cocos2d-x3.0的HelloWorld

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据说3.0版相对于2.x版有较大的改动,对于我这个新手好像也没啥影响。总之,先从HelloWorld开始吧。

#include "AppDelegate.h"

#include <vector>
#include <string>

#include "HelloWorldScene.h"
#include "AppMacros.h"

USING_NS_CC;
using namespace std;

AppDelegate::AppDelegate() {

}

AppDelegate::~AppDelegate() 
{
}

bool AppDelegate::applicationDidFinishLaunching() {
    // initialize director
    auto director = Director::getInstance();
    auto glView = EGLView::getInstance();

    director->setOpenGLView(glView);

    // Set the design resolution
    glView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER);

Size frameSize = glView->getFrameSize();
    
    vector<string> searchPath;

    // In this demo, we select resource according to the frame's height.
    // If the resource size is different from design resolution size, you need to set contentScaleFactor.
    // We use the ratio of resource's height to the height of design resolution,
    // this can make sure that the resource's height could fit for the height of design resolution.

    // if the frame's height is larger than the height of medium resource size, select large resource.
	if (frameSize.height > mediumResource.size.height)
	{
        searchPath.push_back(largeResource.directory);

        director->setContentScaleFactor(MIN(largeResource.size.height/designResolutionSize.height, largeResource.size.width/designResolutionSize.width));
	}
    // if the frame's height is larger than the height of small resource size, select medium resource.
    else if (frameSize.height > smallResource.size.height)
    {
        searchPath.push_back(mediumResource.directory);
        
        director->setContentScaleFactor(MIN(mediumResource.size.height/designResolutionSize.height, mediumResource.size.width/designResolutionSize.width));
    }
    // if the frame's height is smaller than the height of medium resource size, select small resource.
	else
    {
        searchPath.push_back(smallResource.directory);

        director->setContentScaleFactor(MIN(smallResource.size.height/designResolutionSize.height, smallResource.size.width/designResolutionSize.width));
    }
    
    // set searching path
    FileUtils::getInstance()->setSearchPaths(searchPath);
	
    // turn on display FPS
    director->setDisplayStats(true);

    // set FPS. the default value is 1.0/60 if you don't call this
    director->setAnimationInterval(1.0 / 60);

    // create a scene. it's an autorelease object
    auto scene = HelloWorld::scene();

    // run
    director->runWithScene(scene);

    return true;
}

// 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::sharedEngine()->pauseBackgroundMusic();
}

// 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::sharedEngine()->resumeBackgroundMusic();
}

第一段代码的作用是初始化引擎控制器,以便启动游戏引擎

    auto director = Director::getInstance();
    auto glView = EGLView::getInstance();

    director->setOpenGLView(glView);

第二段代码用来做屏幕适配,设定UI设计屏幕大小,设定资源路径。这部分应该怎么做屏幕适配,可以参考官网的wiki。根据自己的游戏适配策略去选择,不一定要按照HelloWorld使用的适配策略来做。不过基本步骤都是一样的。
    // Set the design resolution
    glView->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER);

	Size frameSize = glView->getFrameSize();
    
    vector<string> searchPath;

    // In this demo, we select resource according to the frame's height.
    // If the resource size is different from design resolution size, you need to set contentScaleFactor.
    // We use the ratio of resource's height to the height of design resolution,
    // this can make sure that the resource's height could fit for the height of design resolution.

    // if the frame's height is larger than the height of medium resource size, select large resource.
	if (frameSize.height > mediumResource.size.height)
	{
        searchPath.push_back(largeResource.directory);

        director->setContentScaleFactor(MIN(largeResource.size.height/designResolutionSize.height, largeResource.size.width/designResolutionSize.width));
	}
    // if the frame's height is larger than the height of small resource size, select medium resource.
    else if (frameSize.height > smallResource.size.height)
    {
        searchPath.push_back(mediumResource.directory);
        
        director->setContentScaleFactor(MIN(mediumResource.size.height/designResolutionSize.height, mediumResource.size.width/designResolutionSize.width));
    }
    // if the frame's height is smaller than the height of medium resource size, select small resource.
	else
    {
        searchPath.push_back(smallResource.directory);

        director->setContentScaleFactor(MIN(smallResource.size.height/designResolutionSize.height, smallResource.size.width/designResolutionSize.width));
    }
    
    // set searching path
    FileUtils::getInstance()->setSearchPaths(searchPath);

第三段用于设定绘制频率,开启FPS显示

    // turn on display FPS
    director->setDisplayStats(true);

    // set FPS. the default value is 1.0/60 if you don't call this
    director->setAnimationInterval(1.0 / 60);

最后,创建HelloWorld场景,让CCDirector运行这个场景。

    // create a scene. it's an autorelease object
    auto scene = HelloWorld::scene();

    // run
    director->runWithScene(scene);

整个AppDelegate类有5个方法,除了构造器和析构器外,还剩三个和AppDelegate生命周期有关的方法。第一个方法,就是上面着重学习的部分。这个applicationDidFinishLaunching()方法是应用程序启动后会调用的。applicationDidEnterBackground()方法在应用将要进入后台时调用,和它成对出现的是applicationWillEnterForeground()。一个是暂停游戏中正在播放的音乐、逻辑。另一个则是继续暂停掉的音乐、逻辑。当然,一般继续时应该会切到暂停界面。


在AppDelegate里显示的HelloWorldScene,就是将要显示的第一个场景。再来看看HelloWorld的类定义。

#include "HelloWorldScene.h"
#include "AppMacros.h"

#include "CCEventListenerTouch.h"

USING_NS_CC;


Scene* HelloWorld::scene()
{
    // 'scene' is an autorelease object
    auto scene = Scene::create();
    
    // 'layer' is an autorelease object
    HelloWorld *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;
    }
    
    auto visibleSize = Director::getInstance()->getVisibleSize();
    auto origin = Director::getInstance()->getVisibleOrigin();

    /
    // 2. add a menu item with "X" image, which is clicked to quit the program
    //    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(origin + Point(visibleSize) - Point(closeItem->getContentSize() / 2));

    // create menu, it's an autorelease object
    auto menu = Menu::create(closeItem, NULL);
    menu->setPosition(Point::ZERO);
    this->addChild(menu, 1);
    
    /
    // 3. add your codes below...

    // add a label shows "Hello World"
    // create and initialize a label
    
    auto label = LabelTTF::create("Hello World", "Arial", TITLE_FONT_SIZE);
    
    // position the label on the center of the screen
    label->setPosition(Point(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(Point(visibleSize / 2) + origin);

    // add the sprite as a child to this layer
    this->addChild(sprite);
    
    return true;
}

void HelloWorld::menuCloseCallback(Object* sender)
{
    Director::getInstance()->end();

#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
    exit(0);
#endif
}

HelloWorld类本身继承于Layer,提供了一个静态方法scene()来创建场景。用create方法创建HelloWorld的层,在create工厂方法中会去调用init()方法。这里把初始化的内容放在init里面,是cocos2d的代码风格。init方法分为4个部分。


对父类进行初始化

    //
    // 1. super init first
    if ( !Layer::init() )
    {
        return false;
    }
    
    auto visibleSize = Director::getInstance()->getVisibleSize();
    auto origin = Director::getInstance()->getVisibleOrigin();

创建菜单并添加到层

    /
    // 2. add a menu item with "X" image, which is clicked to quit the program
    //    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(origin + Point(visibleSize) - Point(closeItem->getContentSize() / 2));

    // create menu, it's an autorelease object
    auto menu = Menu::create(closeItem, NULL);
    menu->setPosition(Point::ZERO);
    this->addChild(menu, 1);

创建“Hello World”标签并添加到层

    /
    // 3. add your codes below...

    // add a label shows "Hello World"
    // create and initialize a label
    
    auto label = LabelTTF::create("Hello World", "Arial", TITLE_FONT_SIZE);
    
    // position the label on the center of the screen
    label->setPosition(Point(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);

用"HelloWorld.png"图片创建精灵并添加到层

    // add "HelloWorld" splash screen"
    auto sprite = Sprite::create("HelloWorld.png");

    // position the sprite on the center of the screen
    sprite->setPosition(Point(visibleSize / 2) + origin);

    // add the sprite as a child to this layer
    this->addChild(sprite);


在创建菜单项时,指定正常图片和选中图片以及下面这个响应方法

void HelloWorld::menuCloseCallback(Object* sender)
{
    Director::getInstance()->end();

#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
    exit(0);
#endif
}

到这里,HelloWorld整个比较重要的部分都学习完成。记下来作为备忘。


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