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Cocos2dx3.2以后使用Vector<T>代替了CCArray。案例如下:
#ifndef __T02Vector_H__ #define __T02Vector_H__
#include "T32.h"
class T02Vector : public Layer { public: CREATE_FUNC(T02Vector);
//Cocos2dx3.2以后使用Vector代替了CCArray Vector<Sprite*> _arr;
bool init(); };
#endif |
编写:T02Vector.cpp |
#include "T02Vector.h"
//in cocos3.2 Vector代替CCArray //如果不是Ref的子类,那不能用Vector,应该用std::vector bool T02Vector::init() { Layer::init(); Sprite* sprite = Sprite::create();
//增加元素 _arr.pushBack(sprite);
//遍历 Vector<Sprite*>::iterator it; for (it = _arr.begin(); it != _arr.end(); ++it) { Sprite* s = *it; } for (auto it = _arr.begin(); it != _arr.end();++it) {
}
for (auto it: _arr) {
}
//从后往前遍历 for (auto it = _arr.rbegin(); it != _arr.rend();++it) {
}
//删除 _arr.eraseObject(sprite);
return true; } |
2 Map的用法(注意字符编解码的第三方库有:iconv,cocos中集成的有这方面的功能)
头文件:T03Map.h |
#ifndef __T03Map_H__ #define __T03Map_H__
#include "T32.h" class T03Map : public Layer{ public: CREATE_FUNC(T03Map); bool init(); };
#endif |
编写:T03Map.cpp |
#include "T03Map.h"
/* ValueMap是用来代替cocos2d.x的CCDictionary */ bool T03Map::init() { Layer::init();
//内容的加载 ValueMap& vm = FileUtils::getInstance()->getValueMapFromFile("about.xml");
//CCDictionary* dict = CCDictionary::createWithContentsOfFile("about.xml"); //const CCString* x = dict->valueForKey("x"); //x->intValue();
//查找 auto it = vm.find("aaa"); if (it == vm.end()) { CCLog("can not find aaa"); }
it = vm.find("people3"); it->first; //key:的类型是std::string it->second; //value:的类型是Value,相对cocos3.2.3的CCString CCLog("key is %s, value is %s", it->first.c_str(), it->second.asString().c_str());
CCLog("............................end");
vm["中文"] = "bbb";
CCLog("........start walk over"); //遍历 for (auto it = vm.begin(); it != vm.end();++it) { CCLog("key is %s,value is %s",it->first.c_str(),it->second.asString().c_str()); } CCLog("..........................end");
FileUtils::getInstance()->writeToFile(vm, "new.xml");
#if 0 // C++11 for (auto it : vm) { it.first; it.second; }
// 插入 vm["aa"] = 10;
// 访问,这种访问有副作用,如果bb节点不存在,它会创建一个bb节点 Value& v = vm["bb"]; v = 100;
vm["bb"] = false; #endif return true; } |
用到的about.xml如下: |
<?xml version="1.0" encoding="UTF-8" ?> <plist> <dict> <key>people1</key> <string>许佳音工作室出品</string> <key>people2</key> <string>总监:许佳音</string> <key>people3</key> <string>程序:姜博</string> <key>people4</key> <string>美术:马俊</string> <key>people5</key> <string>改编:班级</string> </dict> </plist> |
3 T04Label的用法
头文件:T04Label.h |
#ifndef __T04Label_H__ #define __T04Label_H__
#include "T32.h" class T04Label :public Layer{ public: CREATE_FUNC(T04Label);
bool init(); };
#endif |
编写:T04Label.cpp |
#include "T04Label.h"
bool T04Label::init() { Layer::init();
{ Label* label = Label::createWithCharMap("fonts/Labelatlas.png", 24, 32, '0'); label->setString("12345"); addChild(label); label->setPosition(winSize.width / 2, winSize.height / 2); }
#if 0 Label* label = Label::createWithBMFont(); Label* label = Label::createWithSystemFont("aaa", "Arial", 24); Label* label = Label::createWithTTF(""); #endif //Label* label = Label::createWithTexture() return true; } |
运行结果:
|
3 T05Touch触摸事件的用法
头文件:T05Touch.h |
#ifndef __T05Touch_H__ #define __T05Touch_H__
#include "T32.h" class T05Touch :public Layer { public: CREATE_FUNC(T05Touch);
bool init(); void TouchEnded(Touch*,Event *); };
#endif |
编写:T05Touch.cpp |
#include "T05Touch.h"
bool T05Touch::init() { Layer::init();
{ // 一般使用这种方式,和一个Node相关联 EventListenerTouchOneByOne* ev = EventListenerTouchOneByOne::create(); ev->onTouchBegan = [](Touch*, Event*){return true; }; // ev->onTouchEnded = [](Touch*, Event*){}; ev->onTouchEnded = CC_CALLBACK_2(T05Touch::TouchEnded, this);
_eventDispatcher->addEventListenerWithSceneGraphPriority(ev, this); }
#if 0 { // 固有优先级的方式使用比较少 EventListenerTouchOneByOne* ev = EventListenerTouchOneByOne::create(); ev->setSwallowTouches(true);
ev->onTouchBegan = [](Touch*, Event*){CCLog("Touch Begin"); return true; };
_eventDispatcher->addEventListenerWithFixedPriority(ev, -128); } #endif
{ Sprite* node = Sprite::create(); addChild(node);
EventListenerTouchOneByOne* ev = EventListenerTouchOneByOne::create(); ev->onTouchBegan = [](Touch* touch, Event*){ //通过touch->getLocation()的方式获得被选中的点的位置 Vec2 pt = touch->getLocation(); CCLog("Sprite is touched, pt.x=%f, pt.y=%f", pt.x, pt.y); return true;
}; // ev->onTouchEnded = [](Touch*, Event*){}; // ev->onTouchEnded = CC_CALLBACK_2(T05Touch::TouchEnded, this);
_eventDispatcher->addEventListenerWithSceneGraphPriority(ev, node);
}
{ EventListenerTouchAllAtOnce* ev = EventListenerTouchAllAtOnce::create(); ev->onTouchesBegan = [](const std::vector<Touch*>&, Event*){}; _eventDispatcher->addEventListenerWithSceneGraphPriority(ev, this); }
return true; }
void T05Touch::TouchEnded(Touch*, Event*){ } |