Cocos编辑器

1、下载

下载地址:https://www.cocos.com/creator-download

2、编辑器界面介绍

官方链接:https://docs.cocos.com/creator/3.8/manual/zh/editor/

3、项目结构

官方链接:https://docs.cocos.com/creator/3.8/manual/zh/getting-started/project-structure/

4、语言

如果不习惯英文,可修改为中文:
File ->Preferences->General->Language->切换为中文
切换为中文

5、IDE

推荐VS Code
官网:https://code.visualstudio.com

添加Script Editor:
File ->Preferences->Program Manager->Default Script Editor->添加
Script Editor

About CocoStudio is a game development tool kit based on Cocos2d-x. It breaks down tasks in game development into different roles, it includes: UI editor for UI graphic artists, Animation editor for graphic artists, Number cruncher for game data designers, Scene editor for game designers CocoStudio forms a complete game development solution. The UI editor The UI was designed to serve its only purpose: create UI for games. Its simple and intuitive interface allows graphic artists to focus on their expertise, without worrying about other aspects such as programming. Currently the UI editor has 12 different UI elements ready to be used in games, new UI elements will be added with each and every release of CocoStudio, Other key features that the UI editor supports are: Texture packaging - Automatically packs individual texture files into a single large sprite, which further saves memory and improves game performance. Multi-resolution adaption - Automatically adapts to multiple resolution sizes with relative UI positioning. Templating - Reuse the same UI layout across different games, swap out texture resources to give it a new look. The Animation editor The Animation editor was designed to feel like Adobe Flash, which makes graphic artists feel right at home. The Animation editor brings skeletal animation to Cocos2d-x. What advantage does skeletal animation holds against the traditional frame animation? Lower memory consumption - An animation with the traditional frame based solution could use dozens of individual textures, but with skeletal animation, only 1 set of body parts is required to make infinite number of different animations. Smaller file size - due to less number of assets. Animation blending - you can combine animations together to easily make new animation, for example, you could blend attacking animation with walk animation to create "attacking while walking animation". Animation reuse - you can share skeletal animations with another character with the same skeleton setup. Smooth interpolation - traditional frame based animation is very choppy especially in slow motion. Skeletal animation interpolates between 2 sets of key frames, so animation is always played at the same frame rate as the game. However Skeletal animation cannot replace the traditional frame based animation, for example, it cannot make isometric character, it cannot make explosion, that is why we did not forget frame based animation, we even made it better and simpler. You only have to drag and drop frame sequences to the work space, and the animation editor will automatically creates the frame animation for you. Other highlight of Animation editor includes: WYSIWYG collision box editing - editing collision box in wysiwyg way has never being easier and accurate. Reference point - enables characters to wield swords, mount horses, and attaching other objects easily. Texture packing - Automatically packs individual texture files into a single large sprite, which further saves memory and improves game performance. The Data Cruncher The data Cruncher imports excel tables and converts the data into a format readable by cocos2d-x, which can also be used as a component for the Scene editor. The Scene editor The scene editor pieces all the assets made by the UI editor, Animation editor, and the Data Cruncher into a game scene, it can then simulate the game inside the editor. The scene editor also supports many assets made from third party editors such as particle designer, tiled etc. The scene editor relies on the CocosStudio Framework. CocoStudio Framework CocoStudio Framework is an open source higher level framework on top of Cocos2d-x, it employes entity and component system, it is used to read the data saved from the scene editor. The Scene editor saves data in a MVC like fashion, it includes all entities and events used in the current scene, and exports to corresponding code template for the programmers. A programmer can then write the code in Javascript to bring the game alive. CocoStudio的安装 1.CocoStudio的运行平台是Windows操作系统,推荐使用Windows7操作系统。 2.安装CocoStudio之前,确保电脑中安装了.Net 4.0 Framework 3.安装目录尽量不要在C盘的Program Files文件夹下,可能会导致启动器无法启动编辑器。当然,通过“以管理员身份运行”的方式也可以打开软件 4.在Xp和Windows8的操作系统下,可能会出现的闪屏或无法运行的问题。这个问题会尽快修复
<think>好的,我需要回答用户关于如何在Cocos Creator中添加事件监听器或触发事件的方法教程。首先,我得回忆一下Cocos Creator的事件处理机制。根据用户提供的引用内容,有几个关键点需要注意: 用户提到了引用[1]中的emit方法,可以用来触发自定义事件,并传递事件对象或类型字符串。还有引用[2]中的事件冒泡机制,子节点和父节点的事件处理顺序。引用[3]是关于触摸事件的教程,引用[4]和[5]涉及动画组件和事件监听。 首先,我应该分步骤说明添加事件监听器的不同方法。可能包括鼠标事件、触摸事件、自定义事件以及动画事件。每个部分需要示例代码,并引用对应的参考文献。例如,在鼠标事件部分,引用[3]提到触摸事件的处理,但同样适用于鼠标事件,所以可能需要结合官方文档的知识。 然后,触发事件的方法,如使用emit方法触发自定义事件,引用[1]中的内容需要被引用。同时,事件冒泡机制在引用[2]中有说明,应该在自定义事件部分提到事件冒泡的处理。 动画事件部分,根据引用[4]和[5],需要展示如何在动画播放时添加事件监听,比如帧事件。需要给出示例代码,说明如何注册动画事件回调。 还要注意用户可能需要的实际应用场景,比如点击按钮、滑动屏幕、动画播放到某帧时触发动作,这些都需要在示例中体现。 需要确保回答结构清晰,分步骤讲解,每个步骤有代码示例和对应的引用标注。同时,检查是否有遗漏的事件类型,比如键盘事件或其他输入事件,但根据用户提供的引用,可能主要集中在触摸、鼠标、自定义和动画事件上。 最后,生成相关问题,帮助用户深入理解,比如事件冒泡机制、阻止冒泡的方法、动画事件的其他应用等。这些问题需要基于回答内容,自然延伸出来。</think>在 Cocos Creator 中添加事件监听器主要通过以下步骤实现,分为鼠标/触摸事件、自定义事件和动画事件三类: --- ### 一、添加鼠标/触摸事件监听 1. **通过编辑器绑定** 在节点属性检查器中,点击「添加组件」→「用户脚本组件」,在事件回调函数(如`onClick`)中选择目标脚本和对应方法[^3]。 2. **通过脚本代码绑定** ```javascript // 在脚本中注册触摸事件 this.node.on(cc.Node.EventType.TOUCH_START, (event) => { console.log("触摸开始", event.getLocation()); }, this); ``` - 常用事件类型:`TOUCH_START`(开始触摸)、`TOUCH_MOVE`(移动)、`TOUCH_END`(结束) - 使用`this.node.off()`可移除监听 --- ### 二、触发/监听自定义事件 1. **触发自定义事件** 使用`emit`方法传递事件类型和参数: ```javascript // 触发名为"player_hit"的自定义事件,并传递伤害值 this.node.emit("player_hit", { damage: 50 }); ``` 2. **监听自定义事件** ```javascript // 监听其他节点触发的事件(需获取目标节点引用) targetNode.on("player_hit", (event) => { console.log("受到伤害:", event.detail.damage); }, this); ``` - 事件会按冒泡机制传递,子节点事件会触发父节点监听器[^2] --- ### 三、动画事件监听 1. **帧动画事件** 在动画编辑器中添加事件标记: ```javascript // 脚本中注册动画事件回调 this.anim.on('frame', (event) => { if (event.detail.name === 'attack_frame') { this.spawnEffect(); } }, this); ``` 需在动画剪辑的时间轴上添加事件关键帧[^4][^5] 2. **骨骼动画事件** 通过 DragonBones 或 Spine 插件实现骨骼动画事件监听。 --- ### 完整代码示例 ```javascript cc.Class({ extends: cc.Component, properties: { enemy: cc.Node // 拖拽绑定敌人节点 }, onLoad() { // 监听自身点击事件 this.node.on(cc.Node.EventType.TOUCH_END, this.onClick, this); // 监听敌人发出的自定义事件 this.enemy.on("fire_bullet", this.dodgeBullet, this); }, onClick() { // 触发全局自定义事件 this.node.emit("player_jump", { height: 200 }); }, dodgeBullet(event) { const speed = event.detail.speed; this.node.runAction(cc.moveBy(0.5, cc.v2(-100, 0))); } }); ```
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