问题描述
Hello awesome dev community。
我已经找到了一个答案,几天了,只是不能找到一个句柄,所以决定自己发帖Q。
我有具有用于拾取物品的菜单的游戏。
菜单可以有2 - > 30+个项目,因此需要滚动。还有类别菜单,当一个项目被点击,一个新的菜单与该类别的项目出现。
我认为,最有效的方式去在专用图层上创建菜单所需的所有元素。
问题是,我不知道如何调用我的addNewItems:itemsArray函数定义在主游戏场景,从CCLayer包含菜单。
,我应该只使用一层吗?有点混乱,难以一起移动多个项目。
非常感谢您的任何帮助 - 或指向一个清晰的教程或如何做的示例因为我真的找不到任何。
下面是我要创建的流程图。
谢谢!
Hanaan
答案是传递一个指向它父层的指针
我这样初始化CCLayer:
- (id)initWithParent:(CCLayer *)parentLayer;
并像这样调用:
ItemsMenuLayer * tempLayer = [[ItemsMenuLayer alloc] initWithParent:self];
然后,从CClayer里面我可以调用任何父层的函数,
[parentLayer functionName];
Hello awesome dev community.I have looked for an answer to this for days now and just can't seem to find a handle, so decided to post Q myself.
I have a game that has menus for picking items.The menus can have 2 -> 30+ items, so they need to scroll. There are also category menus, which when an item is clicked, a new menu with that category's items appears.
I figured that the most efficient way to go about it is by creating all the elements needed for the menu on a dedicated layer.The issue is that I have no idea how to call my addNewItems:itemsArray function defined in the main game scene, from the CCLayer containing the menu.
Or, should I just use one layer? A bit messy and difficult to move multiple items together.
Thank you so much for any help - or pointing me in the direction of a clear tutorial or examples of how to do that since I honestly couldn't find any.
Below is a flowchart of what I'm looking to create.
Thanks!!
Hanaan
Finally got an answer from David994A (cocos2d forum)
The answer is to pass the layer a pointer to it's parent layerI initialize the CCLayer like this:
-(id) initWithParent:(CCLayer *)parentLayer;
and call it like this:
ItemsMenuLayer *tempLayer = [[ItemsMenuLayer alloc] initWithParent:self];
Then, from inside the CClayer I can call any of the parent's layer functions, like this:
[parentLayer functionName];
这篇关于Cocos2d:从另一个(父?)CCLayer中的一个CCLayer调用函数的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持!