LAYER_CREATE_FUNC
)初始化,那么它就会进入init,这个方法你可以初始化你的layer和一些sprites,如果你想自己重写layer的onEnter/onExit的话,那么务必请注意,你要在你的onEnter/onExit里面写上基类的Base::onEnter、Base::onExit,否则的话,程序会收不到消息的。
举例子说明:
void GameController::InitController() { CCMenuItemImage *menuitem = CCMenuItemImage::create( "NextLayeNormal.png", "NextLayeSelected.png", this, menu_selector(GameController::CreateNextScene)); }
GameController::CreateNextScene
如果我这个时候在GameController里面没有重写onEnter/onExit,那么我就它自动会接受到menu的点击消息。但是,一旦你重写了onEnter/onExit,就一定要写基类的onEnter/onExit的调用,否则,我在初始化menu的时候不会回调到GameController::CreateNextScene里面。也就是不会接受到消息。
我们看下layer的onEnter/onExit的源码:
void CCLayer::onEnter() { CCDirector* pDirector = CCDirector::sharedDirector(); // register 'parent' nodes first // since events are propagated in reverse order if (m_bIsTouchEnabled) { this->registerWithTouchDispatcher(); } // then iterate over all the children CCNode::onEnter(); // add this layer to concern the Accelerometer Sensor if (m_bIsAccelerometerEnabled) { pDirector->getAccelerometer()->setDelegate(this); } // add this layer to concern the kaypad msg if (m_bIsKeypadEnabled) { pDirector->getKeypadDispatcher()->addDelegate(this); } } void CCLayer::onExit() { CCDirector* pDirector = CCDirector::sharedDirector(); if( m_bIsTouchEnabled ) { pDirector->getTouchDispatcher()->removeDelegate(this); unregisterScriptTouchHandler(); } // remove this layer from the delegates who concern Accelerometer Sensor if (m_bIsAccelerometerEnabled) { pDirector->getAccelerometer()->setDelegate(NULL); } // remove this layer from the delegates who concern the kaypad msg if (m_bIsKeypadEnabled) { pDirector->getKeypadDispatcher()->removeDelegate(this); } CCNode::onExit(); }