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1 游戏逻辑架构,Cocos2d-x游戏项目创建,HelloWorld项目创建,HelloWorld程序分析,(CCApplicationProtocol,CCApplication,AppDeleg

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1 游戏逻辑架构

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详细介绍

A 一个导演同一时间只能运行一个场景,场景当中,可以同时加载多个层,一个层可以可载多个精灵。层中亦可以加层。

B  场景切换

sceneàaddChild(layer);

layeràaddChild(sprite);

 

2 项目创建命令:

A 进入tools下的project-creat

E:\Installed\cocos2d-x-2.2.3\tools\project-creator>

B

python create_project.py -project MyCocos2dx -package com.toto.mycocos01 -language cpp

C 命令解释:

-project MyCocos2dx工程名

-package com.toto.mycocos01 包名

-language cpp 开发语言可选项目有javascript lua

D 创建后的项目目录:

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3  简介

1 查看cocos2dx游戏的版本信息。

创建了一个cocos2dx项目之后,打开项目之后,会有如下项目结构

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展开libcocos2d,找到cocos2d.cpp,双击打开此cpp文件,内容如下:

 

#include "cocos2d.h"

 

NS_CC_BEGIN

 

const char* cocos2dVersion()

{

    return "2.2.3";

}

 

NS_CC_END

 

截图如下:

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分析:

A  由上可以看出项目的版本号是:2.2.3

B  依赖的头文件 “cocos2d.h”

 

2 查看程序入口

程序入口是:main.cpp

#include "main.h"

#include "AppDelegate.h"

#include "CCEGLView.h"

 

USING_NS_CC;

 

int APIENTRY _tWinMain(HINSTANCE hInstance,

                       HINSTANCE hPrevInstance,

                       LPTSTR    lpCmdLine,

                       int       nCmdShow)

{

    UNREFERENCED_PARAMETER(hPrevInstance);

    UNREFERENCED_PARAMETER(lpCmdLine);

 

    // create the application instance

    AppDelegate app;                             //Delegate:表示 委派为代表 n:代表

    CCEGLView* eglView = CCEGLView::sharedOpenGLView();   

    eglView->setViewName("MyCocos2dx");                 //程序的标题

    eglView->setFrameSize(480, 320);                    //程序的尺寸

    return CCApplication::sharedApplication()->run();   //关于shared的一般是单例模式

}

进入run函数, run的代码结构如下(选中run(),再按F12进行查看):

int CCApplication::run()

{

    PVRFrameEnableControlWindow(false);

 

    // Main message loop:

    MSG msg;

    LARGE_INTEGER nFreq;

    LARGE_INTEGER nLast;

    LARGE_INTEGER nNow;

 

    QueryPerformanceFrequency(&nFreq);

    QueryPerformanceCounter(&nLast);

 

    // Initialize instance and cocos2d.

    if (!applicationDidFinishLaunching())

    {

        return 0;

    }

 

    CCEGLView* pMainWnd = CCEGLView::sharedOpenGLView();

    pMainWnd->centerWindow();

    ShowWindow(pMainWnd->getHWnd(), SW_SHOW);

 

    while (1)

    {

        if (! PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))

        {

            // Get current time tick.

            QueryPerformanceCounter(&nNow);

 

            // If it‘s the time to draw next frame, draw it, else sleep a while.

            if (nNow.QuadPart - nLast.QuadPart > m_nAnimationInterval.QuadPart)

            {

                nLast.QuadPart = nNow.QuadPart;

                CCDirector::sharedDirector()->mainLoop();

            }

            else

            {

                Sleep(0);

            }

            continue;

        }

 

        if (WM_QUIT == msg.message)

        {

            // Quit message loop.

            break;

        }

 

        // Deal with windows message.

        if (! m_hAccelTable || ! TranslateAccelerator(msg.hwnd, m_hAccelTable, &msg))

        {

            TranslateMessage(&msg);

            DispatchMessage(&msg);

        }

    }

 

    return (int) msg.wParam;

}

程序的入口:applicationDidFinishLaunching()

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AppDelegate.cpp

bool AppDelegate::applicationDidFinishLaunching() {

    // initialize director

    CCDirector* pDirector = CCDirector::sharedDirector();

    CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();

 

    pDirector->setOpenGLView(pEGLView);

   

    // turn on display FPS

    pDirector->setDisplayStats(true);

 

    // set FPS. the default value is 1.0/60 if you don‘t call this

    pDirector->setAnimationInterval(1.0 / 60);    //设置帧率

 

    // create a scene. it‘s an autorelease object

    CCScene *pScene = HelloWorld::scene();

 

    // run

    pDirector->runWithScene(pScene);

 

    return true;

}

截图:

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HelloWorldScene.h   HelloWorld类的本质是一个层(CCLayer):

#ifndef __HELLOWORLD_SCENE_H__

#define __HELLOWORLD_SCENE_H__

 

#include "cocos2d.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 recommend returning the class instance 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_NS_CC;

 

CCScene* HelloWorld::scene()

{

    // ‘scene‘ is an autorelease object

    CCScene *scene = CCScene::create();

   

    // ‘layer‘ is an autorelease object

    HelloWorld *layer = HelloWorld::create();

 

    // add layer as a child to scene

    scene->addChild(layer);

 

    //return the scene

    return scene;

}

 

// on "init" you need to initialize your instance

bool HelloWorld::init()

{

    //////////////////////////////

    // 1. super init first

    if ( !CCLayer::init() )

    {

        return false;

    }

   

    CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize();

    CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin();

 

    /////////////////////////////

    // 2. add a menu item with "X" image, which is clicked to quit the program

    //    you may modify it.

 

    // add a "close" icon to exit the progress. it‘s an autorelease object

    CCMenuItemImage *pCloseItem = CCMenuItemImage::create(

                                        "CloseNormal.png",

                                        "CloseSelected.png",

                                        this,

                                        menu_selector(HelloWorld::menuCloseCallback));

   

    pCloseItem->setPosition(ccp(origin.x + visibleSize.width - pCloseItem->getContentSize().width/2 ,

                                origin.y + pCloseItem->getContentSize().height/2));

 

    // create menu, it‘s an autorelease object

    CCMenu* pMenu = CCMenu::create(pCloseItem, NULL);

    pMenu->setPosition(CCPointZero);

    this->addChild(pMenu, 1);

 

    /////////////////////////////

    // 3. add your codes below...

 

    // add a label shows "Hello World"

    // create and initialize a label

   

    CCLabelTTF* pLabel = CCLabelTTF::create("Hello World", "Arial", 24);

   

    // position the label on the center of the screen

    pLabel->setPosition(ccp(origin.x + visibleSize.width/2,

                            origin.y + visibleSize.height - pLabel->getContentSize().height));

 

    // add the label as a child to this layer

    this->addChild(pLabel, 1);

 

    // add "HelloWorld" splash screen"

    CCSprite* pSprite = CCSprite::create("HelloWorld.png");

 

    // position the sprite on the center of the screen

    pSprite->setPosition(ccp(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y));

 

    // add the sprite as a child to this layer

    this->addChild(pSprite, 0);

   

    return true;

}

 

 

void HelloWorld::menuCloseCallback(CCObject* pSender)

{

#if (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) || (CC_TARGET_PLATFORM == CC_PLATFORM_WP8)

    CCMessageBox("You pressed the close button. Windows Store Apps do not implement a close button.","Alert");

#else

    CCDirector::sharedDirector()->end();

#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)

    exit(0);

#endif

#endif

}

 

总结:

1、对于cocos真正的初始化是在init()方法中

2CCScene中的  autorelease()完成了析构的过程

3CCPointZero 表示的位置是CCPointMake(0,0);

4 CCApplicationProtocolCCApplicationAppDelegate)三个类的类关系介绍:

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抽出代码具体实现:

优点:屏蔽了平台的差异性,实现跨平台

1   CCApplicationProtocol 定义了接口

#ifndef __CC_APPLICATION_PROTOCOL_H__

#define __CC_APPLICATION_PROTOCOL_H__

 

NS_CC_BEGIN

 

enum TargetPlatform

{

    kTargetWindows,

    kTargetLinux,

    kTargetMacOS,

    kTargetAndroid,

    kTargetIphone,

    kTargetIpad,

    kTargetBlackBerry,

    kTargetNaCl,

    kTargetEmscripten,

    kTargetTizen,

    kTargetWinRT,

    kTargetWP8

};

 

/**

 * @addtogroup platform

 * @{

 * @js NA

 * @lua NA

 */

 

class CC_DLL CCApplicationProtocol

{

public:

 

    virtual ~CCApplicationProtocol() {}

 

    /**

    @brief    Implement CCDirector and CCScene init code here.

    @return true    Initialize success, app continue.

    @return false   Initialize failed, app terminate.

    */

    virtual bool applicationDidFinishLaunching() = 0;     //这个类是一个纯虚函数

 

    /**

    @brief  The function be called when the application enter background

    @param  the pointer of the application

    */

    virtual void applicationDidEnterBackground() = 0;

 

    /**

    @brief  The function be called when the application enter foreground

    @param  the pointer of the application

    */

    virtual void applicationWillEnterForeground() = 0;

 

    /**

    @brief    Callback by CCDirector for limit FPS.

    @interval       The time, expressed in seconds, between current frame and next.

    */

    virtual void setAnimationInterval(double interval) = 0;

 

    /**

    @brief Get current language config

    @return Current language config

    */

virtual ccLanguageType getCurrentLanguage() = 0;

 

    /**

     @brief Get target platform

     */

    virtual TargetPlatform getTargetPlatform() = 0;

};

 

// end of platform group

/// @}

 

NS_CC_END

 

#endif    // __CC_APPLICATION_PROTOCOL_H__

 

2  CCApplication 各个平台不同的逻辑

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3  AppDelegate 私有继承了CCApplication 仅实现CCApplicationProtocol 里的接口

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1 游戏逻辑架构,Cocos2d-x游戏项目创建,HelloWorld项目创建,HelloWorld程序分析,(CCApplicationProtocol,CCApplication,AppDeleg

标签:des   android   style   blog   http   color   io   os   ar   

原文地址:http://blog.csdn.net/tototuzuoquan/article/details/40281443

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