<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[GFanStudio的专栏]]></title><description><![CDATA[Great minds have purpose]]></description><link>https://blog.youkuaiyun.com/u011286702</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; u011286702]]></copyright><item><title><![CDATA[游戏开发主程进阶之路|全栈游戏开发之服务器篇Nodejs如何使用TypeScript脚本]]></title><link>https://blog.youkuaiyun.com/u011286702/article/details/137547298</link><guid>https://blog.youkuaiyun.com/u011286702/article/details/137547298</guid><author>u011286702</author><pubDate>Tue, 09 Apr 2024 13:06:27 +0800</pubDate><description><![CDATA[游戏开发主程进阶之路|全栈游戏开发之服务器篇Nodejs如何使用TypeScript脚本]]></description><category></category></item><item><title><![CDATA[游戏公司面试题系列-CocosCreator实现虚拟摇杆控制角色移动&中心旋转自转小球&割草旋转逻辑]]></title><link>https://blog.youkuaiyun.com/u011286702/article/details/137533764</link><guid>https://blog.youkuaiyun.com/u011286702/article/details/137533764</guid><author>u011286702</author><pubDate>Tue, 09 Apr 2024 07:19:25 +0800</pubDate><description><![CDATA[游戏公司面试题系列-CocosCreator实现虚拟摇杆控制角色移动&中心旋转自转小球&割草旋转逻辑]]></description><category></category></item><item><title><![CDATA[CocosCreator经典复刻FlappyBird]]></title><link>https://blog.youkuaiyun.com/u011286702/article/details/136353093</link><guid>https://blog.youkuaiyun.com/u011286702/article/details/136353093</guid><author>u011286702</author><pubDate>Wed, 28 Feb 2024 18:36:29 +0800</pubDate><description><![CDATA[CocosCreator经典复刻FlappyBird]]></description><category></category></item><item><title><![CDATA[CocosCreator经典复刻微信飞机大战游戏]]></title><link>https://blog.youkuaiyun.com/u011286702/article/details/136280840</link><guid>https://blog.youkuaiyun.com/u011286702/article/details/136280840</guid><author>u011286702</author><pubDate>Sun, 25 Feb 2024 12:36:09 +0800</pubDate><description><![CDATA[CocosCreator经典复刻微信飞机大战游戏]]></description><category></category></item><item><title><![CDATA[CocosCreator实现转盘抽奖]]></title><link>https://blog.youkuaiyun.com/u011286702/article/details/135755492</link><guid>https://blog.youkuaiyun.com/u011286702/article/details/135755492</guid><author>u011286702</author><pubDate>Mon, 22 Jan 2024 18:42:55 +0800</pubDate><description><![CDATA[CocosCreator实现转盘抽奖]]></description><category></category></item><item><title><![CDATA[CocosCreator如何使用protobuf]]></title><link>https://blog.youkuaiyun.com/u011286702/article/details/135705776</link><guid>https://blog.youkuaiyun.com/u011286702/article/details/135705776</guid><author>u011286702</author><pubDate>Fri, 19 Jan 2024 20:01:08 +0800</pubDate><description><![CDATA[CocosCreator如何使用protobuf、protobuf如何转换为ts和js、proto文件转换为ts和js脚本、protobufjs如何使用]]></description><category></category></item><item><title><![CDATA[CocosCreator热更新]]></title><link>https://blog.youkuaiyun.com/u011286702/article/details/135681479</link><guid>https://blog.youkuaiyun.com/u011286702/article/details/135681479</guid><author>u011286702</author><pubDate>Thu, 18 Jan 2024 18:51:30 +0800</pubDate><description><![CDATA[CocosCreator热更新]]></description><category></category></item><item><title><![CDATA[Unity面试题总结]]></title><link>https://blog.youkuaiyun.com/u011286702/article/details/113825816</link><guid>https://blog.youkuaiyun.com/u011286702/article/details/113825816</guid><author>u011286702</author><pubDate>Tue, 16 Feb 2021 16:34:53 +0800</pubDate><description><![CDATA[一：什么是协同程序？答：在主线程运行时同时开启另一段逻辑处理，来协助当前程序的执行。换句话说，开启协程就是开启一个可以与程序并行的逻辑。可以用来控制运动、序列以及对象的行为。二：Unity3d中的碰撞器和触发器的区别？答：碰撞器是触发器的载体，而触发器只是碰撞器身上的一个属性。当Is Trigger=false时，碰撞器根据物理引擎引发碰撞，产生碰撞的效果，可以调用OnCollisionEnter/Stay/Exit函数；当Is Trigger=true时，碰撞器被物理引擎所忽略，没有碰撞效果，可以调用On]]></description><category></category></item><item><title><![CDATA[Nodejs使用nodemon、supervisor开发测试启动服务器和pm2发布时启动服务器]]></title><link>https://blog.youkuaiyun.com/u011286702/article/details/102504477</link><guid>https://blog.youkuaiyun.com/u011286702/article/details/102504477</guid><author>u011286702</author><pubDate>Fri, 11 Oct 2019 17:03:05 +0800</pubDate><description><![CDATA[在Nodejs中我们每次如果修改或者加入了后端的js文件，每次都要手动的去ctrl+c终止当前进程并使用

node app.js文件&lt;文件名可以自己去定义比如server.js&gt; 命令重新启动

这样重复为操作有时候是很浪费时间的，那么有没有比较方便的方法呢？

那就是可以终端使用nodemon 或者 supervisor

sudo cnpm i -g nodemon 或者 sud...]]></description><category></category></item><item><title><![CDATA[Mac下如何使用安装Protobuf及如何将.proto文件生成.lua文件]]></title><link>https://blog.youkuaiyun.com/u011286702/article/details/102481415</link><guid>https://blog.youkuaiyun.com/u011286702/article/details/102481415</guid><author>u011286702</author><pubDate>Thu, 10 Oct 2019 14:36:01 +0800</pubDate><description><![CDATA[Protocol Buffer简介

Protocol Buffer是google于2008推出的一种数据交换的格式，它独立于语言，独立于平台。，google 提供了多种语言的实现，每一种实现都包含了相应语言的编译器以及库文件。由于它是一种二进制的格式，比使用 xml 和 json 进行数据交换快许多。可以把它用于分布式应用之间的数据通信或者异构环境下的数据交换。作为一种效率和兼容性都很优秀的二进...]]></description><category></category></item><item><title><![CDATA[Cocos2d-x--iOS平台lua加密成luac资源方法和Jsc文件<MAC平台开发试用--windows平台暂未研究>]]></title><link>https://blog.youkuaiyun.com/u011286702/article/details/38712717</link><guid>https://blog.youkuaiyun.com/u011286702/article/details/38712717</guid><author>u011286702</author><pubDate>Wed, 20 Aug 2014 22:44:46 +0800</pubDate><description><![CDATA[简单介绍Cocos2dx 的lua 和 javascript脚本加密，希望对初学游戏爱好者有所帮助]]></description><category></category></item><item><title><![CDATA[Cocos2d-x-打飞机、捕鱼达人、植物大战僵尸图片素材]]></title><link>https://blog.youkuaiyun.com/u011286702/article/details/33713549</link><guid>https://blog.youkuaiyun.com/u011286702/article/details/33713549</guid><author>u011286702</author><pubDate>Mon, 23 Jun 2014 10:02:31 +0800</pubDate><description><![CDATA[一直给的都是示例代码，所以今天整理了一下]]></description><category></category></item><item><title><![CDATA[Cocos2d-x-lua实现简单的动画帧、读取CocoStudio文件]]></title><link>https://blog.youkuaiyun.com/u011286702/article/details/32136759</link><guid>https://blog.youkuaiyun.com/u011286702/article/details/32136759</guid><author>u011286702</author><pubDate>Wed, 18 Jun 2014 16:26:56 +0800</pubDate><description><![CDATA[-- create a zombies创建精灵帧动画>
local z_caches = CCSpriteFrameCache:sharedSpriteFrameCache()--加入缓存帧中
local z_path = CCFileUtils:sharedFileUtils():fullPathForFilename("zombies/BucketheadZombie_default.pl]]></description><category></category></item><item><title><![CDATA[Cocos2d-x-lua实现简单的动画帧、读取CocoStudio文件]]></title><link>https://blog.youkuaiyun.com/u011286702/article/details/32135981</link><guid>https://blog.youkuaiyun.com/u011286702/article/details/32135981</guid><author>u011286702</author><pubDate>Wed, 18 Jun 2014 16:20:16 +0800</pubDate><description><![CDATA[-- create a zombies创建精灵帧动画>
local z_caches = CCSpriteFrameCache:sharedSpriteFrameCache()--加入缓存帧中
local z_path = CCFileUtils:sharedFileUtils():fullPathForFilename("zombies/BucketheadZombie_default.pl]]></description><category></category></item><item><title><![CDATA[Cocos2d-x-javaScript 的webSocket的代码]]></title><link>https://blog.youkuaiyun.com/u011286702/article/details/30227055</link><guid>https://blog.youkuaiyun.com/u011286702/article/details/30227055</guid><author>u011286702</author><pubDate>Thu, 12 Jun 2014 11:06:12 +0800</pubDate><description><![CDATA[var WebSocket = WebSocket || window.WebSocket || window.MozWebSocket;
var WebSocketManager = cc.Class.extend({



    _wsObj:
null,
    _wsReConnectTimes:
0,
    _reConnectMax:
3,
    _conn]]></description><category></category></item><item><title><![CDATA[Cocos2d-x-lua游戏两个场景互相切换MainScene01切换到MainScene02]]></title><link>https://blog.youkuaiyun.com/u011286702/article/details/30225959</link><guid>https://blog.youkuaiyun.com/u011286702/article/details/30225959</guid><author>u011286702</author><pubDate>Thu, 12 Jun 2014 10:57:00 +0800</pubDate><description><![CDATA[require "MainScene02"

local dic_size = CCDirector:sharedDirector():getWinSize()
local win_w = dic_size.width
local win_h = dic_size.height

local  cclog = function(...)
     print(string.forma]]></description><category></category></item><item><title><![CDATA[Cocos2d-x使用Javascript开发js绑定C++<代码示例>]]></title><link>https://blog.youkuaiyun.com/u011286702/article/details/29366419</link><guid>https://blog.youkuaiyun.com/u011286702/article/details/29366419</guid><author>u011286702</author><pubDate>Sun, 08 Jun 2014 14:44:48 +0800</pubDate><description><![CDATA[class IOSiAPDelegate{

    

public:
   
virtual ~IOSiAPDelegate() {}
};



class IOSAlipay{

    

public:
    IOSAlipay();
    ~IOSAlipay();
   
void iOSProductByIdentifier(std::s]]></description><category></category></item><item><title><![CDATA[cocos2d-x简单游戏<打飞机>代码实现|第四部分：主场景<Helloworld.m>]]></title><link>https://blog.youkuaiyun.com/u011286702/article/details/23054539</link><guid>https://blog.youkuaiyun.com/u011286702/article/details/23054539</guid><author>u011286702</author><pubDate>Sun, 06 Apr 2014 23:11:52 +0800</pubDate><description><![CDATA[#include "HelloWorldScene.h"

#define WINDOWHEIGHT CCDirector::sharedDirector()->getWinSize().height




USING_NS_CC;
static
int __cnt = 1;




/*

CCScene* HelloWorld::scene()

{
]]></description><category></category></item><item><title><![CDATA[Cocos2d-x简单游戏<打飞机>代码实现|第四部分：主场景<Helloworld.h>]]></title><link>https://blog.youkuaiyun.com/u011286702/article/details/23054429</link><guid>https://blog.youkuaiyun.com/u011286702/article/details/23054429</guid><author>u011286702</author><pubDate>Sun, 06 Apr 2014 23:11:10 +0800</pubDate><description><![CDATA[#ifndef __HELLOWORLD_SCENE_H__

#define __HELLOWORLD_SCENE_H__




#include "commonHeader.h"

#include "CCPlane.h"

#include "CCProps.h"



class HelloWorld :
public cocos2d::CCLayer{]]></description><category></category></item><item><title><![CDATA[Cocos2d-x简单游戏<打飞机>代码实现|第三部分:引导层]]></title><link>https://blog.youkuaiyun.com/u011286702/article/details/23054319</link><guid>https://blog.youkuaiyun.com/u011286702/article/details/23054319</guid><author>u011286702</author><pubDate>Sun, 06 Apr 2014 23:08:41 +0800</pubDate><description><![CDATA[#ifndef __ShootPlane__InstroLayer__

#define __ShootPlane__InstroLayer__




#include 

#include "commonHeader.h"

//引导层
class IntroLayer:public
CCLayer {

    

private:

    //设置背]]></description><category></category></item></channel></rss>