Cocos2d-x基础知识

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本人在Visual Studio 2013用C++编写。运行时如果出现中文乱码,可在HelloWorldScene.cpp中加入 #pragma execution_character_set("utf-8") 。


 显示对象Sprite:

 1 //加载图片 2     //方法一 3     /*auto logo = Sprite::create("icon.png");*/ 4  5     //方法二 6      7     auto img = Director::getInstance()->getTextureCache()->addImage("icon.png"); 8  9     auto logoSize = img->getContentSize();10     CCLOG("logo size:%f %f", logoSize.width, logoSize.height);11 12     auto logo = Sprite::createWithTexture(img);13 14     logo->setPosition(visibleSize / 2);15 16     addChild(logo);

 

 加载多个图层:

 1 auto layer1 = Layer::create(); 2     auto layer2 = Layer::create(); 3     auto layer3 = Layer::create(); 4  5     auto img1 = Sprite::create("layer1.jpg"); 6     auto img2 = Sprite::create("layer2.jpg"); 7     auto img3 = Sprite::create("layer3.jpg"); 8     img1->setAnchorPoint(Vec2(0, 0)); 9     img2->setAnchorPoint(Vec2(0, 0));10     img3->setAnchorPoint(Vec2(0, 0));11 12     layer1->addChild(img1);13     layer2->addChild(img2);14     layer3->addChild(img3);15 16     addChild(layer1);17     addChild(layer2);18     addChild(layer3);19 20     layer1->setPosition(Vec2(100, 100));21     layer2->setPosition(Vec2(200, 200));22     layer3->setPosition(Vec2(300, 300));23 24     scheduleOnce([visibleSize, this](float f){25     auto scence2 = Scene::create();26     auto scence2Layer = Layer::create();27     scence2->addChild(scence2Layer);28 29     auto logo = Sprite::create("icon.png");30     logo->setPosition(visibleSize / 2);31     scence2Layer->addChild(logo);32 33     Director::getInstance()->replaceScene(scence2);34     }, 3, "Test");

 

 自定义显示对象:

GameScene.h

 1 #pragma once 2  3 #include "cocos2d.h" 4  5 USING_NS_CC; 6  7 class GameScene:public Layer  8 { 9 public:10     GameScene();//构造函数11     virtual ~GameScene();//析构函数12 13     virtual bool init();//初始化函数14 15     CREATE_FUNC(GameScene);//CREATE宏函数16 17     static Scene* createScene();//场景创建18 };

GameScene.cpp

 1 #include "GameScene.h" 2 #include "LogoNode.h" 3  4 GameScene::GameScene() 5 { 6  7 } 8 GameScene::~GameScene() 9 {10 11 }12 13 bool GameScene::init()14 {15     if (!Layer::init())16     {17         return false;18     }19     auto logo = LogoNode::create();20     addChild(logo);21 22     logo->setPosition(Director::getInstance()->getVisibleSize() / 2);23 24     return true;25 }26 27 28 Scene* GameScene::createScene()29 {30     auto scene = Scene::create();31     auto layer = GameScene::create();32 33     scene->addChild(layer);34 35     return scene;36 }

将 AppDelegate.cpp 中 auto scene = HelloWorld::createScene(); 替换 GameScene 。

 

常用控件:

  //Log   log("Hello Cocos2dx %d", 200);//跨平台*/    //MessageBox    MessageBox("消息内容", "消息标题");*/    //Cocos2d-x之LabelTTF    LabelTTF *label = LabelTTF::create();    label->setString("Hello Cocos");    label->setFontSize(36);    label->setPosition(visibleSize / 2);    addChild(label);*/    //TextFieldTTF    TextFieldTTF *tf = TextFieldTTF::textFieldWithPlaceHolder(        "在这里输入",         "宋体", 20);    tf->setPosition(visibleSize / 2);    addChild(tf);    //添加侦听用于连接输入IME    auto listen = EventListenerTouchOneByOne::create();    listen->onTouchBegan = [tf](Touch *t, Event *event){        if (tf->getBoundingBox().containsPoint(t->getLocation()))        {            log(">>>>>>>>>>>>>>>>>>>");            tf->attachWithIME();        }        else        {            tf->detachWithIME();        }        return false;    };    Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(listen, tf);*/    //Menu    auto menu = Menu::create(MenuItemImage::create(        "normal.png",        "selected.png",        [](Object* obj){        log("menu item touched");    }), NULL);    addChild(menu);

 

 TableView:

bool HelloWorld::init(){    //////////////////////////////    // 1. super init first    if ( !Layer::init() )    {        return false;    }        Size visibleSize = Director::getInstance()->getVisibleSize();    Vec2 origin = Director::getInstance()->getVisibleOrigin();  //引入头文件及命名空间,同时Hello头文件需继承TableViewDataSource并重写方法    TableView *tv = TableView::create(this, Size(300, 300));    tv->setAnchorPoint(Vec2(0, 0));    tv->setPosition(Vec2(200, 0));    tv->setDelegate(this);    addChild(tv);        return true;}

 头文件: class HelloWorld : public cocos2d::Layer,TableViewDataSource,TableViewDelegate 

public:    //重写TableViewDataSource方法------列表    /**    * cell height for a given table.    *    * @param table table to hold the instances of Class    * @return cell size    */    virtual Size cellSizeForTable(TableView *table);    /**    * a cell instance at a given index    *    * @param idx index to search for a cell    * @return cell found at idx    */    virtual TableViewCell* tableCellAtIndex(TableView *table, ssize_t idx);    /**    * Returns number of cells in a given table view.    *    * @return number of cells    */    virtual ssize_t numberOfCellsInTableView(TableView *table);public:    //重写TableViewDelegate方法------列表点击监听    /**    * Delegate to respond touch event    *    * @param table table contains the given cell    * @param cell  cell that is touched    * @js NA    * @lua NA    */    virtual void tableCellTouched(TableView* table, TableViewCell* cell);    /**    * @js NA    * @lua NA    */    virtual void scrollViewDidScroll(ScrollView* view) {};    /**    * @js NA    * @lua NA    */    virtual void scrollViewDidZoom(ScrollView* view) {};

 cpp文件:

//实现头文件中重写TableViewDataSource的三个方法------列表Size HelloWorld::cellSizeForTable(TableView *table){    return Size(300, 50);}TableViewCell* HelloWorld::tableCellAtIndex(TableView *table, ssize_t idx){    TableViewCell *cell = table->dequeueCell();    LabelTTF *label;    if (cell == NULL)    {        cell = TableViewCell::create();        label = LabelTTF::create();        label->setTag(2);        label->setFontSize(20);        label->setAnchorPoint(Point(0, 0));        cell->addChild(label);    }    else    {        label = (LabelTTF*)cell->getChildByTag(2);    }    label->setString(StringUtils::format("Label %ld", idx));    return cell;}ssize_t HelloWorld::numberOfCellsInTableView(TableView *table){    return 100;}//实现头文件重写的TableViewDelegate方法------列表点击监听void HelloWorld::tableCellTouched(TableView* table, TableViewCell* cell){    LabelTTF *label = (LabelTTF*)cell->getChildByTag(2);    log("%s", label->getString().c_str());}

 

UIVideoPlayer/UI Web View:

#include "ui/CocosGUI.h"#include "ui/UIVideoPlayer.h"    #if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_IOS)      auto videoPlayer = cocos2d::experimental::ui::VideoPlayer::create();     videoPlayer->setContentSize(visibleSize);    videoPlayer->setPosition(visibleSize/2);    videoPlayer->setFileName("video.mp4");    videoPlayer->play();    addChild(videoPlayer);    #endif          #if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_IOS)      auto webview = cocos2d::experimental::ui::WebView::create();    webview->setContentSize(visibleSize);    webview->setPosition(visibleSize / 2);    webview->loadURL("http://baidu.com");    addChild(webview);    #endif

 

 场景切换特效:

LabelTTF *label = LabelTTF::create("Show Next Scene", "Courier", 36);    addChild(label);    label->setPosition(visibleSize / 2);    EventListenerTouchOneByOne *listener = EventListenerTouchOneByOne::create();    listener->onTouchBegan = [label](Touch *t, Event *event){        if (label->getBoundingBox().containsPoint(t->getLocation()))        {            // 普通切换            //Director::getInstance()->replaceScene(ImageScene::createScene());            //场景切换特效            Director::getInstance()->replaceScene(TransitionFadeBL::create(1, ImageScene::createScene()));        }        return false;    };    Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(listener, label);     //渐变切换         //auto transition = TransitionCrossFade::create(1, newScene);        // 反转切换         //auto transition = TransitionZoomFlipAngular::create(1, newScene);        //翻页切换        //auto transition = TransitionPageTurn::create(1, newScene,false);//---fals 类似书向后翻页 ---true 向前翻        //顺逆时针切换         //auto transition = TransitionProgressRadialCCW::create(1, newScene);//---CCW顺时针 ---CW逆时针        //左右切换         //auto transition = TransitionSplitRows::create(1, newScene);                //auto transition = TransitionSplitCols::create(1, newScene);//Rows 上下两部分左右拉开  Cols 左中右三部分上下拉开

 

 动作:

   auto label = LabelTTF::create("Cocos2d-X", "Courier", 30);    label->setPosition(visibleSize / 2);    addChild(label);    auto listener = EventListenerTouchOneByOne::create();    listener->onTouchBegan = [label](Touch *t, Event *e){        if (label->getBoundingBox().containsPoint(t->getLocation()))        {            //label->runAction(MoveTo::create(1, Point(100, 100)));            //label->runAction(MoveBy::create(1, Point(-10, -10)));            //动作反转            //label->runAction(MoveBy::create(1, Point(-10, -10))->reverse ());            //动作混合---同时            //label->runAction(Spawn::create(MoveBy::create(1, Point(100, 100)), RotateBy::create(1, 360), NULL));                        //动作序列---顺序            label->runAction(Sequence::create(MoveBy::create(1, Point(100, 100)), RotateBy::create(1, 360), NULL));                        //动作侦听CallFunc            label->runAction(Sequence::create(MoveBy::create(1, Point(100, 100)), RotateBy::create(1, 360),                CallFunc::create([](){                MessageBox("Action complete", "complete");            }), NULL));        }        return false;    };    Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(listener, label);  //动作重复   //label->runAction(Repeat::create(RotateBy::create(1, 180), 3));   //label->runAction(RepeatForever::create(RotateBy::create(1, 180)));

 

 逐帧动画:

auto cache = SpriteFrameCache::getInstance();    cache->addSpriteFramesWithFile("anim.plist");    Vector<SpriteFrame*> vec;    char name[15];    memset(name, 0, 15);    for (int i = 0; i < 20; i++)    {        sprintf(name, "anim%04d", i);        vec.pushBack(cache->getSpriteFrameByName(name));    }    Animation *animation = Animation::createWithSpriteFrames(vec, 0.1f);    Animate *animate = Animate::create(animation);    auto sprite = Sprite::create();    addChild(sprite);    sprite->setPosition(visibleSize / 2);    sprite->runAction(RepeatForever::create(animate));

  

 单点触摸: 

auto label = LabelTTF::create("Click me", "Courier", 30);    label->setPosition(visibleSize / 2);    addChild(label);    auto listener = EventListenerTouchOneByOne::create();    //Cocos2d-x事件传递    listener->onTouchBegan = [label](Touch *t, Event *e){        //Cocos2d-x触摸目标判断        if (label->getBoundingBox().containsPoint(t->getLocation()))        {            log("onTouchBegan");        }        return true;//当返回值为true  才能执行onTouchMoved  onTouchEnded    };    listener->onTouchMoved = [](Touch *t, Event *e){        log("onTouchMoved");    };    listener->onTouchEnded = [](Touch *t, Event *e){        log("onTouchEnded");    };    Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(listener, label);

 

多点触摸: 

auto listener = EventListenerTouchAllAtOnce::create();    listener->onTouchesBegan = [](std::vector<Touch*> ts, Event *e){        log("onTouchesBegan");    };    listener->onTouchesMoved = [](std::vector<Touch*> ts, Event *e){        log("Touches Moved ,and touch count is %ld", ts.size());    };    Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(listener, this);

 

加速度传感器:

Device::setAccelerometerEnabled(true);    Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(        EventListenerAcceleration::create(        [](Acceleration *a, Event *e){        log("x:%g, y:%g, z:%g ", a->x, a->y, a->z);    }), this);

 

物理按键交互: 

auto listener = EventListenerKeyboard::create();    listener->onKeyReleased = [](EventKeyboard::KeyCode code, Event *e){        log("key code : %d", code);        switch (code)        {        case EventKeyboard::KeyCode::KEY_BACKSPACE:            Director::getInstance()->end();            break;        default:            break;        }    };    Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(listener, this);

 

 计时器:

重写update方法,随帧频执行,在h文件中 //update方法 virtual void update(float dt); ,在cpp实现:

//重写update方法   ---  每帧都会执行void HelloWorld::update(float dt){    label->setPosition(label->getPosition() + Point(1, 1));    if (label->getPositionX()>500)    {        //停止update方法        unscheduleUpdate();    }}

 在init调用:

label = LabelTTF::create("Cocos2d-X", "Courier", 30);addChild(label);scheduleUpdate();

 

也可以用schedule按照想要的时间执行,写一个方法,让他每秒执行一次:

方法:h中 void timerHandler(float dt); ,cpp中 void HelloWorld::timerHandler(float dt){ log(">>>>>>>>>>>>>>>>>>>"); } 

调用 schedule(schedule_selector(HelloWorld::timerHandler), 1); 

 

首选项数据读写:

//设置首选项//UserDefault::getInstance()->setStringForKey("data", "Hello Cocos2d");//读取首选项log("%s", UserDefault::getInstance()->getStringForKey("data", "Hello CPP").c_str());

 

 文件读写: 

   auto fu = FileUtils::getInstance();    //log("%s", fu->getWritablePath().c_str());文件写入的目录    //写入    FILE *f = fopen(fu->fullPathFromRelativeFile("data.txt", fu->getWritablePath()).c_str(), "w");    fprintf(f, "Hello Cocos\n");    fclose(f);    //读取    Data d = fu->getDataFromFile(fu->fullPathFromRelativeFile("data.txt", fu->getWritablePath()));    log("%s", d.getBytes());

    //plist文件操作

    auto fu = FileUtils::getInstance();
    ValueMap vm = fu->getValueMapFromFile("data.plist");
    log("%s", vm["name"].asString().c_str());

 

 xml数据操作 --- #include <tinyxml2\tinyxml2.h>: 

auto doc = new tinyxml2::XMLDocument();    doc->Parse(FileUtils::getInstance()->getStringFromFile("data.xml").c_str());    auto root = doc->RootElement();    for (auto e = root->FirstChildElement(); e; e = e->NextSiblingElement())    {        std::string str;        for (auto attr = e->FirstAttribute(); attr; attr = attr->Next())        {            str += attr->Name();            str += ":";            str += attr->Value();            str += " ,";        }        log("%s", str.c_str());    }

 

json数据操作 --- #include <json\document.h>: 

   rapidjson::Document d;    d.Parse<0>(FileUtils::getInstance()->getStringFromFile("data.json").c_str());    log("%s", d[(int)0]["name"].GetString());

 

 TMX 地图解析: 

//加载地图        auto map = TMXTiledMap::create("map.tmx");//加载地图    addChild(map);    map->setScale(0.5);    map->setAnchorPoint(Vec2(0.5, 0.5));    map->setPosition(visibleSize / 2);    auto mapProperties = map->getProperties();//获取地图属性    auto str = mapProperties["type"].asString();    CCLOG("map pro :%s", str.c_str());    auto sceneLayer = map->getLayer("scene");//获取图层    auto layerProperties = sceneLayer->getProperties();//获取图层属性    CCLOG("layer pro :%s", layerProperties["type"].asString().c_str());    auto tilePro = map->getPropertiesForGID(1).asValueMap();//获取图块属性    CCLOG("tile pro :%s", tilePro["type"].asString().c_str());    auto objectGroup = map->getObjectGroup("object");//获取对象组    auto obj = objectGroup->getObject("player");//获取player对象    CCLOG("obj pro :%s", obj["type"].asString().c_str());    //根据地图对象改操作地图    auto colorObj = objectGroup->getObject("color");//获取对象组中的color对象    //color的属性    auto colorObjX = colorObj["x"].asInt() / 32;    auto colorObjY = colorObj["y"].asInt() / 32;    auto colorObjW = colorObj["width"].asInt() / 32;    auto colorObjH = colorObj["height"].asInt() / 32;    //遍历color坐标修改其颜色 --- Y方向需要修改 ------ map->getMapSize().height - y    for (int x = colorObjX; x < colorObjX + colorObjW; x++)    {        for (int y = colorObjY; y < colorObjY + colorObjH; y++)        {            auto sprite = sceneLayer->getTileAt(Vec2(x, map->getMapSize().height - y));            sprite->setColor(Color3B(255, 0, 0));        }    }    auto playerBall = Sprite::create("c.png");//创建一个小球图像    playerBall->setPosition(obj["x"].asFloat(), obj["y"].asFloat());//将小球的位置放入地图的player对象位置    map->addChild(playerBall);//根据 Tiled 属性判断碰撞    auto eventListener = EventListenerTouchOneByOne::create();    eventListener->onTouchBegan = [map, sceneLayer, playerBall](Touch *touch, Event *e){        auto point = map->convertToNodeSpace(touch->getLocation());        point.x = static_cast<int>(point.x / 32);        point.y = map->getMapSize().height - static_cast<int>(point.y / 32) - 1;        auto t = sceneLayer->getTileAt(point);        //t->setColor(Color3B(255, 0, 0));        auto gid = sceneLayer->getTileGIDAt(point);        auto p = map->getPropertiesForGID(gid).asValueMap();        if (p["move"].isNull() != true && p["move"].asBool() == true)        {            playerBall->setPosition(t->getPosition().x, t->getPosition().y);        }        return false;    };    _eventDispatcher->addEventListenerWithSceneGraphPriority(eventListener, map);

 

 3D功能: 

   auto s = Sprite3D::create("tortoise.c3b");//加载3D对象    //auto s = Sprite3D::create("tortoise.c3b", "tortoise.png");//模型与材质名字不一样    s->setScale(0.1);    s->setPosition(visibleSize / 2);    addChild(s);    //s->runAction(RepeatForever::create(RotateBy::create(1, Vec3(45, 45, 0))));//动画效果    //auto anim = Animate3D::create(Animation3D::create("tortoise.c3b"));//3D效果  --- 3D对象含有的所有的动画效果    //s->runAction(anim);    auto anim = Animate3D::create(Animation3D::create("tortoise.c3b"), 0, 1.93);//取得3D对象特定时间点的3D动作 --- 游泳    s->runAction(RepeatForever::create(anim));    //添加光源    auto l = DirectionLight::create(Vec3(0, 0, -1000), Color3B(255, 255, 255));//平行光源    addChild(l);

 

  

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