源代码注释:
main.h
#ifndef __MAIN_H__
#define __MAIN_H__
#define WIN32_LEAN_AND_MEAN // Exclude rarely-used stuff from Windows headers
// Windows Header Files:
#include <windows.h>
#include <tchar.h>
// C RunTime Header Files
#include "CCStdC.h"
#endif // __WINMAIN_H__
main.cpp
#include "main.h"
#include "AppDelegate.h"
#include "CCEGLView.h"
USING_NS_CC;
// uncomment below line, open debug console
// #define USE_WIN32_CONSOLE
int APIENTRY _tWinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPTSTR lpCmdLine,
int nCmdShow)
{
UNREFERENCED_PARAMETER(hPrevInstance);
UNREFERENCED_PARAMETER(lpCmdLine);
#ifdef USE_WIN32_CONSOLE
AllocConsole();
freopen("CONIN$", "r", stdin);
freopen("CONOUT$", "w", stdout);
freopen("CONOUT$", "w", stderr);
#endif
// create the application instance
AppDelegate app;
CCEGLView* eglView = CCEGLView::sharedOpenGLView(); //显示的窗口
eglView->setFrameSize(480, 320); //窗口大小
int ret = CCApplication::sharedApplication()->run();
#ifdef USE_WIN32_CONSOLE
FreeConsole();
#endif
return ret;
}
AppDelegate.h
#ifndef __APP_DELEGATE_H__
#define __APP_DELEGATE_H__
#include "cocos2d.h"
/**
@brief The cocos2d Application.
The reason for implement as private inheritance is to hide some interface call by CCDirector.
*/
class AppDelegate : private cocos2d::CCApplication
{
public:
AppDelegate();
virtual ~AppDelegate();
/**
@brief Implement CCDirector and CCScene init code here.
@return true Initialize success, app continue.
@return false Initialize failed, app terminate.
*/
virtual bool applicationDidFinishLaunching(); //窗口启动完成(加载游戏,播放音乐)
/**
@brief The function be called when the application enter background
@param the pointer of the application
*/
virtual void applicationDidEnterBackground(); //窗口进入后台(音乐暂停,游戏暂停)
/**
@brief The function be called when the application enter foreground
@param the pointer of the application
*/
virtual void applicationWillEnterForeground(); //窗口恢复(音乐继续,游戏继续)
};
#endif // __APP_DELEGATE_H__
AppDelegate.cpp
#include "cocos2d.h"
#include "CCEGLView.h"
#include "AppDelegate.h"
#include "HelloWorldScene.h"
#include "SimpleAudioEngine.h"
using namespace CocosDenshion;
USING_NS_CC;
AppDelegate::AppDelegate()
{
}
AppDelegate::~AppDelegate()
{
SimpleAudioEngine::end();
}
bool AppDelegate::applicationDidFinishLaunching()
{
// initialize director
CCDirector *pDirector = CCDirector::sharedDirector(); //初始化导演,他是引擎的老大
pDirector->setOpenGLView(CCEGLView::sharedOpenGLView());//绑定opengles窗口,可见,我们可以自定义openGLView
// turn on display FPS
pDirector->setDisplayStats(true); //是否显示FPS ( 每秒绘制多少帧,最高60)
// set FPS. the default value is 1.0/60 if you don't call this
pDirector->setAnimationInterval(1.0 / 60); //设置FPS 在cocos2d-x 启动后内部封装了FPS的逻辑,虽然helloWorld图片没变化,但其实一直在重绘
// create a scene. it's an autorelease object
CCScene *pScene = HelloWorld::scene(); // 创建一个场景
// run
pDirector->runWithScene(pScene); // 显示这个场景到窗口,必然所有的绘制在场景中定义的
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()
{
CCDirector::sharedDirector()->stopAnimation();
SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
}
// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground()
{
CCDirector::sharedDirector()->startAnimation();
SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
}
HelloWorldScene.h
#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__
#include "cocos2d.h"
#include "SimpleAudioEngine.h"
class HelloWorld : public cocos2d::CCLayer
{
public:
// Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone
virtual bool init();
// there's no 'id' in cpp, so we recommand to return the exactly class pointer
static cocos2d::CCScene* scene();
// a selector callback
void menuCloseCallback(CCObject* pSender);
// implement the "static node()" method manually
CREATE_FUNC(HelloWorld);
};
#endif // __HELLOWORLD_SCENE_H__
HelloWorldScene.cpp
#include "HelloWorldScene.h"
using namespace cocos2d;
CCScene* HelloWorld::scene()
{
CCScene * scene = NULL;
do
{
// 'scene' is an autorelease object
scene = CCScene::create();
CC_BREAK_IF(! scene); //判定是否成功,失败则退出
// 'layer' is an autorelease object
HelloWorld *layer = HelloWorld::create();
CC_BREAK_IF(! layer);
// add layer as a child to scene
scene->addChild(layer);
} while (0);
// return the scene
return scene;
}
// on "init" you need to initialize your instance
bool HelloWorld::init()
{
bool bRet = false;
do
{
//////////////////////////////////////////////////////////////////////////
// super init first
//////////////////////////////////////////////////////////////////////////
CC_BREAK_IF(! CCLayer::init());
//////////////////////////////////////////////////////////////////////////
// add your codes below...
//////////////////////////////////////////////////////////////////////////
// 1. Add a menu item with "X" image, which is clicked to quit the program.
// Create a "close" menu item with close icon, it's an auto release object.
CCMenuItemImage *pCloseItem = CCMenuItemImage::create(
"CloseNormal.png", //缺省状态
"CloseSelected.png", //选中状态
this, //当前层
menu_selector(HelloWorld::menuCloseCallback));//选中后的处理,消息回调方法
CC_BREAK_IF(! pCloseItem);
// Place the menu item bottom-right conner.
pCloseItem->setPosition(ccp(CCDirector::sharedDirector()->getWinSize().width - 20, 20));//(0,0)在左下角
// Create a menu with the "close" menu item, it's an auto release object.
CCMenu* pMenu = CCMenu::create(pCloseItem, NULL);
pMenu->setPosition(CCPointZero);
CC_BREAK_IF(! pMenu);
// Add the menu to HelloWorld layer as a child layer.
this->addChild(pMenu, 1);//第二参数是指放的顺序,值越小放的越底层
// 2. Add a label shows "Hello World".
// Create a label and initialize with string "Hello World".
CCLabelTTF* pLabel = CCLabelTTF::create("Hello World", "Arial", 24);
CC_BREAK_IF(! pLabel);
// Get window size and place the label upper.
CCSize size = CCDirector::sharedDirector()->getWinSize();
pLabel->setPosition(ccp(size.width / 2, size.height - 50));
// Add the label to HelloWorld layer as a child layer.
this->addChild(pLabel, 1);
// 3. Add add a splash screen, show the cocos2d splash image.
CCSprite* pSprite = CCSprite::create("HelloWorld.png");
CC_BREAK_IF(! pSprite);
// Place the sprite on the center of the screen
pSprite->setPosition(ccp(size.width/2, size.height/2));
// Add the sprite to HelloWorld layer as a child layer.
this->addChild(pSprite, 0);
bRet = true;
} while (0);
return bRet;
}
void HelloWorld::menuCloseCallback(CCObject* pSender)
{
// "close" menu item clicked
CCDirector::sharedDirector()->end();
}