区别1.去CC
之前2.0的CC**,把CC都去掉,基本的元素都是保留的
2.0
CCSprite CCCallFunc CCNode ..
3.0
Sprite CallFunc Node ..
区别2.cc***结构体改变
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
区别3.shared***改变(单例机制使用语法)
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()
区别4.POD类别
2.0
CCPoint
CCSize
CCRect
3.0
Vec2
Size
Rect
区别5.点触事件
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();
区别6.CallFunc使用(使用"Function"对象)
CallFunc::create([&](){
Sprite *sprite = Sprite::create("s");
this->addChild(sprite);
});