关于cocos2d-x3.0和2.0之间的区别

原文链接:http://www.2cto.com/kf/201410/341579.html


区别1.去CC

2.0 CCSprite CCCallFunc CCNode .. 3.0 Sprite CallFunc Node ..
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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
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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