cocos2d学习(一)helloWorld

一.继承关系

              CCNode

CCLayer  CCScene             CCSprite 

CCMenu   CCTransitionScene   CCLabel

               CCLayer

 CCLayerColor  CCLayerMultiplex  CCMenu

 CCLayerGrident

一般Layer中都有一个生成包含此layer的场景(scene)的类方法 :

#import "cocos2d.h"



// HelloWorldLayer

@interface HelloWorldLayer : CCLayer <GKAchievementViewControllerDelegate, GKLeaderboardViewControllerDelegate>

{

}



// returns a CCScene that contains the HelloWorldLayer as the only child

+(CCScene *) scene;



@end

.m一般有一个init方法

+(CCScene *) scene

{

    // 'scene' is an autorelease object.

    CCScene *scene = [CCScene node];//生成场景对象

    

    // 'layer' is an autorelease object.

    HelloWorldLayer *layer = [HelloWorldLayer node];//生成层对象

    

    // add layer as a child to scene

    [scene addChild: layer];//将层加入场景中

    

    // return the scene

    return scene;//返回场景对象

}



// on "init" you need to initialize your instance

-(id) init

{

    // always call "super" init

    // Apple recommends to re-assign "self" with the "super's" return value

    if( (self=[super init]) ) {

        

        // create and initialize a Label

        CCLabelTTF *label = [CCLabelTTF labelWithString:@"Hello" fontName:@"Marker Felt" fontSize:10];

        //加入语句

        label.tag = 13;

        self.isTouchEnabled = YES;

        // ask director for the window size

        CGSize size = [[CCDirector sharedDirector] winSize];

    

        // position the label on the center of the screen

        label.position =  ccp( size.width /2 , size.height/2 );

        

        // add the label as a child to this Layer

        [self addChild: label];

        

        CCLabelTTF *labelTest = [CCLabelTTF labelWithString:@"test" fontName:@"Marker Felt" fontSize:64];

        labelTest.tag = 100;

        labelTest.position = ccp(size.width /2,size.height/4);

      

        labelTest.visible = NO;

        [self addChild:labelTest];

        //

        // Leaderboards and Achievements

        //

        

        // Default font size will be 28 points.

        [CCMenuItemFont setFontSize:28];

        

        // Achievement Menu Item using blocks

        CCMenuItem *itemAchievement = [CCMenuItemFont itemWithString:@"Achievements" block:^(id sender) {

            

            

            GKAchievementViewController *achivementViewController = [[GKAchievementViewController alloc] init];

            achivementViewController.achievementDelegate = self;

            

            AppController *app = (AppController*) [[UIApplication sharedApplication] delegate];

            

            [[app navController] presentModalViewController:achivementViewController animated:YES];

            

            [achivementViewController release];

        }

                                       ];



        // Leaderboard Menu Item using blocks

        CCMenuItem *itemLeaderboard = [CCMenuItemFont itemWithString:@"Leaderboard" block:^(id sender) {

               

            

            GKLeaderboardViewController *leaderboardViewController = [[GKLeaderboardViewController alloc] init];

            leaderboardViewController.leaderboardDelegate = self;

            

            AppController *app = (AppController*) [[UIApplication sharedApplication] delegate];

            

            [[app navController] presentModalViewController:leaderboardViewController animated:YES];

            

            [leaderboardViewController release];

        }

                                       ];

        

        CCMenu *menu = [CCMenu menuWithItems:itemAchievement, itemLeaderboard, nil];

        

        [menu alignItemsHorizontallyWithPadding:20];

        [menu setPosition:ccp( size.width/2, size.height/2 - 50)];

        

        // Add the menu to the layer

        [self addChild:menu];

        //[self scheduleUpdate];

        //[self schedule:@selector(update:) interval:1.0f];

    }

    return self;

}
1.[self schedule:@selector(update:) interval:1.0f];是cocos2d中常用的定时更新的方法,如果用
[self scheduleUpdate];则它会默认隔一段时间执行名为update:的方法
2.设置响应触摸事件:self.isTouchEnabled = YES;
然后可以实现-(void) ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event以及move,end方法
3.触摸事件分发
-(void) registerWithTouchDispatcher

{

    [[[CCDirector sharedDirector] touchDispatcher] addTargetedDelegate:self

                                                              priority:INT_MIN+1

                                                       swallowsTouches:YES];

}

-(BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event

{

    return YES;//return YES则吞没触摸事件

}

层(CCLayer)是cocos2d中传递触摸信息的载体,系统会将接收到的触摸事件传递给层的对象,默认情况下激活场景包含的所有层对象都会收到该信息,但也有一个特殊的层是例外,那就是——菜单(CCMenu)。

CCMenu其实也继承自CCLayer,因此他们都可以加收到触摸信息,但不同的是,CCMenu会“吞掉”自己接受到的触摸事件,使该信息无法传递给它后面的层,这也很好理解,假如有若干个层叠在一起的按钮,那么当我们点击的时候,响应的肯定是最上边那个,如果所有按钮都响应,那用户就要头大了……菜单就是根据这一特性而从层中被单独抽象出来的,它使得UI中同时只会有一个控件被选中。

那么层又是如何接收到玩家的触摸事件的呢?它和IOS系统又是怎样交互的?答案都在CCTouchDispatcher这个类中。

CCTouchDispatcher是个单例,程序刚启动时,导演类会将其设为EAGLView触摸代理,当玩家有触摸操作时,系统会自动调用它的对应方法。之前在介绍层的时候提到过,CCLayer通过registerWithTouchDispatcher方法将自己注册到CCTouchDispatcher单例中,CCTouchDispatcher检测到触摸信息后,会在注册队列中遍历这些对象,调用它们的响应方法,使它们可以响应触摸事件。

+ (CCTouchDispatcher*)sharedDispatcher

获取单例对象,单例类的惯用方法。

(void) registerWithTouchDispatcher

和CCLayer中的作用一样,只是CCMenu调用的是addTargetedDelegate方法,可以吞掉触摸事件,优先级为-128。

4.触摸点转化为cocos2d中对应的坐标

UITouch *touch = [touches anyObject];

    CGPoint touchLocation = [touch locationInView: [touch view]]; 

   CGPoint  p  = [[CCDirector sharedDirector] convertToGL:touchLocation];



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