原创,转载请注明出处:http://blog.csdn.net/dawn_moon/article/details/21229369
上次我也重写过他们的雷电,不过由于比较忙,当时也没有专职做游戏就没有写详细的教程。这次我想按照他们的思路重写一下,写个详细的系列教程。然后写个Lua版的,希望对还没有入门的开发者有帮助。
泰然的跑酷代码连cocos2d-x2.1.5的引擎代码都一起打包了,这样方便大家直接调试,不需要自己再另建工程,避免引擎版本不一致对新手造成困扰。我重写完之后,也会原地打包,方便大家调试。
原地打开Parkour工程,可以看到工程结构,游戏逻辑全在Resources分组下面,如下:
入口是MainScene.js文件,这个文件做了三件事,构建开始画面,一张背景,一个按钮,预加载音效文件。
好了,我们开始写C++版的MainScene:
- //
- // MainScene.h
- // Parkour
- //
- // Created by lerry on 14-3-13.
- // Copyright (c) 2014年 Goonear Co.,Ltd. All rights reserved.
- //
- #ifndef __Parkour__MainScene__
- #define __Parkour__MainScene__
- #include "cocos2d.h"
- #include "resources.h"
- class MainScene : public cocos2d::CCLayer
- {
- private:
- void onPay();
- void preloadMusic();
- public:
- virtual bool init();
- static cocos2d::CCScene* scene();
- CREATE_FUNC(MainScene);
- };
- #endif /* defined(__Parkour__MainScene__) */
- //
- // MainScene.cpp
- // Parkour
- //
- // Created by lerry on 14-3-13.
- // Copyright (c) 2014年 Goonear Co.,Ltd. All rights reserved.
- //
- #include "MainScene.h"
- #include "SimpleAudioEngine.h"
- USING_NS_CC;
- using namespace CocosDenshion;
- CCScene* MainScene::scene()
- {
- CCScene* scene = CCScene::create();
- CCLayer* layer = MainScene::create();
- scene->addChild(layer);
- return scene;
- }
- bool MainScene::init()
- {
- if (!CCLayer::init()) {
- return false;
- }
- // 预加载音乐文件
- preloadMusic();
- CCSize winsize = CCDirector::sharedDirector()->getWinSize();
- CCPoint center = ccp(winsize.width / 2, winsize.height / 2);
- CCSprite* spriteBg = CCSprite::create("MainBG.png");
- spriteBg->setPosition(center);
- this->addChild(spriteBg);
- // 这里的菜单是用图片,setFontSize貌似没用啊
- CCMenuItemFont::setFontSize(60);
- // 和js版参数顺序不一样
- CCMenuItemSprite* menuItem = CCMenuItemSprite::create(CCSprite::create("start_n.png"), CCSprite::create("start_s.png"), this, menu_selector(MainScene::onPay));
- // 必须以NULL结尾
- CCMenu* menu = CCMenu::create(menuItem, NULL);
- menu->setPosition(center);
- this->addChild(menu);
- return true;
- }
- void MainScene::preloadMusic()
- {
- SimpleAudioEngine* audioEngine = SimpleAudioEngine::sharedEngine();
- audioEngine->preloadBackgroundMusic(backmusic);
- audioEngine->preloadEffect(jummpmusic);
- audioEngine->preloadEffect(crouch);
- }
- // start按钮回调
- void MainScene::onPay()
- {
- CCLog("onPlay click");
- }
预加载音效的函数里面的参数我做了处理,我习惯将所有的资源文件写到一个头文件里面resources.h
- //
- // resources.h
- // Parkour
- //
- // Created by lerry on 14-3-13.
- // Copyright (c) 2014年 Goonear Co.,Ltd. All rights reserved.
- //
- #ifndef Parkour_resources_h
- #define Parkour_resources_h
- static const char backmusic[] = "background.mp3";
- static const char jummpmusic[] = "jump.mp3";
- static const char crouch[] = "crouch.mp3";
- #endif
include 一下MainScene.h
然后修改实现,看代码片段
- // set searching path
- CCFileUtils::sharedFileUtils()->setSearchPaths(searchPath);
- // turn on display FPS
- pDirector->setDisplayStats(true);
- // set FPS. the default value is 1.0/60 if you don't call this
- pDirector->setAnimationInterval(1.0 / 60);
- // ScriptingCore* sc = ScriptingCore::getInstance();
- // sc->addRegisterCallback(register_all_cocos2dx);
- // sc->addRegisterCallback(register_all_cocos2dx_extension);
- // sc->addRegisterCallback(register_all_cocos2dx_extension_manual);
- // sc->addRegisterCallback(register_cocos2dx_js_extensions);
- // sc->addRegisterCallback(register_CCBuilderReader);
- // sc->addRegisterCallback(jsb_register_chipmunk);
- // sc->addRegisterCallback(jsb_register_system);
- // sc->addRegisterCallback(JSB_register_opengl);
- // sc->addRegisterCallback(MinXmlHttpRequest::_js_register);
- // sc->addRegisterCallback(register_jsb_websocket);
- //
- // sc->start();
- //
- // CCScriptEngineProtocol *pEngine = ScriptingCore::getInstance();
- // CCScriptEngineManager::sharedManager()->setScriptEngine(pEngine);
- // ScriptingCore::getInstance()->runScript("MainScene.js");
- // C++的场景实现
- CCScene *scene = MainScene::scene();
- pDirector->runWithScene(scene);
- return true;
将绑定JS的代码注释掉,加入C++的场景。然后跑起来,看到如下画面,第一步就成功了。