1.Cocos2dx 3.2中vector,ValueMap,Touch触摸时间的使用.iconv字符编解码


  1. Cocos2dx3.2以后使用Vector<T>代替了CCArray。案例如下:

头文件:T02Vector.h

#ifndef
__T02Vector_H__

#define
__T02Vector_H__

#include
"T32.h"

class
T02Vector
: public
Layer

{

public:

CREATE_FUNC(T02Vector);

//Cocos2dx3.2以后使用Vector代替了CCArray

Vector<Sprite*>
_arr;

bool
init();

};

#endif

编写:T02Vector.cpp

#include
"T02Vector.h"

//in cocos3.2 Vector代替CCArray

//如果不是Ref的子类,那不能用Vector,应该用std::vector

bool
T02Vector::init()

{

Layer::init();

Sprite*
sprite
= Sprite::create();

//增加元素

_arr.pushBack(sprite);

//遍历

Vector<Sprite*>::iterator
it;

for
(it
= _arr.begin();
it
!= _arr.end();
++it)

{

Sprite*
s
= *it;

}

for
(auto
it
= _arr.begin();
it
!= _arr.end();++it)

{

}

for
(auto
it:
_arr)

{

}

//从后往前遍历

for
(auto
it
= _arr.rbegin();
it
!= _arr.rend();++it)

{

}

//删除

_arr.eraseObject(sprite);

return
true;

}

2 Map的用法(注意字符编解码的第三方库有:iconv,cocos中集成的有这方面的功能)

头文件:T03Map.h

#ifndef
__T03Map_H__

#define
__T03Map_H__

#include
"T32.h"

class
T03Map :
public
Layer{

public:

CREATE_FUNC(T03Map);

bool
init();

};

#endif

编写:T03Map.cpp

#include
"T03Map.h"

/*

ValueMap是用来代替cocos2d.x的CCDictionary

*/

bool
T03Map::init()

{

Layer::init();

//内容的加载

ValueMap&
vm =
FileUtils::getInstance()->getValueMapFromFile("about.xml");

//CCDictionary* dict = CCDictionary::createWithContentsOfFile("about.xml");

//const CCString* x = dict->valueForKey("x");

//x->intValue();

//查找

auto
it =
vm.find("aaa");

if (it
== vm.end())

{

CCLog("can
not find aaa");

}

it =
vm.find("people3");

it->first;  
//key:的类型是std::string

it->second; 
//value:的类型是Value,相对cocos3.2.3的CCString

CCLog("key
is %s, value is %s",
it->first.c_str(),
it->second.asString().c_str());

CCLog("............................end");

vm["中文"]
= "bbb";

CCLog("........start
walk over");

//遍历

for (auto
it =
vm.begin();
it !=
vm.end();++it)

{

CCLog("key
is %s,value is %s",it->first.c_str(),it->second.asString().c_str());

}

CCLog("..........................end");

FileUtils::getInstance()->writeToFile(vm,
"new.xml");

#if 0

// C++11

for (auto
it :
vm)

{

it.first;

it.second;

}

//
插入

vm["aa"]
= 10;

//
访问,这种访问有副作用,如果bb节点不存在,它会创建一个bb节点

Value&
v =
vm["bb"];

v = 100;

vm["bb"]
= false;

#endif

return
true;

}

用到的about.xml如下:

<?xml version="1.0" encoding="UTF-8" ?>

<plist>

<dict>

<key>people1</key>

<string>许佳音工作室出品</string>

<key>people2</key>

<string>总监:许佳音</string>

<key>people3</key>

<string>程序:姜博</string>

<key>people4</key>

<string>美术:马俊</string>

<key>people5</key>

<string>改编:班级</string>

</dict>

</plist>

3
 T04Label的用法

头文件:T04Label.h

#ifndef
__T04Label_H__

#define
__T04Label_H__

#include
"T32.h"

class
T04Label :public
Layer{

public:

CREATE_FUNC(T04Label);

bool
init();

};

#endif

编写:T04Label.cpp

#include
"T04Label.h"

bool
T04Label::init()

{

Layer::init();

{

Label*
label =
Label::createWithCharMap("fonts/Labelatlas.png",
24, 32, '0');

label->setString("12345");

addChild(label);

label->setPosition(winSize.width
/ 2, winSize.height
/ 2);

}

#if 0

Label*
label =
Label::createWithBMFont();

Label*
label =
Label::createWithSystemFont("aaa",
"Arial", 24);

Label*
label =
Label::createWithTTF("");

#endif

//Label* label = Label::createWithTexture()

return
true;

}

运行结果:

1.Cocos2dx 3.2中vector,ValueMap,Touch触摸时间的使用.iconv字符编解码

3
 T05Touch触摸事件的用法

头文件:T05Touch.h

#ifndef
__T05Touch_H__

#define
__T05Touch_H__

#include
"T32.h"

class
T05Touch :public
Layer

{

public:

CREATE_FUNC(T05Touch);

bool
init();

void
TouchEnded(Touch*,Event
*);

};

#endif

编写:T05Touch.cpp

#include
"T05Touch.h"

bool
T05Touch::init()

{

Layer::init();

{

//
一般使用这种方式,和一个Node相关联

EventListenerTouchOneByOne*
ev =
EventListenerTouchOneByOne::create();

ev->onTouchBegan
= [](Touch*,
Event*){return
true; };

// 
ev->onTouchEnded = [](Touch*, Event*){};

ev->onTouchEnded
= CC_CALLBACK_2(T05Touch::TouchEnded,
this);

_eventDispatcher->addEventListenerWithSceneGraphPriority(ev,
this);

}

#if 0

{

//
固有优先级的方式使用比较少

EventListenerTouchOneByOne*
ev =
EventListenerTouchOneByOne::create();

ev->setSwallowTouches(true);

ev->onTouchBegan
= [](Touch*,
Event*){CCLog("Touch
Begin");
return
true; };

_eventDispatcher->addEventListenerWithFixedPriority(ev,
-128);

}

#endif

{

Sprite*
node =
Sprite::create();

addChild(node);

EventListenerTouchOneByOne*
ev =
EventListenerTouchOneByOne::create();

ev->onTouchBegan
= [](Touch*
touch,
Event*){

//通过touch->getLocation()的方式获得被选中的点的位置

Vec2
pt =
touch->getLocation();

CCLog("Sprite
is touched, pt.x=%f, pt.y=%f",
pt.x,
pt.y);

return
true;

};

// 
ev->onTouchEnded = [](Touch*, Event*){};

// ev->onTouchEnded = CC_CALLBACK_2(T05Touch::TouchEnded, this);

_eventDispatcher->addEventListenerWithSceneGraphPriority(ev,
node);

}

{

EventListenerTouchAllAtOnce*
ev =
EventListenerTouchAllAtOnce::create();

ev->onTouchesBegan
= [](const
std::vector<Touch*>&,
Event*){};

_eventDispatcher->addEventListenerWithSceneGraphPriority(ev,
this);

}

return
true;

}

void
T05Touch::TouchEnded(Touch*,
Event*){

}

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