- 官网下载最新版本号Cocos2d-x-3.3,大小约为280M
-
- 解压后,在【终端】中
切换文件夹
到 解压后的文件夹,然后运行./setup.py
,回车,例如以下图所看到的.
- 解压后,在【终端】中
-
- 期间会有几次询问,是否要设置安卓SDK路径,
- 假设尚未安装Android开发环境,能够直接
Enter
跳过,暂不设置 - (将来 能够在以下的文件里,进行配置:/etc/profile)
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依据提示,敲击命令:
source /Users/history/.bash_profile
然后
Enter
,这样就算设置好了.
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- 最后就是创建project.
- 继续命令行
cd tools/cocos2d-console/bin
,- 接着使用以下命令就可以:
cocos new project名 -p 包名 -l 语言 -d 目标目录
,- 比如 :
cocos newcocos2d_x -pcom.beyond -lcpp -d /Users/beyond/Desktop/project
-
运行后就有例如以下提示,表示OK~
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打开自己主动创建好的项目
能够选择桌面应用,直接command+R,编译执行
等了n分钟过后,最终跑出来了~
兴许补充一下:NDK文件夹的配置
进入终端,输入命令:sudo nano /etc/profile
打开配置环境变量的文件
依据实际情况,加入NDK_ROOT、ANT、SDK文件夹
终于,示比例如以下:
以下是关于HelloWorld程序分析:
Main.m入口
应用代理AppDelegate.h
#ifndef _APP_DELEGATE_H_ #define _APP_DELEGATE_H_ #include "cocos2d.h" /** @方法说明: The cocos2d Application. The reason for implement as private inheritance is to hide some interface call by Director. */ // : private 表示 继承过来的东东,全变成私有 class AppDelegate : private cocos2d::Application { public: // 空參构造函数 AppDelegate(); // 析构函数 virtual ~AppDelegate(); virtual void initGLContextAttrs(); /** @方法说明: Implement Director and Scene init code here. @返回: true 初始化成功,应用执行 @返回: false 初始化失败,应用终止 */ virtual bool applicationDidFinishLaunching(); /** @方法说明: 应用程序 进入后台后 调用 @參数: the pointer of the application */ virtual void applicationDidEnterBackground(); /** @方法说明: 应用程序 将进入前台时调用 @參数: the pointer of the application */ virtual void applicationWillEnterForeground(); }; #endif // _APP_DELEGATE_H_
应用代理AppDelegate.cpp
#include "AppDelegate.h" #include "HelloWorldScene.h" USING_NS_CC; AppDelegate::AppDelegate() { } AppDelegate::~AppDelegate() { } //假设 须要一个不同的 上下文 context,仅仅要改动 glContextAttrs 的值就可以 //it will takes effect on all platforms void AppDelegate::initGLContextAttrs() { //设置 OpenGL context 属性,文件夹仅仅能设置6个属性 //red,green,blue,alpha,depth,stencil GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8}; GLView::setGLContextAttrs(glContextAttrs); } bool AppDelegate::applicationDidFinishLaunching() { // 实例化导演类 director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); // 假设 glview为空,则创建一个 if(!glview) { glview = GLViewImpl::create("My Game"); director->setOpenGLView(glview); } // 显示帧率 FPS director->setDisplayStats(true); // 设置帧率 FPS. 默认就是 1/60秒 director->setAnimationInterval(1.0 / 60); // 创建场景,自己主动释放 it‘s an autorelease object auto scene = HelloWorld::createScene(); // 导演执行场景 director->runWithScene(scene); 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() { Director::getInstance()->stopAnimation(); // if you use SimpleAudioEngine, it must be pause // SimpleAudioEngine::getInstance()->pauseBackgroundMusic(); } // this function will be called when the app is active again void AppDelegate::applicationWillEnterForeground() { Director::getInstance()->startAnimation(); // if you use SimpleAudioEngine, it must resume here // SimpleAudioEngine::getInstance()->resumeBackgroundMusic(); }
图层Layer HelloWorldScene.h
#ifndef __HELLOWORLD_SCENE_H__ #define __HELLOWORLD_SCENE_H__ #include "cocos2d.h" // 事实上是继承自Layer class HelloWorld : public cocos2d::Layer { public: // cpp里面没有id类型, so we recommend returning the class instance pointer static cocos2d::Scene* createScene(); // Here‘s a difference. Method ‘init‘ in cocos2d-x returns bool, instead of returning ‘id‘ in cocos2d-iphone virtual bool init(); // 【关闭菜单】点击时的回调方法 void menuCloseCallback(cocos2d::Ref* pSender); // implement the "static create()" method manually CREATE_FUNC(HelloWorld); }; #endif // __HELLOWORLD_SCENE_H__<span style="font-family:Courier New;color:#393939;"><span style="font-size: 24px; line-height: 32px; background-color: rgb(245, 245, 245);"><strong> </strong></span></span>
图层Layer HelloWorldScene.cpp
#include "HelloWorldScene.h" USING_NS_CC; Scene* HelloWorld::createScene() { // ‘scene‘ 自己主动释放 auto scene = Scene::create(); // ‘layer‘ 自己主动释放 auto layer = HelloWorld::create(); // 将图层 加入到场景中 scene->addChild(layer); // 返回 填充好图层的 场景 return scene; } // on "init" you need to initialize your instance bool HelloWorld::init() { ////////////////////////////// // 1. 调用父类的init , cpp 没有super,直接写父类名 if ( !Layer::init() ) { return false; } // 屏幕尺寸 Size visibleSize = Director::getInstance()->getVisibleSize(); // 2维坐标 Vec2 origin = Director::getInstance()->getVisibleOrigin(); ///////////////////////////// // 2. add a menu item with "X" image, which is clicked to quit the program // add a "close" icon to exit the progress. it‘s an autorelease object auto closeItem = MenuItemImage::create( "CloseNormal.png", "CloseSelected.png", CC_CALLBACK_1(HelloWorld::menuCloseCallback, this)); closeItem->setPosition(Vec2(origin.x + visibleSize.width - closeItem->getContentSize().width/2 , origin.y + closeItem->getContentSize().height/2)); // create menu, it‘s an autorelease object auto menu = Menu::create(closeItem, NULL); menu->setPosition(Vec2::ZERO); this->addChild(menu, 1); ///////////////////////////// // 3. add your codes below... // add a label shows "Hello World" // create and initialize a label auto label = LabelTTF::create("Hello Beyond", "Marker Felt", 50); // position the label on the center of the screen label->setPosition(Vec2(origin.x + visibleSize.width/2, origin.y + visibleSize.height - label->getContentSize().height)); // add the label as a child to this layer this->addChild(label, 1); // add "HelloWorld" splash screen" auto sprite = Sprite::create("HelloWorld.png"); // position the sprite on the center of the screen sprite->setPosition(Vec2(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y)); // add the sprite as a child to this layer this->addChild(sprite, 0); return true; } void HelloWorld::menuCloseCallback(Ref* pSender) { #if (CC_TARGET_PLATFORM == CC_PLATFORM_WP8) || (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) MessageBox("You pressed the close button. Windows Store Apps do not implement a close button.","Alert"); return; #endif Director::getInstance()->end(); #if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS) exit(0); #endif }