区别1.去CC
区别2.cc***结构体改变
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2.0
ccp(x,y)
ccpAdd(p1,p2)
ccpSub
ccpMult
ccpLength(p)
ccpDot(p1,p2);
ccc3()
ccc4()
ccWHITE
CCPointZero
CCSizeZero
3.0
Point(x,y)
p1+p2;
p1-p2
p1*p2
p.getLength()
p1.dot(p2)
Color3B()
Color4B()
Color3B::WHITE
Point::ZERO
Size:ZERO
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区别3.shared***改变(单例机制使用语法)
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2.0
CCSize winSize = CCDirector::sharedDirector()->getWinSize();
SpriteFrameCache::sharedSpriteFrameCache()
AnimationCache::sharedAnimationCache()
NotificationCenter::sharedNotificationCenter()
…
3.0
Size size = Director::getInstance()->getWinSize();
SpriteFrameCache::getInstance()
AnimationCache::getInstance()
NotificationCenter::getInstance()
…
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区别4.POD类别
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2.0
CCPoint
CCSize
CCRect
3.0
Vec2
Size
Rect
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区别5.点触事件
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auto dispatcher = Director::getInstance()->getEventDispatcher();
auto touchListener = EventListenerTouchOneByOne::create();
touchListener->onTouchBegan = CC_CALLBACK_2(FBMainScene::onTouchBegan,
this
);
touchListener->onTouchMoved = CC_CALLBACK_2(FBMainScene::onTouchMoved,
this
);
touchListener->onTouchEnded = CC_CALLBACK_2(FBMainScene::onTouchEnded,
this
);
dispatcher->addEventListenerWithSceneGraphPriority(touchListener,
this
);
bool FBMainScene::onTouchBegan(Touch *touch,Event *pEvent){
CCLOG(
"onTouchBegan"
);
Point point =
this
->convertToWorldSpace(
this
->convertTouchToNodeSpace(touch));
return
true
;
}
void
FBMainScene::onTouchMoved(Touch *touch,Event *pEvent){
CCLOG(
"onTouchMoved"
);
}
void
FBMainScene::onTouchEnded(Touch *touch,Event *pEvent){
CCLOG(
"onTouchEnded"
);
}
//获得触点的方法也发生了改变:
Point point =
this
->convertToWorldSpace(
this
->convertTouchToNodeSpace(touch));
//dispatcher控制方法:
dispatcher->addEventListener…
dispatcher->removeEventListener(listener);
dispatcher->removeAllListeners();
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区别6.回调函数
CC_CALLBACK_0 CC_CALLBACK_1 CC_CALLBACK_2 CC_CALLBACK_3回调函数,分别携带不同的参数,方便
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2.0
CCMenuItemFont *item = CCMenuItemFont::create(
"返回上个场景"
,
this
, menu_selector(GameScene::backScene));
3.0
MenuItemFont *item = MenuItemLabel::create(
"返回上个场景"
, CC_CALLBACK_1(GameScene::backScene,
this
));
// new callbacks based on C++11
#define CC_CALLBACK_0(__selector__,__target__, ) std::bind(&__selector__,__target__, ##__VA_ARGS__)
#define CC_CALLBACK_1(__selector__,__target__, ) std::bind(&__selector__,__target__, std::placeholders::_1, ##__VA_ARGS__)
#define CC_CALLBACK_2(__selector__,__target__, ) std::bind(&__selector__,__target__, std::placeholders::_1, std::placeholders::_2, ##__VA_ARGS__)
#define CC_CALLBACK_3(__selector__,__target__, ) std::bind(&__selector__,__target__, std::placeholders::_1, std::placeholders::_2, std::placeholders::_3 ##__VA_ARGS__)
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区别7.CallFunc使用(使用"Function"对象)
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CallFunc::create([&](){
Sprite *sprite = Sprite::create(
"s"
);
this
->addChild(sprite);
});
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区别8.使用clone代替copy
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2.0
CCMoveBy *action = (CCMoveBy*) move->copy();
action->autorelease();
3.0
action = move->clone();
不需要autorelease,在clone已经实现。
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区别9.Physics Integration 物理引擎
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暂无使用,box2d 在
3.0
中可以延续使用
在
3.0
的Physics中需要定义 PhysicsWorld, PhysicsBody, PhysicsShape, PhysicsJoint 等,于box2d相仿,使用前需要定义CC_USE_PHYSICS
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区别10.容器
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2.0
CCArray
3.0
cocos2d::Vector<t>
cocos2d::Map<k,v>
cocos2d::Value</k,v></t>
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