Cocos2dx 之 WP8........

Cocos2dx 之 WP8........,第1张

概述<span style="font-family: Arial, Helvetica, sans-serif; background-color: rgb(255, 255, 255);">记录 cocos2dx wp8下的东西</span> 环境是 cocos2dx 3.2   vs2013 1. wp8下的内购     C++  调用 WP8 api(相当于C++调用C#)      a.进行
<span >记录 cocos2dx wp8下的东西</span>

环境是 cocos2dx 3.2 vs2013



1. wp8下的内购

C++ 调用 WP8 API(相当于C++调用C#)

a.进行设置wp8内购相关信息

1.先提交一个beta应用,并且添加测试人员的的 测试帐号,因为只有测试帐号才能进行下载

2. 添加内购项目,记录下每一个item的 ID

3.一般提交后2小时左右就能得到程序的下载地址,使用测试人员帐号下载该程序进行购买

关于 IAP设置和测试的基本过程大致就是这样

b. 修改项目的相关属性

WMAppManifest.xml-->打包,填写相应的产品ID和发布者ID

c. 添加代码进行实现

1.添加 WP8Util.h .cpp

#ifndef __WP8UTIL__#define  __WP8UTIL__// c++ to call C# #if CC_TARGET_PLATFORM == CC_PLATFORM_WP8// can not change namespacenamespace PhoneDirect3DXamlAppComponent{	[windows::Foundation::Metadata::WebHostHIDden]	public interface class IWP8Callback{		virtual voID Exec(Platform::String ^Command,Platform::String ^Param);	};	public ref class WP8Util sealed{	public:		static voID SetWP8UtilCallback(IWP8Callback^ callback);		static voID  buy();		static voID rank();		static voID submit();	};}#endif#endif // !__WP8UTIL__

#include "WP8Util.h"#include "cocos2d.h"using namespace cocos2d;#if CC_TARGET_PLATFORM == CC_PLATFORM_WP8namespace PhoneDirect3DXamlAppComponent{	static IWP8Callback^ gWp8Callback = nullptr;	voID  WP8Util::buy(){		if (gWp8Callback != nullptr)		{			log("WP8Util::buy  clicked......");		}	}	voID WP8Util::rank(){		if (gWp8Callback != nullptr)		{		}	}	voID WP8Util::submit(){		if (gWp8Callback != nullptr)		{		}	}	voID WP8Util::SetWP8UtilCallback(IWP8Callback^ callback){		gWp8Callback = callback;		log("------>>>>>>>>>>>>>>>>>>>>>Regist IWP8Callback");	}}#endif

主要流程就是在 WP8 C# 端进行实现 IWP8Callback,设置 IWP8Callback.

在IWP8Callback的方法里面根据相应的命令去完成相应C#方法的调用.

在 MainPage.xaml.cs 文件里面添加:

1. using PhoneDirect3DXamlAppComponent;

2. 添加:

 /// IWP8Callback     public class WP8CallbackImpl : IWP8Callback {        public WP8CallbackImpl() {            WP8Util.SetWP8UtilCallback(this);        }        public voID Exec(String Command,String Param) {            //Execute some C# code,if you call UI stuff you will need to call this too            /*Deployment.Current.dispatcher.BeginInvoke(() =>            {            });*/            DeBUG.Writeline("C# method---" + Command + "-----" + Param);        }    }

即可,来源于:http://discuss.cocos2d-x.org/t/wp8-c-call-c-function-with-param/11302/2

2.wp8 下播放 mp3

默认 wp8 不支持 .mp3文件,为了和 ios/AndroID 统一,使其支持.mp3文件格式的播放

a. 下载代码

https://github.com/tianjing/lame_wp8

b.将libmp3lame,libmpghip,src三个文件夹拷贝到Cocos2dx的proj.wp8-xaml目录下

然后添加 lib3lame和libmpghip这两个项目到解决方案里面

c.让Cocos2dx wp8的 XXXComponent 项目添加libmp3lame,libmpghip这两个项目的引用

d.在CocosDenshion项目属性中->VC++目录->包含目录中添加 "lame.h"文件所在的文件夹

e.修改CocosDenshion下部分代码

MediaStreamer.h 里面添加

	// for wp8 add new method#if CC_TARGET_PLATFORM == CC_PLATFORM_WP8	voID Initialize_MP3(_In_ const WCHAR* url);#endif

MediaStreamer.cpp 里面添加实现的方法

#if CC_TARGET_PLATFORM == CC_PLATFORM_WP8voID MediaStreamer::Initialize_MP3(_In_ const WCHAR* url){#if 1	WCHAR filePath[MAX_PATH] = { 0 };	if ((wcslen(url) > 1 && url[1] == ':'))	{		// path start with "x:",is absolute path		wcscat_s(filePath,url);	}	else if(wcslen(url) > 0		&& (L'/' == url[0] || L'\' == url[0]))	{		// path start with '/' or '\',is absolute path without driver name		wcscat_s(filePath,m_locationPath->Data());		// remove '/' or '\'		wcscat_s(filePath,(const WCHAR*)url[1]);	}	else	{		wcscat_s(filePath,m_locationPath->Data());		wcscat_s(filePath,url);	}	hip_t hip = hip_decode_init();	if (!hip)	{		printf("create mp3 decoder Failed.");		return;	}	mp3data_struct mp3str;//mp3 enCoding info	std::vector<short*> mp3Buffer;// mp3 data stream	std::vector<int> mp3BufferSize;	int samples;	int mp3_bytes;	int write_bytes = 0;	const int BUF_SIZE = 512;	const int INBUF_SIZE = 4096;	const int MP3BUF_SIZE = (int)(1.25 * BUF_SIZE) + 7200;	short pcm_l[INBUF_SIZE];	short pcm_r[INBUF_SIZE];	unsigned char mp3_buf[MP3BUF_SIZE];	file * MP3file;	std::wstring wstr = std::wstring(filePath);	std::string str_filePath = std::string(wstr.begin(),wstr.end());	auto error = fopen_s(&MP3file,str_filePath.c_str(),"rb");	mp3data_struct mp3header;	while ((mp3_bytes = fread(mp3_buf,1,210,MP3file)) > 0)	{		samples = hip_decode_headers(hip,mp3_buf,pcm_l,pcm_r,&mp3header);		if (samples > 0)		{			short *tt = new short[samples*sizeof(short)];			memcpy((voID*)tt,(const voID*)pcm_l,samples*sizeof(short));			mp3Buffer.push_back(tt);			write_bytes += samples*sizeof(short);			mp3BufferSize.push_back(samples*sizeof(short));		}	}	byte* _mp3Buffer = new byte[write_bytes];	byte* temp = _mp3Buffer;	int size = mp3BufferSize.size();	for (int i = 0; i < size; i++)	{		memcpy(temp,mp3Buffer[i],mp3BufferSize[i]);		delete mp3Buffer[i];		temp += mp3BufferSize[i];	}	mp3Buffer.clear();	hip_decode_exit(hip);	m_data.resize(write_bytes);	for (int i = 0; i < write_bytes; i++)	{		m_data[i] = _mp3Buffer[i];	}	fclose(MP3file);	m_waveFormat.wFormatTag = WAVE_FORMAT_PCM; //	m_waveFormat.nChannels = 1; //	m_waveFormat.nSamplesPerSec = (DWORD)mp3header.samplerate;// 	m_waveFormat.wBitsPerSample = 16;	m_waveFormat.nBlockAlign = m_waveFormat.nChannels * m_waveFormat.wBitsPerSample / 8.0;	m_waveFormat.nAvgBytesPerSec = m_waveFormat.nSamplesPerSec * m_waveFormat.nBlockAlign; //	m_waveFormat.cbSize = 0;	delete[] _mp3Buffer;#endif}#endif

修改 Audio.cpp的 PreloadSoundEffect方法.

<span >	</span>mediaStreamer.Initialize(CCUtf8ToUnicode(pszfilePath).c_str());

替换成:

#if CC_TARGET_PLATFORM == CC_PLATFORM_WP8	// add .mp3 decode in wp8	std::string path(pszfilePath);	std::string::size_type pos = path.find(".mp3");	if (pos != path.npos)	{		mediaStreamer.Initialize_MP3(CCUtf8ToUnicode(pszfilePath).c_str());	}	else	{		mediaStreamer.Initialize(CCUtf8ToUnicode(pszfilePath).c_str());	}#else	mediaStreamer.Initialize(CCUtf8ToUnicode(pszfilePath).c_str());#endif

即可,内容来自于:http://blogs.msdn.com/b/windows__windows_game_dev_faq_/archive/2014/12/10/mp3-cocos2dx-windows-phone8.aspx

3.wp8 下使用sqlite3

a.在 VS2013-->工具-->扩展和更新 里面下载使用于 windows phone 8.0的 sqlite

b.在项目里面XXXComponent -->属性 通用属性-->引用-->添加新引用-->扩展里面,选择 winoDWs phone sqlite

c.在项目里面XXXComponent -->属性-->链接器-->输入-->附加依赖项目,加上

C:\Program files (x86)\Microsoft SDKs\windows Phone\v8.0\ExtensionSDKs\sqlite.WP80\3.8.9\DesignTime\Retail\ARM\sqlite3.lib
c.基本就可以正常使用sqlite了

4. wp8下添加广告

a.c# wp8 工程下 add reference -> Google admob

b. 到 MainPage.xaml 下添加 AdControl

 <GoogleAds:AdVIEw AdUnitID="ca-app-pub-9565466250630588/6418716150"                          Format="Banner"                          ReceivedAd="onAdReceived"                          FailedToReceiveAd="onFailedToReceived"                          x:name="adVIEw"                          VerticalAlignment="Bottom" />
c. 在 MainPage.xaml.cs里添加方法 (见demo)


5. wp8下中文显示


6. wp8跳转到内购后,点击取消返回到游戏时,游戏 Crash,在Labeltextformatter.cpp中

Labeltextformatter::createStringSprites方法里面

 const auto& kernings = theLabel->_horizontalKernings;
前面加上:

#if CC_TARGET_PLATFORM == CC_PLATFORM_WP8	theLabel->computeHorizontalKernings(theLabel->_currentUTF16String);#endif

7. wp8 上传时出现

总结

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