下一节开始要用cocostudio制作主界面,为了使用最新版的Cocos Studio2.1,需要将引擎升级到3.4.
下面是3.4的升级说明。对于我们的项目来说,机会没什么影响,所以只需要用新引擎创建一个工程,
我们甚至只需要将classes,resource进行简单地覆盖就可以完成引擎升级。
更加优化的渲染流程:改进了2D和3D渲染,《Fantasy Warrior3D》现在不需要hack引擎就可以运行
更小的包体积:iOS和Android平台上,使用系统网络库替换了第三方库libcurl,iOS的游戏包大小从5.6M缩小到4.3M,Android的APK游戏包大小从2.9M缩小到2.0MCocos Package Manager: 引擎扩展模块化框架,使得基于Cocos2d-x的扩展,更方便地集成与发布,现在GAF已经应用到这个框架中
视锥体裁剪功能:通过计算裁剪掉在屏幕上不可见物体,降低渲染开销,为4.0的全3D和大规模场景提供支持
在这一节里,我从Evakaka大神的博客里学到不少东西,以前我做遮罩从来没用过这样的
方式,现在想起来,真是既简单有粗暴,实在惭愧。
总的来说,这以功能实现起来,在原理上还是非常显而易见的,只不过在具体的实现上,还
是要见仁见智。
主要来说,我们需要新建一个Scene,当我们按下暂定按钮时,见我们新建的这个Scene push出来,
,之所以不用replaceScene是因为,我们总不能一按暂定按钮回来的时候游戏就重新开始吧。
GamepauseScene.h
- //
- // GamepauseScene.h
- // Fight
- //
- // Created by Cytzrs on 15/2/5.
- //
- //
- #ifndef __Fight__GamepauseScene__
- #define __Fight__GamepauseScene__
- #include <iostream>
- #include "cocos2d.h"
- #include "cocos-ext.h"
- USING_NS_CC_EXT;
- USING_NS_CC;
- class GamepauseScene : public Layer
- {
- public:
- static Scene* createScene(RenderTexture*);
- bool init();
- CREATE_FUNC(GamepauseScene);
- void attackAct1(Ref *sender,Control::EventType controlEvent);
- void attackAct2(Ref *sender,Control::EventType controlEvent);
- void attackAct3(Ref *sender,Control::EventType controlEvent);
- //private:
- // ControlButton* attackBtn1;
- // ControlButton* attackBtn2;
- // ControlButton* attackBtn3;
- };
- #endif /* defined(__Fight__GamepauseScene__) */
GamepauseScene.cpp
- //
- // GamepauseScene.cpp
- // Fight
- //
- // Created by Cytzrs on 15/2/5.
- //
- //
- #include "GamepauseScene.h"
- #include "cocos-ext.h"
- USING_NS_CC_EXT;
- #include "HelloWorldScene.h"
- Scene* GamepauseScene::createScene(RenderTexture* render)
- {
- auto scene = Scene::create();
- auto layer = GamepauseScene::create();
- scene->addChild(layer,1);
- auto s = Director::getInstance()->getVisibleSize();
- auto bg = Sprite::createWithTexture(render->getSprite()->getTexture());
- bg->setPosition(s/2);
- bg->setFlippedY(true);
- bg->setColor(cocos2d::Color3B::GRAY);
- scene->addChild(bg);
- return scene;
- }
- bool GamepauseScene::init()
- {
- while(1)
- {
- if(!Layer::init())
- return false;
- auto s = Director::getInstance()->getVisibleSize();
- ControlButton* attackBtn1 = ControlButton::create("继续游戏","fonts/Marker Felt.ttf",30);
- attackBtn1->setPosition(s/2);
- this->addChild(attackBtn1,7);
- attackBtn1->addTargetWithActionForControlEvents(this,cccontrol_selector(GamepauseScene::attackAct1),Control::EventType::TOUCH_DOWN);
- ControlButton* attackBtn2 = ControlButton::create("重新游戏",30);
- attackBtn2->setPosition(s.width/2,s.height/2-100);
- this->addChild(attackBtn2,7);
- attackBtn2->addTargetWithActionForControlEvents(this,cccontrol_selector(GamepauseScene::attackAct2),Control::EventType::TOUCH_DOWN);
- ControlButton* attackBtn3 = ControlButton::create("回到主界面",30);
- attackBtn3->setPosition(s.width/2,s.height/2-200);
- this->addChild(attackBtn3,7);
- attackBtn3->addTargetWithActionForControlEvents(this,cccontrol_selector(GamepauseScene::attackAct3),Control::EventType::TOUCH_DOWN);
- //
- // attackBtn2 = ControlButton::create("ATTACK",30);
- // attackBtn2->setPosition(Vec2(visibleSize.width-200,100));
- // this->addChild(attackBtn2,7);
- //
- // attackBtn3 = ControlButton::create("ATTACK",30);
- // attackBtn3->setPosition(Vec2(visibleSize.width-200,100));
- // this->addChild(attackBtn3,7);
- return true;
- }
- return false;
- }
- void GamepauseScene::attackAct1(Ref *sender,Control::EventType controlEvent)
- {
- // auto scene = HelloWorld::createScene();
- Director::getInstance()->popScene();
- }
- void GamepauseScene::attackAct2(Ref *sender,Control::EventType controlEvent)
- {
- auto scene = HelloWorld::createScene();
- Director::getInstance()->replaceScene(scene);
- }
- void GamepauseScene::attackAct3(Ref *sender,Control::EventType controlEvent)
- {
- // auto scene = HelloWorld::createScene();
- //现在还没有创建主界面,暂且留白
- Director::getInstance()->popScene();
- }
工程源码
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