使用cocos2dx开发游戏,每次新建cpp类文件的时候,XCode默认生成的cpp类基本就是一个空文件,每次都要重复实现cocos2dx的基本代码。不是一般的烦。
于是想办法修改了下类模板,添加了1个cocos2dx的类模板,下面是新建文件的时候,就多出了一个类模板。
下面我就说下怎么添加xcode类模板,很简单的。
1、打开Xcode的类模板目录地址:/Applications/Xcode.app/Contents/Developer/Library/Xcode/Templates/File Templates
2、打开里面C and C++文件,就会看到Xcode的cpp类模板文件。复制一个C++ Class.xctemplate文件夹取名:2dx Scene Class.xctemplate,放在C and C++目录下。
3、修改TemplateInfo.plist(主要修改创建文件时候的描述介绍)
打开2dx Scene Class.xctemplate/TemplateInfo.plist, 修改Description的值为:A C++ class for Cocos2d-x Scene.
4、修改___FILEBASENAME___.h
打开2dx Scene Class.xctemplate/___FILEBASENAME___.h,修改成以下内容:
//
// ___FILENAME___
// ___PROJECTNAME___
//
// Created by ___FULLUSERNAME___ on ___DATE___.
//___COPYRIGHT___
//
#ifndef _____PROJECTNAMEASIDENTIFIER________FILEBASENAMEASIDENTIFIER_____
#define _____PROJECTNAMEASIDENTIFIER________FILEBASENAMEASIDENTIFIER_____
#include "cocos2d.h"
USING_NS_CC;
class ___FILEBASENAMEASIDENTIFIER___ : public CCLayer
{
public:
static CCScene* scene();
virtual bool init();
virtual void onEnterTransitionDidFinish();
virtual void onEnter();
virtual void onExit();
void loadStartResouce();
void setBackGround();
virtual bool ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent);
virtual void ccTouchEnded(CCTouch *pTouch, CCEvent *pEvent);
void changeToOtherScene( float time);
private:
CCSize screanSize;
CREATE_FUNC(___FILEBASENAMEASIDENTIFIER___);
};
#endif /* defined(_____PROJECTNAMEASIDENTIFIER________FILEBASENAMEASIDENTIFIER_____) */
5、修改___FILEBASENAME___.cpp
打开2dx Scene Class.xctemplate/___FILEBASENAME___.cpp,修改成以下内容:
//
// ___FILENAME___
// ___PROJECTNAME___
// 肖东毅独有的游戏场景类,啊哈哈
// Created by ___FULLUSERNAME___ on ___DATE___.
//___COPYRIGHT___
//
#include "___FILEBASENAME___.h"
CCScene * ___FILEBASENAMEASIDENTIFIER___ ::scene()
{
CCScene *scene = CCScene::create();
___FILEBASENAMEASIDENTIFIER___ *layer = ___FILEBASENAMEASIDENTIFIER___::create();
scene->addChild(layer);
return scene;
}
bool ___FILEBASENAMEASIDENTIFIER___::init()
{
if (!CCLayer::init()) {
return false;
}
setTouchEnabled(true);
screanSize = CCDirector::sharedDirector()->getWinSize();
loadStartResouce();
setBackGround();
return true;
}
void ___FILEBASENAMEASIDENTIFIER___::onEnter()
{
CCLayer::onEnter();
CCDirector::sharedDirector()->getTouchDispatcher()->addTargetedDelegate(this, 1, true);
}
void ___FILEBASENAMEASIDENTIFIER___::onEnterTransitionDidFinish()
{
CCLayer::onEnterTransitionDidFinish();
}
void ___FILEBASENAMEASIDENTIFIER___::onExit()
{
CCLayer::onExit();
CCDirector::sharedDirector()->getTouchDispatcher()->removeAllDelegates();
CCTextureCache::sharedTextureCache()->removeUnusedTextures();
}
void ___FILEBASENAMEASIDENTIFIER___::loadStartResouce()
{
}
void ___FILEBASENAMEASIDENTIFIER___::setBackGround()
{
}
bool ___FILEBASENAMEASIDENTIFIER___::ccTouchBegan (CCTouch *pTouch, CCEvent *pEvent)
{
CCLog("touch start...");
return true;
}
void ___FILEBASENAMEASIDENTIFIER___::ccTouchEnded(CCTouch *pTouch, CCEvent *pEvent)
{
//这里获取的是设备的UIView坐标,原点在左上角,X向右侧递增,Y向下递增。
CCPoint touchLoaction = pTouch->getLocationInView();
//获取节点坐标 节点坐标的计算同GL坐标,它以所在节点的左下角为原点,X向右递增,Y向上递增
touchLoaction = CCDirector::sharedDirector()->convertToGL(touchLoaction);
touchLoaction = this->convertToNodeSpace(touchLoaction);
}
void ___FILEBASENAMEASIDENTIFIER___::changeToOtherScene(float time)
{
// CCScene *temScene = ZMCFirstScene::scene();
// CCDirector::sharedDirector()->replaceScene(temScene);
}
6.ok了,模板建好了。