bool HelloWorld::init()
{
if ( !CCLayer::init() )
{
return false;
}
//创建一个节点
CCNode *anode = CCNode::create();
//将节点作为子节点增加场景类中
this->addChild(anode,0);
CCMenuItemImage *pCloseItem = CCMenuItemImage::create(
"CloseNormal.png",
"CloseSelected.png",
this,
menu_selector(HelloWorld::menuCloseCallback) );
pCloseItem->setPosition( ccp(CCDirector::sharedDirector()->getWinSize().width - 20, 20) );
CCMenu* pMenu = CCMenu::create(pCloseItem, NULL);
pMenu->setPosition( CCPointZero );
//将菜单作为子节点增加之前定义的节点中
anode->addChild(pMenu, 1);
CCLabelTTF* pLabel = CCLabelTTF::create("Hello World", "Thonburi", 34);
CCSize size = CCDirector::sharedDirector()->getWinSize();
pLabel->setPosition( ccp(size.width / 2, size.height - 20) );
//将标签作为子节点增加之前定义的节点中
anode->addChild(pLabel, 1);
CCSprite* pSprite = CCSprite::create("HelloWorld.png");
pSprite->setPosition( ccp(size.width/2, size.height/2) );
//将背景图片作为子节点增加之前定义的节点中
anode->addChild(pSprite, 0);
return true;}Cocos2D-x权威指南:通过节点控制屏幕中的全体渲染对象,布布扣,bubuko.com
Cocos2D-x权威指南:通过节点控制屏幕中的全体渲染对象
原文地址:http://www.cnblogs.com/mfrbuaa/p/3770186.html