游戏平台引擎简介
游戏引擎是指一些已经编写好的游戏程序模块,游戏引擎包含以下子系统:渲染引擎,物理引擎,碰撞检测系统,音效,脚本引擎,电脑动画,人工智能,网络引擎以及场景管理。
目前移动平台游戏的引擎有cocos2d-iphone,cocos2d-x,coroona sdk,construct 2,wiengine,unity3d,unreal,development kit,shiva 3d,armalade
创建一个cocos项目
控制台输入
cocos new 项目名 -p 包名 -l 语言 -d 目录 不能包含中文路径
代码解释
Classes文件夹中有是4个文件,AppDelegate.h,AppDelegate.cpp,HelloWorldScene.h,HelloWorldScene.cpp
class AppDelegate : private cocos2d::Application
{
public:
AppDelegate();
virtual ~AppDelegate();
virtual void initGLContextAttrs();
/**
游戏启动时调用的函数,在这里初始化导演对象和场景对象
*/
virtual bool applicationDidFinishLaunching();
/*
游戏进入后台时调用的函数
*/
virtual void applicationDidEnterBackground();
/*
游戏进入前台时调用的函数
*/
virtual void applicationWillEnterForeground();
};
#endif // _APP_DELEGATE_H_
#include "AppDelegate.h"
#include "HelloWorldScene.h"
// 宏用来替换using namespace cocos2d
USING_NS_CC;
/**
界面尺寸
*/
static cocos2d::Size designResolutionSize = cocos2d::Size(480, 320);
static cocos2d::Size smallResolutionSize = cocos2d::Size(480, 320);
static cocos2d::Size mediumResolutionSize = cocos2d::Size(1024, 768);
static cocos2d::Size largeResolutionSize = cocos2d::Size(2048, 1536);
AppDelegate::AppDelegate() {
}
AppDelegate::~AppDelegate()
{
}
//if you want a different context,just modify the value of glContextAttrs
//it will takes effect on all platforms
void AppDelegate::initGLContextAttrs()
{
//set OpenGL context attributions,now can only set six attributions:
//red,green,blue,alpha,depth,stencil
GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8};
GLView::setGLContextAttrs(glContextAttrs);
}
// If you want to use packages manager to install more packages,
// don't modify or remove this function
static int register_all_packages()
{
return 0; //flag for packages manager
}
bool AppDelegate::applicationDidFinishLaunching() {
// initialize director
// 初始化Director
auto director = Director::getInstance(); // 使用了单例模式
auto glview = director->getOpenGLView();
if(!glview) {
/*
根据平台选用界面大小
*/
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) || (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
glview = GLViewImpl::createWithRect("HelloWorld", Rect(0, 0, designResolutionSize.width, designResolutionSize.height));
#else
glview = GLViewImpl::create("HelloWorld");
#endif
director->setOpenGLView(glview);// 设置导演类的OpenGL视图
}
// 是否选用显示FPS帧数
director->setDisplayStats(true);
// 设置FPS的帧数
director->setAnimationInterval(1.0 / 60);
// Set the design resolution
glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER);
Size frameSize = glview->getFrameSize();
// if the frame's height is larger than the height of medium size.
if (frameSize.height > mediumResolutionSize.height)
{
director->setContentScaleFactor(MIN(largeResolutionSize.height/designResolutionSize.height, largeResolutionSize.width/designResolutionSize.width));
}
// if the frame's height is larger than the height of small size.
else if (frameSize.height > smallResolutionSize.height)
{
director->setContentScaleFactor(MIN(mediumResolutionSize.height/designResolutionSize.height, mediumResolutionSize.width/designResolutionSize.width));
}
// if the frame's height is smaller than the height of medium size.
else
{
director->setContentScaleFactor(MIN(smallResolutionSize.height/designResolutionSize.height, smallResolutionSize.width/designResolutionSize.width));
}
register_all_packages();
// create a scene. it's an autorelease object
auto scene = HelloWorld::createScene(); // 创建场景对象Scene
// run
director->runWithScene(scene);// 运行该场景
return true;
}
// 游戏进入后台调用的函数
void AppDelegate::applicationDidEnterBackground() {
Director::getInstance()->stopAnimation(); // 停止场景动画
// if you use SimpleAudioEngine, it must be pause
// SimpleAudioEngine::getInstance()->pauseBackgroundMusic(); // 停止播放背景音乐
}
// 游戏进入前台调用的函数
void AppDelegate::applicationWillEnterForeground() {
Director::getInstance()->startAnimation(); // 开始场景动画
// if you use SimpleAudioEngine, it must resume here
// SimpleAudioEngine::getInstance()->resumeBackgroundMusic(); // 继续播放背景音乐
}
HelloWorldScene
#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__
#include "cocos2d.h"
class HelloWorld : public cocos2d::Layer // HelloWorld是一个Lay 不是 Scene
{
public:
// 创建当前层HelloWorld所在场景的静态函数
static cocos2d::Scene* createScene();
// 声明初始化层HelloWorld实例函数
virtual bool init();
// 声明菜单回调函数,用于触摸菜单事件的回调
void menuCloseCallback(cocos2d::Ref* pSender);
// implement the "static create()" method manually
CREATE_FUNC(HelloWorld); // 是一个宏相当于下面的代码
static HelloWorld *create()
{
static HelloWorld *pRet = new HelloWorld();
if( pRet && pRet-> init())
{
pRet->autorelease();
return pRet;
}
else
{
delete pRet;
pRet = NULL;
return NULL;
}
}
// 由此可见CREATE_FUNC宏的作用是创建一个静态函数create,该函数用来创建层
};
#endif // __HELLOWORLD_SCENE_H__
#include "HelloWorldScene.h"
USING_NS_CC;
/*
该函数是在游戏应用启动的时候,在AppDelegate的applicationDidFinishLaunching()函数中通过 auto scene = HelloWorld::createScene()语句调用的,该函数做了三件事,首先创建HelloWorld层所在的场景对象,其次创建了HelloWorld层,最后将HelloWorld层添加到场景scene中,当调用HelloWorld::create()语句创建层的时候,会调用HelloWorld的实例函数init(),达到初始化HelloWorld层的目的
*/
Scene* HelloWorld::createScene()
{
// 'scene' is an autorelease object
auto scene = Scene::create();
// 'layer' is an autorelease object
auto layer = HelloWorld::create();
// add layer as a child to scene
scene->addChild(layer);
// return the scene
return scene;
}
// on "init" you need to initialize your instance
bool HelloWorld::init()
{
//
// 1.初始化父类
if ( !Layer::init() )
{
return false;
}
Size visibleSize = Director::getInstance()->getVisibleSize(); // 定义视图的可视化尺寸
Vec2 origin = Director::getInstance()->getVisibleOrigin(); // 定义视图的可视化原点
/
// 2. 添加一个菜单项,单击它的时候退出程序
// 创建一个图片菜单对象,点击菜单项的时候回调menuCloseCallback函数
auto closeItem = MenuItemImage::create(
"CloseNormal.png",
"CloseSelected.png",
CC_CALLBACK_1(HelloWorld::menuCloseCallback, this));
closeItem->setPosition(Vec2(origin.x + visibleSize.width - closeItem->getContentSize().width/2 ,
origin.y + closeItem->getContentSize().height/2));
// create menu, it's an autorelease object
auto menu = Menu::create(closeItem, NULL);
menu->setPosition(Vec2::ZERO);// 设置菜单对象的位置,
this->addChild(menu, 1); // 把菜单对象添加到当前HelloWorld层上,
/
// 3. 添加自己的代码
// add a label shows "Hello World"
// create and initialize a label
/*
将一个HelloWorld标签对象放到层中,
过程:创建对象 -> 设置对象的位置 -> 把对象添加到层上。
*/
auto label = Label::createWithTTF("Hello World", "fonts/Marker Felt.ttf", 24); // 创建LableTTF标签对象,
// position the label on the center of the screen
label->setPosition(Vec2(origin.x + visibleSize.width/2,
origin.y + visibleSize.height - label->getContentSize().height));
// add the label as a child to this layer
this->addChild(label, 1);
/*
创建精灵对象,过程跟标签一样
*/
// add "HelloWorld" splash screen"
auto sprite = Sprite::create("HelloWorld.png");
// position the sprite on the center of the screen
sprite->setPosition(Vec2(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y));
// add the sprite as a child to this layer
this->addChild(sprite, 0);
return true;
}
/*
菜单回调函数
*/
void HelloWorld::menuCloseCallback(Ref* pSender)
{
Director::getInstance()->end();
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
exit(0);
#endif
}