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cocos2d-x 3.0的入门程序:helloworld

看过了这么多不同方向的应用,发现很多程序入门都是helloworld
helloworld是所有程序员的绝对初恋

先看一下程序的运行结果吧


然后就是他的工程代码

工程的目录有两个

 

    Classes:程序中的类

          AppDelegate.h/cpp:Cocos2d-x程序框架
          AppMacros.h:所用到的宏,主要是设置分辩率及对应的资源目录         
          HelloWorldScene.h/cpp:场景显示层

    win32:WIN32程序所涉及的主函数

          main.cpp:winMain主函数

 

WinMain函数:

 

#include "main.h"#include "AppDelegate.h"#include "cocos2d.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;	//运行创建程序    return Application::getInstance()->run();}

 

      一切都被封装到程序类AppDelegate中,这是一个基于Cocos2d-x的cocos2d::Application类的派生类。

它将程序框架封装为一个类,提供了统一的多平台上基本程序框架的实现。

 

AppDelegate.cpp:

#include "AppDelegate.h"#include "HelloWorldScene.h"USING_NS_CC;AppDelegate::AppDelegate() {}AppDelegate::~AppDelegate() {}bool AppDelegate::applicationDidFinishLaunching() {    // initialize director创建导演    auto director = Director::getInstance();	//创建opengl窗口    auto glview = director->getOpenGLView();    if(!glview) {        glview = GLView::create("My Game");        director->setOpenGLView(glview);    }    // turn on display FPS 打开FPS    director->setDisplayStats(true);    // set FPS. the default value is 1.0/60 if you don‘t call thi 1秒60帧    director->setAnimationInterval(1.0 / 60);    // create a scene. it‘s an autorelease object创建场景和层    auto scene = HelloWorld::createScene();    // run启动场景    director->runWithScene(scene);    return true;}//当收到电话,游戏转入后台服务// This function will be called when the app is inactive. When comes a phone call,it‘s be invoked toovoid AppDelegate::applicationDidEnterBackground() {    Director::getInstance()->stopAnimation();    // if you use SimpleAudioEngine, it must be pause    // SimpleAudioEngine::getInstance()->pauseBackgroundMusic();}//当电话完成,选择恢复游戏时,响应这句// this function will be called when the app is active againvoid AppDelegate::applicationWillEnterForeground() {    Director::getInstance()->startAnimation();    // if you use SimpleAudioEngine, it must resume here    // SimpleAudioEngine::getInstance()->resumeBackgroundMusic();}

  

 

下面我们来看一下HelloWorld场景,它是一个基于cocos2d::Layer的派生类。cocos2d::Layer是什么?在这里,我想打个比方来建立一些基本的认知,比方说我们生活在地球上,地球属于宇宙内的一部分。从Cocos2d-x的框架体系来看,我们是Sprite精灵,地球是Layer,而宇宙是Scene。

 

        一个程序要想表现出精彩的世界,要先建立一个宇宙Scene,然后增加地球,月球,太阳等Layer,然后在这些Layer上增加相应的物体。而我们站在地球上,地球运动,我们也会跟着一起运动。

 

  OK,现在我们来看一下如何创建Scene和Layer:

 

HelloWorldScene.h:

#include "HelloWorldScene.h"USING_NS_CC;Scene* HelloWorld::createScene(){    // ‘scene‘ is an autorelease object    auto scene = Scene::create();        // ‘layer‘ is an autorelease object    auto 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 instancebool HelloWorld::init(){    //////////////////////////////    // 1. super init first    if ( !Layer::init() )    {        return false;    }    //得到屏幕的大小,得到原点    Size visibleSize = Director::getInstance()->getVisibleSize();    Vec2 origin = Director::getInstance()->getVisibleOrigin();    /////////////////////////////    // 2. add a menu item with "X" image, which is clicked to quit the program    //    you may modify it.	//   // 创建一个菜单项,它由两张图片来表现普通状态和按下状态,设置按下时调用menuCloseCallback函数响应关闭      // 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));    //指定菜单位置,菜单项	closeItem->setPosition(Vec2(origin.x + visibleSize.width - closeItem->getContentSize().width/2 ,                                origin.y + closeItem->getContentSize().height/2));    // create menu, it‘s an autorelease object菜单项放到菜单里    auto menu = Menu::create(closeItem, NULL);    menu->setPosition(Vec2::ZERO);    this->addChild(menu, 1);//放到当前的层    /////////////////////////////    // 3. add your codes below...    // add a label shows "Hello World"    // create and initialize a label    //创建标签    auto label = LabelTTF::create("Hello World", "Arial", 24);        // position the label on the center of the screen标签位置    label->setPosition(Vec2(origin.x + visibleSize.width/2,                            origin.y + visibleSize.height - label->getContentSize().height));    // add the label as a child to this layer将标签放到层中    this->addChild(label, 1);    // add "HelloWorld" splash screen"创建图片精灵    auto sprite = Sprite::create("HelloWorld.png");    // position the sprite on the center of the screen精灵位置    sprite->setPosition(Vec2(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y));    // add the sprite as a child to this layer将精灵放到层中    this->addChild(sprite, 0);        return true;}//点close菜单项的时候来回调的void HelloWorld::menuCloseCallback(Ref* pSender){	////如果是WP8平台,弹出消息框提示一下。  #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	//终止程序。    Director::getInstance()->end();	//如果是ios平台#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)    exit(0);#endif}

  Layer中增加了精灵,按钮,文字等表现物,有了这些表现物,一个Layer才有价值。

参考:http://blog.csdn.net/honghaier/article/details/24518863(谢谢)