通常我采取行动 layer.m 并在其 init 方法中添加对视差方法的调用,例如:
[self addScrollingBackgroundWithParallax];
该方法是:
-(void)addScrollingBackgroundWithParallax {
CGSize screenSize = [[CCDirector sharedDirector] winSize];
CGSize levelSize = [[GameManager sharedGameManager]
getDimensionsOfCurrentScene];
// 1. Create image (sprite node)
CCSprite *BGLayer1 = [CCSprite spriteWithFile:@"chap9_scrolling4.png"];
// 2. Create Parallax Node, Position it
parallaxNode = [CCParallaxNode node];
[parallaxNode setPosition:ccp(levelSize.width/2.0f,screenSize.height/2.0f)];
float xOffset = 0;
// 3. Add image node to parallax node
[parallaxNode addChild:BGLayer1 z:1 parallaxRatio:ccp(1.0f,1.0f) positionOffset:ccp(0.0f,0.0f)];
xOffset = (levelSize.width/2) * 0.3f;
// 4. Add parallax node to layer
[self addChild:parallaxNode z:1];
}
这工作正常。所以我试图做一些不同的事情。在游戏场景类中,我初始化以下内容:
-(id)init{
self = [super init];
if (self != nil) {
// The scene will start out by running layer1
_layer = [PlaneLevel node];
[self addChild:_layer z:1];
//Add eye candy
layer2 = [Scene2EyeCandy node];
[self addScrollingBackgroundWithParallax];
}
return self;
}
一个gamelayer和一个eyecandy层。我将游戏层添加到场景中,但是我没有将 eyecandy 层添加到场景中,而是调用了 addScrollingBackgroundWithParallax 方法来执行此操作:
-(void)addScrollingBackgroundWithParallax {
CGSize screenSize = [[CCDirector sharedDirector] winSize];
CGSize levelSize = [[GameManager sharedGameManager] getDimensionsOfCurrentScene];
// 1. Creates the parallax node
CCParallaxNode *parallaxNode = [CCParallaxNode node];
// 2. Positions it
[parallaxNode setPosition:ccp(levelSize.width/2.0f,screenSize.height/2.0f)];
float xOffset = 0;
// 3. Adds the eyecandy layer to the parallax node
[parallaxNode addChild:layer2 z:40 parallaxRatio:ccp(1.0f,1.0f) positionOffset:ccp(0.0f,0.0f)];
xOffset = (levelSize.width/2) * 0.3f;
// 4. Finally add the parallax node to the scene.
[self addChild:parallaxNode z:1];
}
但是当我运行游戏时,我根本没有得到眼睛糖果层。