シンタックスハイライトをXcodeっぽくしてみた
カスタムCSSデザイン設定
.synComment { color:#3e9910 } .synConstant { color:#cc0000 } .synIdentifier { color:#454545 } .synPreProc { color:#7f3f11 } .synSpecial { color:#c000c0 } .synStatement { color:#cc16ad } .synType { color:#cc16ad }
結果
#import "CCLayer.h" #import "SRPG.h" #import "SRArea.h" @interface SRAreaLayer : CCLayer - (void)removeAllAreaSprite; - (void)drawArea:(SRArea*)area; @end // 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 map layer _mapLayer = [SRMapLayer node]; [self addChild:_mapLayer]; // create area layer _areaLayer = [SRAreaLayer node]; [self addChild:_areaLayer]; // create units self.unitArray = [CCArray array]; SRUnit *unit1 = [[SRUnit alloc] init]; unit1.spriteFilename = @"pc01_00.png"; unit1.fieldPoint = SRFieldPointMake(5, 5); unit1.moving = 3; [self.unitArray addObject:unit1]; SRUnit *unit2 = [[SRUnit alloc] init]; unit2.spriteFilename = @"pc01_00.png"; unit2.fieldPoint = SRFieldPointMake(2, 10); unit2.moving = 5; [self.unitArray addObject:unit2]; // create unit layer and set units _unitLayer = [SRUnitLayer node]; [_unitLayer setUnits:_unitArray]; [self addChild:_unitLayer]; self.selectedUnit = nil; self.phase = SRFieldScenePhaseNoAction; } return self; }