关于cocos2d-x3.0和2.0之间的区别

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区别1. 去CC

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.回调函数
CC_CALLBACK_0 CC_CALLBACK_1 CC_CALLBACK_2 CC_CALLBACK_3回调函数,分别携带不同的参数,方便

2.0
CCMenuItemFont *item = CCMenuItemFont::create("返回上个场景",this,menu_selector(GameScene::backScene));
3.0
MenuItemFont *item = MenuItemLabel::create("返回上个场景",CC_CALLBACK_1(GameScene::backScene,this));

// new callbacks based on C++11
#define CC_CALLBACK_0(__selector__,__target__,) std::bind(&__selector__,##__VA_ARGS__)
#define CC_CALLBACK_1(__selector__,std::placeholders::_1,##__VA_ARGS__)
#define CC_CALLBACK_2(__selector__,std::placeholders::_2,##__VA_ARGS__)
#define CC_CALLBACK_3(__selector__,std::placeholders::_3 ##__VA_ARGS__)

区别7.CallFunc使用(使用”Function”对象)

CallFunc::create([&](){
 Sprite *sprite = Sprite::create("s");
        this->addChild(sprite);
});

区别8.使用clone代替copy

2.0
CCMoveBy *action = (CCMoveBy*) move->copy();
action->autorelease();
3.0
action = move->clone();
不需要autorelease,在clone已经实现。

区别9.Physics Integration 物理引擎
暂无使用,Box2d 在 3.0中可以延续使用
在3.0的Physics中需要定义 PhysicsWorld,PhysicsBody,PhysicsShape,PhysicsJoint 等,于Box2d相仿,使用前需要定义CC_USE_PHYSICS

区别10.容器

2.0
CCArray


3.0
cocos2d::Vector<t>
cocos2d::Map<k,v>
cocos2d::Value</k,v></t>
原文链接:https://www.f2er.com/cocos2dx/341899.html

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