //设置菜单位置 pauseMenu->setPosition(CCPointZero); //将菜单添加到布景中 this->addChild(pauseMenu,DASHBOARD_LEVEL_WYF);
CCSprite* sixSprite = CCSprite::create("pic/six.png");
//设置精灵对象的位置
sixSprite->setPosition(ccp(GRID_SIX_X, GRID_SIX_Y));
sixSprite->setAnchorPoint(ccp(1, 0.5));//默认锚点为0.5,0.5
//将背景精灵添加到布景中
this->addChild(sixSprite, DASHBOARD_LEVEL_WYF);创建上面的1、2号网
CCSprite* oneTSprite = CCSprite::create("pic/one.png");
//设置精灵对象的位置
oneTSprite->setPosition(ccp(GRID_ONE_TOP_X, GRID_ONE_TOP_Y));
oneTSprite->setAnchorPoint(ccp(1, 1));//默认锚点为0.5,0.5
//将背景精灵添加到布景中
this->addChild(oneTSprite, DASHBOARD_LEVEL_WYF);
CCSprite* twoTSprite = CCSprite::create("pic/two.png");
//设置精灵对象的位置
twoTSprite->setPosition(ccp(GRID_TWO_TOP_X, GRID_TWO_TOP_Y));
twoTSprite->setAnchorPoint(ccp(1, 1));//默认锚点为0.5,0.5
//将背景精灵添加到布景中
this->addChild(twoTSprite, DASHBOARD_LEVEL_WYF); CCSprite* oneBSprite = CCSprite::create("pic/one.png");
//设置精灵对象的位置
oneBSprite->setPosition(ccp(GRID_ONE_BOTTOM_X,GRID_ONE_BOTTOM_Y));
oneBSprite->setAnchorPoint(ccp(1, 0));//默认锚点为0.5,0.5
//将背景精灵添加到布景中
this->addChild(oneBSprite, DASHBOARD_LEVEL_WYF);
CCSprite* twoBSprite = CCSprite::create("pic/two.png");
//设置精灵对象的位置
twoBSprite->setPosition(ccp(GRID_TWO_BOTTOM_X,GRID_TWO_BOTTOM_Y));
twoBSprite->setAnchorPoint(ccp(1, 0));//默认锚点为0.5,0.5
//将背景精灵添加到布景中
this->addChild(twoBSprite, DASHBOARD_LEVEL_WYF);创建主角球拍
CCSprite* sachinSprite = CCSprite::create("pic/sachin.png");
//设置精灵对象的位置
sachinSprite->setPosition(ccp(PLAYER_X,PLAYER_Y));
sachinSprite->setAnchorPoint(ccp(0, 0));//默认锚点为0.5,0.5
//将背景精灵添加到布景中
this->addChild(sachinSprite, GAME_LEVEL_WYF);创建最底部的图片, 充当仪表盘CCSprite* tickerSprite = CCSprite::create("pic/ticker.png");
//设置精灵对象的位置
tickerSprite->setPosition(ccp(BOARD_X,BOARD_Y));
tickerSprite->setAnchorPoint(ccp(0, 0));//默认锚点为0.5,0.5
//将仪表盘精灵添加到布景中
this->addChild(tickerSprite, DASHBOARD_LEVEL_WYF); this->schedule(schedule_selector(BanQiuLayer::upDate),0.01f);//碰撞检测
this->schedule(schedule_selector(BanQiuLayer::setOutPropFlag),5);//5秒道具出场
标签:cocos2d-x
原文地址:http://blog.csdn.net/oyangyufu/article/details/27704143