Coco2dx入门教程-切换场景Test

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创建一个项目

项目名为gametest,包名 com.cocos.test,创建在F:\Cocos2dx\MyGame 目录下,使用语言为c++

在cmd下输入:

cocos new gametest -p com.cocos.test -d F:\Cocos2dx\MyGame -l cpp

cocos new 项目名称 -p 包名  -l 语言 -d 目录

意思是创建一个项目

   项目名称:myfirstgame

-p 包名:com.game.test

-l 语言:cpp

-d 存放目录:F:\Cocos2dx\MyProject

(似乎F:/Cocos2dx/MyProject也可以)




双击打开gametest\proj.win32下的gametest.sln,将项目载入VS

gametest设置为启动项目,ctrl+f5运行




HelloWorldScene.h添加一个切换场景的回调函数定义

void menuSceneCallback(cocos2d::Ref* pSender);


HelloWorldScene.h


#ifndef __HELLOWORLD_SCENE_H__#define __HELLOWORLD_SCENE_H__#include "cocos2d.h"class HelloWorld : public cocos2d::Layer  //HelloWorld是一个图层{public:    //返回包含该图层的场景指针    static cocos2d::Scene* createScene();    //初始化    virtual bool init();          //点击关闭菜单回调函数    void menuCloseCallback(cocos2d::Ref* pSender);/*添加一个切换场景的回调函数*/void menuSceneCallback(cocos2d::Ref* pSender);    //宏,增加静态create()方法,它执行了类的构造函数,执行了init()初始化函数,最后又设置创建出的对象为自动释放内存    CREATE_FUNC(HelloWorld);};#endif // __HELLOWORLD_SCENE_H__


创建一个类GameScene,定义另一个图层,注意这个类会自动创建到\proj.win32中,并不是Classes


所以创建好了,到工程目录下,将创建好的类文件(GameScene.cpp和GameScene.h)剪切到Classes文件夹中,然后再添加-->现有项添加进去



最后解决方案如图所示:



GameScene.h  模仿HelloWorld.h来写


#pragma once#include "cocos2d.h"class GameScene :public cocos2d::Layer{public://感觉像get方法,返回添加了GameScene这个图层的场景给外界访问static cocos2d::Scene* createScene();//初始化该图层上的元素virtual bool init();//菜单点击回调函数void menuSceneCallback(cocos2d::Ref* pSender);//宏,增加静态create()方法,它执行了类的构造函数,执行了init()初始化函数,最后又设置创建出的对象为自动释放内存CREATE_FUNC(GameScene);};

GameScene.cpp  来实现GameScene.h定义的方法

#include "GameScene.h"#include "HelloWorldScene.h"USING_NS_CC;  // using namespace cocos2dScene* GameScene::createScene(){//创建一个场景,一般create方法都为静态,且创建出来的对象自动释放内存Scene* scene = Scene::create();//c++11新特性//auto scene = Scene::create();//创建GameScene图层Layer* gameScene = GameScene::create();//auto gameScene = GameScene::create();//将该图层添加至场景scene->addChild(gameScene);return scene;}bool GameScene::init(){//创建MenuItemImage//参数一显示图片,参数二是选中后显示图片,最后为回调方法的绑定//CC_CALLBACK_1参数一是绑定函数,CC_CALLBACK_1中的1表示该函数有一个参数//this表示该类auto menuItem = MenuItemImage::create("CloseNormal.png","CloseSelected.png",CC_CALLBACK_1(GameScene::menuSceneCallback, this));Size visibleSize = Director::getInstance()->getVisibleSize();//定义MenuItemImage位置menuItem->setPosition(Vec2(visibleSize.width - menuItem->getContentSize().width / 2, menuItem->getContentSize().height / 2));//创建Menu,参数为MenuItem,最后为NULL,表示添加结束,之后没有了auto menu = Menu::create(menuItem,NULL);//定义Menu位置menu->setPosition(Vec2::ZERO);//将该Menu添加到该Layer//参数二 为z轴坐标this->addChild(menu,1);return true;}//菜单点击回调函数,导演说替换场景为HelloWorld的场景void GameScene::menuSceneCallback(cocos2d::Ref* pSender){Director::getInstance()->replaceScene(HelloWorld::createScene());}


HelloWorldScene.cpp


增加一个MenuItem,上面绑定回调函数menuSceneCallback

#include "HelloWorldScene.h"#include "GameScene.h"USING_NS_CC;Scene* HelloWorld::createScene(){    // 'scene' is an autorelease object    auto scene = Scene::create();        // 'layer' is an autorelease object    auto layer = HelloWorld::create();    // add layer as a child to scene    scene->addChild(layer);    // return the scene    return scene;}// on "init" you need to initialize your instancebool HelloWorld::init(){    //////////////////////////////    // 1. super init first    if ( !Layer::init() )    {        return false;    }        Size visibleSize = Director::getInstance()->getVisibleSize();    Vec2 origin = Director::getInstance()->getVisibleOrigin();    /////////////////////////////    // 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    auto closeItem = MenuItemImage::create(                                           "CloseNormal.png",                                           "CloseSelected.png",                                           CC_CALLBACK_1(HelloWorld::menuCloseCallback, this));    closeItem->setPosition(Vec2(origin.x + visibleSize.width - closeItem->getContentSize().width/2 ,                                origin.y + closeItem->getContentSize().height/2));//再添加一个MenuItemLabelauto tip = LabelTTF::create("Next Scene", "Arial", 24);auto nextScene = MenuItemLabel::create(tip, this, menu_selector(HelloWorld::menuSceneCallback));nextScene->setPosition(Vec2(visibleSize.height / 2, 50));    // create menu, it's an autorelease object    auto menu = Menu::create(closeItem,nextScene, NULL);    menu->setPosition(Vec2::ZERO);  //Vec2(0,0)    this->addChild(menu, 1);    /////////////////////////////    // 3. add your codes below...    // add a label shows "Hello World"    // create and initialize a label        auto label = LabelTTF::create("Hello World", "Arial", 24);        // position the label on the center of the screen    label->setPosition(Vec2(origin.x + visibleSize.width/2,                            origin.y + visibleSize.height - label->getContentSize().height));    // add the label as a child to this layer    this->addChild(label, 1);    // add "HelloWorld" splash screen"    auto sprite = Sprite::create("HelloWorld.png");    // position the sprite on the center of the screen    sprite->setPosition(Vec2(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y));    // add the sprite as a child to this layer    this->addChild(sprite, 0);        return true;}void HelloWorld::menuCloseCallback(Ref* pSender){#if (CC_TARGET_PLATFORM == CC_PLATFORM_WP8) || (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)MessageBox("You pressed the close button. Windows Store Apps do not implement a close button.","Alert");    return;#endif    Director::getInstance()->end();#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)    exit(0);#endif}void HelloWorld::menuSceneCallback(Ref* pSender){Director::getInstance()->replaceScene(GameScene::createScene());}

ctrl+f5程序启动画面




点击Next Scene,跳转到如下画面




点击那个关机按钮,再次跳回




pushScenepopScent

修改HelloWorldScene.cppmenuSceneCallback方法

void HelloWorld::menuSceneCallback(Ref* pSender){//Director::getInstance()->replaceScene(GameScene::createScene());   ////将当前场景压栈,切换到GameScene创建的图层Director::getInstance()->pushScene(GameScene::createScene()); }


修改GameScene.cppmenuSceneCallback方法

void GameScene::menuSceneCallback(cocos2d::Ref* pSender){//Director::getInstance()->replaceScene(HelloWorld::createScene());//或者是//弹栈,就会将上个压栈的HelloWorldScene场景替换当前场景Director::getInstance()->popScene();}



加入切换场景动画


修改HelloWorldScene.cppmenuSceneCallback方法

void HelloWorld::menuSceneCallback(Ref* pSender){//Director::getInstance()->replaceScene(GameScene::createScene());////将当前场景压栈,切换到GameScene创建的图层//Director::getInstance()->pushScene(GameScene::createScene());//以Transition开头的有好多切换场景的动画,第一个参数时间,第二次参数切换场景auto scene = TransitionFadeDown::create(1, GameScene::createScene());Director::getInstance()->pushScene(scene);}


单独运行Cocos2dx程序


经过vs debug会在proj.win32生成Debug.win32

经过vs Release会在proj.win32生成Release.win32

不管哪个文件夹,如果直接运行里面的   项目名.exe 都无法正常运行

此时需要将Resources里面所有内容复制到Debug.win32Release.win32,发现里面的 项目名.exe 可以正常运行了。




将项目编译成apk

参考自http://blog.csdn.net/linzhengqun/article/details/21663341

同时是用到cocos2d-console,这里要用的是compile这个命令,

进入项目目录下,cmd输入下面查看帮助信息

F:\Cocos2dx\MyGame\gametest>cocos compile --help

现在我们在cmd输入:

F:\Cocos2dx\MyGame\gametest>cocos compile -p android -j 4



意思就是说我们要编译当前目录下的Android工程,同时可以有4个编译任务,所以我的4核机器就满负的跑了,如无意外,应该可以看到编译开始了,最后如果看到下面这几句,说明编译成功:

BUILD SUCCESSFUL
Total time: 21 seconds
Move apk to F:\Cocos2dx\MyGame\gametest\publish\android 

build ucceeded.



编译成apk遇到的错误


cocos2d-x发生undefined reference to `XX'异常


参考:http://blog.csdn.net/kafeidev/article/details/9157895

原因是android的nkd编译需要将每个cpp尽心进行声明

进入proj.android\jni目录下的Android.mk

LOCAL_SRC_FILES := hellocpp/main.cpp \                   ../../Classes/AppDelegate.cpp \                   ../../Classes/HelloWorldScene.cpp

在后面跟上你所有的cpp文件

LOCAL_SRC_FILES := hellocpp/main.cpp \                   ../../Classes/AppDelegate.cpp \                   ../../Classes/HelloWorldScene.cpp \   ../../Classes/GameScene.cpp

这样编译就可以正常进行下去了。

当然也可以将上面一段代码修改为这样,

一劳永逸,不需再添写新加的cpp文件名了,

参考http://www.myexception.cn/operating-system/1620542.html

MY_CPP_LIST := $(wildcard $(LOCAL_PATH)/*.cpp)MY_CPP_LIST += $(wildcard $(LOCAL_PATH)/hellocpp/*.cpp)MY_CPP_LIST += $(wildcard $(LOCAL_PATH)/../../Classes/*.cpp)LOCAL_SRC_FILES := $(MY_CPP_LIST:$(LOCAL_PATH)/%=%)






源代码下载:http://download.csdn.net/detail/wguangliang/7640775




























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