首先我们可能使用在自己的iOS代码中为了某种目的,而使用Cocos2D,于是就有了下面的情况,
1。 在Cocos2D项目中加入UIViewController的界面 (直接上代码,代码是从网上找的,应该是可以的)
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- (void) showUIViewController{
if(firstViewController==nil){ firstViewController=[[FirstViewController alloc]initWithNibName:@"FirstViewController" bundle:nil]; } [director pause]; [director stopAnimation]; [[director view] setUserInteractionEnabled:NO]; [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:.5]; [UIView setAnimationTransition:UIViewAnimationTransitionCurlUp forView:[[director view] window] cache:YES]; [[[director view] window]addSubview:firstViewController.view]; [UIView commitAnimations]; } - (void) hideUIViewController { [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:.5]; [UIView setAnimationDelegate:self]; [UIView setAnimationDidStopSelector:@selector(animDone:finished:context:)]; [UIView setAnimationTransition:UIViewAnimationTransitionCurlDown forView:[[director view]window] cache:YES]; [firstViewController.view removeFromSuperview]; [UIView commitAnimations]; [[director view] setUserInteractionEnabled:YES]; [director startAnimation]; [director resume]; } +(AppController*)app{ return (AppController*)[[UIApplication sharedApplication]delegate]; } 在CC的界面中加入: -(void) registerWithTouchDispatcher { [[[CCDirector sharedDirector] touchDispatcher] addStandardDelegate:self priority:0]; } -(void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{ NSLog(@"HI"); [[AppController app] showUIViewController]; } 在UIViewController中加入: #import "AppDelegate.h" -(IBAction)buttonClicked:(id)sender{ [[AppController app] hideUIViewController]; } |
2。 在iOS项目中加入Cocos2D
这种情况就比较麻烦一些了, 光是引入cocos2d中的那些libs文件,就得麻烦半天。 不过为了使用cocos2D中的好处,比如其中的Box2D引擎, 不得不用啊。
算了, 老规矩, 上代码。
#import <UIKit/UIKit.h>
#import "cocos2d.h"
@interface SecondViewController : UIViewController <CCDirectorDelegate>
{
CCDirectorIOS *director_;
}
@property (readonly) CCDirectorIOS *director;
@end
实现文件
@interface SecondViewController ()
@end
@implementation SecondViewController
@synthesize director=director_;
- (void)viewDidLoad
{
[super viewDidLoad];
// Create an CCGLView with a RGB565 color buffer, and a depth buffer of 0-bits
CCGLView *glView = [CCGLView viewWithFrame:self.view.bounds
pixelFormat:kEAGLColorFormatRGB565 //kEAGLColorFormatRGBA8
depthFormat:0 //GL_DEPTH_COMPONENT24_OES
preserveBackbuffer:NO
sharegroup:nil
multiSampling:NO
numberOfSamples:0];
// Enable multiple touches
[glView setMultipleTouchEnabled:YES];
director_ = (CCDirectorIOS*) [CCDirector sharedDirector];
director_.wantsFullScreenLayout = YES;
// Display FSP and SPF
[director_ setDisplayStats:YES];
// set FPS at 60
[director_ setAnimationInterval:1.0/60];
// attach the openglView to the director
[director_ setView:glView];
// for rotation and other messages
[director_ setDelegate:self];
// 2D projection
[director_ setProjection:kCCDirectorProjection2D];
// [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");
// Default texture format for PNG/BMP/TIFF/JPEG/GIF images
// It can be RGBA8888, RGBA4444, RGB5_A1, RGB565
// You can change anytime.
[CCTexture2D setDefaultAlphaPixelFormat:kCCTexture2DPixelFormat_RGBA8888];
// 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];
// and add the scene to the stack. The director will run it when it automatically when the view is displayed.
// [director_ pushScene: [IntroLayer scene]];
[director_ pushScene: [PinballTable scene]];
[self.view addSubview:director_.view];
}
- (void)viewWillAppear:(BOOL)animated {
[director_ startAnimation];
}
- (void)viewWillDisappear:(BOOL)animated {
[director_ stopAnimation];
}