转自:http://www.2cto.com/kf/201401/273819.html
不得不说,cocos2d-x的版本更迭真是快,而最新的cocos2d-x v3.0 Beta版本中包含了许多新的特性和与之前2.x版本不同的内容,虽然说,目前3.0只是beta版本,但目前很多游戏已经采用这个3.0版本了,估计3.0的最终版本也会很快推出。
从创建项目开始了解一下这个最新的3.0版本的一些新特性吧!
一、创建项目(针对在mac os x中进行开发)
在前面我有一篇文章 点击打开链接 已经介绍过在 cocos2dx 2.2 版本中创建项目只能是在终端中进行,对于习惯了在xcode中直接通过项目模板生成项目的来说,这样的方式的确是有点不太方便。
但是在cocos2d-x v3.0 Beta版本中,采用了一种比较人性化图形界面创建方式。
在这里 点击打开链接 有详细的新版本使用介绍。
下面我实践一下如何创建一个 cocos2dx for ios & osx 的项目。(有两种方式)
1、第一种,当然是延续了2.2版本之后的直接命令行创建,这个具体方法可以请参考我之前的文章。点击打开链接
Example:
1
2
3
4
|
<code>$ cd cocos2d-x/tools/project-creator
$ ./project-creator.py -n mygame -k com.your_company.mygame -l cpp -p /home/mygame
$ cd /home/mygame
</code>
|
2、第二种,就是图形界面创建的方法 ①在终端中,进入引擎文件:cocos2d-x-3.0beta/tools/project-creator ②运行 ./create_project.py ③在如下图中进行图形界面方式创建项目:
![\](http://www.2cto.com/uploadfile/Collfiles/20140120/20140120085909100.jpg)
注:
![大笑](http://www.2cto.com/uploadfile/Collfiles/20140120/20140120085909102.gif)
二、运行引擎中附带的sample例子 进入 引擎文件: cocos2d-x-3.0beta/build 打开cocos2d_samples.xcodeproj 即可。 注:引擎中附带的例子文件比较大,所有打开和编译运行都需要一点时间,考验机子呀!
![快哭了](http://www.2cto.com/uploadfile/Collfiles/20140120/20140120085909103.gif)
三、cocos2d-x-3.0beta 新特性介绍
注:下面先贴出所有新特性内容,下面的文章,将会根据新特性内容分析详述。
cocos2d-x v3.0 Release Notes
Misc Information
- Download: http://cdn.cocos2d-x.org/cocos2d-x-3.0beta.zip
- Full Changelog: https://github.com/cocos2d/cocos2d-x/blob/cocos2d-x-3.0beta/CHANGELOG
- API Reference: http://www.cocos2d-x.org/reference/native-cpp/V3.0beta/index.html
Requirements
Runtime Requirements
- Android 2.3 or newer
- iOS 5.0 or newer
- OS X 10.7 or newer
- Windows 7 or newer
Windows Phone 8 or newerN/A for the moment- Linux Ubuntu 12.04 (or newer)
Browsers via EmscriptenN/A for the momentMarmaladeN/A for the momentBlackBerryN/A for the momentCompiler Requirements
- Xcode 4.6 (for iOS or Mac)
- gcc 4.7 for Linux or Android. For Android ndk-r9 or newer is required.
- Visual Studio 2012 (for Windows)
Highlights of v3.0
- Replaced Objective-C patters with C++ (C++11) patterns and best practices
- Improved Labels
- Improved renderer
- New Event Dispatcher
- Physics integration
- New GUI
- JavaScript remote debugger
- Remote Console support
- Refactor Image - release memory in time and uniform the api of supported file format
- Automatically generated Lua bindings, add LuaJavaBridge and LuaObjcBridge
- Templated containers
Features in detail
C++11 features
Feature added in v3.0-pre-alpha0
A subset of C++11 features are being used in cocos2d-x:
std::function
, including lambda objects for callbacks- strongly typed enums, for most of the cocos2d-x enums and constants
std::thread
for threadingoverride
context keyword, for overriden methodsstd::function
CallFunc
can be created with anstd::function
CallFuncN
can be created with anstd::function
CallFuncND
andCallFuncO
were removed since it can be created with simulated withCallFuncN
andCallFunc
. See ActionsTest.cpp for more examplesMenuItem
supportsstd::function
as callbacksCallFunc
example:12345678910111213141516171819// in v2.1
CCCallFunc *action1 = CCCallFunc::create(
this
, callfunc_selector( MyClass::callback_0 ) );
// in v3.0 (short version)
auto action1 = CallFunc::create( CC_CALLBACK_0(MyClass::callback_0,
this
));
auto action2 = CallFunc::create( CC_CALLBACK_0(MyClass::callback_1,
this
, additional_parameters));
// in v3.0 (long version)
auto action1 = CallFunc::create( std::bind( &MyClass::callback_0,
this
));
auto action2 = CallFunc::create( std::bind( &MyClass::callback_1,
this
, additional_parameters));
// in v3.0 you can also use lambdas or any other "Function" object
auto action1 = CallFunc::create(
[&](){
auto s = Director::sharedDirector()->getWinSize();
auto label = LabelTTF::create(
"called:lambda callback"
,
"Marker Felt"
,
16
);
label->setPosition(ccp( s.width/
4
*
1
,s.height/
2
-
40
));
this
->addChild(label);
} );
MenuItem
example:1234567891011121314// in v2.1
CCMenuItemLabel *item = CCMenuItemLabel::create(label,
this
, menu_selector(MyClass::callback));
// in v3.0 (short version)
auto item = MenuItemLabel::create(label, CC_CALLBACK_1(MyClass::callback,
this
));
// in v3.0 (long version)
auto item = MenuItemLabel::create(label, std::bind(&MyClass::callback,
this
, std::placeholders::_1));
// in v3.0 you can use lambdas or any other "Function" object
auto item = MenuItemLabel::create(label,
[&](Object *sender) {
// do something. Item "sender" clicked
});
strongly typed enums
Feature added in v3.0-pre-alpha0
Constants and enums that started with
k
, and that usually were defined asint
or as simpleenum
where replaced with strongly typed enums (enum class
) to prevent collisions and type errors. The new format is:123<code>| v2.
1
| v3.
0
|
| kTypeValue | Type::VALUE |
</code>
Examples:
1234567<code>| v2.
1
| v3.
0
|
| kCCTexture2DPixelFormat_RGBA8888 | Texture2D::PixelFormat::RGBA8888 |
| kCCDirectorProjectionCustom | Director::Projection::CUSTOM |
| ccGREEN | Color3B::GREEN |
| CCPointZero | Point::ZERO |
| CCSizeZero | Size::ZERO |
</code>
The old values can still be used, but are not deprecated.
override
To catch possible errors while overriding methods, subclasses with override methods have the
override
context keyword. Example:12345678910class
Sprite :
public
Node {
bool isFlipY(
void
)
const
;
void
setFlipY(bool bFlipY);
// Overrides
virtual
void
setTexture(Texture2D *texture) override;
virtual Texture2D* getTexture()
const
override;
inline
void
setBlendFunc(
const
BlendFunc &blendFunc) override;
inline
const
BlendFunc& getBlendFunc()
const
override;
}
Removed Objective-C patterns
Feature added in v3.0-pre-alpha0
No more 'CC' prefix for C++ classes and free functions
Changes in classes
Since cocos2d-x already uses the
cocos2d
namespace, there is not need to add the prefixCC
to all its classes.Examples:
123456<code>| v2.
1
| v3.
0
|
| CCSprite | Sprite |
| CCNode | Node |
| CCDirector | Director |
| etc... |
</code>
v2.1 class names are still available, but they were tagged as deprecated.
Changes in free functions
For the drawing primitives:
- They were added in the
DrawPrimitives
namespace - The
cc
prefix was removedFor the gl proxy functions:
- They were added in the
GL
namespace - The
ccGL
prefix was removedExamples:
1234567<code>| v2.
1
| v3.
0
|
| ccDrawPoint() | DrawPrimitives::drawPoint() |
| ccDrawCircle() | DrawPrimitives::drawCircle() |
| ccGLBlendFunc() | GL::blendFunc() |
| ccGLBindTexture2D() | GL::bindTexture2D() |
| etc... |
</code>
v2.1 free functions are still available, but they were tagged as deprecated.
clone() instead of copy()
clone()
returns an autoreleased version of the copy.copy()
is no longer supported. If you use it, it will compile, but the code will crash.Example:
1234567// v2.1
CCMoveBy *action = (CCMoveBy*) move->copy();
action->autorelease();
// v3.0
// No need to do autorelease, no need to do casting.
auto action = move->clone();
Singletons use getInstance() and destroyInstance()
All singletons use
getInstance()
anddestroyInstance()
(if applicable) to get and destroy the instance.Examples:
12345<code>| v2.
1
| v3.
0
|
| CCDirector->sharedDirector() | Director->getInstance() |
| CCDirector->endDirector() | Director->destroyInstance() |
| etc... |
</code>
v2.1 methods are still available, but they were tagged as deprecated.
getters
Getters now use the
get
prefix.Examples:
12345<code>| v2.
1
| v3.
0
* |
| node->boundingBox() | node->getBoundingBox() |
| sprite->nodeToParentTransform() | sprite->getNodeToParentTransform() |
| etc... |
</code>
And getters were also tagged as
const
in their declaration. Example:12345// v2.1
virtual
float
getScale();
// v3.0
virtual
float
getScale()
const
;
v2.1 methods are still available, but they were tagged as deprecated.
POD types
Methods that were receiving POD types as arguments (eg:
TexParams
,Point
,Size
, etc.) are being passed asconst
reference.Example:
12345// v2.1
void
setTexParameters(ccTexParams* texParams);
// v3.0
void
setTexParameters(
const
ccTexParams& texParams);
New Renderer
Feature added in v3.0-beta
The renderer functionality has been decoupled from the Scene graph / Node logic. A new object called
Renderer
is responsible for rendering the object.Auto-batching and auto-culling support has been added.
Please, see this document for detail information about its internal funcitonality:https://docs.google.com/document/d/17zjC55vbP_PYTftTZEuvqXuMb9PbYNxRFu0EGTULPK8/edit
Improved LabelTTF / LabelBMFont
Feature added in v3.0-alpha0
New EventDispatcher
Feature added in v3.0-alpha0
All events like touch event, keyboard event, acceleration event and custom event are dispatched by
EventDispatcher
.TouchDispatcher
,KeypadDispatcher
,KeyboardDispatcher
,AccelerometerDispatcher
were removed.Adding Touch Event Listener
For TouchOneByOne:
123456789101112auto sprite = Sprite::create(
"file.png"
);
...
auto listener = EventListenerTouchOneByOne::create();
listener->setSwallowTouch(
true
);
listener->onTouchBegan = [](Touch* touch, Event* event) { do_some_thing();
return
true
; };
listener->onTouchMoved = [](Touch* touch, Event* event) { do_some_thing(); };
listener->onTouchEnded = [](Touch* touch, Event* event) { do_some_thing(); };
listener->onTouchCancelled = [](Touch* touch, Event* event) { do_some_thing(); };
// The priority of the touch listener is based on the draw order of sprite
EventDispatcher::getInstance()->addEventListenerWithSceneGraphPriority(listener, sprite);
// Or the priority of the touch listener is a fixed value
EventDispatcher::getInstance()->addEventListenerWithFixedPriority(listener,
100
);
// 100 is a fixed value
For TouchAllAtOnce
123456789101112auto sprite = Sprite::create(
"file.png"
);
...
auto listener = EventListenerTouchAllAtOnce::create();
listener->onTouchesBegan = [](
const
std::vector<touch*>& touches, Event* event) { do_some_thing(); };
listener->onTouchesMoved = [](
const
std::vector<touch*>& touches, Event* event) { do_some_thing(); };
listener->onTouchesEnded = [](
const
std::vector<touch*>& touches, Event* event) { do_some_thing(); };
listener->onTouchesCancelled = [](
const
std::vector<touch*>& touches, Event* event) { do_some_thing(); };
// The priority of the touch listener is based on the draw order of sprite
EventDispatcher::getInstance()->addEventListenerWithSceneGraphPriority(listener, sprite);
// Or the priority of the touch listener is a fixed value
EventDispatcher::getInstance()->addEventListenerWithFixedPriority(listener,
100
);
// 100 is a fixed value
</touch*></touch*></touch*></touch*>
Adding Mouse Event Listener
123456auto mouseListener = EventListenerMouse::create();
mouseListener->onMouseScroll = [](Event* event) { EventMouse* e = static_cast<eventmouse*>(event); do_some_thing(); };
mouseListener->onMouseUp = [](Event* event) { EventMouse* e = static_cast<eventmouse*>(event); do_some_thing(); };
mouseListener->onMouseDown = [](Event* event) { EventMouse* e = static_cast<eventmouse*>(event); do_some_thing(); };
dispatcher->addEventListenerWithSceneGraphPriority(mouseListener,
this
);
</eventmouse*></eventmouse*></eventmouse*>
Adding A Keyboard Event Listener
1234auto listener = EventListenerKeyboard::create();
listener->onKeyPressed = CC_CALLBACK_2(SomeClass::onKeyPressed,
this
);
listener->onKeyReleased = CC_CALLBACK_2(SomeClass::onKeyReleased,
this
);
EventDispatcher::getInstance()->addEventListenerWithSceneGraphPriority(listener,
this
);
Adding An Acceleration Event Listener
12auto listener = EventListenerAcceleration::create(CC_CALLBACK_2(SomeClass::onAcceleration,
this
));
EventDispatcher::getInstance()->addEventListenerWithSceneGraphPriority(listener,
this
);
Adding A Custom Event Listener
12345auto listener = EventListenerCustom::create(
"game_custom_event"
, [=](EventCustom* event){
void
* userData= event->getUserData();
do_some_with_user_data();
});
dispatcher->addEventListenerWithFixedPriority(listener,
1
);
Dispatching A Custom Event
123EventCustom event(
"game_custom_event"
);
event.setUserData(some_data);
dispatcher->dispatchEvent(&event);
Setting Fixed Priority For A Listener
1dispatcher->setPriority(fixedPriorityListener,
200
);
Removing Event Listener
Removing A Specified Event Listener
1dispatcher->removeEventListener(listener);
Removing Custom Event Listener
1dispatcher->removeCustomEventListener(
"my_custom_event_listener_name"
);
Removing All Listeners For An Event Listener Type
1dispatcher->removeEventListeners(EventListener::Type::TOUCH_ONE_BY_ONE);
Removing All Listeners
1dispatcher->removeAllListeners();
Physics Integration
Feature added in v3.0-pre-alpha0
Physics integration have five concepts:
PhysicsWorld
,PhysicsBody
,PhysicsShape
,PhysicsJoint
andPhysicsContact
. You must defineCC_USE_PHYSICS
macro inccConfig.h
to use the physics API.PhysicsWorld
A
PhysicsWorld
object simulates collisions and other physical properties, you do not create it directly, you can get it from scene which create with physics.12Scene* scene = Scene::createWithPhysics();
PhysicsWorld* world = scene->getPhysicsWorld();
PhysicsBody
A
PhysicsBody
object is used to add physics simulation to a node. If you create aPhysicsBody
and set it to a node, and add the node the a scene which create with physics, it will perform the physics simulation when update.1234PhysicsBody* body = PhysicsBody::createCircle(
5
.0f);
Node* node = Node::create();
node->setPhysicsBody(body);
scene->addChild(node);
PhysicsShape
A
PhysicsShape
object is a shape that make the body can have collisions. you can add one or morePhysicsShape
to aPhysicsBody
. Shape classes:PhysicsShapeCircle
,PhysicsShapeBox
,PhysicsShapePolygon
,PhysicsShapeEdgeSegment
,PhysicsShapeEdgeBox
,PhysicsShapeEdgePolygon
,PhysicsShapeEdgeChain
.12PhysicsShape* shape = PhysicsShapeBox::create(Size(
5
.0f,
10
.0f);
body->addShape(shape);
PhysicsJoint
A
PhysicsJoint
object connects two physics bodies together so that they are simulated together by the physics world. Joint classes:PhysicsJointFixed
,PhysicsJointLimit
,PhysicsJointPin
,PhysicsJointDistance
,PhysicsJointSpring
,PhysicsJointGroove
,PhysicsJointRotarySpring
,PhysicsJointRotaryLimit
,PhysicsJointRatchet
,PhysicsJointGear
,PhysicsJointMotor
.12PhysicsJoint* joint = PhysicsJointDistance::construct(bodyA, bodyB, Point::ZERO, Point::ZERO);
world->addJoint(joint);
PhysicsContact
A
PhysicsContact
object is created automatically to describes a contact between two physical bodies in aPhysicsWorld
. you can control the contact behavior from the physics contact event listener. Other classes contain the contact information:PhysicsContactPreSolve
,PhysicsContactPostSolve
. The event listener for physics:EventListenerPhysicsContact
,EventListenerPhysicsContactWithBodies
,EventListenerPhysicsContactWithShapes
,EventListenerPhysicsContactWithGroup
.1234567auto contactListener = EventListenerPhysicsContactWithBodies::create(bodyA, bodyB);
contactListener->onContactBegin = [](EventCustom* event,
const
PhysicsContact& contact) -> bool
{
doSomething();
return
true
;
};
_eventDispatcher->addEventListenerWithSceneGraphPriority(contactListener,
this
);
Misc API Changes
ccTypes.h
Remove cc prefix for structure names in ccTypes.h, move global functions into static member functions, and move global constants into const static member variables.
123456789101112131415161718192021<code>| v2.
1
struct names | v3.
0
struct names |
| ccColor3B | Color3B |
| ccColor4B | Color4B |
| ccColor4F | Color4F |
| ccVertex2F | Vertex2F |
| ccVertex3F | Vertex3F |
| ccTex2F | Tex2F |
| ccPointSprite | PointSprite |
| ccQuad2 | Quad2 |
| ccQuad3 | Quad3 |
| ccV2F_C4B_T2F | V2F_C4B_T2F |
| ccV2F_C4F_T2F | V2F_C4F_T2F |
| ccV3F_C4B_T2F | V3F_C4B_T2F |
| ccV2F_C4B_T2F_Triangle | V2F_C4B_T2F_Triangle |
| ccV2F_C4B_T2F_Quad | V2F_C4B_T2F_Quad |
| ccV3F_C4B_T2F_Quad | V3F_C4B_T2F_Quad |
| ccV2F_C4F_T2F_Quad | V2F_C4F_T2F_Quad |
| ccBlendFunc | BlendFunc |
| ccT2F_Quad | T2F_Quad |
| ccAnimationFrameData | AnimationFrameData |
</code>
Global functions changed example
1234567891011121314151617181920212223// in v2.1
ccColor3B color3B = ccc3(
0
,
0
,
0
);
ccc3BEqual(color3B, ccc3(
1
,
1
,
1
));
ccColor4B color4B = ccc4(
0
,
0
,
0
,
0
);
ccColor4F color4F = ccc4f(
0
,
0
,
0
,
0
);
color4F = ccc4FFromccc3B(color3B);
color4F = ccc4FFromccc4B(color4B);
ccc4FEqual(color4F, ccc4F(
1
,
1
,
1
,
1
));
color4B = ccc4BFromccc4F(color4F);
color3B = ccWHITE;
// in v3.0
Color3B color3B = Color3B(
0
,
0
,
0
);
color3B.equals(Color3B(
1
,
1
,
1
));
Color4B color4B = Color4B(
0
,
0
,
0
,
0
);
Color4F color4F = Color4F(
0
,
0
,
0
,
0
);
color4F = Color4F(color3B);
color4F = Color4F(color4B);
color4F.equals(Color4F(
1
,
1
,
1
,
1
));
color4B = Color4B(color4F);
color3B = Color3B::WHITE;
deprecated functions and global variables
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384<code>| v2.
1
names | v3.
0
names |
| ccp | Point |
| ccpNeg | Point::- |
| ccpAdd | Point::+ |
| ccpSub | Point::- |
| ccpMult | Point::* |
| ccpMidpoint | Point::getMidpoint |
| ccpDot | Point::dot |
| ccpCrosss | Point::cross |
| ccpPerp | Point::getPerp |
| ccpRPerp | Point::getRPerp |
| ccpProject | Point::project |
| ccpRotate | Point::rotate |
| ccpUnrotate | Point::unrotate |
| ccpLengthSQ | Point::getLengthSq() |
| ccpDistanceSQ | Point::getDistanceSq |
| ccpLength | Point::getLength |
| ccpDistance | Point::getDistance |
| ccpNormalize | Point::normalize |
| ccpForAngle | Point::forAngle |
| ccpToAngle | Point::getAngle |
| ccpClamp | Point::getClampPoint |
| ccpFromSize | Point::Point |
| ccpCompOp | Point::compOp |
| ccpLerp | Point::lerp |
| ccpFuzzyEqual | Point::fuzzyEqual |
| ccpCompMult | Point::Point |
| ccpAngleSigned | Point::getAngle |
| ccpAngle | Point::getAngle |
| ccpRotateByAngle | Point::rotateByAngle |
| ccpLineInersect | Point::isLineIntersect |
| ccpSegmentIntersect | Point::isSegmentIntersect |
| ccpIntersectPoint | Point::getIntersectPoint |
| CCPointMake | Point::Point |
| CCSizeMake | Size::Size |
| CCRectMake | Rect::Rect |
| PointZero | Point::ZERO |
| SizeZero | Size::ZERO |
| RectZero | Rect::ZERO |
| TiledGrid3DAction::tile | TiledGrid3DAction::getTile |
| TiledGrid3DAction::originalTile | TiledGrid3DAction::getOriginalTile |
| TiledGrid3D::tile | TiledGrid3D::getTile |
| TiledGrid3D::originalTile | TiledGrid3D::getOriginalTile |
| Grid3DAction::vertex | Grid3DAction::getVertex |
| Grid3DAction::originalVertex | Grid3DAction::getOriginalVertex |
| Grid3D::vertex | Grid3D::getVertex |
| Grid3D::originalVertex | Grid3D::getOriginalVertex |
| Configuration::sharedConfiguration | Configuration::getInstance |
| Configuration::purgeConfiguration | Configuration::destroyInstance() |
| Director::sharedDirector() | Director::getInstance() |
| FileUtils::sharedFileUtils | FileUtils::getInstance |
| FileUtils::purgeFileUtils | FileUtils::destroyInstance |
| EGLView::sharedOpenGLView | EGLView::getInstance |
| ShaderCache::sharedShaderCache | ShaderCache::getInstance |
| ShaderCache::purgeSharedShaderCache | ShaderCache::destroyInstance |
| AnimationCache::sharedAnimationCache | AnimationCache::getInstance |
| AnimationCache::purgeSharedAnimationCache | AnimationCache::destroyInstance |
| SpriteFrameCache::sharedSpriteFrameCache | SpriteFrameCache::getInstance |
| SpriteFrameCache:: purgeSharedSpriteFrameCache | SpriteFrameCache::destroyInstance |
| NotificationCenter::sharedNotificationCenter | NotificationCenter::getInstance |
| NotificationCenter:: purgeNotificationCenter | NotificationCenter::destroyInstance |
| Profiler::sharedProfiler | Profiler::getInstance |
| UserDefault::sharedUserDefault | UserDefault::getInstance |
| UserDefault::purgeSharedUserDefault | UserDefault::destroyInstance |
| Application::sharedApplication | Application::getInstance |
| ccc3() | Color3B() |
| ccc3BEqual() | Color3B::equals() |
| ccc4() | Color4B() |
| ccc4FFromccc3B() | Color4F() |
| ccc4f() | Color4F() |
| ccc4FFromccc4B() | Color4F() |
| ccc4BFromccc4F() | Color4B() |
| ccc4FEqual() | Color4F::equals() |
| ccWHITE | Color3B::WHITE |
| ccYELLOW | Color3B::YELLOW |
| ccBLUE | Color3B::BLUE |
| ccGREEN | Color3B::GREEN |
| ccRED | Color3B::RED |
| ccMAGENTA | Color3B::MAGENTA |
| ccBLACK | Color3B::BLACK |
| ccORANGE | Color3B::ORANGE |
| ccGRAY | Color3B::GRAY |
| kBlendFuncDisable | BlendFunc::BLEND_FUNC_DISABLE |
</code>
Changes in the Lua bindings
Use bindings-generator tool for Lua binding
Only configurating the *.ini files in the tools/tolua folder,not to write a lot of *.pkg files
Use ScriptHandlerMgr to manage the register and unregister of Lua function
When we want to add register and unregister functions of Lua function for class, we need to change the declarative and defined files and then bind to Lua. In v3.0, we use the
ScriptHandlerMgr
. As an example, lets see theMenuItem
class: In the 2.x version, we needed to add a declaration in the MenuItem header file:12virtual
void
registerScriptTapHandler(
int
nHandler);
virtual
void
unregisterScriptTapHandler(
void
);
then implement them in the .cpp file. In the Lua script ,we use it as follow:
1menuItem:registerScriptTapHandler(luafunction)
In v3.0 version, we only need to add the
HandlerType
enum in theScriptHandlerMgr
, and the implementation in luascript as follow:1ScriptHandlerMgr:getInstance():registerScriptHandler(menuItem, luafunction,cc.HANDLERTYPE_MENU_CLICKED)
Use "cc" and "ccs" as module name
1234567891011// v2.x
CCSprite:create(s_pPathGrossini)
CCEaseIn:create(createSimpleMoveBy(),
2.5
)
UILayout:create()
// v3.0
cc.Director:getInstance():getWinSize()
cc.EaseIn:create(createSimpleMoveBy(),
2.5
)
ccs.UILayer:create()
Deprecated funtions, tables and classes
Add a lot of deprecate funtions、table and classes to support 2.x version as far as possible Note:
Rect does not support the origin and size member variables
Use the Lua table instead of the some structs and classes binding
Point、Size、Rect、Color3b、Color4b、Color4F、AffineTransform、FontDefinition、Array、Dictionary、PointArray are not bound. The difference is as follow:
123456// v2.x
local pt = CCPoint(
0
,
0
)
local rect = CCRect(
0
,
0
,
0
,
0
)
// v3.0
local pt = cc.p(
0
,
0
)
local rect = cc.rect(
0
,
0
,
0
,
0
)
Global functions about these classes are changed as follow:
123456789// in v2.x
local pt = ccp(
0
,
0
)
local color3B = ccc3(
0
,
0
,
0
)
local color4B = ccc4(
0
,
0
,
0
,
0
)
// in v3.0
local pt = cc.p(
0
,
0
)
local color3B = cc.c3b(
0
,
0
,
0
)
local color4B = cc.c4b(
0
,
0
,
0
,
0
)
Through the funtions of the LuaBasicConversion file,they can be converted the Lua table when they are as a parameter in the bindings generator.
Known issues
You can find all the known issues "here":http://www.cocos2d-x.org/projects/native/issues
- They were added in the
- They were added in the