Introduction to basic program framework and common actions of Cocos2d-iPhone V3 (1)

Source: Internet
Author: User

Introduction to basic program framework and common actions of Cocos2d-iPhone V3 (1)
Introduction to basic program framework and common actions of Cocos2d-iPhone V3 (1)

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  • Part 1: a basic framework of Cocos2d-iPhone V3 1. AppDelegate

    First, seeAppDelegate.hClass is inherited fromCCAppDeleagate, Nothing special:

    #import cocos2d.h@interface AppDelegate : CCAppDelegate@end

    Check againAppDelegate.mYou only need to implement two functions.startSceneYou can simply load your custom scenario:

    #import AppDelegate.h#import MainScene.h@implementation AppDelegate-(BOOL)application:(UIApplication *)application    didFinishLaunchingWithOptions:(NSDictionary *)launchOptions{    [self setupCocos2dWithOptions:@{        CCSetupShowDebugStats: @(YES),    }];    return YES;}- (CCScene *)startScene{    return [HomeScene scene];}
    2. Your own scenario class MainScene

    First lookMainScene.hWe can see there are two methods: one is static methodscene, One is the class Methodinit:

    #import cocos2d.h#import cocos2d-ui.h@interface MainScene : CCScene+ (MainScene *)scene;- (id)init;@end

    Let's take a look.MainScene.mThere are more headers here. First, let's look at the overall structure:

    #import MainScene.h@implementation MainScene{    CCSprite *_sprite;}+ (MainScene *)scene { /* ... */ }- (id)init { /* ... */ }- (void)dealloc { /* ... */ }- (void)onEnter { /* ... */ }- (void)onExit { /* ... */ }- (void)touchBegan:(UITouch *)touch withEvent:(UIEvent *)event { /* ... */ }@end

    You must have a static method to return a custom scenario instance.sceneMethod. Also haveonEnterAndonExitIndicates that it will be called when you enter/exit the scenario.touchBeganIs a Touch Handler.

    2.1. Static Methodscene

    Nothing to say:

    + (MainScene *)scene{    return [[self alloc] init];}
    2.2.init
    - (id)init{    // Apple recommend assigning self with supers return value    self = [super init];    if (!self) return(nil);    // Enable touch handling on scene node    self.userInteractionEnabled = YES;    // Create a colored background (Dark Grey)    CCNodeColor *background =        [CCNodeColor nodeWithColor:[CCColor colorWithRed:0.2f                                                   green:0.2f                                                    blue:0.2f                                                   alpha:1.0f]];    [self addChild:background];    // Add a sprite    _sprite = [CCSprite spriteWithImageNamed:@Icon-72.png];    _sprite.position  = ccp(self.contentSize.width/2,self.contentSize.height/2);    [self addChild:_sprite];    // Animate sprite with action    CCActionRotateBy* actionSpin = [CCActionRotateBy actionWithDuration:1.5f angle:360];    [_sprite runAction:[CCActionRepeatForever actionWithAction:actionSpin]];    // done    return self;}
    • CallsuperOfinit
    • SetuserInteractionEnabledIsYESTo receive touch events
    • Add a background node.CCNodeColor
    • Add a genie NodeCCSprite
    • Add actions to the genie NodeCCActionRotateBy
    • Returnself2.3. Handler:onEnter

      Remember to callsuperOfonEnter:

      - (void)onEnter{    [super onEnter];}
      2.4. exit scenario Handler:onExit

      Remember to callsuperOfonExit:

      - (void)onExit{    [super onExit];}
      2.5. Touch Handler
      - (void) touchBegan:(UITouch *)touch withEvent:(UIEvent *)event{    CGPoint touchLoc = [touch locationInNode:self];    CCActionMoveTo *actionMove =        [CCActionMoveTo actionWithDuration:1.0f position:touchLoc];    [_sprite runAction:actionMove];}
      • FirstUITouchParameter to obtain the Touch LocationCGPoint
      • Set according to the obtained locationCCActionAnd finally run thisCCActionPart 2: Action 1. DisplacementCCActionMoveBy
        + (id)actionWithDuration:(CCTime)duration position:(CGPoint)deltaPosition;
        2. ShiftCCActionMoveTo
        + (id)actionWithDuration:(CCTime)duration position:(CGPoint)position;
        3. Rotate an angleCCActionRotateBy

        Note that the angle is an angle (360 degrees a week), not a radian (2 π a week ):

        + (id)actionWithDuration:(CCTime)duration angle:(float)deltaAngle;
        4. RotateCCActionRotateTo

        Note that the angle is an angle (360 degrees a week), not a radian (2 π a week ):

        + (id)actionWithDuration:(CCTime)duration angle:(float)angle;
        5. Gradient appearanceCCActionFadeIn

        This action fades in the target, it modifies the opacity from 0 to 1.

        + (id)actionWithDuration:(CCTime)d;
        6. Gradient disappearsCCActionFadeOut

        This action fades out the target, it modifies the opacity from 1 to 0.

        + (id)actionWithDuration:(CCTime)d;
        7. GradientCCActionFadeTo

        You may notice spelling errors in the Cocos2d source code,opacityWrittenopactiy(CCActionInterval.hMedium ):

        /** *  Creates a fade action. * *  @param duration Action duration. *  @param opactiy  Opacity to fade to. * *  @return New fade action. */+ (id)actionWithDuration:(CCTime)duration opacity:(CGFloat)opactiy;

        -

        Reprinted please indicate from: http://blog.csdn.net/prevention

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