Cocos2d-x之helloworld
AppDelegate.h
- </pre><pre name="code" class="cpp">#ifndef _APP_DELEGATE_H_
- #define _APP_DELEGATE_H_
- #include "cocos2d.h"
- /**
- @brief The cocos2d Application.
- The reason for implement as private inheritance is to hide some interface call by Director.
- */
- 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.
- */
- virtual bool applicationDidFinishLaunching();
- /**
- @brief The function be called when the application enter background
- @param the pointer of the application
- */
- virtual void applicationDidEnterBackground();
- /**
- @brief The function be called when the application enter foreground
- @param the pointer of the application
- */
- virtual void applicationWillEnterForeground();
- };
- #endif // _APP_DELEGATE_H_
AppDelegate.cpp
- #include "AppDelegate.h"
- #include "HelloWorldScene.h"
- USING_NS_CC;
- //是Cocosd-x提供的一个宏,用来代替using namespace cocos2d语句
- 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);
- }
- //游戏进入后台时调用的函数
- bool AppDelegate::applicationDidFinishLaunching() {
- // initialize director
- auto director = Director::getInstance();
- auto glview = director->getOpenGLView(); //设置导演类的OpenGL视图
- if(!glview) {
- glview = GLViewImpl::create("My Game");
- director->setOpenGLView(glview);
- }
- // turn on display FPS
- director->setDisplayStats(true);//设置在屏幕上是否显示帧率等信息
- // set FPS. the default value is 1.0/60 if you don't call this
- director->setAnimationInterval(1.0 / 60);//设置定时器1.0/60秒间隔一次
- // create a scene. it's an autorelease object
- auto scene = HelloWorld::createScene();//设置创建场景对象Scene
- // run
- director->runWithScene(scene);//运行该场景
- return true;
- }
- //游戏进入后台时调用的函数
- // 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();//停止场景中的动画
- // if you use SimpleAudioEngine,it must be pause
- // SimpleAudioEngine::getInstance()->pauseBackgroundMusic(); //停止背景音乐
- }
- //游戏进入前台时调用的函数
- // this function will be called when the app is active again
- void AppDelegate::applicationWillEnterForeground() {
- Director::getInstance()->startAnimation();//开始场景中的动画
- // if you use SimpleAudioEngine,it must resume here
- // SimpleAudioEngine::getInstance()->resumeBackgroundMusic();//继续背景音乐
- }
HelloWorldScene.h
- #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__
HelloWorldScene.cpp
- #include "HelloWorldScene.h"
- USING_NS_CC;
- 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. super init first
- if ( !Layer::init() )
- {
- return false;
- }
- Size visibleSize = Director::getInstance()->getVisibleSize();
- Vec2 origin = Director::getInstance()->getVisibleOrigin();
- /////////////////////////////
- // 2. add a menu item with "X" image,which is clicked to quit the program
- // you may modify it.
- // add a "close" icon to exit the progress. it's an autorelease object
- 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);
- this->addChild(menu,1);
- /////////////////////////////
- // 3. add your codes below...
- // add a label shows "Hello World"
- // create and initialize a label
- auto label = Label::createWithTTF("Hello World","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));
- // add the label as a child to this layer
- this->addChild(label,1);
- // 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;
- }
- void HelloWorld::menuCloseCallback(Ref* pSender)
- {
- #if (CC_TARGET_PLATFORM == CC_PLATFORM_WP8) || (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
- MessageBox("You pressed the close button. Windows Store Apps do not implement a close button.","Alert");
- return;
- #endif
- Director::getInstance()->end();
- #if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
- exit(0);
- #endif
- }