Cocos2d-x:学习笔记(2017.05.01更新)

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1.参考链接汇总

官方接口文档
关于Cocos2d-x中addchild和removeChild方法的参数的解析
Cocos2d-x3.2 Menu菜单的创建
cocos 中熟练运用场景的切换
cocos2dx一个场景添加多个层
Cocos2d-x Layer锚点设置
cocos2d-x convertToWorldSpace 和 convertToNodeSpace
cocos2d-x 延迟执行一段代码1 顺序执行动作+延迟动作+CallFunc
Cocos2d-x v3.6制作射箭游戏(三)
菜鸟学习Cocos2d-x 3.x——浅谈动画
cocos2d-x“无法打开源文件”
cocos2d-x 坐标研究
深入理解 cocos2d-x 坐标系
Cocos2d-x解析XML文件,解决中文乱码

2.创建Sprite

auto bg = Sprite::create("level-background-0.jpg");
bg->setPosition(Vec2(visibleSize.width / 2 + origin.x,visibleSize.height / 2 + origin.y));
this->addChild(bg,0);

使用plist:

auto spritecache = SpriteFrameCache::getInstance();
    spritecache->addSpriteFramesWithFile("level-sheet.plist");
    mouse = Sprite::createWithSpriteFrameName("gem-mouse-0.png");
    mouse->setPosition(Vec2(origin.x + visibleSize.width / 2,0));

3.创建MenuItem

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));
auto menu = Menu::create(closeItem,NULL);
menu->setPosition(Vec2::ZERO);
this->addChild(menu,1);
void HelloWorld::menuCloseCallback(Ref* pSender)
{
   Director::getInstance()->end();

#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
    exit(0);
#endif
}

4.创建Layer

stoneLayer = Layer::create();
stoneLayer->setPosition(Vec2(0,0));
stoneLayer->setAnchorPoint(Vec2(0,0));
stoneLayer->ignoreAnchorPointForPosition(false);
stoneLayer->addChild(stone);


mouseLayer = Layer::create();
mouseLayer->setPosition(Vec2(0,origin.y + visibleSize.height / 2));
mouseLayer->setAnchorPoint(Vec2(0,0));
mouseLayer->ignoreAnchorPointForPosition(false);
mouseLayer->addChild(mouse);

this->addChild(stoneLayer,1);
this->addChild(mouseLayer,1);

5.显示中文字符

CCDictionary* message = CCDictionary::createWithContentsOfFile("Chinese.xml");
    auto nameKey = message->valueForKey("Name");
    const char* Name = nameKey->getCString();
    auto IDKey = message->valueForKey("ID");
    const char* ID = IDKey->getCString();
    auto label = Label::createWithTTF(Name,"fonts/FZSTK.ttf",24);
    auto label1 = Label::createWithTTF(ID,"fonts/Marker Felt.ttf",24);
    // position the label on the center of the screen
    label->setPosition(Vec2(origin.x + visibleSize.width/2,origin.y + visibleSize.height - label->getContentSize().height));
    label1->setPosition(Vec2(origin.x + visibleSize.width / 2,origin.y + visibleSize.height
                             - label->getContentSize().height-label1->getContentSize().height));
<?xml version="1.0" encoding="UTF-8"?>

<dict>

<key>Name</key>

<string>名字</string>

<key>ID</key>

<string>学号</string>

</dict>

6. 播放背景英语

#include <SimpleAudioEngine.h>
#define MUSIC_FILE "666.mp3"

以下是menuItem的触发函数,点击一下播放音乐,再点击一下停止音乐

void HelloWorld::display_music(Ref* pSender) {
    CocosDenshion::SimpleAudioEngine::sharedEngine()->preloadBackgroundMusic(MUSIC_FILE);
    CocosDenshion::SimpleAudioEngine::sharedEngine()->setBackgroundMusicVolume(0.5);
    if (count % 2 == 0)
      CocosDenshion::SimpleAudioEngine::sharedEngine()->playBackgroundMusic(MUSIC_FILE,true);
    else
      CocosDenshion::SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
    count++;
}

7.定义动画(使用plist)

在AppDelegate.cpp中,

SpriteFrameCache::getInstance()->addSpriteFramesWithFile("level-sheet.plist");
char _totalFrames = 7;
char _frameName[40];
Animation* diamondAnimation = Animation::create();

for (int i = 0; i < _totalFrames; i++) {
    sprintf(_frameName,"pulled-diamond-%d.png",i);
    diamondAnimation->addSpriteFrame(SpriteFrameCache::getInstance()->getSpriteFrameByName(_frameName)); } diamondAnimation->setDelayPerUnit(0.1);
AnimationCache::getInstance()->addAnimation(diamondAnimation,"diamondAnimation");

在GameSence.cpp中,

Animate* diamondAnimate = Animate::create(AnimationCache::getInstance()->getAnimation("diamondAnimation")); diamond->runAction(RepeatForever::create(diamondAnimate));

8.触摸监听器

EventListenerTouchOneByOne* listener = EventListenerTouchOneByOne::create();
listener->setSwallowTouches(true);
listener->onTouchBegan = CC_CALLBACK_2(GameSence::onTouchBegan,this);
Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraPHPriority(listener,this);
bool GameSence::onTouchBegan(Touch *touch,Event *unused_event) {}

9.获得visibleSize与origin

Size visibleSize = Director::getInstance()->getVisibleSize();
Vec2 origin = Director::getInstance()->getVisibleOrigin();

10.设置锚点

mouseLayer->setAnchorPoint(Vec2(0,0));
mouseLayer->ignoreAnchorPointForPosition(false);

11.MoveTo使用

auto moveTo = MoveTo::create(2,mouseLayer->convertToNodeSpace(location));
mouse->runAction(moveTo);

12.世界坐标系与本地坐标系的转换

auto location = mouse->getPosition();
location = mouseLayer->convertToWorldSpace(location);
auto moveTo = MoveTo::create(1,stoneLayer->convertToNodeSpace(location));
stone->runAction(moveTo);

13.延迟函数的实现(异步操作)

auto _delayTime = DelayTime::create(0.5);
auto _func = CallFunc::create([this]() {
    stoneLayer->removeChild(stone);
    stone = Sprite::create("stone.png");
    stone->setPosition(Vec2(560,480));
    stoneLayer->addChild(stone);
});
auto _seq = Sequence::create(_delayTime,_func,NULL);
this->runAction(_seq);
原文链接:https://www.f2er.com/cocos2dx/338703.html

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