转自:http://www.cnblogs.com/zsboy/p/3925098.html
看过了这么多不同方向的应用,发现很多程序入门都是helloworld
helloworld是所有程序员的绝对初恋
工程的目录有两个
Classes:程序中的类
AppDelegate.h/cpp:Cocos2d-x程序框架
AppMacros.h:所用到的宏,主要是设置分辩率及对应的资源目录
HelloWorldScene.h/cpp:场景显示层
win32:WIN32程序所涉及的主函数
main.cpp:winMain主函数
WinMain函数:
#include "main.h"
#include "AppDelegate.h"
#include "cocos2d.h"
USING_NS_CC;
int APIENTRY _tWinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPTSTR lpCmdLine,
int nCmdShow)
{
UNREFERENCED_PARAMETER(hPrevInstance);
UNREFERENCED_PARAMETER(lpCmdLine);
// create the application instance
AppDelegate app;
//运行创建程序
return Application::getInstance()->run();
}
一切都被封装到程序类AppDelegate中,这是一个基于Cocos2d-x的cocos2d::Application类的派生类。
它将程序框架封装为一个类,提供了统一的多平台上基本程序框架的实现。
AppDelegate.cpp:
#include "AppDelegate.h"
#include "HelloWorldScene.h"
USING_NS_CC;
AppDelegate::AppDelegate() {
}
AppDelegate::~AppDelegate()
{
}
bool AppDelegate::applicationDidFinishLaunching() {
// initialize director创建导演
auto director = Director::getInstance();
//创建opengl窗口
auto glview = director->getOpenGLView();
if(!glview) {
glview = GLView::create("My Game");
director->setOpenGLView(glview);
}
// turn on display FPS 打开FPS
director->setDisplayStats(true);
// set FPS. the default value is 1.0/60 if you don't call thi 1秒60帧
director->setAnimationInterval(1.0 / 60);
// create a scene. it's an autorelease object创建场景和层
auto scene = HelloWorld::createScene();
// run启动场景
director->runWithScene(scene);
return true;
}
//当收到电话,游戏转入后台服务
// This function will be called when the app is inactive. When comes a phone call,it's be invoked too
void AppDelegate::applicationDidEnterBackground() {
Director::getInstance()->stopAnimation();
// if you use SimpleAudioEngine, it must be pause
// SimpleAudioEngine::getInstance()->pauseBackgroundMusic();
}
//当电话完成,选择恢复游戏时,响应这句
// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground() {
Director::getInstance()->startAnimation();
// if you use SimpleAudioEngine, it must resume here
// SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
}
下面我们来看一下HelloWorld场景,它是一个基于cocos2d::Layer的派生类。cocos2d::Layer是什么?在这里,我想打个比方来建立一些基本的认知,比方说我们生活在地球上,地球属于宇宙内的一部分。从Cocos2d-x的框架体系来看,我们是Sprite精灵,地球是Layer,而宇宙是Scene。
一个程序要想表现出精彩的世界,要先建立一个宇宙Scene,然后增加地球,月球,太阳等Layer,然后在这些Layer上增加相应的物体。而我们站在地球上,地球运动,我们也会跟着一起运动。
OK,现在我们来看一下如何创建Scene和Layer:
HelloWorldScene.h:
#include "HelloWorldScene.h"
USING_NS_CC;
Scene* HelloWorld::createScene()
{
// 'scene' is an autorelease object
auto scene = Scene::create();
// 'layer' is an autorelease object
auto layer = HelloWorld::create();
// add layer as a child to scene
scene->addChild(layer);
// return the scene
return scene;
}
// on "init" you need to initialize your instance
bool HelloWorld::init()
{
//
// 1. super init first
if ( !Layer::init() )
{
return false;
}
//得到屏幕的大小,得到原点
Size visibleSize = Director::getInstance()->getVisibleSize();
Vec2 origin = Director::getInstance()->getVisibleOrigin();
/
// 2. add a menu item with "X" image, which is clicked to quit the program
// you may modify it.
// // 创建一个菜单项,它由两张图片来表现普通状态和按下状态,设置按下时调用menuCloseCallback函数响应关闭
// 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));
//指定菜单位置,菜单项
closeItem->setPosition(Vec2(origin.x + visibleSize.width - closeItem->getContentSize().width/2 ,
origin.y + closeItem->getContentSize().height/2));
// create menu, it's an autorelease object菜单项放到菜单里
auto menu = Menu::create(closeItem, NULL);
menu->setPosition(Vec2::ZERO);
this->addChild(menu, 1);//放到当前的层
/
// 3. add your codes below...
// add a label shows "Hello World"
// create and initialize a label
//创建标签
auto label = LabelTTF::create("Hello World", "Arial", 24);
// position the label on the center of the screen标签位置
label->setPosition(Vec2(origin.x + visibleSize.width/2,
origin.y + visibleSize.height - label->getContentSize().height));
// add the label as a child to this layer将标签放到层中
this->addChild(label, 1);
// add "HelloWorld" splash screen"创建图片精灵
auto sprite = Sprite::create("HelloWorld.png");
// position the sprite on the center of the screen精灵位置
sprite->setPosition(Vec2(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y));
// add the sprite as a child to this layer将精灵放到层中
this->addChild(sprite, 0);
return true;
}
//点close菜单项的时候来回调的
void HelloWorld::menuCloseCallback(Ref* pSender)
{
如果是WP8平台,弹出消息框提示一下。
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WP8) || (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
MessageBox("You pressed the close button. Windows Store Apps do not implement a close button.","Alert");
return;
#endif
//终止程序。
Director::getInstance()->end();
//如果是ios平台
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
exit(0);
#endif
}
Layer中增加了精灵,按钮,文字等表现物,有了这些表现物,一个Layer才有价值。
参考:http://blog.csdn.net/honghaier/article/details/24518863(谢谢)