创建
local layer = cc.Layer:create()
local layer1 = cc.LayerColor:create(cc.c4b(192, 0, 0, 255), s.width, s.height/2)
--渐变
local layer2 = cc.LayerGradient:create(cc.c4b(0, 0, 0, 127), cc.c4b(255, 255, 255, 127))
--渐变
local layer3 = cc.LayerGradient:create()
layer3:setContentSize(cc.size(80, 80))
layer3:setPosition(cc.p(150,140))
layer3:setStartColor(cc.c3b(255, 0, 0))
layer3:setEndColor(cc.c3b(255, 0, 255))
layer3:setStartOpacity(255)
layer3:setEndOpacity(255)
layer3:setBlendFunc(cc.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA))
ret:addChild(layer3)
绑定事件
local listener = cc.EventListenerTouchAllAtOnce:create() listener:registerScriptHandler(Sprite1.onTouchesEnd,cc.Handler.EVENT_TOUCHES_ENDED ) local eventDispatcher = layer:getEventDispatcher() eventDispatcher:addEventListenerWithSceneGraphPriority(listener, layer)
layer:registerScriptHandler(SpriteColorOpacity.onEnterOrExit) function SpriteColorOpacity.onEnterOrExit(tag) if tag == "enter" then SpriteColorOpacity.onEnter() elseif tag == "exit" then SpriteColorOpacity.onExit() end end
layer:scheduleUpdateWithPriorityLua(update,0)
layer:unscheduleUpdate()