Reputation: 6166
I want to integrate cocos2d in one of my view. So, I have a normal view controller(MapEditorViewController
) and a view, in my view controller, (I created a IBOutlet UIView *openGLView
) in which I want cocos2d to be in. In my view controller, I have a method setupCocos2D :
- (void)setupCocos2D {
CCGLView *glView = [CCGLView viewWithFrame:self.openGLView.bounds
pixelFormat:kEAGLColorFormatRGB565 // kEAGLColorFormatRGBA8
depthFormat:0 // GL_DEPTH_COMPONENT16_OES
];
glView.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight;
[self.openGLView insertSubview:glView atIndex:0];
[[CCDirector sharedDirector] setOpenGLView:glView];
CCScene *scene = [HelloWorldLayer scene];
[[CCDirector sharedDirector] runWithScene:scene];
}
setupCocos2D
is called in viewDidLoad
of the class MapEditorViewController
.
I have a layer (HelloWorldLayer
), which is basically the code in the tutorial of http://www.raywenderlich.com/25736/how-to-make-a-simple-iphone-game-with-cocos2d-2-x-tutorial
// Helper class method that creates a Scene with the HelloWorldLayer as the only child.
+(CCScene *) scene
{
// 'scene' is an autorelease object.
CCScene *scene = [CCScene node];
// 'layer' is an autorelease object.
HelloWorldLayer *layer = [HelloWorldLayer node];
// add layer as a child to scene
[scene addChild: layer];
// return the scene
return scene;
}
- (void) addMonster {
CCSprite * monster = [CCSprite spriteWithFile:@"backbutton.png"];
// Determine where to spawn the monster along the Y axis
CGSize winSize = [CCDirector sharedDirector].winSize;
int minY = monster.contentSize.height / 2;
int maxY = winSize.height - monster.contentSize.height/2;
int rangeY = maxY - minY;
int actualY = (arc4random() % rangeY) + minY;
// Create the monster slightly off-screen along the right edge,
// and along a random position along the Y axis as calculated above
monster.position = ccp(winSize.width + monster.contentSize.width/2, actualY);
[self addChild:monster];
// Determine speed of the monster
int minDuration = 2.0;
int maxDuration = 4.0;
int rangeDuration = maxDuration - minDuration;
int actualDuration = (arc4random() % rangeDuration) + minDuration;
// Create the actions
CCMoveTo * actionMove = [CCMoveTo actionWithDuration:actualDuration
position:ccp(-monster.contentSize.width/2, actualY)];
CCCallBlockN * actionMoveDone = [CCCallBlockN actionWithBlock:^(CCNode *node) {
[node removeFromParentAndCleanup:YES];
}];
[monster runAction:[CCSequence actions:actionMove, actionMoveDone, nil]];
}
// on "init" you need to initialize your instance
-(id) init
{
// always call "super" init
// Apple recommends to re-assign "self" with the "super's" return value
if( (self=[super initWithColor:ccc4(255,0,255,255)]) ) {
CGSize winSize = [CCDirector sharedDirector].winSize;
CCSprite *player = [CCSprite spriteWithFile:@"carteIntrouvable.png"];
player.position = ccp(player.contentSize.width/2, winSize.height/2);
[self addChild:player];
[self setIsTouchEnabled:YES];
[self schedule:@selector(gameLogic:) interval:1.0];
}
return self;
}
-(void)gameLogic:(ccTime)dt {
[self addMonster];
}
Now, I don't know what I'm doing wrong, the layer appears but it is black, even though I change the line initWithColor
in -(id) init
.
How can I change the layer's background color, because the code works if I don't integrate cocos2d with UIKit... ?
Upvotes: 3
Views: 4226
Reputation: 22042
Alternative Solution: Add CCLayerColor to base layer.
-(void) onEnter
{
[super onEnter];
ccColor4B color = {255,255,0,255};
CCLayerColor *colorLayer = [CCLayerColor layerWithColor:color];
[self addChild:colorLayer z:LAST_LAYER_PLUS_1];
}
Upvotes: 6