[IOS-cocos2d-X Game Development 10] custom ccsprite/Layer/ccnode and static class templates & Custom class details & cocos2dx touch screen event explanation

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Author: User

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Reprinted from[Heimi gamedev block]Link: http://www.himigame.com/iphone-cocos2dx/699.html

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Here, himi has another basic article ..... Not because of the number of blog posts, but because many children's shoes in the cocos2dx super group have asked basic questions, himi estimates that these shoes are either unfamiliar with C ++, or I have never touched cocos2d before, but directly moved to the cocos2dx development ranks. Here, I will give these kids shoes three suggestions:

1. cocos2dx does not provide many tutorials, but because cocos2dx is a cocos2d engine, there is no major change in the basic API. As long as you get familiar with cocos2d, X will not be difficult for you ....

2. again, I would like to remind you to look at the built-in engine examples. For many basic problems, the source code can be fully taken care of, whether it is cocos2d or cocos2dx, but if you do not know where the cocos2d/X engine example is .... Speechless... (In the engine package)

3. There are still many children's shoes asking for help with the "hurry up to finish this function" attitude... It is hard to say that, just like learning and development, the answer is actually a cloud... It is recommended that you consider the bottleneck;

Starting with the question, I will explain this article mainly to take care of the basic shoes, but this article will also introduce the creation and use of some custom class templates in the cocos2dx engine; in the process of introduction, I will give a brief explanation of the basics;

First, let's take a look at how a custom genie class is implemented: (first, let's talk about the code)

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