安装cocos2d框架并创建一个cocos2d项目,并替换下面的方法。
我有摄像机视图和CCGLView,我想清除CCGLView颜色,这样我可以在看到CCGLView时看到摄像机视图
如果我评论代码“[window_ bringSubviewToFront:director_.view];”,我可以看到相机视图,如果我将director.view(glview)带到前面,我看不到相机视图。
任何人都可以帮我这个吗?
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
// Create the main window
window_ = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
// Create an CCGLView with a RGB565 color buffer, and a depth buffer of 0-bits
CCGLView *glView = [CCGLView viewWithFrame:[window_ bounds]
pixelFormat:kEAGLColorFormatRGB565 //kEAGLColorFormatRGBA8
depthFormat:0 //GL_DEPTH_COMPONENT24_OES
preserveBackbuffer:NO
sharegroup:nil
multiSampling:NO
numberOfSamples:0];
director_ = (CCDirectorIOS*) [CCDirector sharedDirector];
director_.wantsFullScreenLayout = YES;
// Display FSP and SPF
[director_ setDisplayStats:YES];
// set FPS at 60
[director_ setAnimationInterval:1.0/60];
// attach the openglView to the director
[director_ setView:glView];
// for rotation and other messages
[director_ setDelegate:self];
[window_ addSubview:director_.view];
director_.view.backgroundColor = [UIColor clearColor];
director_.view.opaque = NO;
glClearColor(0.0, 0.0, 0.0, 0.0);
glView.backgroundColor = [UIColor clearColor];
//director_.view.backgroundColor = [UIColor clearColor];
glView.opaque = NO;
glClearColor(0.0, 0.0, 0.0, 0.0);
cameraView = [[UIView alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
cameraView.opaque = NO;
cameraView.backgroundColor = [UIColor clearColor];
[window_ addSubview:cameraView];
UIImagePickerController *imagePicker;
@try
{
imagePicker = [[[UIImagePickerController alloc] init] autorelease];
imagePicker.sourceType = UIImagePickerControllerSourceTypeCamera;
imagePicker.showsCameraControls = NO;
imagePicker.toolbarHidden = YES;
imagePicker.navigationBarHidden = YES;
imagePicker.wantsFullScreenLayout = YES;
imagePicker.cameraViewTransform = CGAffineTransformScale(imagePicker.cameraViewTransform, 1.0, 1.3);
}
@catch (NSException *exception)
{
[imagePicker release];
imagePicker = nil;
}
@finally
{
if(imagePicker)
{
[cameraView addSubview:[imagePicker view]];
[cameraView release];
}
}
[window_ bringSubviewToFront:director_.view];
// 2D projection
[director_ setProjection:kCCDirectorProjection2D];
// [director setProjection:kCCDirectorProjection3D];
// Enables High Res mode (Retina Display) on iPhone 4 and maintains low res on all other devices
if( ! [director_ enableRetinaDisplay:YES] )
CCLOG(@"Retina Display Not supported");
// Default texture format for PNG/BMP/TIFF/JPEG/GIF images
// It can be RGBA8888, RGBA4444, RGB5_A1, RGB565
// You can change anytime.
[CCTexture2D setDefaultAlphaPixelFormat:kCCTexture2DPixelFormat_RGBA8888];
// If the 1st suffix is not found and if fallback is enabled then fallback suffixes are going to searched. If none is found, it will try with the name without suffix.
// On iPad HD : "-ipadhd", "-ipad", "-hd"
// On iPad : "-ipad", "-hd"
// On iPhone HD: "-hd"
CCFileUtils *sharedFileUtils = [CCFileUtils sharedFileUtils];
[sharedFileUtils setEnableFallbackSuffixes:NO]; // Default: NO. No fallback suffixes are going to be used
[sharedFileUtils setiPhoneRetinaDisplaySuffix:@"-hd"]; // Default on iPhone RetinaDisplay is "-hd"
[sharedFileUtils setiPadSuffix:@"-ipad"]; // Default on iPad is "ipad"
[sharedFileUtils setiPadRetinaDisplaySuffix:@"-ipadhd"]; // Default on iPad RetinaDisplay is "-ipadhd"
// Assume that PVR images have premultiplied alpha
[CCTexture2D PVRImagesHavePremultipliedAlpha:YES];
// and add the scene to the stack. The director will run it automatically when the view is displayed.
[director_ pushScene: [IntroLayer scene]];
// Create a Navigation Controller with the Director
/*
navController_ = [[UINavigationController alloc] initWithRootViewController:director_];
navController_.navigationBarHidden = YES;
*/
// set the Navigation Controller as the root view controller
// [window_ addSubview:navController_.view]; // Generates flicker.
//[window_ setRootViewController:navController_];
// make main window visible
[window_ makeKeyAndVisible];
return YES;
}
答案 0 :(得分:1)
更改为1.0框架并且它有效,希望它能帮助其他人
//
// HelloWorldLayer.m
// arcocos2dv1
//
// Created by Max on 13-4-10.
// Copyright __MyCompanyName__ 2013年. All rights reserved.
//
// Import the interfaces
#import "HelloWorldLayer.h"
#import "SimpleAudioEngine.h"
// HelloWorldLayer implementation
@implementation HelloWorldLayer
+(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;
}
// on "init" you need to initialize your instance
-(id) init
{
// always call "super" init
// Apple recommends to re-assign "self" with the "super" return value
if( (self=[super init])) {
// create and initialize a Label
CCLabelTTF *label = [CCLabelTTF labelWithString:@"Hello Augmented" fontName:@"Marker Felt" fontSize:40];
// ask director the the window size
CGSize size = [[CCDirector sharedDirector] winSize];
// position the label on the center of the screen
label.position = ccp( size.width /2 , size.height/2 );
// add the label as a child to this Layer
[self addChild: label];
self.isTouchEnabled = YES;
[[SimpleAudioEngine sharedEngine] preloadEffect:@"explosion.caf"];
}
return self;
}
// on "dealloc" you need to release all your retained objects
- (void) dealloc
{
// in case you have something to dealloc, do it in this method
// in this particular example nothing needs to be released.
// cocos2d will automatically release all the children (Label)
// don't forget to call "super dealloc"
[super dealloc];
}
@end