Cocos2d-x学习笔记
Cocos2d-x 引擎
- 游戏引擎:一些已经编写好的游戏程序模块(渲染引擎、物理引擎、碰撞检测系统、音效、脚本引擎、动画、人工智能、网络引擎以及场景管理)
- 游戏引擎主要分为2D和3D,2D主要有Cocos2d-x、Cocos2d-iphone、Corona SDK等,3D主要是Unity3D、ShiVa3D、Marmalade等
Cocos2d-x的HelloWorld程序
初始的HelloWorld程序文件有四个,分别是AppDelegate.h、AppDelegate.cpp、HelloWorld.h、HelloWorld.cpp文件
1. AppDelegate.h
#ifndef _APP_DELEGATE_H_
#define _APP_DELEGATE_H_
#include "cocos2d.h"
class AppDelegate : private cocos2d::Application
{
public:
AppDelegate();//构造函数
virtual ~AppDelegate();//析构函数
virtual void initGLContextAttrs();//初始化OpenGL上下文属性
virtual bool applicationDidFinishLaunching();//游戏启动时调用的函数,初始化导演对象和场景对象
virtual void applicationDidEnterBackground();//游戏进入后台调用的函数
virtual void applicationWillEnterForeground();//游戏进入前台调用的函数
};
#endif // _APP_DELEGATE_H_
2. AppDelegate.cpp
#include "AppDelegate.h"
#include "HelloWorldScene.h"
USING_NS_CC;//使用的Cocos2d-x中的宏,代替using namespace cocos2d
//定义几种分辨率尺寸
static cocos2d::Size designResolutionSize = cocos2d::Size(480, 320);
static cocos2d::Size smallResolutionSize = cocos2d::Size(480, 320);
static cocos2d::Size mediumResolutionSize = cocos2d::Size(1024, 768);
static cocos2d::Size largeResolutionSize = cocos2d::Size(2048, 1536);
AppDelegate::AppDelegate() {
}
AppDelegate::~AppDelegate()
{
}
//设置OpenGL上下文属性
void AppDelegate::initGLContextAttrs()
{
//设置OpenGL上下文属性,现在可以设置6种属性
//red,green,blue,alpha,depth(深度缓存),stencil(模板缓存)
GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8};
GLView::setGLContextAttrs(glContextAttrs);
}
// 如果要使用包管理更多的包,不要修改或者删除该函数
static int register_all_packages()
{
return 0; //flag for packages manager
}
bool AppDelegate::applicationDidFinishLaunching() {
// 初始化导演对象
auto director = Director::getInstance();
auto glview = director->getOpenGLView();
//判断运行平台
if(!glview) {
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) || (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
glview = GLViewImpl::createWithRect("HelloWorld", Rect(0, 0, designResolutionSize.width, designResolutionSize.height));
#else
glview = GLViewImpl::create("HelloWorld");
#endif
director->setOpenGLView(glview);
}
// 打开FPS显示
director->setDisplayStats(true);
// 设置FPS
director->setAnimationInterval(1.0 / 60);
// 设定分辨率
glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER);
Size frameSize = glview->getFrameSize();
// if the frame's height is larger than the height of medium size.
if (frameSize.height > mediumResolutionSize.height)
{
director->setContentScaleFactor(MIN(largeResolutionSize.height/designResolutionSize.height, largeResolutionSize.width/designResolutionSize.width));
}
// if the frame's height is larger than the height of small size.
else if (frameSize.height > smallResolutionSize.height)
{
director->setContentScaleFactor(MIN(mediumResolutionSize.height/designResolutionSize.height, mediumResolutionSize.width/designResolutionSize.width));
}
// if the frame's height is smaller than the height of medium size.
else
{
director->setContentScaleFactor(MIN(smallResolutionSize.height/designResolutionSize.height, smallResolutionSize.width/designResolutionSize.width));
}
register_all_packages();
// 创造一个场景
auto scene = HelloWorld::createScene();
// 运行
director->runWithScene(scene);
return true;
}
// 这个函数将被在app不能使用时调用
void AppDelegate::applicationDidEnterBackground() {
//停止场景中的动画
Director::getInstance()->stopAnimation();
// 如果你使用SimpleAudioEngine播放音乐,则在该方法中暂停
// SimpleAudioEngine::getInstance()->pauseBackgroundMusic();
}
// 这个函数在app被运行时调用
void AppDelegate::applicationWillEnterForeground() {
Director::getInstance()->startAnimation();
// 如果你使用SimpleAudioEngine播放音乐,则在该方法中恢复
// SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
}
3. HelloWorld.h
#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__
#include "cocos2d.h"
class HelloWorld : public cocos2d::Layer//层
{
public:
//创建当前层所在的静态函数
static cocos2d::Scene* createScene();
virtual bool init();
// 菜单回调函数
void menuCloseCallback(cocos2d::Ref* pSender);
// cocos2d-x定义的宏
CREATE_FUNC(HelloWorld);
};
#endif // __HELLOWORLD_SCENE_H__
4. HelloWorld.cpp
#include "HelloWorldScene.h"
USING_NS_CC;
//creatScene函数在游戏启动时调用
Scene* HelloWorld::createScene()
{
// 'scene'是自动释放的对象
auto scene = Scene::create();
// 'layer' 是自动释放的对象
auto layer = HelloWorld::create();
// 将层加入场景
scene->addChild(layer);
// 返回场景
return scene;
}
// 在init函数中初始化实例
bool HelloWorld::init()
{
//////////////////////////////
// 1. 首先初始化父类
if ( !Layer::init() )
{
return false;
}
//得到可视化尺寸
Size visibleSize = Director::getInstance()->getVisibleSize()
//得到可视化远点;
Vec2 origin = Director::getInstance()->getVisibleOrigin();
/////////////////////////////
// 2. 添加一个退出功能
// you may modify it.
// add a "close" icon to exit the progress. it's an autorelease object
auto closeItem = MenuItemImage::create(
"CloseNormal.png",
"CloseSelected.png",
CC_CALLBACK_1(HelloWorld::menuCloseCallback, this));
closeItem->setPosition(Vec2(origin.x + visibleSize.width - closeItem->getContentSize().width/2 ,
origin.y + closeItem->getContentSize().height/2));
// 创建一个菜单,是自动释放的对象
auto menu = Menu::create(closeItem, NULL);
menu->setPosition(Vec2::ZERO);
this->addChild(menu, 1);
/////////////////////////////
// 3. 添加你自己的代码
// add a label shows "Hello World"
// create and initialize a label
auto label = Label::createWithTTF("Hello World", "fonts/Marker Felt.ttf", 24);
// position the label on the center of the screen
label->setPosition(Vec2(origin.x + visibleSize.width/2,
origin.y + visibleSize.height - label->getContentSize().height));
// add the label as a child to this layer
this->addChild(label, 1);
// add "HelloWorld" splash screen"
auto sprite = Sprite::create("HelloWorld.png");
// position the sprite on the center of the screen
sprite->setPosition(Vec2(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y));
// add the sprite as a child to this layer
this->addChild(sprite, 0);
return true;
}
void HelloWorld::menuCloseCallback(Ref* pSender)
{
Director::getInstance()->end();
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
exit(0);
#endif
}