摘要: 正在学习使用cocoStudio开发cocos2dx程序,好不容易用编辑器做好的界面,在代码里不会用了不过在cocos2dx的源码例子TestCpp中提供了例子,在这里记录下方便以后学习,懒的用必记录了我在这里看的源码是cocos2dx2.2.2 ...
正在学习使用cocoStudio开发cocos2dx程序,好不容易用编辑器做好的界面,在代码里不会用了 不过在cocos2dx的源码例子TestCpp中提供了例子,在这里记录下方便以后学习,懒的用必记录了 我在这里看的源码是cocos2dx2.2.2 在TestCpp 的例子中,有各ExtensionsTest,然后CocosStudioSceneTest 里面就可以看到好多不同的场景了,进去是捕鱼达人的界面,但点开始游戏没有反映,所以我调了一个能控制游戏的例子 UI Component Test 进去是背景,2各动画,一个按钮 下面找到对应的控制代码cocos2d-x-2.2.2\samples\Cpp\TestCpp\Classes\ExtensionsTest\CocoStudioSceneTest 下面的 SceneEdiotrTest.h 找到这个类,就是控制这个scene的 [cpp] view plaincopy在CODE上查看代码片派生到我的代码片 class UIComponentTest : public SceneEditorTestLayer { public: UIComponentTest(); ~UIComponentTest(); virtual std::string title(); virtual void onEnter(); virtual void onExit(); cocos2d::CCNode* createGameScene(); void touchEvent(CCObject *pSender,cocos2d::gui::TouchEventType type); private: cocos2d::CCNode* _node; }; SceneEdiotrTest.cpp [cpp] view plaincopy在CODE上查看代码片派生到我的代码片 UIComponentTest::UIComponentTest() : _node(NULL) { } UIComponentTest::~UIComponentTest() { } std::string UIComponentTest::title() { return "UI Component Test"; } void UIComponentTest::onEnter() { SceneEditorTestLayer::onEnter(); do { CCNode *root = createGameScene(); CC_BREAK_IF(!root); this->addChild(root,1); } while (0); } void UIComponentTest::onExit() { CCArmatureDataManager::purge(); SceneReader::purge(); ActionManager::purge(); GUIReader::purge(); SceneEditorTestLayer::onExit(); } cocos2d::CCNode* UIComponentTest::createGameScene() { //创建一个Node 读取场景编辑器导出的json文件 CCNode *pNode = SceneReader::sharedSceneReader()->createNodeWithSceneFile("scenetest/UIComponentTest/UIComponentTest.json"); if (pNode == NULL) { return NULL; } _node = pNode; //得到场景里面有个UI控件 tag 10025 类型是GUIComponent CCComRender *render = static_cast<CCComRender*>(_node->getChildByTag(10025)->getComponent("GUIComponent")); //得到UI里面所有的 控件 cocos2d::gui::TouchGroup* touchGroup = static_cast<cocos2d::gui::TouchGroup*>(render->getNode()); //获得画布 UIWidget* widget = static_cast<UIWidget*>(touchGroup->getWidgetByName("Panel_154")); //获得按钮 UIButton* button = static_cast<UIButton*>(widget->getChildByName("Button_156")); //设置按钮的点击事件监听 button->addTouchEventListener(this,toucheventselector(UIComponentTest::touchEvent)); return pNode; } void UIComponentTest::touchEvent(CCObject *pSender,TouchEventType type) { switch (type) { case TOUCH_EVENT_BEGAN: //当点击开始的时候触发 { //得到场景里面的动画控件 CCComRender *pBlowFish = static_cast<CCComRender*>(_node->getChildByTag(10010)->getComponent("CCArmature")); //动画移动 pBlowFish->getNode()->runAction(CCMoveBy::create(10.0f,ccp(-1000.0f,0))); CCComRender *pButterflyfish = static_cast<CCComRender*>(_node->getChildByTag(10011)->getComponent("CCArmature")); pButterflyfish->getNode()->runAction(CCMoveBy::create(10.0f,0))); } break; default: break; } } 就这些吧 ,以后自己就会用了 .. |
from:http://www.58player.com/article-59907-1.html
原文链接:https://www.f2er.com/cocos2dx/340266.html