Cocos2d-x 3.1 HelloWorld解析

创建一个Cocos2dx_C++项目 需要先安装 Python
cocos2d-x-3.10\tools\cocos2d-console\bin下 用python 打开cocos.py
创建一个项目
python cocos.py new hellogame -p com.hanhan.hellogame -l cpp -d e:\cocos2dxpros\hellogame
下面是实例:
/**************************************************************
****************************************************************
*/
--------------
Microsoft Windows [版本 6.1.7601]
版权所有 (c) 2009 Microsoft Corporation。保留所有权利。


C:\Users\han>f:


F:\>cd F:\cocos2d-x-3.10\tools\cocos2d-console\bin


F:\cocos2d-x-3.10\tools\cocos2d-console\bin>dir
 驱动器 F 中的卷是 开发
 卷的序列号是 0005-74D0


 F:\cocos2d-x-3.10\tools\cocos2d-console\bin 的目录


2016/03/19  13:18              .
2016/03/19  13:18              ..
2015/11/03  11:15               189 cocos
2015/10/21  17:07                39 cocos.bat
2015/11/04  19:11            31,093 cocos.py
2016/03/19  13:18            28,748 cocos.pyc
2015/11/03  11:15             1,862 cocos2d.ini
2015/10/21  17:07            25,013 cocos_project.py
2016/03/19  13:18            26,729 cocos_project.pyc
2015/10/21  17:07            15,726 cocos_stat.py
2016/03/19  13:18            14,257 cocos_stat.pyc
2015/10/21  17:07             2,409 install.py
2015/10/21  17:07             4,677 MultiLanguage.py
2016/03/19  13:18             4,824 MultiLanguage.pyc
2015/10/21  17:07            87,798 strings.json
2015/10/21  17:07             7,056 utils.py
2016/03/19  13:18             5,124 utils.pyc
              15 个文件        255,544 字节
               2 个目录 108,059,762,688 可用字节


F:\cocos2d-x-3.10\tools\cocos2d-console\bin>python cocos.py new hellogame -p com
.hanhan.hellogame -l cpp -d e:\cocos2dxpros\hellogame
> 拷贝模板到 e:\cocos2dxpros\hellogame\hellogame
> 拷贝 cocos2d-x ...
> 替换文件名中的工程名称,'HelloCpp' 替换为 'hellogame'。
> 替换文件中的工程名称,'HelloCpp' 替换为 'hellogame'。
> 替换工程的包名,'org.cocos2dx.hellocpp' 替换为 'com.hanhan.hellogame'。
> 替换 Mac 工程的 Bundle ID,'org.cocos2dx.hellocpp' 替换为 'com.hanhan.hellogam
e'。
> 替换 iOS 工程的 Bundle ID,'org.cocos2dx.hellocpp' 替换为 'com.hanhan.hellogam
e'。


F:\cocos2d-x-3.10\tools\cocos2d-console\bin>






下面是helloworld解析
1.main.h


#ifndef __MAIN_H__
#define __MAIN_H__


#define WIN32_LEAN_AND_MEAN             // Exclude rarely-used stuff from Windows headers


// Windows Header Files:
#include 
#include 


// C RunTime Header Files
#include "CCStdC.h"


#endif    // __MAIN_H__


2.main.cpp


/*
这里是windows的入口文件 不需要做任何更改!
*/
#include "main.h"
#include "AppDelegate.h"
#include "cocos2d.h"


USING_NS_CC;


int APIENTRY _tWinMain(HINSTANCE hInstance,
                       HINSTANCE hPrevInstance,
                       LPTSTR    lpCmdLine,
                       int       nCmdShow)
{
    UNREFERENCED_PARAMETER(hPrevInstance);
    UNREFERENCED_PARAMETER(lpCmdLine);


	/*
	创建这个App实例 使其进入消息循环
	*/
    AppDelegate app;
    return Application::getInstance()->run();
}



3.AppDelegate.h
#ifndef  _APP_DELEGATE_H_
#define  _APP_DELEGATE_H_


#include "cocos2d.h"


/**
@brief    The cocos2d Application.


The reason for implement as private inheritance is to hide some interface call by Director.
*/
class  AppDelegate : private cocos2d::Application
{
public:
    AppDelegate();
    virtual ~AppDelegate();


    virtual void initGLContextAttrs();


    /**
    @brief    Implement Director and Scene init code here.
    @return true    Initialize success, app continue.
    @return false   Initialize failed, app terminate.
    */
	//应用启动后
    virtual bool applicationDidFinishLaunching();


    /**
    @brief  The function be called when the application enter background
    @param  the pointer of the application
    */
	//应用后台运行后-(比如正在玩游戏 一下子打了个电话)
    virtual void applicationDidEnterBackground();


    /**
    @brief  The function be called when the application enter foreground
    @param  the pointer of the application
    */
	//恢复前台时
    virtual void applicationWillEnterForeground();
};


#endif // _APP_DELEGATE_H_






4.AppDelegate.cpp
#include "AppDelegate.h"
#include "HelloWorldScene.h"


USING_NS_CC;


static cocos2d::Size designResolutionSize = cocos2d::Size(480, 320);
static cocos2d::Size smallResolutionSize = cocos2d::Size(480, 320);
static cocos2d::Size mediumResolutionSize = cocos2d::Size(1024, 768);
static cocos2d::Size largeResolutionSize = cocos2d::Size(2048, 1536);


AppDelegate::AppDelegate() {


}


AppDelegate::~AppDelegate() 
{
}


//if you want a different context,just modify the value of glContextAttrs
//it will takes effect on all platforms
void AppDelegate::initGLContextAttrs()
{
    //set OpenGL context attributions,now can only set six attributions:
    //red,green,blue,alpha,depth,stencil
    GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8};


    GLView::setGLContextAttrs(glContextAttrs);
}


// If you want to use packages manager to install more packages, 
// don't modify or remove this function
static int register_all_packages()
{
    return 0; //flag for packages manager
}


bool AppDelegate::applicationDidFinishLaunching() {
    // 初始化 导演类 Director
    auto director = Director::getInstance();
	//|获取OpenGl的视图
    auto glview = director->getOpenGLView();
    if(!glview) {
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) || (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
        glview = GLViewImpl::createWithRect("hellogame", Rect(0, 0, designResolutionSize.width, designResolutionSize.height));
#else
        glview = GLViewImpl::create("hellogame");
#endif
		//设置OPenGl的视图
        director->setOpenGLView(glview);
    }


    // 是否显示FPS帧率
    director->setDisplayStats(true);


    // set FPS. the default value is 1.0/60 if you don't call this
    director->setAnimationInterval(1.0 / 60);


    // Set the design resolution
    glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER);
    Size frameSize = glview->getFrameSize();
    // if the frame's height is larger than the height of medium size.
    if (frameSize.height > mediumResolutionSize.height)
    {        
        director->setContentScaleFactor(MIN(largeResolutionSize.height/designResolutionSize.height, largeResolutionSize.width/designResolutionSize.width));
    }
    // if the frame's height is larger than the height of small size.
    else if (frameSize.height > smallResolutionSize.height)
    {        
        director->setContentScaleFactor(MIN(mediumResolutionSize.height/designResolutionSize.height, mediumResolutionSize.width/designResolutionSize.width));
    }
    // if the frame's height is smaller than the height of medium size.
    else
    {        
        director->setContentScaleFactor(MIN(smallResolutionSize.height/designResolutionSize.height, smallResolutionSize.width/designResolutionSize.width));
    }


    register_all_packages();


    // 创建一个场景对象
    auto scene = HelloWorld::createScene();


    // 运行这个场景
    director->runWithScene(scene);


    return true;
}


// This function will be called when the app is inactive. When comes a phone call,it's be invoked too
void AppDelegate::applicationDidEnterBackground() {
    Director::getInstance()->stopAnimation();


    // if you use SimpleAudioEngine, it must be pause
    // SimpleAudioEngine::getInstance()->pauseBackgroundMusic();
}


// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground() {
    Director::getInstance()->startAnimation();


    // if you use SimpleAudioEngine, it must resume here
    // SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
}



5.HelloWorldScene.h
/*
场景类定义
*/
#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__


#include "cocos2d.h"
//|继承自 Layer层类
class HelloWorld : public cocos2d::Layer
{
public:
	//|创建场景方法
    static cocos2d::Scene* createScene();
	//|初始化
    virtual bool init();
    
    //|关闭菜单(按钮) 回调函数
    void menuCloseCallback(cocos2d::Ref* pSender);
    
	/*
	根据 CREATE_FUN()这个宏 会在 本类的 类成员中加一个 static create()这个静态成员函数 (用于创建这个类)
	*/
    // implement the "static create()" method manually
    CREATE_FUNC(HelloWorld);
};


#endif // __HELLOWORLD_SCENE_H__



6.HelloWorldScene.cpp
#include "HelloWorldScene.h"


USING_NS_CC;


Scene* HelloWorld::createScene()
{
    // 创建场景
    auto scene = Scene::create();
    
    //创建层
    auto layer = HelloWorld::create();


    // 把层放在场景
    scene->addChild(layer);


    // return the scene
    return scene;
}


//|初始化层
bool 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.


   //|创建关闭菜单项(按钮)
    auto closeItem = MenuItemImage::create(
                                           "CloseNormal.png",
                                           "CloseSelected.png",
                                           CC_CALLBACK_1(HelloWorld::menuCloseCallback, this));
    //设置位置
	closeItem->setPosition(Vec2(origin.x + visibleSize.width - closeItem->getContentSize().width/2 ,
                                origin.y + closeItem->getContentSize().height/2));


    // 创建菜单
    auto menu = Menu::create(closeItem, NULL);
	//|设置位置
    menu->setPosition(Vec2::ZERO);
	//添加到层
    this->addChild(menu, 1);


    /
    // 3. add your codes below...


    // add a label shows "Hello World"
    // create and initialize a label
    //创建标签
    auto label = Label::createWithTTF("Hello World", "fonts/Marker Felt.ttf", 24);
    
    //设置位置
    label->setPosition(Vec2(origin.x + visibleSize.width/2,
                            origin.y + visibleSize.height - label->getContentSize().height));


    //添加到层
    this->addChild(label, 1);


    //创建精灵
    auto sprite = Sprite::create("HelloWorld.png");


    //设置位置
    sprite->setPosition(Vec2(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y));


   //添加到层
    this->addChild(sprite, 0);
    // 增加一个自己的Label
	auto label2 = Label::createWithTTF("QiuYuhan`s First Game","fonts/Marker Felt.ttf", 24);
	label2->setPosition(Vec2(label2->getContentSize().width/2,100));
	this->addChild(label2, 1);
    return true;
}


//事件处理函数
void HelloWorld::menuCloseCallback(Ref* pSender)
{
	//关闭应用
    Director::getInstance()->end();


#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
    exit(0);
#endif
}



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