從上一篇《Cocos2d-x 2.0 在Windows平台下的使用》已經初步瞭解了Cocos2d-x的安裝、編譯,也已經可以運行HelloWorld樣本了,運行HelloWorld至少所需的檔案,包括:素材、動態庫,我們把"...\Release.win32"裡的"HelloWorld.exe"單獨拷貝到一個新檔案夾,至少所需的檔案如所示:
開啟cocos2d-win32.vc2008.sln,展開"HelloWorld"工程,工程結構如下所示:
對應"...\HelloWorld"檔案夾的結構如下所示:
可知"
Classes"放置遊戲開發邏輯相關、平台無關的代碼,"
Resources"放置圖片、聲音、配置等資源,"
win32"等放置平台相關的代碼。 瞭解如何運行,在win32下就從main()函數開始,開啟"
main.cpp",代碼如下所示:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24
|
|
#include "main.h" #include "../Classes/AppDelegate.h" #include "CCEGLView.h"USING_NS_CC; int APIENTRY _tWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPTSTR lpCmdLine, int nCmdShow) { UNREFERENCED_PARAMETER(hPrevInstance); UNREFERENCED_PARAMETER(lpCmdLine); // create the application instance AppDelegate app; CCEGLView& eglView = CCEGLView::sharedOpenGLView(); eglView.setViewName("Hello World"); eglView.setFrameSize(480, 320); // set the design resolution screen size, if you want to use Design Resoulution scaled to current screen, please uncomment next line. // eglView.setDesignResolutionSize(480, 320); return CCApplication::sharedApplication().run(); } |
其中AppDelegate是最主要的類,代理運行著整個應用程式,它的體系如下:
簡化流程如下所示:
而CCEGLView是整個程式視窗類別,遊戲的顯示、表現等等都在這上面進行,跟AppDelegate合起來的流程如下:
在CCApplication::run()中調用了applicationDidFinishLaunching()函數,代碼如下:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23
|
|
bool AppDelegate::applicationDidFinishLaunching() { // initialize director CCDirector *pDirector = CCDirector::sharedDirector(); pDirector->setOpenGLView(&CCEGLView::sharedOpenGLView()); // enable High Resource Mode(2x, such as iphone4) and maintains low resource on other devices. // pDirector->enableRetinaDisplay(true); // turn on display FPS pDirector->setDisplayStats(true); // set FPS. the default value is 1.0/60 if you don't call this pDirector->setAnimationInterval(1.0 / 60); // create a scene. it's an autorelease object CCScene *pScene = HelloWorld::scene(); // run pDirector->runWithScene(pScene); return true; } |
所做的事情包括:初始化導演類CCDirector 、建立HelloWorld情境、運行情境。HelloWorld情境從CCLayer派生,建立HelloWorld情境所調用如下:
1 2 3 4 5 6 7 8 9 10 11 12 13 14
|
|
CCScene* HelloWorld::scene() { // 'scene' is an autorelease object CCScene *scene = CCScene::create(); // 'layer' is an autorelease object HelloWorld *layer = HelloWorld::create(); // add layer as a child to scene scene->addChild(layer); // return the scene return scene; } |
實質是建立一個情境類,再建立HelloWorld層,把層放到情境上。建立HelloWorl層的時候,調用了init()函數,init()函數如下:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52
|
|
bool HelloWorld::init() { ////////////////////////////// // 1. super init first if ( !CCLayer::init() ) { return false; } ///////////////////////////// // 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 CCMenuItemImage *pCloseItem = CCMenuItemImage::create( "CloseNormal.png", "CloseSelected.png", this, menu_selector(HelloWorld::menuCloseCallback) ); pCloseItem->setPosition( ccp(CCDirector::sharedDirector()->getWinSize().width - 20, 20) ); // create menu, it's an autorelease object CCMenu* pMenu = CCMenu::create(pCloseItem, NULL); pMenu->setPosition( CCPointZero ); this->addChild(pMenu, 1); ///////////////////////////// // 3. add your codes below... // add a label shows "Hello World" // create and initialize a label CCLabelTTF* pLabel = CCLabelTTF::create("Hello World", "Arial", 24); // ask director the window size CCSize size = CCDirector::sharedDirector()->getWinSize(); // position the label on the center of the screen pLabel->setPosition( ccp(size.width / 2, size.height - 50) ); // add the label as a child to this layer this->addChild(pLabel, 1); // add "HelloWorld" splash screen" CCSprite* pSprite = CCSprite::create("HelloWorld.png"); // position the sprite on the center of the screen pSprite->setPosition( ccp(size.width/2, size.height/2) ); // add the sprite as a child to this layer this->addChild(pSprite, 0); return true; } |
在這個函數裡,建立了各個子項目,建立完之後,用addChild加入到主層上,上面的注釋清晰的描述了步驟。
參考閱讀:1.cocos2d-x初探學習筆記(1)--HelloWorld http://blog.csdn.net/bill_man/article/details/72024582.cocos2d-x之HelloWorld範例分析(一) http://www.lugw.net/?p=80005