A Cocos2d
project has a buildup somewhat comparable to applications such as Adobe
Photoshop.
A Cocos2d game consists of scenes, which contain layers, which
contain sprites, labels and other objects.
An example of this could be the main gameplay
scene of a game. Let’s say it contains two layer: one showing the actual
gameplay, and one on top of the gameplay layer showing the score (the Heads Up
Display –HUD). The gameplay layer would contain the sprites of the player and
the level, and the HUD layer would have a label showing the score. The game
might have other scenes, such as a main menu scene.
Figure 1-1. Typical buildup of a Cocos2d game
|
You can structure your game by adding children to an instance of CCScene, CCLayer or CCSprite (the Cocos2d classes for scenes, layers and sprites). This can be done by calling the following method:
[sprite addChild: sprite];
Optionally,
one could send a z-argument when calling the method, to set the order in which
the object is shown by its parent. For example, the HUD layer of a game should
be on top of the gameplay layer, and should therefore be given a higher z
value:
[scene addChild: hudLayer z:1];
Scenes are typically changed between
different gamestates, such as changing from the main menu to the level
selection screen. Layers are mostly used to be able to control groups of
sprites at the same time, similar to layers in Photoshop. Sprites can have
other sprites as children, which gives us the opportunity to create things
consisting of multiple sprites, such as a tank consisting of a body and a
barrel.
No comments:
Post a Comment