Cocos2dx之入门基础

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Cocos2dx之入门基础

  1. 工程创建

  • 可用的命令:

    run 在设备或者模拟器上编译,部署和运行工程。
    luacompile 对 lua 文件进行加密和编译为字节码的处理。
    deploy 编译并在设备或模拟器上部署工程。
    package 管理 cocos 中的 package。
    compile 编译并打包工程。
    framework 管理工程使用的 frameworks。
    new 创建一个新的工程。
    jscompile 对 js 文件进行加密和压缩处理。
    可用的参数:
    -h,–help 显示帮助信息。
    -v,–version 显示命令行工具的版本号。
    –ol [‘en’,‘zh’,‘zh_tr’] 指定输出信息的语言。

  • 创建一个新的工程

    h,–help show this help message and exit
    -p PACKAGE_NAME,–package PACKAGE_NAME
    设置工程的包名。
    -l {cpp,lua,js},–language {cpp,js}
    设置工程使用的编程语言,可选值:[cpp | lua | js]
    -d DIRECTORY,–directory DIRECTORY
    设置工程存放路径。
    -t TEMPLATE_NAME,–template TEMPLATE_NAME
    设置使用的模板名称
    –ios-bundleid IOS_BUNDLEID
    设置工程的 iOS Bundle ID。
    –mac-bundleid MAC_BUNDLEID
    设置工程的 Mac Bundle ID。
    -e ENGINE_PATH,–engine-path ENGINE_PATH
    设置引擎路径。
    –portrait 设置工程为竖屏。

  • 事例

    • cocos new HelloWorld -p com.adu.game -d F:\project
      cocos new 是命令
      HelloWorld是项目名称
      -p 指的是包名(用于安卓的移植)
      -d 是指的工程所在的目录

2.目录结构

  • classes:文件放入.c或者.h
  • cocos2d:对应的cocos2dx库文件
  • 其他的pro.是相应的平台移植的项目文件
  • Resource:对应的资源文件,里面有图片,字体、地图之类的等;

3.函数说明

  1. AppDelegate类
#ifndef  _APP_DELEGATE_H_#define  _APP_DELEGATE_H_

#include "cocos2d.h"

class  AppDelegate : private cocos2d::Application
{
public:
    AppDelegate();
    virtual ~AppDelegate();

    virtual void initGLContextAttrs();

    /**  @brief Implement Director and Scene init code here.  @return true Initialize success,app continue.  @return false Initialize Failed,app terminate. */
    // 游戏启动时调用函数,在这里可以初始化导演对象和场景对象
    virtual bool applicationDidFinishLaunching();

    /**  @brief The function be called when the application enter background  @param the pointer of the application */
    // 游戏进入后台调用函数
    virtual void applicationDidEnterBackground();

    /**  @brief The function be called when the application enter foreground  @param the pointer of the application */
    // 游戏进入前台调用函数
    virtual void applicationWillEnterForeground();
    };
    #endif // _APP_DELEGATE_H_
#include "AppDelegate.h"
#include "HelloWorldScene.h"

USING_NS_CC;

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 = {8,8,24,8};

    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() {
     // 初始化导演
    auto director = Director::getInstance();
    auto glview = director->getOpenGLView();
    if(!glview) {
        glview = GLViewImpl::create("My Game");
        director->setOpenGLView(glview);
    }

    // 打开显示帧状态
    director->setDisplayStats(true);

    // 设置FPS
    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();

    // 创建场景
    auto scene = HelloWorld::createScene();

    // 运行场景
    director->runWithScene(scene);

    return true;
}

// This function will be called when the app is inactive. When comes a phone call,it's be invoked too
void AppDelegate::applicationDidEnterBackground() {
    Director::getInstance()->stopAnimation();

    // if you use SimpleAudioEngine,it must be pause
    // SimpleAudioEngine::getInstance()->pauseBackgroundMusic();
}

// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground() {
    Director::getInstance()->startAnimation();

    // if you use SimpleAudioEngine,it must resume here
    // SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
}
  1. HelloWorld类
#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__

#include "cocos2d.h"

class HelloWorld : public cocos2d::Layer
{
public:
    // there's no 'id' in cpp,so we recommend returning the class instance pointer
    static cocos2d::Scene* createScene();

    // Here's a difference. Method 'init' in cocos2d-x returns bool,instead of returning 'id' in cocos2d-iphone
    virtual bool init();

    // a selector callback
    void menuCloseCallback(cocos2d::Ref* pSender);

    // implement the "static create()" method manually
    CREATE_FUNC(HelloWorld);
};

#endif // __HELLOWORLD_SCENE_H__
  1. HelloWorld虽然命名为场景,但是内部定义了HelloWorld是一个层
  2. static cocos2d::Scene* createScene()创建静态函数
  3. CREATE_FUNC(HelloWorld),初始化HelloWorld实例函数
  4. CREATE_FUNC的代码是一个宏

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