To see the scene editor, you can see the settings of the Simulator (menu bar settings). The default is to select the Cocostudio installation path in the Simulator.exe this simulator, crossing network Introduction is the choice of the simulator, and the public source code can be designed and compiled on demand as you want the simulator, just give an example, such as can support the scheduler! Of course here you're going to implement the same cocostudio logic as triggers, hehe
Here first provide an official website source (cocos2.x version): Https://github.com/chukong/CocoStudioConnector
First of all, to say the whole logic, in fact, is their own understanding:
(1) What is a simulator? Plainly, is a game client, is a Win32 program. And we create a project with COCOS2DX, open Proj.win32 compiled EXE is essentially the same
(2) The difference is that the simulator supports two blocks of main content:
* Parsing and rendering the contents of the scene editor, mainly parsing JSON files
* Implement the trigger and convert the configuration in the scene editor to a COCOS2DX supported trigger
Now, the main record of the trigger logic, directly:
Finally, we find the Sendevent function in Triggermng, and the logic is a single eye.
Reference:
[1]http://www.cocoachina.com/bbs/read.php?tid=196660
"Source Analysis" the trigger logic of the Cocostudio scene editor