关于cocos2d-x3.0和2.0之间的区别

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区别1.去CC


之前2.0的CC**,把CC都去掉,基本的元素都是保留的

2.0CCSprite  CCCallFunc CCNode ..3.0Sprite CallFunc Node ..


区别2.cc***结构体改变

2.0        ccp(x,y)        ccpAdd(p1,p2)ccpSubccpMultccpLength(p)ccpDot(p1,p2);ccc3()ccc4()ccWHITECCPointZeroCCSizeZero3.0Point(x,y)p1+p2;p1-p2p1*p2p.getLength()p1.dot(p2)Color3B()Color4B()Color3B::WHITEPoint::ZEROSize:ZERO


区别3.shared***改变(单例机制使用语法)

2.0CCSize winSize = CCDirector::sharedDirector()->getWinSize();SpriteFrameCache::sharedSpriteFrameCache()AnimationCache::sharedAnimationCache()NotificationCenter::sharedNotificationCenter()…3.0Size size = Director::getInstance()->getWinSize();SpriteFrameCache::getInstance()AnimationCache::getInstance()NotificationCenter::getInstance()…


区别4.POD类别

2.0CCPoint CCSizeCCRect3.0Vec2SizeRect


区别5.点触事件

auto dispatcher = Director::getInstance()->getEventDispatcher();auto touchListener = EventListenerTouchOneByOne::create();touchListener->onTouchBegan = CC_CALLBACK_2(FBMainScene::onTouchBegan,this);touchListener->onTouchMoved = CC_CALLBACK_2(FBMainScene::onTouchMoved,this);touchListener->onTouchEnded = CC_CALLBACK_2(FBMainScene::onTouchEnded, this);dispatcher->addEventListenerWithSceneGraphPriority(touchListener, this);bool FBMainScene::onTouchBegan(Touch *touch,Event *pEvent){    CCLOG("onTouchBegan");    Point point = this->convertToWorldSpace(this->convertTouchToNodeSpace(touch));    return true;}void FBMainScene::onTouchMoved(Touch *touch,Event *pEvent){    CCLOG("onTouchMoved");}void FBMainScene::onTouchEnded(Touch *touch,Event *pEvent){    CCLOG("onTouchEnded");}//获得触点的方法也发生了改变:Point point = this->convertToWorldSpace(this->convertTouchToNodeSpace(touch));//dispatcher控制方法:dispatcher->addEventListener…dispatcher->removeEventListener(listener);dispatcher->removeAllListeners();


区别6.回调函数

CC_CALLBACK_0 CC_CALLBACK_1 CC_CALLBACK_2 CC_CALLBACK_3
回调函数,分别携带不同的参数,方便
2.0CCMenuItemFont *item = CCMenuItemFont::create("返回上个场景", this, menu_selector(GameScene::backScene));3.0MenuItemFont *item = MenuItemLabel::create("返回上个场景", CC_CALLBACK_1(GameScene::backScene, this));// new callbacks based on C++11#define CC_CALLBACK_0(__selector__,__target__, ) std::bind(&__selector__,__target__, ##__VA_ARGS__)#define CC_CALLBACK_1(__selector__,__target__, ) std::bind(&__selector__,__target__, std::placeholders::_1, ##__VA_ARGS__)#define CC_CALLBACK_2(__selector__,__target__, ) std::bind(&__selector__,__target__, std::placeholders::_1, std::placeholders::_2, ##__VA_ARGS__)#define CC_CALLBACK_3(__selector__,__target__, ) std::bind(&__selector__,__target__, std::placeholders::_1, std::placeholders::_2, std::placeholders::_3 ##__VA_ARGS__)


区别7.CallFunc使用(使用"Function"对象)

CallFunc::create([&](){        Sprite *sprite = Sprite::create("s");        this->addChild(sprite);});


区别8.使用clone代替copy

2.0CCMoveBy *action = (CCMoveBy*) move->copy();action->autorelease();3.0action = move->clone();不需要autorelease,在clone已经实现。


区别9.Physics Integration 物理引擎

暂无使用,box2d 在 3.0中可以延续使用在3.0的Physics中需要定义 PhysicsWorld, PhysicsBody, PhysicsShape, PhysicsJoint 等,于box2d相仿,使用前需要定义CC_USE_PHYSICS



区别10.容器

2.0CCArray3.0cocos2d::Vector<T>cocos2d::Map<K,V>cocos2d::Value

正在学习中……继续等待补充。

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