The HelloWorld of Cocos

Source: Internet
Author: User

I think, the work is to find a job they like, and then do a lot of years, want to do the Android, do Apple also to do, now want to switch to do games, the direction of the game a lot, select the previous paragraph bar, selected platform Cocos,coocs and 3D, first play 2D bar, write a HelloWorld, It's a new beginning.

Mac under command:

Cocos New Hellowold-p com.jackjiao-l CPP ~/desktop.

The selected language is C + +.

As follows.

Code interpretation:

Classes folder:

AppDelegate.cpp.

AppDelegate.h.

HelloWorldScene.cpp.

HelloWorldScene.h.

Resource folder:

Place the desired resources, slices, fonts, Arial.ttf.

Cocos2d_libs.xcodeproj folder:

This is the Cocos Framework data information under our Xcode.

Frameworks folder:

Is the framework that we use in our projects.

iOS folder:

is a folder under our iOS platform.

Mac: It's the file data we need to use on Mac side.

Products: In iOS, an app file appears when you compile and run. Used to load the phone, test it.

As with iOS, the portal is in:

In Appdelegate, Appdelegate, this entry inherits the Cocos2d::application project.

The project illustrates the inheritance of Cocos, which has several methods:

Imaginary function Appdelegate.

virtual function nitglcontextattrs ():

You can now define only 6 parameters:

To set the OpenGL context property, you can currently only set 6 properties    //red,green,blue,alpha,depth,stencil    glcontextattrs glcontextattrs = {8, 8, 8, 8, 8};    Glview::setglcontextattrs (Glcontextattrs);

Appli ....

Appli ....

Appli ...

These three functions, like iOS, are not explained.

The applicationdidfinishlaunching call method is used in this area.

Initialize Director

Auto director = Director::getinstance ();

Auto Glview = Director->getopenglview ();

if (!glview) {

#if (Cc_target_platform = = Cc_platform_win32) | | (Cc_target_platform = = Cc_platform_mac) | | (Cc_target_platform = = Cc_platform_linux)

Glview = Glviewimpl::createwithrect ("HelloWorld", cocos2d::rect (0, 0, Designresolutionsize.width, Designresolutionsize.height));

#else

Glview = Glviewimpl::create ("HelloWorld");

#endif

Director->setopenglview (Glview);

}

Turn on display FPS

Director->setdisplaystats (TRUE);

Set FPS. The default value is 1.0/60 if you don ' t call this

Director->setanimationinterval (1.0F/60);

Set The design resolution

Glview->setdesignresolutionsize (Designresolutionsize.width, Designresolutionsize.height, ResolutionPolicy::NO _border);

Auto framesize = Glview->getframesize ();

If the frame ' s height is larger than the height of medium size.

if (Framesize.height > Mediumresolutionsize.height)

{

Director->setcontentscalefactor (MIN (Largeresolutionsize.height/designresolutionsize.height, Largeresolutionsize.width/designresolutionsize.width));

}

If the frame ' s height is larger than the height of small size.

else if (Framesize.height > Smallresolutionsize.height)

{

Director->setcontentscalefactor (MIN (Mediumresolutionsize.height/designresolutionsize.height, Mediumresolutionsize.width/designresolutionsize.width));

}

If the frame ' s height is smaller than the height of medium size.

Else

{

Director->setcontentscalefactor (MIN (Smallresolutionsize.height/designresolutionsize.height, Smallresolutionsize.width/designresolutionsize.width));

}

Register_all_packages ();

Create a scene. It ' s an Autorelease object

Auto scene = Helloworld::createscene ();

Run

Director->runwithscene (Scene);

return true;

Interpret this Code data information:

The HelloWorld of Cocos

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