Cocos2d-x 基础元素

看过本章,然后实践之后,应该会掌握以下的认识:

1、Cocos2d-x引擎的基本运转过程

2、Cocos2d-x引擎的一些初始设置

3、对导演及图层及现实对象的认识

4、如何定义自己的显示对象

*:first-child {
margin-top: 0 !important; }
body > *:last-child {
margin-bottom: 0 !important; }

a {
color: #4183C4; }
a.absent {
color: #cc0000; }
a.anchor {
display: block;
padding-left: 30px;
margin-left: -30px;
cursor: pointer;
position: absolute;
top: 0;
left: 0;
bottom: 0; }

h1, h2, h3, h4, h5, h6 {
margin: 20px 0 10px;
padding: 0;
font-weight: bold;
-webkit-font-smoothing: antialiased;
cursor: text;
position: relative; }

h1:hover a.anchor, h2:hover a.anchor, h3:hover a.anchor, h4:hover a.anchor, h5:hover a.anchor, h6:hover a.anchor {
background: url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABAAAAAQCAYAAAAf8/9hAAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAA09pVFh0WE1MOmNvbS5hZG9iZS54bXAAAAAAADw/eHBhY2tldCBiZWdpbj0i77u/IiBpZD0iVzVNME1wQ2VoaUh6cmVTek5UY3prYzlkIj8+IDx4OnhtcG1ldGEgeG1sbnM6eD0iYWRvYmU6bnM6bWV0YS8iIHg6eG1wdGs9IkFkb2JlIFhNUCBDb3JlIDUuMy1jMDExIDY2LjE0NTY2MSwgMjAxMi8wMi8wNi0xNDo1NjoyNyAgICAgICAgIj4gPHJkZjpSREYgeG1sbnM6cmRmPSJodHRwOi8vd3d3LnczLm9yZy8xOTk5LzAyLzIyLXJkZi1zeW50YXgtbnMjIj4gPHJkZjpEZXNjcmlwdGlvbiByZGY6YWJvdXQ9IiIgeG1sbnM6eG1wPSJodHRwOi8vbnMuYWRvYmUuY29tL3hhcC8xLjAvIiB4bWxuczp4bXBNTT0iaHR0cDovL25zLmFkb2JlLmNvbS94YXAvMS4wL21tLyIgeG1sbnM6c3RSZWY9Imh0dHA6Ly9ucy5hZG9iZS5jb20veGFwLzEuMC9zVHlwZS9SZXNvdXJjZVJlZiMiIHhtcDpDcmVhdG9yVG9vbD0iQWRvYmUgUGhvdG9zaG9wIENTNiAoMTMuMCAyMDEyMDMwNS5tLjQxNSAyMDEyLzAzLzA1OjIxOjAwOjAwKSAgKE1hY2ludG9zaCkiIHhtcE1NOkluc3RhbmNlSUQ9InhtcC5paWQ6OUM2NjlDQjI4ODBGMTFFMTg1ODlEODNERDJBRjUwQTQiIHhtcE1NOkRvY3VtZW50SUQ9InhtcC5kaWQ6OUM2NjlDQjM4ODBGMTFFMTg1ODlEODNERDJBRjUwQTQiPiA8eG1wTU06RGVyaXZlZEZyb20gc3RSZWY6aW5zdGFuY2VJRD0ieG1wLmlpZDo5QzY2OUNCMDg4MEYxMUUxODU4OUQ4M0REMkFGNTBBNCIgc3RSZWY6ZG9jdW1lbnRJRD0ieG1wLmRpZDo5QzY2OUNCMTg4MEYxMUUxODU4OUQ4M0REMkFGNTBBNCIvPiA8L3JkZjpEZXNjcmlwdGlvbj4gPC9yZGY6UkRGPiA8L3g6eG1wbWV0YT4gPD94cGFja2V0IGVuZD0iciI/PsQhXeAAAABfSURBVHjaYvz//z8DJYCRUgMYQAbAMBQIAvEqkBQWXI6sHqwHiwG70TTBxGaiWwjCTGgOUgJiF1J8wMRAIUA34B4Q76HUBelAfJYSA0CuMIEaRP8wGIkGMA54bgQIMACAmkXJi0hKJQAAAABJRU5ErkJggg==) no-repeat 10px center;
text-decoration: none; }

h1 tt, h1 code {
font-size: inherit; }

h2 tt, h2 code {
font-size: inherit; }

h3 tt, h3 code {
font-size: inherit; }

h4 tt, h4 code {
font-size: inherit; }

h5 tt, h5 code {
font-size: inherit; }

h6 tt, h6 code {
font-size: inherit; }

h1 {
font-size: 28px;
color: black; }

h2 {
font-size: 24px;
border-bottom: 1px solid #cccccc;
color: black; }

h3 {
font-size: 18px; }

h4 {
font-size: 16px; }

h5 {
font-size: 14px; }

h6 {
color: #777777;
font-size: 14px; }

p, blockquote, ul, ol, dl, li, table, pre {
margin: 15px 0; }

hr {
background: transparent url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAYAAAAECAYAAACtBE5DAAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAAyJpVFh0WE1MOmNvbS5hZG9iZS54bXAAAAAAADw/eHBhY2tldCBiZWdpbj0i77u/IiBpZD0iVzVNME1wQ2VoaUh6cmVTek5UY3prYzlkIj8+IDx4OnhtcG1ldGEgeG1sbnM6eD0iYWRvYmU6bnM6bWV0YS8iIHg6eG1wdGs9IkFkb2JlIFhNUCBDb3JlIDUuMC1jMDYwIDYxLjEzNDc3NywgMjAxMC8wMi8xMi0xNzozMjowMCAgICAgICAgIj4gPHJkZjpSREYgeG1sbnM6cmRmPSJodHRwOi8vd3d3LnczLm9yZy8xOTk5LzAyLzIyLXJkZi1zeW50YXgtbnMjIj4gPHJkZjpEZXNjcmlwdGlvbiByZGY6YWJvdXQ9IiIgeG1sbnM6eG1wPSJodHRwOi8vbnMuYWRvYmUuY29tL3hhcC8xLjAvIiB4bWxuczp4bXBNTT0iaHR0cDovL25zLmFkb2JlLmNvbS94YXAvMS4wL21tLyIgeG1sbnM6c3RSZWY9Imh0dHA6Ly9ucy5hZG9iZS5jb20veGFwLzEuMC9zVHlwZS9SZXNvdXJjZVJlZiMiIHhtcDpDcmVhdG9yVG9vbD0iQWRvYmUgUGhvdG9zaG9wIENTNSBNYWNpbnRvc2giIHhtcE1NOkluc3RhbmNlSUQ9InhtcC5paWQ6OENDRjNBN0E2NTZBMTFFMEI3QjRBODM4NzJDMjlGNDgiIHhtcE1NOkRvY3VtZW50SUQ9InhtcC5kaWQ6OENDRjNBN0I2NTZBMTFFMEI3QjRBODM4NzJDMjlGNDgiPiA8eG1wTU06RGVyaXZlZEZyb20gc3RSZWY6aW5zdGFuY2VJRD0ieG1wLmlpZDo4Q0NGM0E3ODY1NkExMUUwQjdCNEE4Mzg3MkMyOUY0OCIgc3RSZWY6ZG9jdW1lbnRJRD0ieG1wLmRpZDo4Q0NGM0E3OTY1NkExMUUwQjdCNEE4Mzg3MkMyOUY0OCIvPiA8L3JkZjpEZXNjcmlwdGlvbj4gPC9yZGY6UkRGPiA8L3g6eG1wbWV0YT4gPD94cGFja2V0IGVuZD0iciI/PqqezsUAAAAfSURBVHjaYmRABcYwBiM2QSA4y4hNEKYDQxAEAAIMAHNGAzhkPOlYAAAAAElFTkSuQmCC) repeat-x 0 0;
border: 0 none;
color: #cccccc;
height: 4px;
padding: 0;
}

body > h2:first-child {
margin-top: 0;
padding-top: 0; }
body > h1:first-child {
margin-top: 0;
padding-top: 0; }
body > h1:first-child + h2 {
margin-top: 0;
padding-top: 0; }
body > h3:first-child, body > h4:first-child, body > h5:first-child, body > h6:first-child {
margin-top: 0;
padding-top: 0; }

a:first-child h1, a:first-child h2, a:first-child h3, a:first-child h4, a:first-child h5, a:first-child h6 {
margin-top: 0;
padding-top: 0; }

h1 p, h2 p, h3 p, h4 p, h5 p, h6 p {
margin-top: 0; }

li p.first {
display: inline-block; }
li {
margin: 0; }
ul, ol {
padding-left: 30px; }

ul :first-child, ol :first-child {
margin-top: 0; }

dl {
padding: 0; }
dl dt {
font-size: 14px;
font-weight: bold;
font-style: italic;
padding: 0;
margin: 15px 0 5px; }
dl dt:first-child {
padding: 0; }
dl dt > :first-child {
margin-top: 0; }
dl dt > :last-child {
margin-bottom: 0; }
dl dd {
margin: 0 0 15px;
padding: 0 15px; }
dl dd > :first-child {
margin-top: 0; }
dl dd > :last-child {
margin-bottom: 0; }

blockquote {
border-left: 4px solid #dddddd;
padding: 0 15px;
color: #777777; }
blockquote > :first-child {
margin-top: 0; }
blockquote > :last-child {
margin-bottom: 0; }

table {
padding: 0;border-collapse: collapse; }
table tr {
border-top: 1px solid #cccccc;
background-color: white;
margin: 0;
padding: 0; }
table tr:nth-child(2n) {
background-color: #f8f8f8; }
table tr th {
font-weight: bold;
border: 1px solid #cccccc;
margin: 0;
padding: 6px 13px; }
table tr td {
border: 1px solid #cccccc;
margin: 0;
padding: 6px 13px; }
table tr th :first-child, table tr td :first-child {
margin-top: 0; }
table tr th :last-child, table tr td :last-child {
margin-bottom: 0; }

img {
max-width: 100%; }

span.frame {
display: block;
overflow: hidden; }
span.frame > span {
border: 1px solid #dddddd;
display: block;
float: left;
overflow: hidden;
margin: 13px 0 0;
padding: 7px;
width: auto; }
span.frame span img {
display: block;
float: left; }
span.frame span span {
clear: both;
color: #333333;
display: block;
padding: 5px 0 0; }
span.align-center {
display: block;
overflow: hidden;
clear: both; }
span.align-center > span {
display: block;
overflow: hidden;
margin: 13px auto 0;
text-align: center; }
span.align-center span img {
margin: 0 auto;
text-align: center; }
span.align-right {
display: block;
overflow: hidden;
clear: both; }
span.align-right > span {
display: block;
overflow: hidden;
margin: 13px 0 0;
text-align: right; }
span.align-right span img {
margin: 0;
text-align: right; }
span.float-left {
display: block;
margin-right: 13px;
overflow: hidden;
float: left; }
span.float-left span {
margin: 13px 0 0; }
span.float-right {
display: block;
margin-left: 13px;
overflow: hidden;
float: right; }
span.float-right > span {
display: block;
overflow: hidden;
margin: 13px auto 0;
text-align: right; }

code, tt {
margin: 0 2px;
padding: 0 5px;
white-space: nowrap;
border: 1px solid #eaeaea;
background-color: #f8f8f8;
border-radius: 3px; }

pre code {
margin: 0;
padding: 0;
white-space: pre;
border: none;
background: transparent; }

.highlight pre {
background-color: #f8f8f8;
border: 1px solid #cccccc;
font-size: 13px;
line-height: 19px;
overflow: auto;
padding: 6px 10px;
border-radius: 3px; }

pre {
background-color: #f8f8f8;
border: 1px solid #cccccc;
font-size: 13px;
line-height: 19px;
overflow: auto;
padding: 6px 10px;
border-radius: 3px; }
pre code, pre tt {
background-color: transparent;
border: none; }

sup {
font-size: 0.83em;
vertical-align: super;
line-height: 0;
}
* {
-webkit-print-color-adjust: exact;
}
@media screen and (min-width: 914px) {
body {
width: 854px;
margin:0 auto;
}
}
@media print {
table, pre {
page-break-inside: avoid;
}
pre {
word-wrap: break-word;
}
}
-->

1.引擎的运转

游戏设计的问题: 在游戏设计之初,我们就需要设置游戏是横屏的还是竖屏的。 展示图像的清晰度是多少? 帧数? 适配哪些屏幕?

在处理以上问题之前,我们需要了解引擎的运转是怎么样的? (以后补充)

关于XCode设置游戏屏幕竖屏的方式:

Cocos2d-x 基础元素

2.显示对象

每一个节点对象都继承一个node节点对象。包含了设置节点对象的位置,旋转角度,缩放,锚点以及管理子对象的功能。

导演Director是单例类,是cocos2d的引擎的核心
Scene的切换由导演来处理。
在Cocos2d工程中的Resources文件夹下是放置图片、字体等资源的地方。

场景:scene,包含多个层
层:layer,包含多个精灵
精灵:Sprite

先删除掉官方的部分代码,保留下面的部分

bool HelloWorld::init()
{
//////////////////////////////
// 1. super init first
if ( !Layer::init() )
{
return false;
}
Size visibleSize = Director::getInstance()->getVisibleSize();
Vec2 origin = Director::getInstance()->getVisibleOrigin(); return true;
}

然后把,需要的图片文件拷贝进工程中的Resources文件夹里

Cocos2d-x 基础元素

bool HelloWorld::init()
{
//////////////////////////////
// 1. super init first
if ( !Layer::init() )
{
return false;
} Size visibleSize = Director::getInstance()->getVisibleSize();
Vec2 origin = Director::getInstance()->getVisibleOrigin(); //1、创建一个精灵对象,并且绑定到资源图片文件
auto logo = Sprite::create("logo.png");
//2、设置精灵的大致位置
logo->setPosition(visibleSize/2);
//3、添加到场景中
addChild(logo); return true;
}

其实我们不这么添加显示图片精灵,我们可以这样:

bool HelloWorld::init()
{
//////////////////////////////
// 1. super init first
if ( !Layer::init() )
{
return false;
} Size visibleSize = Director::getInstance()->getVisibleSize();
Vec2 origin = Director::getInstance()->getVisibleOrigin(); //1、先通过导演类获取纹理对象,然后通过纹理对象的添加图片方法
auto img = Director::getInstance()->getTextureCache()->addImage("logo2.png");
//2、获取纹理图片的尺寸
auto logoSize = img->getContentSize();
CCLOG("logo size:%f %f",logoSize.width,logoSize.height);
//3、通过精灵类的加载纹理的方法创建精灵对象
auto logo = Sprite::createWithTexture(img);
logo->setPosition(visibleSize/2);
//4、添加到场景中
addChild(logo); return true;
}

下面通过layer图层对象调用添加加载好的三张图片

// on "init" you need to initialize your instance
bool HelloWorld::init()
{
//////////////////////////////
// 1. super init first
if ( !Layer::init() )
{
return false;
} Size visibleSize = Director::getInstance()->getVisibleSize();
Vec2 origin = Director::getInstance()->getVisibleOrigin(); auto layer1 = Layer::create();
auto layer2 = Layer::create();
auto layer3 = Layer::create(); auto img1 = Sprite::create("layer1.png");
auto img2 = Sprite::create("layer2.png");
auto img3 = Sprite::create("layer3.png");
img1->setAnchorPoint(Vec2(0, 0));
img2->setAnchorPoint(Vec2(0, 0));
img3->setAnchorPoint(Vec2(0, 0)); layer1->addChild(img1);
layer2->addChild(img2);
layer3->addChild(img3);
addChild(layer1);
addChild(layer2);
addChild(layer3); layer1->setPosition(Vec2(0, 20));
layer2->setPosition(Vec2(50, 60));
layer3->setPosition(Vec2(100, 100)); return true;
}

这里有一个问题:6s的苹果手机可能坐标系统变化了。 最后我们通过一种方式切换场景:

// on "init" you need to initialize your instance
bool HelloWorld::init()
{
//////////////////////////////
// 1. super init first
if ( !Layer::init() )
{
return false;
} Size visibleSize = Director::getInstance()->getVisibleSize();
Vec2 origin = Director::getInstance()->getVisibleOrigin(); auto layer1 = Layer::create();
auto layer2 = Layer::create();
auto layer3 = Layer::create(); auto img1 = Sprite::create("layer1.png");
auto img2 = Sprite::create("layer2.png");
auto img3 = Sprite::create("layer3.png");
img1->setAnchorPoint(Vec2(0, 0));
img2->setAnchorPoint(Vec2(0, 0));
img3->setAnchorPoint(Vec2(0, 0)); layer1->addChild(img1);
layer2->addChild(img2);
layer3->addChild(img3);
addChild(layer1);
addChild(layer2);
addChild(layer3); layer1->setPosition(Vec2(0, 20));
layer2->setPosition(Vec2(50, 60));
layer3->setPosition(Vec2(100, 100)); //需要计时器时间表切换layer
schedule([visibleSize,this](float f){
auto scene2 = Scene::create();
auto scene2Layer=Layer::create();
scene2->addChild(scene2Layer); auto logo= Sprite::create("logo2.png");
logo->setPosition(visibleSize/2);
scene2Layer->addChild(logo); Director::getInstance()->replaceScene(scene2);
}, 3, "test"); return true;
}

3.自定义显示对象

首先定义一个继承于Node的最基本的显示对象。 首先创建一个C++ File 的C++类,取名LogoNode,然后就有了LogoNode.h和LogoNode.cpp文件,因为需要使用cocos引擎,所以要在h文件中导入 include “cocos2d.h”,并且要导入它的命名空间,直接另一行写:USINGNSCC,

Cocos2d-x 基础元素

然后在LogoNode.cpp中完成头文件中public声明的方法

 #include "LogoNode.hpp"

//    1、构造函数主要目的是对刚刚两个成员变量进行初始化
LogoNode::LogoNode():_logo(nullptr),_cocoslogo(nullptr)
{ }
// 2、虚函数的析构函数则没有实现
LogoNode::~LogoNode(){ } // 3、然后需要一个虚构函数的并且返回的是bool值得初始化函数
bool LogoNode::init(){
// 4、如果创建失败了,就停止创建
if (!Node::init()) {
return false
}
// 5、创建Logo
_logo = Sprite::create("logo.png");
_cocoslogl = Sprite::create("logo2.png"); // 6、添加到显示列表,也就是当前的node中
addChild(_logo);
addChild(_cocoslogl); _cocoslogl->setVisible(false); // 添加一个计时器
schedule([this](float f){
_logo->setVisible(!_logo->isVisible());
_cocoslogl->setVisible(!_logo->isVisible());
}, 1, "test"); return true;
}

然后新建一个场景类,GameScene.hpp和GameScene.cpp文件,

GameScene.hpp代码如下:
#ifndef GameScene_hpp
#define GameScene_hpp #include <stdio.h>
#include "cocos2d.h" USING_NS_CC; class GameScene:public Layer{
public:
GameScene();
virtual ~GameScene();
virtual bool init();
CREATE_FUNC(GameScene);
static Scene* createScene();
}; #endif /* GameScene_hpp */

GameScene.cpp代码如下:


#include "GameScene.hpp"
#include "LogoNode.hpp"
GameScene::GameScene()
{ }
GameScene::~GameScene()
{ }
bool GameScene::init()
{
if (!Layer::init()) {
return false;
}
auto logo = LogoNode::create();
addChild(logo); //将logo设置在居中的位置
logo->setPosition(Director::getInstance()->getVisibleSize()/2); return true;
}
Scene* GameScene::createScene()
{
//创建一个空的场景
auto scene = Scene::create();
auto layer = GameScene::create(); scene->addChild(layer); return scene;
}

最后我们回到AppDelegate.cpp文件中: 首先添加

#include "GameScene.hpp"

然后将后面之前的

// create a scene. it's an autorelease object
auto scene = HelloWorld::createScene();

改为

auto scene = GameScene::createScene();
 
 
 
 
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