cocos2d


#ifndef __COCOS2D_H__

#define __COCOS2D_H__


// 0x00 HI ME LO

// 00   02 01 00

#define COCOS2D_VERSION 0x00020100


//

// all cocos2d include files

//

#include "ccConfig.h"


// actions

#include "actions/CCAction.h"

#include "actions/CCActionInterval.h"

#include "actions/CCActionCamera.h"

#include "actions/CCActionManager.h"

#include "actions/CCActionEase.h"

#include "actions/CCActionPageTurn3D.h"

#include "actions/CCActionGrid.h"

#include "actions/CCActionProgressTimer.h"

#include "actions/CCActionGrid3D.h"

#include "actions/CCActionTiledGrid.h"

#include "actions/CCActionInstant.h"

#include "actions/CCActionTween.h"

#include "actions/CCActionCatmullRom.h"


// base_nodes

#include "base_nodes/CCNode.h"

#include "base_nodes/CCAtlasNode.h"


// cocoa

#include "cocoa/CCAffineTransform.h"

#include "cocoa/CCDictionary.h"

#include "cocoa/CCObject.h"

#include "cocoa/CCArray.h"

#include "cocoa/CCGeometry.h"

#include "cocoa/CCSet.h"

#include "cocoa/CCAutoreleasePool.h"

#include "cocoa/CCInteger.h"

#include "cocoa/CCFloat.h"

#include "cocoa/CCDouble.h"

#include "cocoa/CCBool.h"

#include "cocoa/CCString.h"

#include "cocoa/CCNS.h"

#include "cocoa/CCZone.h"


// draw nodes

#include "draw_nodes/CCDrawingPrimitives.h"

#include "draw_nodes/CCDrawNode.h"


// effects

#include "effects/CCGrabber.h"

#include "effects/CCGrid.h"


// include

#include "CCEventType.h"

#include "CCProtocols.h"

#include "ccConfig.h"

#include "ccMacros.h"

#include "ccTypes.h"


// kazmath

#include "kazmath/include/kazmath/kazmath.h"

#include "kazmath/include/kazmath/GL/matrix.h"


// keypad_dispatcher

#include "keypad_dispatcher/CCKeypadDelegate.h"

#include "keypad_dispatcher/CCKeypadDispatcher.h"


// label_nodes

#include "label_nodes/CCLabelAtlas.h"

#include "label_nodes/CCLabelTTF.h"

#include "label_nodes/CCLabelBMFont.h"


// layers_scenes_transitions_nodes

#include "layers_scenes_transitions_nodes/CCLayer.h"

#include "layers_scenes_transitions_nodes/CCScene.h"

#include "layers_scenes_transitions_nodes/CCTransition.h"

#include "layers_scenes_transitions_nodes/CCTransitionPageTurn.h"

#include "layers_scenes_transitions_nodes/CCTransitionProgress.h"


// menu_nodes

#include "menu_nodes/CCMenu.h"

#include "menu_nodes/CCMenuItem.h"


// misc_nodes

#include "misc_nodes/CCClippingNode.h"

#include "misc_nodes/CCMotionStreak.h"

#include "misc_nodes/CCProgressTimer.h"

#include "misc_nodes/CCRenderTexture.h"


// particle_nodes

#include "particle_nodes/CCParticleBatchNode.h"

#include "particle_nodes/CCParticleSystem.h"

#include "particle_nodes/CCParticleExamples.h"

#include "particle_nodes/CCParticleSystemQuad.h"


// platform

#include "platform/CCDevice.h"

#include "platform/CCCommon.h"

#include "platform/CCFileUtils.h"

#include "platform/CCImage.h"

#include "platform/CCSAXParser.h"

#include "platform/CCThread.h"

#include "platform/platform.h"

#include "platform/CCPlatformConfig.h"

#include "platform/CCPlatformMacros.h"


#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)

    #include "platform/ios/CCAccelerometer.h"

    #include "platform/ios/CCApplication.h"

    #include "platform/ios/CCEGLView.h"

    #include "platform/ios/CCGL.h"

    #include "platform/ios/CCStdC.h"

#endif // CC_TARGET_PLATFORM == CC_PLATFORM_IOS


#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)

    #include "platform/android/CCAccelerometer.h"

    #include "platform/android/CCApplication.h"

    #include "platform/android/CCEGLView.h"

    #include "platform/android/CCGL.h"

    #include "platform/android/CCStdC.h"

#endif // CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID


#if (CC_TARGET_PLATFORM == CC_PLATFORM_BLACKBERRY)

    #include "platform/blackberry/CCAccelerometer.h"

    #include "platform/blackberry/CCApplication.h"

    #include "platform/blackberry/CCEGLView.h"

    #include "platform/blackberry/CCGL.h"

    #include "platform/blackberry/CCStdC.h"

#endif // CC_TARGET_PLATFORM == CC_PLATFORM_BLACKBERRY


#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)

#include "platform/win32/CCAccelerometer.h"

#include "platform/win32/CCApplication.h"

#include "platform/win32/CCEGLView.h"

#include "platform/win32/CCGL.h"

#include "platform/win32/CCStdC.h"

#endif // CC_TARGET_PLATFORM == CC_PLATFORM_WIN32


#if (CC_TARGET_PLATFORM == CC_PLATFORM_MAC)

#include "platform/mac/CCAccelerometer.h"

#include "platform/mac/CCApplication.h"

#include "platform/mac/CCEGLView.h"

#include "platform/mac/CCGL.h"

#include "platform/mac/CCStdC.h"

#endif // CC_TARGET_PLATFORM == CC_PLATFORM_MAC


#if (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)

#include "platform/linux/CCAccelerometer.h"

#include "platform/linux/CCApplication.h"

#include "platform/linux/CCEGLView.h"

#include "platform/linux/CCGL.h"

#include "platform/linux/CCStdC.h"

#endif // CC_TARGET_PLATFORM == CC_PLATFORM_LINUX


// MARMALADE CHANGE

// Added for Marmalade support

#if (CC_TARGET_PLATFORM == CC_PLATFORM_MARMALADE)

#include "platform/Marmalade/CCAccelerometer.h"

#include "platform/Marmalade/CCApplication.h"

#include "platform/Marmalade/CCEGLView.h"

#include "platform/Marmalade/CCGL.h"

#include "platform/Marmalade/CCStdC.h"

#endif // CC_TARGET_PLATFORM == CC_PLATFORM_LINUX


#if (CC_TARGET_PLATFORM == CC_PLATFORM_NACL)

    #include "platform/nacl/CCAccelerometer.h"

    #include "platform/nacl/CCApplication.h"

    #include "platform/nacl/CCEGLView.h"

    #include "platform/nacl/CCGL.h"

    #include "platform/nacl/CCStdC.h"

#endif // CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID


#if (CC_TARGET_PLATFORM == CC_PLATFORM_EMSCRIPTEN)

    #include "platform/emscripten/CCAccelerometer.h"

    #include "platform/emscripten/CCApplication.h"

    #include "platform/emscripten/CCEGLView.h"

    #include "platform/emscripten/CCGL.h"

    #include "platform/emscripten/CCStdC.h"

#endif // CC_TARGET_PLATFORM == CC_PLATFORM_EMSCRIPTEN


#if (CC_TARGET_PLATFORM == CC_PLATFORM_TIZEN)

    #include "platform/tizen/CCAccelerometer.h"

    #include "platform/tizen/CCApplication.h"

    #include "platform/tizen/CCEGLView.h"

    #include "platform/tizen/CCGL.h"

    #include "platform/tizen/CCStdC.h"

#endif // CC_TARGET_PLATFORM == CC_PLATFORM_TIZEN


// script_support

#include "script_support/CCScriptSupport.h"


// shaders

#include "shaders/CCGLProgram.h"

#include "shaders/ccGLStateCache.h"

#include "shaders/CCShaderCache.h"

#include "shaders/ccShaders.h"


// sprite_nodes

#include "sprite_nodes/CCAnimation.h"

#include "sprite_nodes/CCAnimationCache.h"

#include "sprite_nodes/CCSprite.h"

#include "sprite_nodes/CCSpriteBatchNode.h"

#include "sprite_nodes/CCSpriteFrame.h"

#include "sprite_nodes/CCSpriteFrameCache.h"


// support

#include "support/ccUTF8.h"

#include "support/CCNotificationCenter.h"

#include "support/CCPointExtension.h"

#include "support/CCProfiling.h"

#include "support/user_default/CCUserDefault.h"

#include "support/CCVertex.h"

#include "support/tinyxml2/tinyxml2.h"


// text_input_node

#include "text_input_node/CCIMEDelegate.h"

#include "text_input_node/CCIMEDispatcher.h"

#include "text_input_node/CCTextFieldTTF.h"


// textures

#include "textures/CCTexture2D.h"

#include "textures/CCTextureAtlas.h"

#include "textures/CCTextureCache.h"

#include "textures/CCTexturePVR.h"


// tilemap_parallax_nodes

#include "tilemap_parallax_nodes/CCParallaxNode.h"

#include "tilemap_parallax_nodes/CCTMXLayer.h"

#include "tilemap_parallax_nodes/CCTMXObjectGroup.h"

#include "tilemap_parallax_nodes/CCTMXTiledMap.h"

#include "tilemap_parallax_nodes/CCTMXXMLParser.h"

#include "tilemap_parallax_nodes/CCTileMapAtlas.h"


// touch_dispatcher

#include "touch_dispatcher/CCTouch.h"

#include "touch_dispatcher/CCTouchDelegateProtocol.h"

#include "touch_dispatcher/CCTouchDispatcher.h"

#include "touch_dispatcher/CCTouchHandler.h"


// root

#include "CCCamera.h"

#include "CCConfiguration.h"

#include "CCDirector.h"

#include "CCScheduler.h"


// component

#include "support/component/CCComponent.h"

#include "support/component/CCComponentContainer.h"


NS_CC_BEGIN


CC_DLL const char* cocos2dVersion();


NS_CC_END


#endif // __COCOS2D_H__


### Cocos2D框架介绍与使用指南 Cocos2d-x 是一款开源的跨平台游戏开发框架,主要用于创建 2D 游戏和图形界面应用[^1]。它支持包括 iOS、Android、Windows 等多个操作系统平台,并提供了高效的渲染引擎和简单易用的游戏开发 API。此外,Cocos2d-x 支持多种编程语言,如 C++、Lua 和 JavaScript,同时也存在 Python 的绑定版本(Cocos2d-py),以满足不同开发者的需求[^2]。 #### 安装与环境配置 为了开始使用 Cocos2d-x,需要完成以下步骤: 1. **克隆项目仓库** 使用 Git 克隆 Cocos2d-x 的官方仓库: ```bash git clone https://github.com/cocos2d/cocos2d-x.git ``` 进入克隆后的目录并安装依赖项: ```bash cd cocos2d-x python setup.py ``` 2. **创建新项目** 使用 `cocos new` 命令创建一个新的项目(以 C++ 为例): ```bash cocos new MyGame -p com.example.mygame -l cpp -d ./projects ``` 进入项目目录: ```bash cd projects/MyGame ``` 3. **适配特定平台** 如果目标平台为鸿蒙(HarmonyOS),则需要额外准备鸿蒙 SDK 并进行适配[^3]。具体步骤包括: - 下载并安装 HarmonyOS SDK。 - 配置 IDE(如 VS Code 或 CLion)以支持鸿蒙开发。 - 修改项目配置文件以兼容鸿蒙环境。 #### 设计思路与开发原则 在设计基于 Cocos2d-x 的游戏时,可以参考以下设计思路和原则[^4]: - **模板化设计**:将游戏分为多个相对独立的模块,并通过集中式管理实现模块间的低耦合性。 - **数据流设计**:确保模块间通过数据流连接,提高程序的可维护性和扩展性。 - **合法性原则**:避免游戏中出现非物理现象。 - **准确性原则**:相同条件下应产生一致的结果。 - **趣味性原则**:根据策划文档实现道具功能和效果。 - **易操作原则**:提供友好的用户界面和必要的提示。 - **可读性原则**:编写清晰的代码注释,方便后续维护。 - **优化性原则**:采用面向对象的设计模式,简化程序结构。 #### 示例代码:简单的游戏场景初始化 以下是一个使用 Cocos2d-x 初始化游戏场景的示例代码: ```cpp #include "cocos2d.h" class HelloWorld : public cocos2d::Layer { public: static cocos2d::Scene* createScene(); virtual bool init(); CREATE_FUNC(HelloWorld); }; cocos2d::Scene* HelloWorld::createScene() { auto scene = cocos2d::Scene::create(); auto layer = HelloWorld::create(); scene->addChild(layer); return scene; } bool HelloWorld::init() { if (!Layer::init()) { return false; } auto visibleSize = Director::getInstance()->getVisibleSize(); Vec2 origin = Director::getInstance()->getVisibleOrigin(); auto label = Label::createWithTTF("Hello, Cocos2d-x!", "fonts/arial.ttf", 24); label->setPosition(Vec2(origin.x + visibleSize.width / 2, origin.y + visibleSize.height - label->getContentSize().height)); this->addChild(label); return true; } ```
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