首页 > 代码库 > 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

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



1游戏逻辑架构

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具体介绍

A一个导演同一时间仅仅能执行一个场景,场景其中,能够同一时候载入多个层,一个层能够可载多个精灵。层中亦能够加层。

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创建后的项目文件夹:

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3 简单介绍

1查看cocos2dx游戏的版本号信息。

创建了一个cocos2dx项目之后,打开项目之后,会有例如以下项目结构

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展开libcocos2d,找到cocos2d.cpp,双击打开此cpp文件,内容例如以下:

 

#include"cocos2d.h"

 

NS_CC_BEGIN

 

constchar*cocos2dVersion()

{

   return"2.2.3";

}

 

NS_CC_END

 

截图例如以下:

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分析:

A 由上能够看出项目的版本是: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;

 

intAPIENTRY_tWinMain(HINSTANCEhInstance,

                      HINSTANCEhPrevInstance,

                      LPTSTR   lpCmdLine,

                      int      nCmdShow)

{

   UNREFERENCED_PARAMETER(hPrevInstance);

   UNREFERENCED_PARAMETER(lpCmdLine);

 

   // create the application instance

   AppDelegateapp;                            //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

   returnCCApplication::sharedApplication()->run();  //关于shared的通常是单例模式

}

进入run函数, run的代码结构例如以下(选中run(),再按F12进行查看):

intCCApplication::run()

{

   PVRFrameEnableControlWindow(false);

 

   // Main message loop:

   MSGmsg;

   LARGE_INTEGERnFreq;

   LARGE_INTEGERnLast;

   LARGE_INTEGERnNow;

 

   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

boolAppDelegate::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);

 

   returntrue;

}

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"

 

classHelloWorld :publiccocos2d::CCLayer

{

public:

   // Here‘s a difference. Method ‘init‘ in cocos2d-x returns bool, instead of returning ‘id‘ in cocos2d-iphone

   virtualboolinit(); 

 

   // there‘s no ‘id‘ in cpp, so we recommend returning the class instance pointer

   staticcocos2d::CCScene*scene();

   

   // a selector callback

   voidmenuCloseCallback(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

   returnscene;

}

 

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

boolHelloWorld::init()

{

   //////////////////////////////

   // 1. super init first

   if ( !CCLayer::init() )

   {

       returnfalse;

   }

   

   CCSizevisibleSize =CCDirector::sharedDirector()->getVisibleSize();

   CCPointorigin =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);

   

   returntrue;

}

 

 

voidHelloWorld::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()完毕了析构的过程

3CCPointZero表示的位置是CCPointMake(0,0);

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

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抽出代码详细实现:

长处: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

 

enumTargetPlatform

{

   kTargetWindows,

   kTargetLinux,

   kTargetMacOS,

   kTargetAndroid,

   kTargetIphone,

   kTargetIpad,

   kTargetBlackBerry,

   kTargetNaCl,

   kTargetEmscripten,

   kTargetTizen,

   kTargetWinRT,

   kTargetWP8

};

 

/**

 * @addtogroup platform

 * @{

 * @js NA

 * @lua NA

 */

 

classCC_DLLCCApplicationProtocol

{

public:

 

   virtual ~CCApplicationProtocol() {}

 

   /**

   @brief    Implement CCDirector and CCScene init code here.

   @return true    Initialize success, app continue.

   @return false   Initialize failed, app terminate.

   */

   virtualboolapplicationDidFinishLaunching() = 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

   */

   virtualvoidapplicationDidEnterBackground() = 0;

 

   /**

   @brief  The function be called when the application enter foreground

   @param  the pointer of the application

   */

   virtualvoidapplicationWillEnterForeground() = 0;

 

   /**

   @brief    Callback by CCDirector for limit FPS.

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

   */

   virtualvoidsetAnimationInterval(doubleinterval) = 0;

 

   /**

   @brief Get current language config

   @return Current language config

   */

virtualccLanguageTypegetCurrentLanguage() = 0;

 

   /**

    @brief Get target platform

    */

   virtualTargetPlatformgetTargetPlatform() = 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