内容介绍:
导演 -》 场景 -》 层 -》 精灵
Director Scene Layer Sprite
创建场景、层、精灵都是用::create(),静态方法创建。
创建导演用: Director::getInstance();
Sprite 精灵是一个2D图像,可以移动、旋转、放大缩小、活动,还能进行其他变化。精灵(通过Sprite”类实现)还可以有其他精灵当作子类。当父类被转变时,该父类下的所有子类也将被转变。
获得游戏界面可见区域大小:
Size visibleSize = Director::getInstance()->getVisibleSize();
宽:visibleSize.width
高: visibleSize.height
【坐标】
cocos2d游戏中: 起点坐标(x=0, y=0)位于左下角,这意味着屏幕位于 X轴从屏幕最左边开始,由左向右渐增 Y轴坐标从屏幕最下方开始,由下向上渐增。
锚点:ccp(0.5,0.5),0.5代表x,Y方向的一半,值位于0和1之间
由于每个类都继承自CCNode(Cocos2d-x的最顶层类),所以每个类都会默认有anchorPoint属性。 当我们在一个位置画一个的对象的时候,Cocos2d-x会合并属性位置和anchorPoint。当然,当旋转一个对象时,Cocos2d-x会围绕绕anchorPoint旋转的
每个note节点的锚点默认都是0.5,0.5
setIsRelativeAnthorPoint(true);//设置坐标以锚点算
Director::convertToGl(CCPoint);//转成openGl坐标
Director::convertToUl(CCPoint);//转成屏幕的坐标
【UI系统】
1.字体,标签
LabelTTF *l = LabelTTF:create("Hello","宋体",30);
l->setPosition(ccp(100,100));//设置字体位置
l->setString("Hello Cocos2dx");//设置字体内容
l->setColor(ccc3(255,0,0));//设置颜色
l->setScale(3.0f);//放大3倍
l->setRotation(45.f);//设置旋转角度
LabelBMFont *f = LabelBMFont::create("test","fonts/bitmapFontTest.fnt")
LabelAtlas
2.菜单(MenuItemFont、MenuItemLabel、MenuItemImage、MenuItemSprite、MenuItemToggle)
auto pBtn = MenuItemFont::create("go back", CC_CALLBACK_1(HelloWorld::menuCloseCallback, this));//函数声明:void HelloWorld::menuCloseCallback(Ref* pSender)
//或者写成 auto pBtn = MenuItemFont::create("go back", [](Ref *ref ){MessageBox("","");});
Menu* pMenu = Menu::create(pBtn, NULL);
pMenu->setPosition(CCPointZero);
addChild(pMenu);
LabelTTF * ttf = LabelTTF::create("Hello","宋体",40);
//MenuItemLabel * ml = MenuItemLabel::create(ttf,[](Ref *ref){MessageBox("","");});
MenuItemLabel * ml = MenuItemLabel::create(ttf,CC_CALLBACK_1(HelloWorld::noButton,this));
Menu *m = Menu::create(ml,NULL);
addChild(m);
// auto item2 = MenuItemImage::create("CloseNormal.png", "CloseSelected.png", CC_CALLBACK_1(HelloWorld::noButton, this) );
auto item2 = MenuItemImage::create("CloseNormal.png", "CloseSelected.png", [](Ref *ref){MessageBox("","");});
Menu *m = Menu::create(item2,NULL);
addChild(m);
auto spriteNormal = Sprite::create(s_MenuItem, Rect(0,23*2,115,23));
auto spriteSelected = Sprite::create(s_MenuItem, Rect(0,23*1,115,23));
auto spriteDisabled = Sprite::create(s_MenuItem, Rect(0,23*0,115,23));
auto item1 = MenuItemSprite::create(spriteNormal, spriteSelected, spriteDisabled, CC_CALLBACK_1(HelloWorld::noButton, this) );
auto item1 = MenuItemToggle::createWithCallback( CC_CALLBACK_1(HelloWorld::noButton, this),
MenuItemFont::create( "On" ),
MenuItemFont::create( "Off"),
NULL );
Menu *m = Menu::create(item1,NULL);
addChild(m);
3.进度条
4.计时器
【事件处理】
1、输入框
TextFieldTTF *tf = TextFieldTTF::textFieldWithPlaceHolder("input","宋体",20);
tf->setPosition(visibleSize.width/2,visibleSize.height/2);
auto listener = EventListenerTouchOneByOne::create();
listener->onTouchBegan = [tf](Touch *t,Event *e){
if(tf->getBoundingBox().containsPoint(t->getLocation())){
//监听函数
tf->attachWithIME();
}else{
tf->detachWithIME();
}
return false;
};
Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(listener,tf);
addChild(tf);
2、场景切换
LabelTTF *label = LabelTTF::create("Show next scene","Courlier",36);
addChlid(label);
label->setPosition(viibleSize.width/2,visibleSize.height/2);
auto listener = EventListenerTouchOneByOne::create();
listener->onTouchBegan = [label](Touch *t,Event *e){
if(label->getBoundingBox().containsPoint(t->getLocation())){
Director::getInstance()->replaceScene(ImageScene::createScene());
}
return false;
};
Director::getInstance()->getEventDispatcher()->addEventListenerWi
thSceneGraphPriority(listener,label);
转载于:https://blog.51cto.com/libinqi456/1637935