Cocos2dx之入门基础
- 工程创建
可用的命令:
run 在设备或者模拟器上编译,部署和运行工程。
luacompile 对 lua 文件进行加密和编译为字节码的处理。
deploy 编译并在设备或模拟器上部署工程。
package 管理 cocos 中的 package。
compile 编译并打包工程。
framework 管理工程使用的 frameworks。
new 创建一个新的工程。
jscompile 对 js 文件进行加密和压缩处理。
可用的参数:
-h, –help 显示帮助信息。
-v, –version 显示命令行工具的版本号。
–ol [‘en’, ‘zh’, ‘zh_tr’] 指定输出信息的语言。创建一个新的工程
h, –help show this help message and exit
-p PACKAGE_NAME, –package PACKAGE_NAME
设置工程的包名。
-l {cpp,lua,js}, –language {cpp,lua,js}
设置工程使用的编程语言,可选值:[cpp | lua | js]
-d DIRECTORY, –directory DIRECTORY
设置工程存放路径。
-t TEMPLATE_NAME, –template TEMPLATE_NAME
设置使用的模板名称。
–ios-bundleid IOS_BUNDLEID
设置工程的 iOS Bundle ID。
–mac-bundleid MAC_BUNDLEID
设置工程的 Mac Bundle ID。
-e ENGINE_PATH, –engine-path ENGINE_PATH
设置引擎路径。
–portrait 设置工程为竖屏。事例
- cocos new HelloWorld -p com.adu.game -d F:\project
cocos new 是命令
HelloWorld是项目名称
-p 指的是包名(用于安卓的移植)
-d 是指的工程所在的目录
- cocos new HelloWorld -p com.adu.game -d F:\project
2.目录结构
- classes:文件放入.c或者.h
- cocos2d:对应的cocos2dx库文件
- 其他的pro.是相应的平台移植的项目文件
- Resource:对应的资源文件,里面有图片,字体、地图之类的等;
3.函数说明
- AppDelegate类
#ifndef _APP_DELEGATE_H_#define _APP_DELEGATE_H_
#include "cocos2d.h"
class AppDelegate : private cocos2d::Application
{
public:
AppDelegate();
virtual ~AppDelegate();
virtual void initGLContextAttrs();
/**
@brief Implement Director and Scene init code here.
@return true Initialize success, app continue.
@return false Initialize failed, app terminate.
*/
// 游戏启动时调用的函数,在这里可以初始化导演对象和场景对象
virtual bool applicationDidFinishLaunching();
/**
@brief The function be called when the application enter background
@param the pointer of the application
*/
// 游戏进入后台时调用的函数
virtual void applicationDidEnterBackground();
/**
@brief The function be called when the application enter foreground
@param the pointer of the application
*/
// 游戏进入前台时调用函数
virtual void applicationWillEnterForeground();
};
#endif // _APP_DELEGATE_H_
#include "AppDelegate.h"
#include "HelloWorldScene.h"
USING_NS_CC;
static cocos2d::Size designResolutionSize = cocos2d::Size(480, 320);
static cocos2d::Size smallResolutionSize = cocos2d::Size(480, 320);
static cocos2d::Size mediumResolutionSize = cocos2d::Size(1024, 768);
static cocos2d::Size largeResolutionSize = cocos2d::Size(2048, 1536);
AppDelegate::AppDelegate() {
}
AppDelegate::~AppDelegate()
{
}
//if you want a different context,just modify the value of glContextAttrs
//it will takes effect on all platforms
void AppDelegate::initGLContextAttrs()
{
//set OpenGL context attributions,now can only set six attributions:
//red,green,blue,alpha,depth,stencil
GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8};
GLView::setGLContextAttrs(glContextAttrs);
}
// If you want to use packages manager to install more packages,
// don't modify or remove this function
static int register_all_packages()
{
return 0; //flag for packages manager
}
bool AppDelegate::applicationDidFinishLaunching() {
// 初始化导演
auto director = Director::getInstance();
auto glview = director->getOpenGLView();
if(!glview) {
glview = GLViewImpl::create("My Game");
director->setOpenGLView(glview);
}
// 打开显示帧状态
director->setDisplayStats(true);
// 设置FPS
director->setAnimationInterval(1.0 / 60);
// Set the design resolution
glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER);
Size frameSize = glview->getFrameSize();
// if the frame's height is larger than the height of medium size.
if (frameSize.height > mediumResolutionSize.height)
{
director->setContentScaleFactor(MIN(largeResolutionSize.height/designResolutionSize.height, largeResolutionSize.width/designResolutionSize.width));
}
// if the frame's height is larger than the height of small size.
else if (frameSize.height > smallResolutionSize.height)
{
director->setContentScaleFactor(MIN(mediumResolutionSize.height/designResolutionSize.height, mediumResolutionSize.width/designResolutionSize.width));
}
// if the frame's height is smaller than the height of medium size.
else
{
director->setContentScaleFactor(MIN(smallResolutionSize.height/designResolutionSize.height, smallResolutionSize.width/designResolutionSize.width));
}
register_all_packages();
// 创建场景
auto scene = HelloWorld::createScene();
// 运行场景
director->runWithScene(scene);
return true;
}
// This function will be called when the app is inactive. When comes a phone call,it's be invoked too
void AppDelegate::applicationDidEnterBackground() {
Director::getInstance()->stopAnimation();
// if you use SimpleAudioEngine, it must be pause
// SimpleAudioEngine::getInstance()->pauseBackgroundMusic();
}
// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground() {
Director::getInstance()->startAnimation();
// if you use SimpleAudioEngine, it must resume here
// SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
}
- HelloWorld类
#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__
#include "cocos2d.h"
class HelloWorld : public cocos2d::Layer
{
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
virtual bool init();
// a selector callback
void menuCloseCallback(cocos2d::Ref* pSender);
// implement the "static create()" method manually
CREATE_FUNC(HelloWorld);
};
#endif // __HELLOWORLD_SCENE_H__
- HelloWorld虽然命名为场景,但是内部定义了HelloWorld是一个层
- static cocos2d::Scene* createScene()创建静态函数
- CREATE_FUNC(HelloWorld),初始化HelloWorld实例函数
- CREATE_FUNC的代码是一个宏