开始界面的编写

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 本系列博客使用的图片仅仅是学习使用


现在开始代码:

1. 创建一个项目,使用的cocos2dx 2.2版本。

首先在main中更改显示窗口为竖屏的比例:

eglView->setFrameSize(320, 640);

2. 在框架入口函数:applicationDidFinishLaunching中 添加代码, 配置分辨率, 使游戏能够使用多种分辨率。

项目使用的背景图片是768x2560, 定义BASIC_WIDTH 为 768, 然后计算当前屏幕的高度就可以了

//适配分辨率    pDirector->setOpenGLView(pEGLView);CCSize sizeView = pEGLView->getFrameSize();if(sizeView.width == 0){CCMessageBox("can't open the device! ","<error>");pDirector->end();}float newHight = BASIC_WIDTH * sizeView.height /sizeView.width;pEGLView->setDesignResolutionSize(BASIC_WIDTH,newHight,kResolutionExactFit);
运行一下,图片ok!


我使用的是vs2012,可以在项目中增加过滤器,添加开始场景和公共


在公共类中,放入经常用到的屏幕设置:

#ifndef __MT_PUBLIC_#define __MT_PUBLIC_#include "cocos2d.h"USING_NS_CC;#define  SCREEN_WIDTH  CCDirector::sharedDirector()->getWinSize().width#define  SCREEN_HIGHT  CCDirector::sharedDirector()->getWinSize().height#endif // __MT_PUBLIC_
在开始场景中,搭建好框架:

#include "MTPublic.h"#include "MTBeginScene.h" USING_NS_CC; CCScene* MTBiginSceneLayer::scene() { // 'scene' is an autorelease object CCScene *scene = CCScene::create(); // 'layer' is an autorelease object MTBiginSceneLayer *layer = MTBiginSceneLayer::create(); // add layer as a child to scene scene->addChild(layer); // return the scene return scene; } // on "init" you need to initialize your instance bool MTBiginSceneLayer::init() { bool Ret = false; do  { //1. super init first CC_BREAK_IF(!CCLayer::init()); //开启安卓设备支持 setKeypadEnabled(true); //创建背景图片// CCSprite *pBackGround=CCSprite::create("background.png"); CC_BREAK_IF(pBackGround==NULL); pBackGround->setPosition(ccp(SCREEN_WIDTH/2,SCREEN_HIGHT/2)); addChild(pBackGround,enZOrderBackGround); //添加logo图片 CCSprite* pLogo=CCSprite::create("loadgo.png"); CC_BREAK_IF(pLogo==NULL); pLogo->setPosition(ccp(SCREEN_WIDTH/2,SCREEN_HIGHT/2)); this->addChild(pLogo,enZOrderLogo); //play按钮// CCMenuItemImage *pPlayItem=CCMenuItemImage::create( "btn-play.png", "btn-play-down.png", this, menu_selector(MTBiginSceneLayer::menuPlayCallback)); CC_BREAK_IF(!pPlayItem); pPlayItem->setPosition(ccp(SCREEN_WIDTH/2,SCREEN_HIGHT/2-40.f)); //about按钮// CCMenuItemImage *pAboutItem=CCMenuItemImage::create( "btn-about.png", "btn-about-down.png", this, menu_selector(MTBiginSceneLayer::menuAboutCallback)); CC_BREAK_IF(!pAboutItem); pAboutItem->setPosition(ccp(SCREEN_WIDTH/2,SCREEN_HIGHT/2-150.f)); //退出按钮 CCMenuItemImage *pExitItem=CCMenuItemImage::create( "exit_game_n.png", "exit_game_d.png", this, menu_selector(MTBiginSceneLayer::menuExitCallback)); CC_BREAK_IF(!pExitItem); pExitItem->setPosition(ccp(SCREEN_WIDTH/2,SCREEN_HIGHT/2-260.f)); //将menu添加到场景 CCMenu *pMenu=CCMenu::create(pPlayItem,pAboutItem,pExitItem,NULL); pMenu->setPosition(CCPointZero); CC_BREAK_IF(!pMenu); this->addChild(pMenu,enZOrderBtn); Ret = true; } while (0); return Ret; } //点击按钮跳转到游戏场景 void MTBiginSceneLayer::menuPlayCallback(CCObject* pSender) { } //跳转到关于场景 void MTBiginSceneLayer::menuAboutCallback(CCObject* pSender) { } //是否退出游戏 void MTBiginSceneLayer::menuExitCallback(CCObject* pSender) { }


运行结果就出来了,显示这个界面有5个节点。(就是我们添加了5个sprite)。

源码: http://download.csdn.net/detail/u012735451/6931173

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