Cocos2d-x之helloworld

Cocos2d-x之helloworld,第1张

概述Cocos2d-x之helloworld AppDelegate.h </pre><pre name="code" class="cpp">#ifndef _APP_DELEGATE_H_#define _APP_DELEGATE_H_#include "cocos2d.h"/**@brief The cocos2d Application.The reason for Cocos2d-x之helloworld
AppDelegate.h
</pre><pre name="code" >#ifndef  _APP_DELEGATE_H_#define  _APP_DELEGATE_H_#include "cocos2d.h"/**@brIEf    The cocos2d Application.The reason for implement as private inheritance is to hIDe some interface call by Director.*/class  AppDelegate : private cocos2d::Application{public:    AppDelegate();    virtual ~AppDelegate();    virtual voID initGLContextAttrs();    /**    @brIEf    Implement Director and Scene init code here.    @return true    Initialize success,app continue.    @return false   Initialize Failed,app terminate.    */    virtual bool applicationDIDFinishLaunching();    /**    @brIEf  The function be called when the application enter background    @param  the pointer of the application    */    virtual voID applicationDIDEnterBackground();    /**    @brIEf  The function be called when the application enter foreground    @param  the pointer of the application    */    virtual voID applicationWillEnterForeground();};#endif // _APP_DELEGATE_H_


AppDelegate.cpp

#include "AppDelegate.h"#include "HelloWorldScene.h"USING_NS_CC;//是Cocosd-x提供的一个宏,用来代替using namespace cocos2d语句AppDelegate::AppDelegate() {}AppDelegate::~AppDelegate() {}//if you want a different context,just modify the value of glContextAttrs//it will takes effect on all platformsvoID AppDelegate::initGLContextAttrs(){    //set OpenGL context attributions,Now can only set six attributions:    //red,green,blue,Alpha,depth,stencil    GLContextAttrs glContextAttrs = {8,8,24,8};    GLVIEw::setGLContextAttrs(glContextAttrs);}//游戏进入后台时调用的函数bool AppDelegate::applicationDIDFinishLaunching() {    // initialize director    auto director = Director::getInstance();    auto glvIEw = director->getopenGLVIEw(); //设置导演类的OpenGL视图    if(!glvIEw) {        glvIEw = GLVIEwImpl::create("My Game");        director->setopenGLVIEw(glvIEw);    }    // turn on display FPS    director->setdisplayStats(true);//设置在屏幕上是否显示帧率等信息    // set FPS. the default value is 1.0/60 if you don't call this    director->setAnimationInterval(1.0 / 60);//设置定时器1.0/60秒间隔一次    // create a scene. it's an autorelease object    auto scene = HelloWorld::createScene();//设置创建场景对象Scene    // run    director->runWithScene(scene);//运行该场景    return true;}//游戏进入后台时调用的函数// This function will be called when the app is inactive. When comes a phone call,it's be invoked toovoID AppDelegate::applicationDIDEnterBackground() {    Director::getInstance()->stopAnimation();//停止场景中的动画    // if you use SimpleAudioEngine,it must be pause    // SimpleAudioEngine::getInstance()->pauseBackgroundMusic();  //停止背景音乐}//游戏进入前台时调用的函数// this function will be called when the app is active againvoID AppDelegate::applicationWillEnterForeground() {    Director::getInstance()->startAnimation();//开始场景中的动画    // if you use SimpleAudioEngine,it must resume here    // SimpleAudioEngine::getInstance()->resumeBackgroundMusic();//继续背景音乐}


HelloWorldScene.h

#ifndef __HELLOWORLD_SCENE_H__#define __HELLOWORLD_SCENE_H__#include "cocos2d.h"class HelloWorld : public cocos2d::Layer{public:    // there's no 'ID' in cpp,so we recommend returning the class instance pointer    static cocos2d::Scene* createScene();    // Here's a difference. Method 'init' in cocos2d-x returns bool,instead of returning 'ID' in cocos2d-iphone    virtual bool init();        // a selector callback    voID menuCloseCallback(cocos2d::Ref* pSender);        // implement the "static create()" method manually    CREATE_FUNC(HelloWorld);};#endif // __HELLOWORLD_SCENE_H__


HelloWorldScene.cpp

#include "HelloWorldScene.h"USING_NS_CC;Scene* HelloWorld::createScene(){    // 'scene' is an autorelease object    auto scene = Scene::create();        // 'layer' is an autorelease object    auto layer = HelloWorld::create();    // add layer as a child to scene    scene->addChild(layer);    // return the scene    return scene;}// on "init" you need to initialize your instancebool HelloWorld::init(){    //////////////////////////////    // 1. super init first    if ( !Layer::init() )    {        return false;    }        Size visibleSize = Director::getInstance()->getVisibleSize();    Vec2 origin = Director::getInstance()->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    auto closeItem = MenuItemImage::create(                                           "Closenormal.png","CloseSelected.png",CC_CALLBACK_1(HelloWorld::menuCloseCallback,this));    	closeItem->setposition(Vec2(origin.x + visibleSize.wIDth - closeItem->getContentSize().wIDth/2,origin.y + closeItem->getContentSize().height/2));    // create menu,it's an autorelease object    auto menu = Menu::create(closeItem,NulL);    menu->setposition(Vec2::ZERO);    this->addChild(menu,1);    /////////////////////////////    // 3. add your codes below...    // add a label shows "Hello World"    // create and initialize a label        auto label = Label::createWithTTF("Hello World","Fonts/Marker Felt.ttf",24);        // position the label on the center of the screen    label->setposition(Vec2(origin.x + visibleSize.wIDth/2,origin.y + visibleSize.height - label->getContentSize().height));    // add the label as a child to this layer    this->addChild(label,1);    // add "HelloWorld" splash screen"    auto sprite = Sprite::create("HelloWorld.png");    // position the sprite on the center of the screen    sprite->setposition(Vec2(visibleSize.wIDth/2 + origin.x,visibleSize.height/2 + origin.y));    // add the sprite as a child to this layer    this->addChild(sprite,0);        return true;}voID HelloWorld::menuCloseCallback(Ref* pSender){#if (CC_TARGET_PLATFORM == CC_PLATFORM_WP8) || (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)	MessageBox("You pressed the close button. windows Store Apps do not implement a close button.","Alert");    return;#endif    Director::getInstance()->end();#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)    exit(0);#endif}
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