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    public void Crafty.createLayer(string name, string type[, object options])

    the name that will refer to the layer


    the type of the draw layer to create ('DOM', 'Canvas', or 'WebGL')


    this will override the default values of each layer

    Creates a new system which implements the specified type of layer. The options (and their default values) are

      xResponse: 1,  // How the layer will pan in response to the viewport x position
      yResponse: 1,  // How the layer will pan in response to the viewport y position
      scaleResponse: 1, // How the layer will scale in response to the viewport scale.  (Layer scale will be scale^scaleResponse.)
      z: 0 // The zIndex of the layer relative to other layers

    Crafty will automatically define three built-in layers: "DefaultDOMLayer", DefaultCanvasLayer", and "DefaultWebGLLayer". They will have z values of 30, 20, and 10 respectively, and will be initialized if a "DOM", "Canvas" or "WebGL" component is used with an entity not attached to any user-specified layer.

    Note: Layers are implemented as systems, so the layer name must be distinct from other systems.

    Note: By default, layers will persist across scene changes. You can manually clean up a layer by removing all it's entities and then destroying it.


    Crafty.createLayer("MyCanvasLayer", "Canvas")
    Crafty.e("2D, MyCanvasLayer, Color");

    Define a custom canvas layer, then create an entity that uses the custom layer to render.


    Crafty.createLayer("UILayer", "DOM", {scaleResponse: 0, xResponse: 0, yResponse: 0})
    Crafty.e("2D, UILayer, Text");

    Define a custom DOM layer that will not move with the camera. (Useful for static UI elements!)


    Crafty.createLayer("MyCanvasLayer", "Canvas");
    Crafty.s("MyCanvasLayer").one("RenderScene", function(){ this.everRendered = true; });

    Create a custom layer, and then bind a method to run the first time it renders.



    For a previously defined "MyCanvasLayer", destroy it and all the entities rendered by it.