1、CCScene:很简单的场景类,继承自CCNode,大多数情况可继承他来构造场景
class CC_DLL CCScene : public CCNode { public: CCScene(); virtual ~CCScene(); bool init(); //初始化 static CCScene *create(void); //创建场景 };2、CCSprite(精灵):继承自CCNodeRGBA,CCTextureProtocol,另外还可以根据需要继承CCGLBufferedNode
class CC_DLL CCSprite : public CCNodeRGBA,public CCTextureProtocol #ifdef EMSCRIPTEN,public CCGLBufferedNode #endif { public: static CCSprite* create(); //多种方法创建一个精灵 static CCSprite* create(const char *pszFileName); static CCSprite* create(const char *pszFileName,const CCRect& rect); static CCSprite* createWithTexture(CCTexture2D *pTexture); static CCSprite* createWithTexture(CCTexture2D *pTexture,const CCRect& rect); static CCSprite* createWithSpriteFrame(CCSpriteFrame *pSpriteFrame); static CCSprite* createWithSpriteFrameName(const char *pszSpriteFrameName); CCSprite(void); virtual ~CCSprite(void);
virtual bool init(void); //多种方法初始化 virtual bool initWithTexture(CCTexture2D *pTexture); virtual bool initWithTexture(CCTexture2D *pTexture,const CCRect& rect); virtual bool initWithTexture(CCTexture2D *pTexture,const CCRect& rect,bool rotated); virtual bool initWithSpriteFrame(CCSpriteFrame *pSpriteFrame); virtual bool initWithSpriteFrameName(const char *pszSpriteFrameName); virtual bool initWithFile(const char *pszFilename); virtual bool initWithFile(const char *pszFilename,const CCRect& rect); inline ccBlendFunc getBlendFunc(void) { return m_sBlendFunc; } //得到混合函数 virtual void setPosition(const CCPoint& pos); //几个位置相关函数 virtual void setRotation(float fRotation); virtual void setRotationX(float fRotationX); virtual void setRotationY(float fRotationY); virtual void setSkewX(float sx); virtual void setSkewY(float sy); virtual void removeChild(CCNode* pChild,bool bCleanup); //几个孩子节点相关函数 virtual void removeAllChildrenWithCleanup(bool bCleanup); virtual void reorderChild(CCNode *pChild,int zOrder); virtual void addChild(CCNode *pChild); virtual void addChild(CCNode *pChild,int zOrder); virtual void addChild(CCNode *pChild,int zOrder,int tag); virtual void sortAllChildren(); virtual void setScale(float fScale); //设置缩放比例 virtual void setVertexZ(float fVertexZ); //设置Z坐标 virtual void setAnchorPoint(const CCPoint& anchor); //两个锚点相关函数 virtual void ignoreAnchorPointForPosition(bool value); virtual void setVisible(bool bVisible); //设置是否可见 virtual void draw(void); //绘制 virtual void setColor(const ccColor3B& color3); //几个RGB颜色相关和显示相关函数 virtual void updateDisplayedColor(const ccColor3B& parentColor); virtual void setOpacity(GLubyte opacity); virtual void setOpacityModifyRGB(bool modify); virtual bool isOpacityModifyRGB(void); virtual void updateDisplayedOpacity(GLubyte parentOpacity); virtual void updateTransform(void); //更新变换(旋转,缩放,平移) virtual CCSpriteBatchNode* getBatchNode(void); //获得和设置批处理节点对象 virtual void setBatchNode(CCSpriteBatchNode *pobSpriteBatchNode); virtual void setTextureRect(const CCRect& rect); //几个矩形设置相关函数 virtual void setTextureRect(const CCRect& rect,bool rotated,const CCSize& untrimmedSize); virtual void setVertexRect(const CCRect& rect); virtual void setDisplayFrame(CCSpriteFrame *pNewFrame); //帧及动画相关函数 virtual bool isFrameDisplayed(CCSpriteFrame *pFrame); virtual CCSpriteFrame* displayFrame(void); virtual void setDisplayFrameWithAnimationName(const char *animationName,int frameIndex); inline virtual bool isDirty(void) { return m_bDirty; } //淡入淡出 inline virtual void setDirty(bool bDirty) { m_bDirty = bDirty; } inline ccV3F_C4B_T2F_Quad getQuad(void) { return m_sQuad; } inline bool isTextureRectRotated(void) { return m_bRectRotated; } inline unsigned int getAtlasIndex(void) { return m_uAtlasIndex; } inline void setAtlasIndex(unsigned int uAtlasIndex) { m_uAtlasIndex = uAtlasIndex; } inline const CCRect& getTextureRect(void) { return m_obRect; } //获得纹理矩形 inline CCTextureAtlas* getTextureAtlas(void) { return m_pobTextureAtlas; } inline void setTextureAtlas(CCTextureAtlas *pobTextureAtlas) { m_pobTextureAtlas = pobTextureAtlas; } inline const CCPoint& getOffsetPosition(void) { return m_obOffsetPosition; } //设置偏移位置 bool isFlipX(void); //翻转相关的函数 void setFlipX(bool bFlipX); bool isFlipY(void); void setFlipY(bool bFlipY); protected: void updateColor(void); virtual void setTextureCoords(CCRect rect); virtual void updateBlendFunc(void); virtual void setReorderChildDirtyRecursively(void); virtual void setDirtyRecursively(bool bValue); CCTextureAtlas* m_pobTextureAtlas; unsigned int m_uAtlasIndex; CCSpriteBatchNode* m_pobBatchNode; bool m_bDirty; bool m_bRecursiveDirty; bool m_bHasChildren; bool m_bShouldBeHidden; CCAffineTransform m_transformToBatch; ccBlendFunc m_sBlendFunc; CCTexture2D* m_pobTexture; CCRect m_obRect; bool m_bRectRotated; CCPoint m_obOffsetPosition; CCPoint m_obUnflippedOffsetPositionFromCenter; ccV3F_C4B_T2F_Quad m_sQuad; bool m_bOpacityModifyRGB; bool m_bFlipX; bool m_bFlipY; };3、CCTextureProtocol:纹理(协议)底层处理类,继承自CCBlendProtocol,很简单,只有两个函数,设置和获得纹理对象
class CC_DLL CCTextureProtocol : public CCBlendProtocol { public: virtual CCTexture2D* getTexture(void) = 0; virtual void setTexture(CCTexture2D *texture) = 0; };4、CCBlendProtocol:混合(协议)底层接口类,很简单,两函数分别是设置和获得混合对象
class CC_DLL CCBlendProtocol { public: virtual void setBlendFunc(ccBlendFunc blendFunc) = 0; virtual ccBlendFunc getBlendFunc(void) = 0; };5、CCGLBufferedNode:openGL缓冲节点类
class CCGLBufferedNode { public: CCGLBufferedNode(void); void setGLBufferData(void *buf,GLuint bufSize,int slot); //设置缓冲数据 void setGLIndexData(void *buf,int slot); #define BUFFER_SLOTS 4 GLuint m_bufferObject[BUFFER_SLOTS]; GLuint m_bufferSize[BUFFER_SLOTS]; GLuint m_indexBufferObject[BUFFER_SLOTS]; GLuint m_indexBufferSize[BUFFER_SLOTS]; };原文链接:https://www.f2er.com/cocos2dx/343810.html