Cocos2d-x 2 0 從HelloWorld入手
阿新 • • 發佈:2018-12-28
從上一篇《Cocos2d-x 2.0 在Windows平臺下的使用》已經初步瞭解了Cocos2d-x的安裝、編譯,也已經可以執行HelloWorld示例了,執行HelloWorld至少所需的檔案,包括:素材、動態庫,我們把"...\Release.win32"裡的"HelloWorld.exe"單獨拷貝到一個新資料夾,至少所需的檔案如下圖所示:
開啟cocos2d-win32.vc2008.sln,展開"HelloWorld"工程,工程結構如下所示:
對應"...\HelloWorld"資料夾的結構如下所示:
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#include
"main.h"
#include "../Classes/AppDelegate.h" #include "CCEGLView.h" USING_NS_CC; int APIENTRY _tWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPTSTR lpCmdLine, int { UNREFERENCED_PARAMETER(hPrevInstance); UNREFERENCED_PARAMETER(lpCmdLine); // create the application instance AppDelegate app; CCEGLView& eglView = CCEGLView::sharedOpenGLView(); eglView.setViewName( "Hello World"); eglView.setFrameSize( 480, 320); // set the design resolution screen size, if you want to use Design Resoulution scaled to current screen, please uncomment next line. // eglView.setDesignResolutionSize(480, 320); return CCApplication::sharedApplication().run(); } |
簡化流程如下所示:
而CCEGLView是整個程式視窗類,遊戲的顯示、表現等等都在這上面進行,跟AppDelegate合起來的流程如下:
在CCApplication::run()中呼叫了applicationDidFinishLaunching()函式,程式碼如下:
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bool AppDelegate::applicationDidFinishLaunching() {
// initialize director CCDirector *pDirector = CCDirector::sharedDirector(); pDirector->setOpenGLView(&CCEGLView::sharedOpenGLView()); // enable High Resource Mode(2x, such as iphone4) and maintains low resource on other devices. // pDirector->enableRetinaDisplay(true); // turn on display FPS pDirector->setDisplayStats( true); // set FPS. the default value is 1.0/60 if you don't call this pDirector->setAnimationInterval( 1. 0 / 60); // create a scene. it's an autorelease object CCScene *pScene = HelloWorld::scene(); // run pDirector->runWithScene(pScene); return true; } |
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CCScene* HelloWorld::scene()
{ // 'scene' is an autorelease object CCScene *scene = CCScene::create(); // 'layer' is an autorelease object HelloWorld *layer = HelloWorld::create(); // add layer as a child to scene scene->addChild(layer); // return the scene return scene; } |
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bool HelloWorld::init()
{ ////////////////////////////// // 1. super init first if ( !CCLayer::init() ) { return false; } ///////////////////////////// // 2. add a menu item with "X" image, which is clicked to quit the program // you may modify it. // add a "close" icon to exit the progress. it's an autorelease object CCMenuItemImage *pCloseItem = CCMenuItemImage::create( "CloseNormal.png", "CloseSelected.png", this, menu_selector(HelloWorld::menuCloseCallback) ); pCloseItem->setPosition( ccp(CCDirector::sharedDirector()->getWinSize().width - 20, 20) ); // create menu, it's an autorelease object CCMenu* pMenu = CCMenu::create(pCloseItem, NULL); pMenu->setPosition( CCPointZero ); this->addChild(pMenu, 1); ///////////////////////////// // 3. add your codes below... // add a label shows "Hello World" // create and initialize a label CCLabelTTF* pLabel = CCLabelTTF::create( "Hello World", "Arial", 24); // ask director the window size CCSize size = CCDirector::sharedDirector()->getWinSize(); // position the label on the center of the screen pLabel->setPosition( ccp(size.width / 2, size.height - 50) ); // add the label as a child to this layer this->addChild(pLabel, 1); // add "HelloWorld" splash screen" CCSprite* pSprite = CCSprite::create( "HelloWorld.png"); // position the sprite on the center of the screen pSprite->setPosition( ccp(size.width/ 2, size.height/ 2) ); // add the sprite as a child to this layer this->addChild(pSprite, 0); return true; } |
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