cocos2dx2.0升级为3.0一些常见变化纪录

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原文链接http://www.blogjava.net/dongbule/archive/2013/12/27/408140.html


最近接手项目从cocos2dx 2.0 升级为 3.0 ,至于为什么要升级我也弄不清楚,只感觉3.0是要摆脱cocos2d-iphone的身影,这是要作死的态度吗,没时间去了解3.0的核心发生了神马变化,只为了从cocos2dx2.0经常适应到3.0做了一些纪录,以便查阅和方便正在从2.0到3.0的朋友。

1.去CC
之前2.0的CC**,把CC都去掉,基本的元素都是保留的
2.0
CCSprite  CCCallFunc CCNode ..
3.0
Sprite CallFunc Node ..
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


2.0
Point(x,y)
p1+p2;
p1-p2
p1*p2
p.getLength()
p1.dot(p2)
Color3B()
Color4B()
Color3B::WHITE
Point::ZERO
Size:ZERO

3.shared***改变
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()
…

4.POD类别
使用const为Point,Size,Rect进行常量修饰
2.0
void setPoint(CCPoint p)
3.0
void setPoint(const Point& p)

5.点触事件
此部分全面更新采用Event Listener
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();

6.CC_CALLBACK_*
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__)

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

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。

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
……继续等待补充


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by 陈于喆
QQ:34174409
Mail: dongbule@163.com


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