在 1.0 中,我们使用以下代码来设置 CCDirector OPENGLView 透明。
director.openGLView.backgroundColor = [UIColor clearColor];
director.openGLView.opaque = NO;
glClearColor(0.0, 0.0, 0.0, 0.0);
2.0,我们应该怎么做?我使用以下,它不起作用,背景颜色仍然是黑色的。
director.view.backgroundColor = [UIColor clearColor];
director.view.opaque = NO;
glClearColor(0.0, 0.0, 0.0, 0.0);
整个代码如下:
#import "cocos2d.h"
#import "AppDelegate.h"
#import "IntroLayer.h"
#import "HelloWorldLayer.h"
@implementation AppController
@synthesize window=window_, navController=navController_, director=director_;
- (void) removeStartupFlicker
{
//
// THIS CODE REMOVES THE STARTUP FLICKER
//
// Uncomment the following code if you Application only supports landscape mode
//
#if GAME_AUTOROTATION == kGameAutorotationUIViewController
// CC_ENABLE_DEFAULT_GL_STATES();
// CCDirector *director = [CCDirector sharedDirector];
// CGSize size = [director winSize];
// CCSprite *sprite = [CCSprite spriteWithFile:@"Default.png"];
// sprite.position = ccp(size.width/2, size.height/2);
// sprite.rotation = -90;
// [sprite visit];
// [[director openGLView] swapBuffers];
// CC_ENABLE_DEFAULT_GL_STATES();
#endif // GAME_AUTOROTATION == kGameAutorotationUIViewController
}
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
// Create the main window
window_ = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
// Create an CCGLView with a RGB565 color buffer, and a depth buffer of 0-bits
CCGLView *glView = [CCGLView viewWithFrame:[window_ bounds]
pixelFormat:kEAGLColorFormatRGB565 //kEAGLColorFormatRGBA8
depthFormat:0 //GL_DEPTH_COMPONENT24_OES
preserveBackbuffer:NO
sharegroup:nil
multiSampling:NO
numberOfSamples:0];
director_ = (CCDirectorIOS*) [CCDirector sharedDirector];
director_.wantsFullScreenLayout = YES;
// Display FSP and SPF
[director_ setDisplayStats:YES];
// set FPS at 60
[director_ setAnimationInterval:1.0/60];
// attach the openglView to the director
[director_ setView:glView];
// for rotation and other messages
[director_ setDelegate:self];
[window_ addSubview:director_.view];
/*
director_.view.backgroundColor = [UIColor clearColor];
director_.view.opaque = NO;
glClearColor(0.0, 0.0, 0.0, 0.0);
glView.backgroundColor = [UIColor clearColor];
glView.opaque = NO;
glClearColor(0.0, 0.0, 0.0, 0.0);
*/
//[CCDirector sharedDirector].view.backgroundColor = [UIColor clearColor];
//[CCDirector sharedDirector].view.opaque = NO;
[[CCDirector sharedDirector] view].opaque = NO;
[[CCDirector sharedDirector] view].backgroundColor = [UIColor clearColor];
[director_ view].backgroundColor = [UIColor clearColor];
[director_ view].opaque = NO;
glClearColor(0.0, 0.0, 0.0, 0.0);
cameraView = [[UIView alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
cameraView.opaque = NO;
cameraView.backgroundColor = [UIColor clearColor];
[window_ addSubview:cameraView];
UIImagePickerController *imagePicker;
@try
{
imagePicker = [[[UIImagePickerController alloc] init] autorelease];
imagePicker.sourceType = UIImagePickerControllerSourceTypeCamera;
imagePicker.showsCameraControls = NO;
imagePicker.toolbarHidden = YES;
imagePicker.navigationBarHidden = YES;
imagePicker.wantsFullScreenLayout = YES;
imagePicker.cameraViewTransform = CGAffineTransformScale(imagePicker.cameraViewTransform, 1.0, 1.3);
}
@catch (NSException *exception)
{
[imagePicker release];
imagePicker = nil;
}
@finally
{
if(imagePicker)
{
[cameraView addSubview:[imagePicker view]];
[cameraView release];
}
}
[window_ bringSubviewToFront:director_.view];
// 2D projection
[director_ setProjection:kCCDirectorProjection2D];
// [director setProjection:kCCDirectorProjection3D];
// Enables High Res mode (Retina Display) on iPhone 4 and maintains low res on all other devices
if( ! [director_ enableRetinaDisplay:YES] )
CCLOG(@"Retina Display Not supported");
// Default texture format for PNG/BMP/TIFF/JPEG/GIF images
// It can be RGBA8888, RGBA4444, RGB5_A1, RGB565
// You can change anytime.
[CCTexture2D setDefaultAlphaPixelFormat:kCCTexture2DPixelFormat_RGBA8888];
// If the 1st suffix is not found and if fallback is enabled then fallback suffixes are going to searched. If none is found, it will try with the name without suffix.
// On iPad HD : "-ipadhd", "-ipad", "-hd"
// On iPad : "-ipad", "-hd"
// On iPhone HD: "-hd"
CCFileUtils *sharedFileUtils = [CCFileUtils sharedFileUtils];
[sharedFileUtils setEnableFallbackSuffixes:NO]; // Default: NO. No fallback suffixes are going to be used
[sharedFileUtils setiPhoneRetinaDisplaySuffix:@"-hd"]; // Default on iPhone RetinaDisplay is "-hd"
[sharedFileUtils setiPadSuffix:@"-ipad"]; // Default on iPad is "ipad"
[sharedFileUtils setiPadRetinaDisplaySuffix:@"-ipadhd"]; // Default on iPad RetinaDisplay is "-ipadhd"
// Assume that PVR images have premultiplied alpha
[CCTexture2D PVRImagesHavePremultipliedAlpha:YES];
// and add the scene to the stack. The director will run it automatically when the view is displayed.
[director_ pushScene: [IntroLayer scene]];
// Create a Navigation Controller with the Director
/*
navController_ = [[UINavigationController alloc] initWithRootViewController:director_];
navController_.navigationBarHidden = YES;
*/
// set the Navigation Controller as the root view controller
// [window_ addSubview:navController_.view]; // Generates flicker.
//[window_ setRootViewController:navController_];
// make main window visible
[window_ makeKeyAndVisible];
return YES;
}
// Supported orientations: Landscape. Customize it for your own needs
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
{
return UIInterfaceOrientationIsLandscape(interfaceOrientation);
}
// getting a call, pause the game
-(void) applicationWillResignActive:(UIApplication *)application
{
if( [navController_ visibleViewController] == director_ )
[director_ pause];
}
// call got rejected
-(void) applicationDidBecomeActive:(UIApplication *)application
{
if( [navController_ visibleViewController] == director_ )
[director_ resume];
}
-(void) applicationDidEnterBackground:(UIApplication*)application
{
if( [navController_ visibleViewController] == director_ )
[director_ stopAnimation];
}
-(void) applicationWillEnterForeground:(UIApplication*)application
{
if( [navController_ visibleViewController] == director_ )
[director_ startAnimation];
}
// application will be killed
- (void)applicationWillTerminate:(UIApplication *)application
{
CC_DIRECTOR_END();
}
// purge memory
- (void)applicationDidReceiveMemoryWarning:(UIApplication *)application
{
[[CCDirector sharedDirector] purgeCachedData];
}
// next delta time will be zero
-(void) applicationSignificantTimeChange:(UIApplication *)application
{
[[CCDirector sharedDirector] setNextDeltaTimeZero:YES];
}
- (void) dealloc
{
[window_ release];
[navController_ release];
[super dealloc];
}
@end