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CCDirector--Cocos2D-Swift v3.3
CCDirector Class Reference
Inherits from | CC_VIEWCONTROLLER |
Declared in | CCDirector.h |
Overview
The director creates and handles the main Window and the Cocos2D view. It also presents Scenes and initiates scene updates and drawing.
director创建和处理主窗口和Cocos2D的view,同时显示Scenes和初始化scene的更新和绘制。
CCDirector inherits from CC_VIEWCONTROLLER which is equivalent to UIViewController on iOS, and NSObject on OS X and Android.
CCDiretor继承自CC_VIEWCONTROLLER,相当于iOs的UIViewController
Since the CCDirector is a singleton, the standard way to use its methods and properties is:
[[CCDirector sharedDirector] methodName];
[CCDirector sharedDirector].aProperty;
因为CCDirector是单例模式,所以表示的使用方法和属性为:
[[CCDirector sharedDirector] methodName];
[[CCDirector sharedDirector].aProperty;
The CCDirector is responsible for:
- initializing the OpenGL ES / Metal context
- setting the pixel format (default on is RGB565)
- setting the buffer depth (default one is 0-bit)
- setting the projection (default one is 3D)
CCDirector负责:
初始化OPENGL ES/Metal内容
设置像素格式(默认为RGB565)
设置缓存深度(默认为0bit)
设置投影(在3D中默认是1)
The CCDirector also sets the default OpenGL context:
GL_TEXTURE_2D
is enabledGL_VERTEX_ARRAY
is enabledGL_COLOR_ARRAY
is enabledGL_TEXTURE_COORD_ARRAY
is enabled
Tasks
Singleton Accessor
+ sharedDirector
Accessing OpenGL Thread
runningThread
property
View Scale
contentScaleFactor
propertyUIScaleFactor
propertydesignSize
property
Working with View and Projection
view
propertyprojection
propertyprojectionMatrix
propertyglobalShaderUniforms
propertydisplayStats
property– viewSize
– viewSizeInPixels
– reshapeProjection:
– convertToGL:
– convertToUI:
Presenting Scenes
runningScene
property– presentScene:
– presentScene:withTransition:
– pushScene:
– popScene
– popToRootScene
– popToRootSceneWithTransition:
– pushScene:withTransition:
– popSceneWithTransition:
Animating the Active Scene
animationInterval
propertyfixedUpdateInterval
propertynextDeltaTimeZero
propertypaused
propertyanimating
propertytotalFrames
propertysecondsPerFrame
property– end
– pause
– resume
– stopAnimation
– startAnimation
Purging Caches
– purgeCachedData
Properties
UIScaleFactor
UI scaling factor, default value is 1. Positions and content sizes are scale by this factor if the position type is set to scale.
@property (nonatomic, readwrite, assign) float UIScaleFactor
See Also
@property contentScaleFactor
Declared In
CCDirector.h
animating
Whether or not the Director is active (animating).
@property (nonatomic, readonly, getter=isAnimating) BOOL animating
See Also
@property paused
- startAnimation
- stopAnimation
Declared In
CCDirector.h
animationInterval
The animation interval is the time per frame. Typically specified as 1.0 / 60.0
where the latter number defines the framerate. The lowest value is 0.0166 (1/60).
@property (nonatomic, readwrite, assign) CCTime animationInterval
See Also
@property fixedUpdateInterval
Declared In
CCDirector.h
contentScaleFactor
Content scaling factor. Sets the ratio of points to pixels. Default value is initalized from the content scale of the GL view used by the director.
@property (nonatomic, assign) CGFloat contentScaleFactor
See Also
@property UIScaleFactor
UIView contentScaleFactor
Declared In
CCDirector.h
designSize
User definable value that is used for default contentSizes of many node types (CCScene, CCNodeColor, etc). Defaults to the view size.
@property (nonatomic, assign) CGSize designSize
Declared In
CCDirector.h
displayStats
Whether or not to display statistics in the view’s lower left corner. From top to bottom the numbers are: number of draw calls, time per frame (in seconds), framerate (average over most recent frames).
@property (nonatomic, readwrite, assign) BOOL displayStats
See Also
@property totalFrames
@property secondsPerFrame
Declared In
CCDirector.h
fixedUpdateInterval
The fixed animation interval is used to run “fixed updates” at a fixed rate, independently of the framerate. Used primarly by the physics engine.
@property (nonatomic, readwrite, assign) CCTime fixedUpdateInterval
See Also
@property animationInterval
Declared In
CCDirector.h
globalShaderUniforms
The current global shader values values.
@property (nonatomic, readonly) NSMutableDictionary *globalShaderUniforms
Declared In
CCDirector.h
nextDeltaTimeZero
whether or not the next delta time will be zero
@property (nonatomic, readwrite, assign, getter=isNextDeltaTimeZero) BOOL nextDeltaTimeZero
Declared In
CCDirector.h
paused
Whether or not the Director is paused.
@property (nonatomic, readonly, getter=isPaused) BOOL paused
See Also
@property animating
- pause
- resume
Declared In
CCDirector.h
projection
Sets an OpenGL projection
@property (nonatomic, readwrite) CCDirectorProjection projection
See Also
CCDirectorProjection
@property projectionMatrix
Declared In
CCDirector.h
projectionMatrix
Projection matrix used for rendering.
@property (nonatomic, readonly) GLKMatrix4 projectionMatrix
See Also
@property projection
Declared In
CCDirector.h
runningScene
The current running Scene. Director can only run one Scene at a time.
@property (nonatomic, readonly) CCScene *runningScene
See Also
- presentScene:
Declared In
CCDirector.h
runningThread
If you want to run any Cocos2D task, run it in this thread. Any task that modifies Cocos2D’s OpenGL state must be executed on this thread due to OpenGL state changes only being allowed on the OpenGL thread.
@property (weak, readonly, nonatomic) NSThread *runningThread
Return Value
The Cocos2D thread, typically this will be the main thread.
Declared In
CCDirector.h
secondsPerFrame
Time it took to render the most recent frames, in seconds per frame.
@property (nonatomic, readonly) CCTime secondsPerFrame
See Also
@property totalFrames
@property displayStats
Declared In
CCDirector.h
totalFrames
How many frames were called since the director started
@property (nonatomic, readonly) NSUInteger totalFrames
See Also
@property secondsPerFrame
@property displayStats
Declared In
CCDirector.h
view
View used by the director for rendering. The CC_VIEW macro equals UIView on iOS, NSOpenGLView on OS X and CCGLView on Android.
@property (nonatomic, strong) CC_VIEW<CCDirectorView> *view
See Also
CCDirectorView
Declared In
CCDirector.h
Class Methods
sharedDirector
The shared director instance.
返回一个shared director实例
+ (CCDirector *)sharedDirector
Return Value
The shared director instance.
Declared In
CCDirector.h
Instance Methods
convertToGL:
Converts a UIKit coordinate to an OpenGL coordinate.
- (CGPoint)convertToGL:(CGPoint)p
Parameters
- p
Point to convert.
Return Value
Converted point.
Discussion
Useful to convert (multi) touch coordinates to the current layout (portrait or landscape).
Declared In
CCDirector.h
convertToUI:
Converts an OpenGL coordinate to a UIKit coordinate.
- (CGPoint)convertToUI:(CGPoint)p
Parameters
- p
Point to convert.
Return Value
Converted point.
Discussion
Useful to convert node points to window points for calls such as glScissor.
Declared In
CCDirector.h
end
Ends the execution, releases the running scene. It doesn’t remove the view from the view hierarchy. You have to do it manually.
- (void)end
Declared In
CCDirector.h
pause
Pauses the running scene. All scheduled timers and actions will be paused. When paused, the director refreshes the screen at a very low framerate (4 fps) to conserve battery power.
- (void)pause
See Also
- resume
Declared In
CCDirector.h
popScene
Pops out a scene from the queue. This scene will replace the running one. The running scene will be deleted. If there are no more scenes in the stack the execution is terminated.
- (void)popScene
Discussion
Warning: ONLY call it if there is a running scene.
See Also
- pushScene:
- popSceneWithTransition:
- popToRootScene
Declared In
CCDirector.h
popSceneWithTransition:
Replaces the running scene, with the last scene pushed to the stack, using a transition
- (void)popSceneWithTransition:(CCTransition *)transition
Parameters
- transition
The transition to use
See Also
- popScene
Declared In
CCDirector.h
popToRootScene
Pops out all scenes from the queue until the root scene in the queue.
- (void)popToRootScene
Discussion
This scene will replace the running one. Internally it will call popToSceneStackLevel:1
See Also
- popScene
- pushScene:
Declared In
CCDirector.h
popToRootSceneWithTransition:
Pops out all scenes from the queue until the root scene in the queue, using a transition
- (void)popToRootSceneWithTransition:(CCTransition *)transition
Parameters
- transition
The transition to play.
Discussion
This scene will replace the running one. Internally it will call popToRootScene
See Also
- popToRootScene
Declared In
CCDirector.h
presentScene:
Presents a new scene.
- (void)presentScene:(CCScene *)scene
Parameters
- scene
Scene to start.
Discussion
If no scene is currently running, the scene will be started.
If another scene is currently running, this scene will be stopped, and the new scene started.
See Also
- presentScene:withTransition:
Declared In
CCDirector.h
presentScene:withTransition:
Presents a new scene, with a transition.
呈现一个新的scene,加入变化过程。
- (void)presentScene:(CCScene *)scene withTransition:(CCTransition *)transition
Parameters
- scene
Scene to start.
- transition
Transition to use. Can be nil.
Discussion
If no scene is currently running, the new scene will be started without a transition.
If another scene is currently running, this scene will be stopped, and the new scene started, according to the provided transition.
See Also
- presentScene:
Declared In
CCDirector.h
purgeCachedData
Removes all the cocos2d resources that have been previously loaded and automatically cached, textures for instance.
- (void)purgeCachedData
Declared In
CCDirector.h
pushScene:
Suspends the execution of the running scene, pushing it on the stack of suspended scenes.
- (void)pushScene:(CCScene *)scene
Parameters
- scene
New scene to start.
Discussion
The new scene will be executed, the previous scene remains in memory. Try to avoid big stacks of pushed scenes to reduce memory allocation.
Warning: ONLY call it if there is already a running scene.
See Also
- pushScene:withTransition:
- popScene
- popToRootScene
Declared In
CCDirector.h
pushScene:withTransition:
Pushes the running scene onto the scene stack, and presents the incoming scene, using a transition
- (void)pushScene:(CCScene *)scene withTransition:(CCTransition *)transition
Parameters
- scene
The scene to present
- transition
The transition to use
See Also
- pushScene:
Declared In
CCDirector.h
reshapeProjection:
Changes the projection size.
- (void)reshapeProjection:(CGSize)newViewSize
Parameters
- newViewSize
New projection size.
Declared In
CCDirector.h
resume
Resumes the paused scene and its scheduled timers and actions. The “delta time” will be set to 0 as if the game wasn’t paused.
- (void)resume
See Also
- pause
@property nextDeltaTimeZero
Declared In
CCDirector.h
startAnimation
Begins drawing the screen. Scheduled timers and actions will run.
- (void)startAnimation
Discussion
Warning: Don’t call this function to start the main loop. To run the main loop call presentScene:
See Also
- stopAnimation
Declared In
CCDirector.h
stopAnimation
Stops the animation. All scheduled updates and actions are effectively paused.
- (void)stopAnimation
Discussion
When not animating, the director doesn’t redraw the view at all. It is best to hide the view when not animating the director. If you need to keep showing the director’s view use pause instead.
See Also
- startAnimation
Declared In
CCDirector.h
viewSize
The size of the view in points.
- (CGSize)viewSize
Return Value
The size of the view in points.
See Also
- viewSizeInPixels
Declared In
CCDirector.h
viewSizeInPixels
The size of the view in pixels. On Mac winSize and winSizeInPixels return the same value.
- (CGSize)viewSizeInPixels
Return Value
The size of the view in pixels. On Mac winSize and winSizeInPixels return the same value.
See Also
- viewSize
Declared In
CCDirector.h
- Index
- Hierarchy
CCDirector--Cocos2D-Swift v3.3