cocos2d-x UI控件 以及 cocostudio UI编辑器 注意细节

完成第一个小游戏MoonWarrior之后,就开始和UI撕扯不清了,最近一直让做UI界面,这个做完做那个,实现也没什么难度,但就是耗时间,而且windows平台下开发,cocostudio UI编辑器被各种吐槽,但也没办法,吐槽过后还是得继续使用,各种大神都是在Mac平台下开发的,我也想试试呢,虽然换个平台我就是个连工具都不会用的超级菜鸟了...

下面我就说点这段时间碰到的一些问题吧

1.cocostudio UI编辑器提供的输入框UITextField不带光标

这个真心很尴尬,这样用户怎么知道自己已经点中了可以输入了呢,网上虽然有不少提问这方面问题的,可完全没有根本的解决方案,群里也讨论过这个问题,基本上是大神们花时间重写控件,出于立场成了保密资料,所以到现在也没有开源的源码可供参考使用。我还是个菜鸟,当然不可能写出这么高端的源码,只是用了治标的方法表面上解决了这个问题,网上有个大大的博客写了带光标的输入框(这个大大很眼熟吧,MoonWarrior中背景的滚动我们也参考了他的博客),利用这个大大写的控件,将该控件覆盖在获取的UITextField控件上,并将UITextField控件隐藏,这样就形成了假象的带光标的UI输入框

带光标的输入框,请参考:http://blog.csdn.net/onerain88/article/details/7572315

2.cocostudio UI

  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
About CocoStudio is a game development tool kit based on Cocos2d-x. It breaks down tasks in game development into different roles, it includes: UI editor for UI graphic artists, Animation editor for graphic artists, Number cruncher for game data designers, Scene editor for game designers CocoStudio forms a complete game development solution. The UI editor The UI was designed to serve its only purpose: create UI for games. Its simple and intuitive interface allows graphic artists to focus on their expertise, without worrying about other aspects such as programming. Currently the UI editor has 12 different UI elements ready to be used in games, new UI elements will be added with each and every release of CocoStudio, Other key features that the UI editor supports are: Texture packaging - Automatically packs individual texture files into a single large sprite, which further saves memory and improves game performance. Multi-resolution adaption - Automatically adapts to multiple resolution sizes with relative UI positioning. Templating - Reuse the same UI layout across different games, swap out texture resources to give it a new look. The Animation editor The Animation editor was designed to feel like Adobe Flash, which makes graphic artists feel right at home. The Animation editor brings skeletal animation to Cocos2d-x. What advantage does skeletal animation holds against the traditional frame animation? Lower memory consumption - An animation with the traditional frame based solution could use dozens of individual textures, but with skeletal animation, only 1 set of body parts is required to make infinite number of different animations. Smaller file size - due to less number of assets. Animation blending - you can combine animations together to easily make new animation, for example, you could blend attacking animation with walk animation to create "attacking while walking animation". Animation reuse - you can share skeletal animations with another character with the same skeleton setup. Smooth interpolation - traditional frame based animation is very choppy especially in slow motion. Skeletal animation interpolates between 2 sets of key frames, so animation is always played at the same frame rate as the game. However Skeletal animation cannot replace the traditional frame based animation, for example, it cannot make isometric character, it cannot make explosion, that is why we did not forget frame based animation, we even made it better and simpler. You only have to drag and drop frame sequences to the work space, and the animation editor will automatically creates the frame animation for you. Other highlight of Animation editor includes: WYSIWYG collision box editing - editing collision box in wysiwyg way has never being easier and accurate. Reference point - enables characters to wield swords, mount horses, and attaching other objects easily. Texture packing - Automatically packs individual texture files into a single large sprite, which further saves memory and improves game performance. The Data Cruncher The data Cruncher imports excel tables and converts the data into a format readable by cocos2d-x, which can also be used as a component for the Scene editor. The Scene editor The scene editor pieces all the assets made by the UI editor, Animation editor, and the Data Cruncher into a game scene, it can then simulate the game inside the editor. The scene editor also supports many assets made from third party editors such as particle designer, tiled etc. The scene editor relies on the CocosStudio Framework. CocoStudio Framework CocoStudio Framework is an open source higher level framework on top of Cocos2d-x, it employes entity and component system, it is used to read the data saved from the scene editor. The Scene editor saves data in a MVC like fashion, it includes all entities and events used in the current scene, and exports to corresponding code template for the programmers. A programmer can then write the code in Javascript to bring the game alive. CocoStudio的安装 1.CocoStudio的运行平台是Windows操作系统,推荐使用Windows7操作系统。 2.安装CocoStudio之前,确保电脑中安装了.Net 4.0 Framework 3.安装目录尽量不要在C盘的Program Files文件夹下,可能会导致启动器无法启动编辑器。当然,通过“以管理员身份运行”的方式也可以打开软件 4.在Xp和Windows8的操作系统下,可能会出现的闪屏或无法运行的问题。这个问题会尽快修复

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值