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Cocos2dx 3.0 交流篇

2019年08月24日 ⁄ 综合 ⁄ 共 7280字 ⁄ 字号 评论关闭

创建项目: For(MAC)

Runtime Requirements

  • Android 2.3 or newer
  • iOS 5.0 or newer
  • OS X 10.7 or newer
  • Windows 7 or newer
  • Linux Ubuntu 12.04 (or newer)
  • cocos2d-x v3.0rc(or newer)

Software
Requirements

  • Xcode 4.6 (for iOS or Mac)
  • gcc 4.7 for Linux or Android. For Android ndk-r9 or newer is required.
  • Visual Studio 2012 (for Windows)
  • Python 2.7.5

Create
A New Project

$ cd cocos2d-x
$ ./setup.py
$ source ~/.bash_profile # may be ~/.bash_login or ~/.profile, depends on your environemnt
$ cocos new MyGame -p com.MyCompany.MyGame -l cpp -d ~/MyCompany
  • MyGame: name of your project
  • -p com.MyCompany.MyGame: package name for android
  • -l cpp: programming language used for the project, valid
    value is cppand lua
  • -d ~/MyCompany: directory to hold your project

new game

Folder structure of the generated project is as following:

folder structure

(Note: The directory may be different when the project type is lua.)

Build
And Run New Project

$ cocos run -s ~/MyCompany/MyGame -p ios
  • -s: directory of the new project. This could be an absolute
    path or a relative path.
  • -p: which platform to run on. Options are ios,android,win32,mac and linux.

(Note: You are a tmux user, you should add reattach-to-user-namespace before
the command cocos. For more information, please refer to this
link
 for more information.)

You can run cocos run --help for more detail information.

run scree

体验变化:
1、以CC开头的类从此去掉CC,如:

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<code>|
v2.
1      

| v3.
0    

|
|
CCSprite   | Sprite   |
|
CCNode     | Node     |
|
CCDirector | Director |
|
etc...                |</code>


举个例子,创建一个精灵的方式:

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v2.0
CCSprite*
sp = CCSprite::create();
 
 
v3.0
auto
sp = Sprite::create();



2、clone() 替代 copy(), 这个我用的不多,所以也就不多交代了;


3、Director的单例换成getInstance() 和 destroyInstance();

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<code>|
v2.
1                         

| v3.
0                       

|
|
CCDirector->sharedDirector()  | Director->getInstance()     |
|
CCDirector->endDirector()     | Director->destroyInstance() |
|
etc...                                                      |</code>

|
4、新的触摸机制,先贴一段代码给大家看看,可能是下一篇或者下下篇我会详细讲下新的触摸机制的。(嘻嘻,搞得我好像很牛逼哄哄的样子)

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auto
sprite = Sprite::create(
"file.png");
...
auto
listener = EventListenerTouchOneByOne::create();
listener->setSwallowTouch(true);
listener->onTouchBegan    
= [](Touch* touch, Event* event) { do_some_thing(); 
return

true

};
listener->onTouchMoved    
= [](Touch* touch, Event* event) { do_some_thing();  };
listener->onTouchEnded    
= [](Touch* touch, Event* event) { do_some_thing();  };
listener->onTouchCancelled
= [](Touch* touch, Event* event) { do_some_thing();  };
//
The priority of the touch listener is based on the draw order of sprite
EventDispatcher::getInstance()->addEventListenerWithSceneGraphPriority(listener,
sprite);
//
Or the priority of the touch listener is a fixed value
EventDispatcher::getInstance()->addEventListenerWithFixedPriority(listener,
100);
//
100 is a fixed value


5、还有一些杂七杂八的东西,本人理解的不透,也就不发出来献丑了,最后将CCType.h 里的一些变动贴出来,让我们愉快的结束这篇博文。

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<code>|
v2.
1

struct names | v3.
0

struct names |
|
ccColor3B         | Color3B |
|
ccColor4B         | Color4B |
|
ccColor4F         | Color4F |
|
ccVertex2F        | Vertex2F |
|
ccVertex3F        | Vertex3F |
|
ccTex2F           | Tex2F |
|
ccPointSprite     | PointSprite |
|
ccQuad2           | Quad2 |
|
ccQuad3           | Quad3 |
|
ccV2F_C4B_T2F     | V2F_C4B_T2F |
|
ccV2F_C4F_T2F     | V2F_C4F_T2F |
|
ccV3F_C4B_T2F     | V3F_C4B_T2F |
|
ccV2F_C4B_T2F_Triangle | V2F_C4B_T2F_Triangle |
|
ccV2F_C4B_T2F_Quad | V2F_C4B_T2F_Quad |
|
ccV3F_C4B_T2F_Quad | V3F_C4B_T2F_Quad |
|
ccV2F_C4F_T2F_Quad | V2F_C4F_T2F_Quad |
|
ccBlendFunc       | BlendFunc |
|
ccT2F_Quad        | T2F_Quad |
|
ccAnimationFrameData | AnimationFrameData |
</code>

一些全局的定义:

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//
in v2.1
ccColor3B
color3B = ccc3(
0,
0,
0);
ccc3BEqual(color3B,
ccc3(
1,
1,
1));
ccColor4B
color4B = ccc4(
0,
0,
0,
0);
ccColor4F
color4F = ccc4f(
0,
0,
0,
0);
color4F
= ccc4FFromccc3B(color3B);
color4F
= ccc4FFromccc4B(color4B);
ccc4FEqual(color4F,
ccc4F(
1,
1,
1,
1));
color4B
= ccc4BFromccc4F(color4F);
 
color3B
= ccWHITE;
 
//
in v3.0
Color3B
color3B = Color3B(
0,
0,
0);
color3B.equals(Color3B(1,
1,
1));
Color4B
color4B = Color4B(
0,
0,
0,
0);
Color4F
color4F = Color4F(
0,
0,
0,
0);
color4F
= Color4F(color3B);
color4F
= Color4F(color4B);
color4F.equals(Color4F(1,
1,
1,
1));
color4B
= Color4B(color4F);
 
color3B
= Color3B::WHITE;

继续...

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<code>|
v2.
1

names    | v3.
0

names |
|
ccp           | Point |
|
ccpNeg        | Point::- |
|
ccpAdd        | Point::+ |
|
ccpSub        | Point::- |
|
ccpMult       | Point::* |
|
ccpMidpoint   | Point::getMidpoint |
|
ccpDot        | Point::dot |
|
ccpCrosss     | Point::cross |
|
ccpPerp       | Point::getPerp |
|
ccpRPerp      | Point::getRPerp |
|
ccpProject    | Point::project |
|
ccpRotate     | Point::rotate |
|
ccpUnrotate   | Point::unrotate |
|
ccpLengthSQ   | Point::getLengthSq() |
|
ccpDistanceSQ | Point::getDistanceSq |
|
ccpLength     | Point::getLength |
|
ccpDistance   | Point::getDistance |
|
ccpNormalize  | Point::normalize |
|
ccpForAngle   | Point::forAngle |
|
ccpToAngle    | Point::getAngle |
|
ccpClamp      | Point::getClampPoint |
|
ccpFromSize   | Point::Point |
|
ccpCompOp     | Point::compOp |
|
ccpLerp       | Point::lerp |
|
ccpFuzzyEqual | Point::fuzzyEqual |
|
ccpCompMult   | Point::Point |
|
ccpAngleSigned | Point::getAngle |
|
ccpAngle      | Point::getAngle |
|
ccpRotateByAngle | Point::rotateByAngle |
|
ccpLineInersect | Point::isLineIntersect |
|
ccpSegmentIntersect | Point::isSegmentIntersect |
|
ccpIntersectPoint | Point::getIntersectPoint |
|
CCPointMake   | Point::Point |
|
CCSizeMake    | Size::Size |
|
CCRectMake    | Rect::Rect |
|
PointZero     | Point::ZERO |
|
SizeZero      | Size::ZERO |
|
RectZero      | Rect::ZERO |
|
TiledGrid3DAction::tile | TiledGrid3DAction::getTile |
|
TiledGrid3DAction::originalTile | TiledGrid3DAction::getOriginalTile |
|
TiledGrid3D::tile | TiledGrid3D::getTile |
|
TiledGrid3D::originalTile | TiledGrid3D::getOriginalTile |
|
Grid3DAction::vertex | Grid3DAction::getVertex |
|
Grid3DAction::originalVertex | Grid3DAction::getOriginalVertex |
|
Grid3D::vertex | Grid3D::getVertex |
|
Grid3D::originalVertex | Grid3D::getOriginalVertex |
|
Configuration::sharedConfiguration | Configuration::getInstance |
|
Configuration::purgeConfiguration | Configuration::destroyInstance() |
|
Director::sharedDirector() | Director::getInstance() |
|
FileUtils::sharedFileUtils | FileUtils::getInstance |
|
FileUtils::purgeFileUtils | FileUtils::destroyInstance |
|
EGLView::sharedOpenGLView | EGLView::getInstance |
|
ShaderCache::sharedShaderCache | ShaderCache::getInstance |
|
ShaderCache::purgeSharedShaderCache | ShaderCache::destroyInstance |
|
AnimationCache::sharedAnimationCache | AnimationCache::getInstance |
|
AnimationCache::purgeSharedAnimationCache | AnimationCache::destroyInstance |
|
SpriteFrameCache::sharedSpriteFrameCache | SpriteFrameCache::getInstance |
|
SpriteFrameCache:: purgeSharedSpriteFrameCache | SpriteFrameCache::destroyInstance |
|
NotificationCenter::sharedNotificationCenter | NotificationCenter::getInstance |
|
NotificationCenter:: purgeNotificationCenter | NotificationCenter::destroyInstance |
|
Profiler::sharedProfiler | Profiler::getInstance |
|
UserDefault::sharedUserDefault | UserDefault::getInstance |
|
UserDefault::purgeSharedUserDefault | UserDefault::destroyInstance |
|
Application::sharedApplication | Application::getInstance |
|
ccc3()        | Color3B() |
|
ccc3BEqual()  | Color3B::equals() |
|
ccc4()        | Color4B() |
|
ccc4FFromccc3B() | Color4F() |
|
ccc4f()       | Color4F() |
|
ccc4FFromccc4B() | Color4F() |
|
ccc4BFromccc4F() | Color4B() |
|
ccc4FEqual()  | Color4F::equals() |
|
ccWHITE       | Color3B::WHITE |
|
ccYELLOW      | Color3B::YELLOW |
|
ccBLUE        | Color3B::BLUE |
|
ccGREEN       | Color3B::GREEN |
|
ccRED         | Color3B::RED |
|
ccMAGENTA     | Color3B::MAGENTA |
|
ccBLACK       | Color3B::BLACK |
|
ccORANGE      | Color3B::ORANGE |
|
ccGRAY        | Color3B::GRAY |
|
kBlendFuncDisable | BlendFunc::BLEND_FUNC_DISABLE |</code>

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