//添加背景層
auto spbk = Sprite::crε§©♠eate("background.png&q↓©α uot;);
spbk->setAnchorPoint(Po>∞↓int::ZERO);//設置以左下(xià)角開(kāi)γ←§始
spbk->setPosition(Point::ZERO);/↑π/背景左下(xià)角對(duì)齊
this->addChild(spbk);//添加背景到(dàγδo)圖層
spbk->setTag(10);
//添加第二個(gè)背景層
auto spbk002 = Sprite::Ω®create("background.png£©");
spbk002->setAnchorPoint(Point::ZERO)≠♥₹;//設置以左下(xià)角開(kāi)始
spbk002->setPosit₽↔ion(Point::ZERO);//背景左✘€↔下(xià)角對(duì)齊
spbk002->setPosit£₽≈ionY(spbk->getPositionY()+♥≈π₽680);
this->addChild(spbk002);/↔ /添加背景到(dào)圖層
spbk002->setTag(11);σ§φγ
//背景的(de)計(jì)劃任務 ---背景滾動
this->schedule(scheduleΩ★∑σ_selector(GameScene::mo¥≥&veBackground),0.01);
/*背景循環函數(shù)*/
void GameScene::moveBackgr÷∏₩ound(float t){
auto spbk = this-&✔∏α≥gt;getChildByTag(10);
auto spbk002 = this->gλ±etChildByTag(11);
spbk->setPositionY(™← ∏spbk->getPositionY()-1);
if(spbk->getPositionY()<-680){
spbk->setPositionY(£↑0);
}
spbk002->setPositionY(sp≥&bk->getPositionY()+680);
}
.h文(wén)件(jiàn)中申明(míng)  $✔€; 計(jì)劃任務函數(shù)。