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 }