自学cocos2d难免有错误的理解,作为参考吧
创建好Helloworld工程后,进入VS2012可以看到main主函数:
首先程序从主函数运行,代码如下:
#include "main.h"@H_403_12@
#include "AppDelegate.h"@H_403_12@
#include "cocos2d.h"@H_403_12@
USING_NS_CC;
int@H_403_12@ APIENTRY @H_403_12@_tWinMain(HINSTANCE hInstance, HINSTANCE @H_403_12@hPrevInstance, LPTSTR @H_403_12@ lpCmdLine,int@H_403_12@ nCmdShow)
{
UNREFERENCED_PARAMETER(hPrevInstance);
UNREFERENCED_PARAMETER(lpCmdLine);
// create the application instance@H_403_12@
AppDelegate app; //(第一步)创建对象@H_403_12@
return@H_403_12@ Application::getInstance()->run();
}
创建完对象后的下一步才是最关键的。
(第二步)调用Application类里的getInstance()方法,这步我看了下源码基本上就是用一个指针指向app对象,然后通过该指针(第三步)调用run()方法。
进入run()方法后
int Application::run@H_403_12@()
{
PVRFrameEnableControlWindow(false@H_403_12@);
// Main message loop:@H_403_12@
LARGE_INTEGER nFreq;
LARGE_INTEGER nLast;
LARGE_INTEGER nNow;
QueryPerformanceFrequency(&@H_403_12@nFreq);
QueryPerformanceCounter(&@H_403_12@nLast);
initGLContextAttrs();
// Initialize instance and cocos2d.@H_403_12@
if@H_403_12@ (!@H_403_12@applicationDidFinishLaunching())//(第四步)从这里进入AppDelegate类中初始化操作@H_403_12@
{
return@H_403_12@ 0@H_403_12@;
}
auto director =@H_403_12@ Director::getInstance@H_403_12@();
auto glview =@H_403_12@ director->@H_403_12@getOpenGLView();
// Retain glview to avoid glview being released in the while loop@H_403_12@
glview->@H_403_12@retain();
//(第十五步)游戏循环,如果没有触发停止操作会一直循环@H_403_12@
while@H_403_12@(!@H_403_12@glview->@H_403_12@windowShouldClose())
{
QueryPerformanceCounter(&@H_403_12@nNow);
if@H_403_12@ (nNow.@H_403_12@QuadPart -@H_403_12@ nLast.@H_403_12@QuadPart >@H_403_12@ _animationInterval.@H_403_12@QuadPart)
{
nLast.@H_403_12@QuadPart =@H_403_12@ nNow.@H_403_12@QuadPart -@H_403_12@ (nNow.@H_403_12@QuadPart %@H_403_12@ _animationInterval.@H_403_12@QuadPart);
director->@H_403_12@mainLoop();
glview->@H_403_12@pollEvents();
}
else@H_403_12@
{
Sleep(1@H_403_12@);
}
}
// Director should still do a cleanup if the window was closed manually.@H_403_12@
if@H_403_12@ (glview->@H_403_12@isOpenGLReady())
{
director->@H_403_12@end();
director->@H_403_12@mainLoop();
director =@H_403_12@ nullptr;
}
glview->@H_403_12@release();
return@H_403_12@ true@H_403_12@;
}
在AppDelegate.cpp中查看applicationDidFinishLaunching()
bool AppDelegate::applicationDidFinishLaunching@H_403_12@() {
// 初始化导演@H_403_12@
auto director =@H_403_12@ Director::getInstance@H_403_12@();//(第五步)进入系统默认的init()初始化@H_403_12@
auto glview =@H_403_12@ director->@H_403_12@getOpenGLView();//(第八步)创建OpenGL的对象@H_403_12@
if@H_403_12@(!@H_403_12@glview) {
glview =@H_403_12@ GLViewImpl::create@H_403_12@("My Game"@H_403_12@);
director->@H_403_12@setOpenGLView(glview);
}
// (第九步)设置FPS的显示与否@H_403_12@
director->@H_403_12@setDisplayStats(true@H_403_12@);
// (第十步)设置FPS值@H_403_12@
director->@H_403_12@setAnimationInterval(1.0@H_403_12@ /@H_403_12@ 60@H_403_12@);
// (第十一步)创建一个背景,这里面有用户自己写的init()方法初始化@H_403_12@
auto scene =@H_403_12@ HelloWorld::createScene@H_403_12@();
// 运行@H_403_12@
director->@H_403_12@runWithScene(scene);
return@H_403_12@ true@H_403_12@;
}
第一句是创建导演对象以及初始化他,但是这个初始化init()不是Helloworld.cpp里面的init(),可以查看源码
Director*@H_403_12@ Director::getInstance@H_403_12@()
{
if@H_403_12@ (!@H_403_12@s_SharedDirector)
{
s_SharedDirector =@H_403_12@ new@H_403_12@ (std::nothrow@H_403_12@) DisplayLinkDirector();
CCASSERT(s_SharedDirector,"FATAL: Not enough memory"@H_403_12@);
s_SharedDirector->@H_403_12@init();//(第六步)在这里做初始化操作@H_403_12@
}
return@H_403_12@ s_SharedDirector;
}
查看auto scene = HelloWorld::createScene();所用方法代码,可以看见
Scene*@H_403_12@ HelloWorld::createScene@H_403_12@()
{
// 'scene' is an autorelease object@H_403_12@
auto scene =@H_403_12@ Scene::create@H_403_12@(); //(第十二步)这里是调用Scene的init()方法@H_403_12@
// 'layer' is an autorelease object@H_403_12@
auto layer =@H_403_12@ HelloWorld::create@H_403_12@(); //(第十三步)这里是调用了Helloworld的init()方法@H_403_12@
//(第十四步)将图层加到背景上@H_403_12@
scene->@H_403_12@addChild(layer);
// return the scene@H_403_12@
return@H_403_12@ scene;
}
调用create()方法后程序会调用各自的init()方法,
注意:第一次写博客语言表达肯能不太清晰,编写工具运用不太熟悉,谅解。