不得不说要说总结,因为Cocos2d-X的代码和Cocos2d-iphone两个引擎除了语言不同外(Cocos2d-X使用C++,Cocos2d-iphone使用Object-C)可以说没有其他差异。

<wbr><wbr><wbr>下面举例对比几段代码来说明吧:</wbr></wbr></wbr>
<wbr><wbr><wbr><span style="word-wrap:normal; word-break:normal; line-height:24px; margin:0px; padding:0px; border-width:0px; font-size:16px"><span style="margin:0px; padding:0px; border-width:0px"><wbr><wbr></wbr></wbr></span></span><span style="word-wrap:normal; word-break:normal; line-height:24px; margin:0px; padding:0px; border-width:0px; font-size:16px"><span style="word-wrap:normal; word-break:normal; margin:0px; padding:0px; border-width:0px; color:rgb(255,0,0)">创建添加一个精灵代码对比:</span></span></wbr></wbr></wbr>
<wbr><wbr><wbr><wbr><wbr><wbr><wbr>使用Cocos2d-X:</wbr></wbr></wbr></wbr></wbr></wbr></wbr><wbr></wbr>
- //---------Cocos2d-X代码部分--<wbr><wbr></wbr></wbr>
- <wbr><wbr><wbr><span style="word-wrap:normal; word-break:normal; margin:0px; padding:0px; border-width:0px; border-style:none; color:rgb(0,130,0)">//创建一个精灵</span><span style="word-wrap:normal; word-break:normal; margin:0px; padding:0px; border-style:none"><wbr><wbr></wbr></wbr></span></wbr></wbr></wbr>
- <wbr><wbr><wbr>CCSprite<wbr>*spriteTemp<wbr>=CCSprite::spriteWithFile(<span style="word-wrap:normal; word-break:normal; margin:0px; padding:0px; border-width:0px; border-style:none; color:blue">"icon.png"</span><span style="word-wrap:normal; word-break:normal; margin:0px; padding:0px; border-style:none">);<wbr><wbr></wbr></wbr></span></wbr></wbr></wbr></wbr></wbr>
- <wbr><wbr><wbr><span style="word-wrap:normal; word-break:normal; margin:0px; padding:0px; border-width:0px; border-style:none; color:rgb(0,130,0)">//设置精灵的坐标</span><span style="word-wrap:normal; word-break:normal; margin:0px; padding:0px; border-style:none"><wbr><wbr></wbr></wbr></span></wbr></wbr></wbr>
- <wbr><wbr><wbr>spriteTemp->setPosition(ccp(size.width*0.5,size.height*0.5));<wbr><wbr></wbr></wbr></wbr></wbr></wbr>
- <wbr><wbr><wbr><span style="word-wrap:normal; word-break:normal; margin:0px; padding:0px; border-width:0px; border-style:none; color:rgb(0,130,0)">//将精灵添加到layer中</span><span style="word-wrap:normal; word-break:normal; margin:0px; padding:0px; border-style:none"><wbr><wbr></wbr></wbr></span></wbr></wbr></wbr>
- <wbr><wbr><wbr><span style="word-wrap:normal; word-break:normal; margin:0px; padding:0px; border-width:0px; border-style:none; color:rgb(0,102,153)"><strong>this</strong></span><span style="word-wrap:normal; word-break:normal; margin:0px; padding:0px; border-style:none">->addChild(spriteTemp,1); <wbr></wbr></span></wbr></wbr></wbr>
<wbr><wbr><wbr><wbr><wbr><wbr><wbr><span style="margin:0px; padding:0px; border-width:0px">使用Cocos2d-iphone:<wbr><wbr><wbr></wbr></wbr></wbr></span></wbr></wbr></wbr></wbr></wbr></wbr></wbr>
- //---------Cocos2d-iphone代码部分--<wbr><wbr></wbr></wbr>
- //创建一个精灵<wbr><wbr></wbr></wbr>
- CCSprite<wbr>*spriteTemp<wbr>=[CCSprite<wbr>spriteWithFile:@<span style="word-wrap:normal; word-break:normal; margin:0px; padding:0px; border-width:0px; border-style:none; color:blue">"icon.png"</span><span style="word-wrap:normal; word-break:normal; margin:0px; padding:0px; border-style:none">];<wbr><wbr></wbr></wbr></span></wbr></wbr></wbr>
- //设置精灵的坐标<wbr><wbr></wbr></wbr>
- spriteTemp.position=ccp(size.width*0.5,size.height*0.5);<wbr><wbr></wbr></wbr>
- //将精灵添加到layer中<wbr><wbr></wbr></wbr>
- [self<wbr>addChild:spriteTemp<wbr>z:0<wbr>tag:1]; <wbr></wbr></wbr></wbr></wbr>
<wbr><wbr><wbr><wbr><span style="word-wrap:normal; word-break:normal; line-height:24px; margin:0px; padding:0px; border-width:0px; font-size:16px"><wbr><span style="word-wrap:normal; word-break:normal; margin:0px; padding:0px; border-width:0px; color:rgb(255,0,0)">添加一个粒子代码对比:</span></wbr></span></wbr></wbr></wbr></wbr>
<wbr><wbr><wbr><wbr></wbr></wbr></wbr></wbr><wbr><span style="margin:0px; padding:0px; border-width:0px">使用Cocos2d-X:<wbr></wbr></span></wbr>
- //---------Cocos2d-X代码部分--<wbr></wbr><wbr><wbr></wbr></wbr>
- <wbr><wbr><wbr>CCParticleSystem<wbr>*tempSystem<wbr>=ARCH_OPTIMAL_PARTICLE_SYSTEM:</wbr></wbr></wbr></wbr></wbr>
- :particleWithFile("himi.plist");<wbr><wbr><wbr><wbr><wbr></wbr></wbr></wbr></wbr></wbr>
- <wbr><wbr><wbr>tempSystem->setPosition(ccp(100,100));<wbr><wbr><wbr><wbr><wbr><wbr></wbr></wbr></wbr></wbr></wbr></wbr></wbr></wbr></wbr>
- <wbr><wbr><wbr><span style="word-wrap:normal; word-break:normal; margin:0px; padding:0px; border-width:0px; border-style:none; color:rgb(0,102,153)"><strong>this</strong></span><span style="word-wrap:normal; word-break:normal; margin:0px; padding:0px; border-style:none">->addChild(tempSystem);<wbr><wbr></wbr></wbr></span></wbr></wbr></wbr>
<wbr><wbr><wbr><wbr>使用Cocos2d-iphone:</wbr></wbr></wbr></wbr>
- //---------Cocos2d-iphone代码部分--<wbr><wbr></wbr></wbr>
- CCParticleSystem<wbr>*tempSystem<wbr>=[ARCH_OPTIMAL_PARTICLE_SYSTEM<wbr></wbr></wbr></wbr>
- particleWithFile:@"himi.plist"];<wbr><wbr><wbr><wbr><wbr></wbr></wbr></wbr></wbr></wbr>
- tempSystem.position=ccp(100,100);<wbr><wbr><wbr><wbr><wbr><wbr></wbr></wbr></wbr></wbr></wbr></wbr>
- [self<wbr>addChild:tempSystem];<wbr><wbr></wbr></wbr></wbr>
<wbr><wbr><wbr></wbr></wbr></wbr>OK,不在举例了,通过以上随便举例的两段代码童鞋们很清楚的看出来,基本上没有差异,
以后主要会继续更新Cocos2d(Cocos2d-iphone)博文的,以后童鞋们不管是做Cocos2d-X
还是做Cocos2d-iphone都可以看我的【iOS-Cocos2d游戏开发系列博文的】谁让它们通用呢 ?
<wbr><wbr><wbr><wbr><span style="margin:0px; padding:0px; border-width:0px">这里还有三点要说下:</span></wbr></wbr></wbr></wbr>
<wbr><wbr><wbr>第一:现在很多游戏公司都趋向于Cocos2d-X引擎开发游戏的趋势,不得不说Cocos2d-X多平台平移确实很诱惑人,Cocos2d-X已成熟!</wbr></wbr></wbr>
<wbr><wbr>第二:不少童鞋肯定会很想知道Cocos2d-X能多平台平移,那么平移稳定性如何?</wbr></wbr>
<wbr><wbr><wbr><wbr>通过我的了解,Cocos2d-X开发都会使用统一的C++语言开发,例如在iOS开发中使用Xcode+cocos2d-X,在Android上一般使用Eclipse+Android NDK+ADT....</wbr></wbr></wbr></wbr>
<wbr><wbr><wbr><wbr><wbr><span style="word-wrap:normal; word-break:normal; line-height:21px; margin:0px; padding:0px; border-width:0px; color:rgb(255,0,0)">其实总结一句,Cocos2d-iphone并不像很多童鞋认为的只要的一人开发就可打包多平台包这样子~<wbr>如果说用一句话更贴切的形容Cocos2d-X,我会用“Cocos2d-X代码通用”来形容;</wbr></span></wbr></wbr></wbr></wbr></wbr>
<wbr><wbr><wbr><wbr><wbr><span style="margin:0px; padding:0px; border-width:0px">从CC(CocoChina)上我看到王哲<span style="word-wrap:normal; word-break:normal; line-height:20px; margin:0px; padding:0px; border-width:0px; font-family:Arial,Helvetica,sans-serif">walzer</span>(cocos2d-x 游戏引擎作者)在回复一童鞋问题时候这么说的:</span></wbr></wbr></wbr></wbr></wbr>
<wbr><wbr><wbr><wbr>问:关于如何打包cocos2d-x程序的问题 <wbr>本人新手,想请教一下如何将Cocos2d-x win32的程序打包成iphone能够运行的程序,请各位大大不吝赐教!谢谢!</wbr></wbr></wbr></wbr></wbr>
<wbr><wbr><wbr><wbr><span style="margin:0px; padding:0px; border-width:0px">王哲<span style="word-wrap:normal; word-break:normal; line-height:20px; margin:0px; padding:0px; border-width:0px; font-family:Arial,Helvetica,sans-serif">walzer</span></span><wbr>答:win32上只是让你调试方便,要发布到appstore上,你还是得有个mac机,装好cocos2d-x template,新建工程,然后把win32上代码拷过来,手工地加入xcode工程里面,编译运行</wbr></wbr></wbr></wbr></wbr>
<wbr></wbr>
<wbr><wbr><wbr>从上面的对话可以证实我所说的Cocos2d-X是代码通用!</wbr></wbr></wbr>