[一位菜鸟的COCOS-2D编程之路]1:我的Cocoa-2d之HelloWorld

这三年多的时间,我从一个不知道hello_world是什么的小毛小子,到现在开始一点点的进阶,感触颇多.不过幸运的是,我没有把自己的人生旅途交给老天,我更多的交给了我自己.我无时无刻的对自己说 ,加油~ 也是对看这篇博文的你,加油.因为你已经度过了  c->oc->ios的过渡.相信吧,功夫不负有心人.

~来,搞起来,我那和我亲密无间的 helloWorld!


1.代理文件的解读

1).h文件代码如下

//
//  AppDelegate.h
//  HelloWorld2D
//
//  Created by lichan on 13-12-7.
//  Copyright com.lichan 2013年. All rights reserved.
//

#import <UIKit/UIKit.h>
#import "cocos2d.h"

// Added only for iOS 6 support
@interface MyNavigationController : UINavigationController <CCDirectorDelegate>
@end

@interface AppController : NSObject <UIApplicationDelegate>
{
	UIWindow *window_;
	MyNavigationController *navController_;

	CCDirectorIOS	*director_;							// weak ref
}

@property (nonatomic, retain) UIWindow *window;
@property (readonly) MyNavigationController *navController;
@property (readonly) CCDirectorIOS *director;

@end
和IOS最大的区别在于 协议的不同和 属性的增加.

 UINavigationController <CCDirectorDelegate>  继承与导航控制器,并遵守 导演代理.

导航控制器我就不多说了,导演代理是什么呢?相比较而言,就相当于 我们的NSOBject类.导演代理讲会安排我们里面的所有图层,动作等.


CCDirectorIOS *director_;我们定义了一个导演的实体对象,便于调用.

2).m文件有何不一样?


//
//  AppDelegate.m
//  HelloWorld2D
//
//  Created by lichan on 13-12-7.
//  Copyright com.lichan 2013年. All rights reserved.
//

#import "cocos2d.h"

#import "AppDelegate.h"
#import "IntroLayer.h"

@implementation MyNavigationController

// The available orientations should be defined in the Info.plist file.
// And in iOS 6+ only, you can override it in the Root View controller in the "supportedInterfaceOrientations" method.
// Only valid for iOS 6+. NOT VALID for iOS 4 / 5.
-(NSUInteger)supportedInterfaceOrientations {   //关于机器类型的选择.
	
	// iPhone only
	if( [[UIDevice currentDevice] userInterfaceIdiom] == UIUserInterfaceIdiomPhone )
		return UIInterfaceOrientationMaskLandscape;
	
	// iPad only
	return UIInterfaceOrientationMaskLandscape;
}

// Supported orientations. Customize it for your own needs
// Only valid on iOS 4 / 5. NOT VALID for iOS 6.
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
{
	// iPhone only //是否设置旋转
	if( [[UIDevice currentDevice] userInterfaceIdiom] == UIUserInterfaceIdiomPhone )
		return UIInterfaceOrientationIsLandscape(interfaceOrientation);
	
	// iPad only
	// iPhone only
	return UIInterfaceOrientationIsLandscape(interfaceOrientation);
}

// This is needed for iOS4 and iOS5 in order to ensure
// that the 1st scene has the correct dimensions
// This is not needed on iOS6 and could be added to the application:didFinish...
-(void) directorDidReshapeProjection:(CCDirector*)director  //关于 导演类的加载
{
	if(director.runningScene == nil) {
		// Add the first scene to the stack. The director will draw it immediately into the framebuffer. (Animation is started automatically when the view is displayed.)
		// and add the scene to the stack. The director will run it when it automatically when the view is displayed.
		[director runWithScene: [IntroLayer scene]];
	}
}
@end


@implementation AppController

@synthesize window=window_, navController=navController_, director=director_;//get方法的别名

- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
	// Create the main window//老规矩! 这都是启动加载的东西
	window_ = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
	
	
	// CCGLView creation
	// viewWithFrame: size of the OpenGL view. For full screen use [_window bounds]
	//  - Possible values: any CGRect
	// pixelFormat: Format of the render buffer. Use RGBA8 for better color precision (eg: gradients). But it takes more memory and it is slower
	//	- Possible values: kEAGLColorFormatRGBA8, kEAGLColorFormatRGB565
	// depthFormat: Use stencil if you plan to use CCClippingNode. Use Depth if you plan to use 3D effects, like CCCamera or CCNode#vertexZ
	//  - Possible values: 0, GL_DEPTH_COMPONENT24_OES, GL_DEPTH24_STENCIL8_OES
	// sharegroup: OpenGL sharegroup. Useful if you want to share the same OpenGL context between different threads
	//  - Possible values: nil, or any valid EAGLSharegroup group
	// multiSampling: Whether or not to enable multisampling
	//  - Possible values: YES, NO
	// numberOfSamples: Only valid if multisampling is enabled
	//  - Possible values: 0 to glGetIntegerv(GL_MAX_SAMPLES_APPLE)
	CCGLView *glView = [CCGLView viewWithFrame:[window_ bounds]  
								   pixelFormat:kEAGLColorFormatRGB565
								   depthFormat:0
							preserveBackbuffer:NO
									sharegroup:nil
								 multiSampling:NO
							   numberOfSamples:0];
	//建立一个视图,可以认为是根视图,最后加载到 window 的视图上面
	director_ = (CCDirectorIOS*) [CCDirector sharedDirector];  //得到导演类的实体
	
	director_.wantsFullScreenLayout = YES;   是否设置全屏
	
	// Display FSP and SPF
	[director_ setDisplayStats:YES];  // //是否显示  tsp /spf
	
	// set FPS at 60
	[director_ setAnimationInterval:1.0/60];  //游戏的刷新频率
	
	// attach the openglView to the director
	[director_ setView:glView];  //把根视图给 导演实体,让他来处理
	
	// 2D projection
	[director_ setProjection:kCCDirectorProjection2D];  //设置为2d映像
	//	[director setProjection:kCCDirectorProjection3D];
	
	// Enables High Res mode (Retina Display) on iPhone 4 and maintains low res on all other devices
	if( ! [director_ enableRetinaDisplay:YES] )
		CCLOG(@"Retina Display Not supported");//看看我们的机器是否支持最新的  Retina 分辨率
	
	// Default texture format for PNG/BMP/TIFF/JPEG/GIF images
	// It can be RGBA8888, RGBA4444, RGB5_A1, RGB565
	// You can change this setting at any time.
	[CCTexture2D setDefaultAlphaPixelFormat:kCCTexture2DPixelFormat_RGBA8888];//支持的texture类型,加载图片用的
	
	// If the 1st suffix is not found and if fallback is enabled then fallback suffixes are going to searched. If none is found, it will try with the name without suffix.
	// On iPad HD  : "-ipadhd", "-ipad",  "-hd"
	// On iPad     : "-ipad", "-hd"
	// On iPhone HD: "-hd"
	CCFileUtils *sharedFileUtils = [CCFileUtils sharedFileUtils];
	[sharedFileUtils setEnableFallbackSuffixes:NO];				// Default: NO. No fallback suffixes are going to be used
	[sharedFileUtils setiPhoneRetinaDisplaySuffix:@"-hd"];		// Default on iPhone RetinaDisplay is "-hd"
	[sharedFileUtils setiPadSuffix:@"-ipad"];					// Default on iPad is "ipad"
	[sharedFileUtils setiPadRetinaDisplaySuffix:@"-ipadhd"];	// Default on iPad RetinaDisplay is "-ipadhd"
	
	// Assume that PVR images have premultiplied alpha
	[CCTexture2D PVRImagesHavePremultipliedAlpha:YES];
	
	// Create a Navigation Controller with the Director
	navController_ = [[MyNavigationController alloc] initWithRootViewController:director_];把导演实体作为到航视图的跟控制类
	navController_.navigationBarHidden = YES;

	// for rotation and other messages
	[director_ setDelegate:navController_];
	
	// set the Navigation Controller as the root view controller
	[window_ setRootViewController:navController_];
	
	// make main window visible
	[window_ makeKeyAndVisible];
	
	return YES;
}

// getting a call, pause the game
-(void) applicationWillResignActive:(UIApplication *)application//这四个就是代理的四种方法,出现,消失,进后台,出后台,中断
{
	if( [navController_ visibleViewController] == director_ )
		[director_ pause];
}

// call got rejected
-(void) applicationDidBecomeActive:(UIApplication *)application
{
	[[CCDirector sharedDirector] setNextDeltaTimeZero:YES];	
	if( [navController_ visibleViewController] == director_ )
		[director_ resume];
}

-(void) applicationDidEnterBackground:(UIApplication*)application
{
	if( [navController_ visibleViewController] == director_ )
		[director_ stopAnimation];
}

-(void) applicationWillEnterForeground:(UIApplication*)application
{
	if( [navController_ visibleViewController] == director_ )
		[director_ startAnimation];
}

// application will be killed
- (void)applicationWillTerminate:(UIApplication *)application
{
	CC_DIRECTOR_END();
}

// purge memory
- (void)applicationDidReceiveMemoryWarning:(UIApplication *)application
{
	[[CCDirector sharedDirector] purgeCachedData];
}

// next delta time will be zero
-(void) applicationSignificantTimeChange:(UIApplication *)application
{
	[[CCDirector sharedDirector] setNextDeltaTimeZero:YES];
}

- (void) dealloc
{
	[window_ release];
	[navController_ release];
	
	[super dealloc];
}
@end

2.HelloWorldlayer文件的解读
1).h文件
//
//  HelloWorldLayer.h
//  HelloWorld2D
//
//  Created by lichan on 13-12-7.
//  Copyright com.lichan 2013年. All rights reserved.
//


#import <GameKit/GameKit.h>

// When you import this file, you import all the cocos2d classes
#import "cocos2d.h"

// HelloWorldLayer
@interface HelloWorldLayer : CCLayer <GKAchievementViewControllerDelegate, GKLeaderboardViewControllerDelegate>
{
}

// returns a CCScene that contains the HelloWorldLayer as the only child
+(CCScene *) scene;  //这个类方法是干什么的呢?因为导演类只可以加载CCScene对象,而IntroLayer 继承与Layer,这里是转化为导演可以接受的对象.

@end
2)我们再去看看.m文件吧
//
//  HelloWorldLayer.m
//  HelloWorld2D
//
//  Created by lichan on 13-12-7.
//  Copyright com.lichan 2013年. All rights reserved.
//


// Import the interfaces
#import "HelloWorldLayer.h"

// Needed to obtain the Navigation Controller
#import "AppDelegate.h"

#pragma mark - HelloWorldLayer

// HelloWorldLayer implementation
@implementation HelloWorldLayer

// Helper class method that creates a Scene with the HelloWorldLayer as the only child.
+(CCScene *) scene
{
	// 'scene' is an autorelease object.
	CCScene *scene = [CCScene node];
	
	// 'layer' is an autorelease object.
	HelloWorldLayer *layer = [HelloWorldLayer node];
	
	// add layer as a child to scene
	[scene addChild: layer];
	
	// return the scene
	return scene;
}

// on "init" you need to initialize your instance
-(id) init   //这个方法非常重要,基本我们的视图的很多初始化方法都是从这入手的
{
	// always call "super" init
	// Apple recommends to re-assign "self" with the "super's" return value
	if( (self=[super init]) ) {
		
		// create and initialize a Label
		CCLabelTTF *label = [CCLabelTTF labelWithString:@"Hello World" fontName:@"Marker Felt" fontSize:64];

		// ask director for the window size
		CGSize size = [[CCDirector sharedDirector] winSize];
	//得到我们的导演类的尺寸.
		// position the label on the center of the screen
		label.position =  ccp( size.width /2 , size.height/2 );
		//设置helloWorld 在view中的位置.ccp 一个新的方法哦
		// add the label as a child to this Layer
		[self addChild: label];  //增加到视图中去
        //上述代码无非就是增加一个 HelloWorld的 label.但是这个字体可是 @"Marker Felt".字体大小64的.
        
//其实下面的代码 是 设置 一个飞机小精灵.然后设置位置 并设置他飞行的路径.(到某个位置.)
        CCSprite *plane = [CCSprite spriteWithFile:@"plane.png"];
        
        plane.position = ccp(size.width/2, size.height*0.7);
        
        [self addChild:plane];
        
        id flyAction = [CCMoveTo actionWithDuration:4 position:ccp(size.width+200, size.height)];//设置的动作的方法. 其中还有CCMoveBy ,这两种action都是非常常见的
        
  
        
        [plane runAction:flyAction];//让飞机飞起来
        
   
		
		//
		// Leaderboards and Achievements
		//
		
		// Default font size will be 28 points.
		[CCMenuItemFont setFontSize:28];
		
		// to avoid a retain-cycle with the menuitem and blocks
		__block id copy_self = self;
		
		// Achievement Menu Item using blocks
		CCMenuItem *itemAchievement = [CCMenuItemFont itemWithString:@"Achievements" block:^(id sender) {
			
			
			GKAchievementViewController *achivementViewController = [[GKAchievementViewController alloc] init];
			achivementViewController.achievementDelegate = copy_self;
			
			AppController *app = (AppController*) [[UIApplication sharedApplication] delegate];
			
			[[app navController] presentModalViewController:achivementViewController animated:YES];
			
			[achivementViewController release];
		}];
		
		// Leaderboard Menu Item using blocks
		CCMenuItem *itemLeaderboard = [CCMenuItemFont itemWithString:@"Leaderboard" block:^(id sender) {
			
			
			GKLeaderboardViewController *leaderboardViewController = [[GKLeaderboardViewController alloc] init];
			leaderboardViewController.leaderboardDelegate = copy_self;
			
			AppController *app = (AppController*) [[UIApplication sharedApplication] delegate];
			
			[[app navController] presentModalViewController:leaderboardViewController animated:YES];
			
			[leaderboardViewController release];
		}];

		
		CCMenu *menu = [CCMenu menuWithItems:itemAchievement, itemLeaderboard, nil];
		
		[menu alignItemsHorizontallyWithPadding:20];
		[menu setPosition:ccp( size.width/2, size.height/2 - 50)];
		
		// Add the menu to the layer
		[self addChild:menu];

	}
	return self;
}

// on "dealloc" you need to release all your retained objects
- (void) dealloc
{
	// in case you have something to dealloc, do it in this method
	// in this particular example nothing needs to be released.
	// cocos2d will automatically release all the children (Label)
	
	// don't forget to call "super dealloc"
	[super dealloc];
}

#pragma mark GameKit delegate

-(void) achievementViewControllerDidFinish:(GKAchievementViewController *)viewController
{
	AppController *app = (AppController*) [[UIApplication sharedApplication] delegate];
	[[app navController] dismissModalViewControllerAnimated:YES];
}

-(void) leaderboardViewControllerDidFinish:(GKLeaderboardViewController *)viewController
{
	AppController *app = (AppController*) [[UIApplication sharedApplication] delegate];
	[[app navController] dismissModalViewControllerAnimated:YES];
}
@end




  • 0
    点赞
  • 1
    收藏
    觉得还不错? 一键收藏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值