Cocos2dx游戏开发 第三阶段:常用功能1
1---Cocos2dx常用功能-Cocos2dx开发常用控件详解
//是否显示左下角的帧频数据
director->setDisplayStats(
true
);
// set FPS. the default value is 1.0/60 if you don't call this
//显示每一帧的时间间隔
director->setAnimationInterval(1.0 / 10);
2.Cocos2d-x 之Sprite 视频很重点
Sprite
*s =
Sprite
::
create
(
"img.jpg"
);
s-> setAnchorPoint ( Point ( 0 , 0 ));
s-> setPosition ( 100 ,216)">200 ));
s-> setAnchorPoint ( Point ( 0 , 0 ));
s-> setPosition ( 100 ,216)">200 ));
addChild(s);
3.Cocos2d-x之Director、Scene、Layer
Scene
*scene =
Scene
::
create
();
Layer *layer = Layer :: create ();
scene-> addChild (layer);
"HelloWorld.png" );
s-> 0 ));
Layer *layer = Layer :: create ();
scene-> addChild (layer);
"HelloWorld.png" );
s-> 0 ));
layer->addChild(s);
4.Cocos2d-x之Log
跨平台日志输出API
log(
"Hello Cocos2dx %d"
,216)">200
);
5.Cocos2d-x之MessageBox
attach
/ə'tætʃ/
附加;附属 detach
/dɪ'tætʃ/
vt. 分离;派遣
6.Cocos2d-x之LabelTTF:
Size
size =
Director
::
getInstance
()->
getVisibleSize
();
LabelTTF *label = LabelTTF :: create ();
label-> setString ( "Hello jikexueyuan" );
label-> setFontSize ( 36 );
label-> setPosition (size. width / 2 ,size. height / 2 );
LabelTTF *label = LabelTTF :: create ();
label-> setString ( "Hello jikexueyuan" );
label-> setFontSize ( 36 );
label-> setPosition (size. width / 2 ,size. height / 2 );
addChild(label);
7.Cocos2d-x之TextFieldTTF
Size
visibleSize =
getVisibleSize
();
TextFieldTTF *tf = TextFieldTTF :: textFieldWithPlaceHolder ( 在这里输入 宋体 20 );
tf-> setPosition (visibleSize. 2 );
addChild (tf);
auto listener = EventListenerTouchOneByOne :: create ();
listener-> onTouchBegan = [tf]( Touch *t, Event *event){
if (tf-> getBoundingBox (). containsPoint (t-> getLocation ())) {
tf-> attachWithIME ();
} else {
tf-> detachWithIME ();
}
return false ;
};
TextFieldTTF *tf = TextFieldTTF :: textFieldWithPlaceHolder ( 在这里输入 宋体 20 );
tf-> setPosition (visibleSize. 2 );
addChild (tf);
auto listener = EventListenerTouchOneByOne :: create ();
listener-> onTouchBegan = [tf]( Touch *t, Event *event){
if (tf-> getBoundingBox (). containsPoint (t-> getLocation ())) {
tf-> attachWithIME ();
} else {
tf-> detachWithIME ();
}
return false ;
};
Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraPHPriority(listener,tf);
8.Cocos2d-x之创建自定义类
Ball.h中
#include
<iostream>
#include "cocos2d.h"
using namespace cocos2d;
class Ball: public Sprite {
public :
virtual bool init();
CREATE_FUNC(Ball);
// static Ball* create(){
//
// Ball * b = new Ball();
// b->init();
// b->autorelease();
// return b;
// }
#include "cocos2d.h"
using namespace cocos2d;
class Ball: public Sprite {
public :
virtual bool init();
CREATE_FUNC(Ball);
// static Ball* create(){
//
// Ball * b = new Ball();
// b->init();
// b->autorelease();
// return b;
// }
};
Ball.cpp中
"Ball.h"
bool
Ball::init(){
initWithFile(
"ball.png"
);
true
;
}
HelloWorldScene.cpp
中:
auto
b = Ball::create()
;
b->setPosition(200,200);
addChild(b);
9.Cocos2d-x之内存管理机制
Object *obj = new Object();
obj->autorelease();
log("count:%d",obj->getReferenceCount());
永远不要使用delete
obj
10.Cocos2d-x之Menu
闭包是C++11的特性
auto
menu = Menu::create(MenuItemImage::create(
"normal.png"
,27)">"selected.png"
,[](Object* obj){
log("menu item touched”);//松开手后执行
}),
NULL
);
addChild(menu);
11.Cocos2d-x之TableView
有一个列表项它曾经呈现出来了,在往上面拖动的时候 处于不呈现的状态(拖出去界面)这个列表项会被回收
放到TableView的一个队列里面,如果有新的列表项需要呈现出来,会先从回收的队列里面去查找有没有已经回收过的,有回收过得会直接使用,没有回收过得需要重新创建
HelloWorldScene.h:
"cocos2d.h"
<cocos-ext.h>
USING_NS_CC_EXT;
USING_NS_CC;
class HelloWorld : public cocos2d::Layer,TableViewDataSource,TableViewDelegate
{
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
bool init();
// a selector callback
void menuCloseCallback(Object* pSender);
// implement the "static create()" method manually
CREATE_FUNC(HelloWorld);
/**
* cell height for a given table.
*
* @param table table to hold the instances of Class
* @return cell size
*/
virtual Size cellSizeForTable(TableView *table);
/**
* a cell instance at a given index
*
* idx index to search for a cell
* cell found at idx
*/
virtual TableViewCell* tableCellAtIndex(TableView *table,ssize_t idx);
/**
* Returns number of cells in a given table view.
*
* number of cells
*/
virtual ssize_t numberOfCellsInTableView(TableView *table);
public :
/**
* Delegate to respond touch event
*
* table table contains the given cell
* cell cell that is touched
* @js NA
* @lua NA
*/
void tableCellTouched(TableView* table,TableViewCell* cell);
/**
* @js NA
* @lua NA
*/
void scrollViewDidScroll(ScrollView* view){};
void scrollViewDidZoom(ScrollView* view){};
};
USING_NS_CC_EXT;
USING_NS_CC;
class HelloWorld : public cocos2d::Layer,TableViewDataSource,TableViewDelegate
{
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
bool init();
// a selector callback
void menuCloseCallback(Object* pSender);
// implement the "static create()" method manually
CREATE_FUNC(HelloWorld);
/**
* cell height for a given table.
*
* @param table table to hold the instances of Class
* @return cell size
*/
virtual Size cellSizeForTable(TableView *table);
/**
* a cell instance at a given index
*
* idx index to search for a cell
* cell found at idx
*/
virtual TableViewCell* tableCellAtIndex(TableView *table,ssize_t idx);
/**
* Returns number of cells in a given table view.
*
* number of cells
*/
virtual ssize_t numberOfCellsInTableView(TableView *table);
public :
/**
* Delegate to respond touch event
*
* table table contains the given cell
* cell cell that is touched
* @js NA
* @lua NA
*/
void tableCellTouched(TableView* table,TableViewCell* cell);
/**
* @js NA
* @lua NA
*/
void scrollViewDidScroll(ScrollView* view){};
void scrollViewDidZoom(ScrollView* view){};
};
#endif
// __HELLOWORLD_SCENE_H__
HelloWorldScene.cpp:
"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() )
{
false ;
}
TableView * tv = TableView::create( this ,Size( 300 ,216)">300 ));
tv->setAnchorPoint(Point( 0 ));
tv->setPosition( 0 );
tv->setDelegate( this );
addChild(tv);
true ;
}
Size HelloWorld::cellSizeForTable(cocos2d::extension::TableView *table){
return Size( 50 );
}
TableViewCell* HelloWorld::tableCellAtIndex(cocos2d::extension::TableView *table,ssize_t idx){
TableViewCell *cell = table->dequeueCell();
LabelTTF *label;
if (cell== NULL ) {
cell = TableViewCell::create();
label = LabelTTF::create();
label->setTag( 2 );
label->setFontSize( 30 );
label->setAnchorPoint(Point( 0 ));
cell->addChild(label);
} else {
label = (LabelTTF*)cell->getChildByTag( 2 );
}
label->setString(StringUtils::format( "Label %ld" ,idx));
return cell;
}
ssize_t HelloWorld::numberOfCellsInTableView(cocos2d::extension::TableView *table){
return 100 ;
}
void HelloWorld::tableCellTouched(cocos2d::extension::TableView *table,cocos2d::extension::TableViewCell *cell){
LabelTTF *label = (LabelTTF*)cell->getChildByTag( 2 );
log( "%s" ,label->getString().c_str());
}
void HelloWorld::menuCloseCallback(Object* pSender)
{
Director::getInstance()->end();
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
exit( 0 );
#endif
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() )
{
false ;
}
TableView * tv = TableView::create( this ,Size( 300 ,216)">300 ));
tv->setAnchorPoint(Point( 0 ));
tv->setPosition( 0 );
tv->setDelegate( this );
addChild(tv);
true ;
}
Size HelloWorld::cellSizeForTable(cocos2d::extension::TableView *table){
return Size( 50 );
}
TableViewCell* HelloWorld::tableCellAtIndex(cocos2d::extension::TableView *table,ssize_t idx){
TableViewCell *cell = table->dequeueCell();
LabelTTF *label;
if (cell== NULL ) {
cell = TableViewCell::create();
label = LabelTTF::create();
label->setTag( 2 );
label->setFontSize( 30 );
label->setAnchorPoint(Point( 0 ));
cell->addChild(label);
} else {
label = (LabelTTF*)cell->getChildByTag( 2 );
}
label->setString(StringUtils::format( "Label %ld" ,idx));
return cell;
}
ssize_t HelloWorld::numberOfCellsInTableView(cocos2d::extension::TableView *table){
return 100 ;
}
void HelloWorld::tableCellTouched(cocos2d::extension::TableView *table,cocos2d::extension::TableViewCell *cell){
LabelTTF *label = (LabelTTF*)cell->getChildByTag( 2 );
log( "%s" ,label->getString().c_str());
}
void HelloWorld::menuCloseCallback(Object* pSender)
{
Director::getInstance()->end();
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
exit( 0 );
#endif
}
原文链接:https://www.f2er.com/cocos2dx/345733.html