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  • cocos2d_x_01_环境搭建

    终于效果图:



    Cocos2d-x-3.3 Mac 安装
    下载地址:



    參考文档: 



    在线API列表: 

    Cocos2d-x-3.3 版本号
    配置安装创建项目都是命令行
    • 官网下载最新版本号Cocos2d-x-3.3,大小约为280M 

      • 解压后,在【终端】中切换文件夹到 解压后的文件夹,然后运行./setup.py,回车,例如以下图所看到的.
      • 期间会有几次询问,是否要设置安卓SDK路径,
      • 假设尚未安装Android开发环境,能够直接Enter跳过,暂不设置
      • (将来  能够在以下的文件里,进行配置:/etc/profile)

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     ->Please enter the path of NDK_ROOT (or press Enter to skip):
     ->Please enter the path of ANDROID_SDK_ROOT (or press Enter to skip):
     ->Please enter the path of ANT_ROOT (or press Enter to skip):


    依据提示,敲击命令:
    source /Users/history/.bash_profile
    然后Enter,这样就算设置好了.

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    Please execute command: "source /Users/history/.bash_profile" to make added system variables take effect


    • 最后就是创建project.
    • 继续命令行
    • cd tools/cocos2d-console/bin,
    • 接着使用以下命令就可以:
    • cocos new project名 -p 包名 -l 语言 -d 目标目录,
    • 比如 :
    • cocos newcocos2d_x -pcom.beyond -lcpp -d /Users/beyond/Desktop/project


    • 运行后就有例如以下提示,表示OK~
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    Running command: new
    > Copy template into /Users/beyond/Desktop/project/cocos2d_x
    > Copying cocos2d-x files...
    > Rename project name from 'HelloCpp' to 'cocos2d_x'
    > Replace the project name from 'HelloCpp' to 'cocos2d_x'
    > Replace the project package name from 'org.cocos2dx.hellocpp' to 'com.beyond'


    打开自己主动创建好的项目
    能够选择桌面应用,直接command+R,编译执行


    等了n分钟过后,最终跑出来了~

    兴许补充一下:NDK文件夹的配置
    进入终端,输入命令:sudo nano /etc/profile
    打开配置环境变量的文件


    依据实际情况,加入NDK_ROOT、ANT、SDK文件夹
    终于,示比例如以下:


    以下是关于HelloWorld程序分析:
    Main.m入口

    应用代理AppDelegate.h
    #ifndef  _APP_DELEGATE_H_
    #define  _APP_DELEGATE_H_
    
    #include "cocos2d.h"
    /**
    @方法说明:    The cocos2d Application.
    
    The reason for implement as private inheritance is to hide some interface call by Director.
    */
    // : private 表示 继承过来的东东,全变成私有
    class  AppDelegate : private cocos2d::Application
    {
    public:
        // 空參构造函数
        AppDelegate();
        // 析构函数
        virtual ~AppDelegate();
    
        virtual void initGLContextAttrs();
    
        /**
        @方法说明:    Implement Director and Scene init code here.
        @返回: true    初始化成功,应用执行
        @返回: false   初始化失败,应用终止
        */
        virtual bool applicationDidFinishLaunching();
    
        /**
        @方法说明:  应用程序 进入后台后 调用
        @參数:  the pointer of the application
        */
        virtual void applicationDidEnterBackground();
    
        /**
        @方法说明:  应用程序 将进入前台时调用
        @參数:  the pointer of the application
        */
        virtual void applicationWillEnterForeground();
    };
    
    #endif // _APP_DELEGATE_H_
    


    应用代理AppDelegate.cpp
    #include "AppDelegate.h"
    #include "HelloWorldScene.h"
    
    USING_NS_CC;
    
    AppDelegate::AppDelegate() {
    
    }
    
    AppDelegate::~AppDelegate() 
    {
    }
    
    //假设 须要一个不同的 上下文 context,仅仅要改动 glContextAttrs 的值就可以
    //it will takes effect on all platforms
    void AppDelegate::initGLContextAttrs()
    {
        //设置 OpenGL context 属性,文件夹仅仅能设置6个属性
        //red,green,blue,alpha,depth,stencil
        GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8};
    
        GLView::setGLContextAttrs(glContextAttrs);
    }
    
    bool AppDelegate::applicationDidFinishLaunching() {
        // 实例化导演类 director
        auto director = Director::getInstance();
        auto glview = director->getOpenGLView();
        // 假设 glview为空,则创建一个
        if(!glview) {
            glview = GLViewImpl::create("My Game");
            director->setOpenGLView(glview);
        }
    
        // 显示帧率 FPS
        director->setDisplayStats(true);
    
        // 设置帧率 FPS. 默认就是 1/60秒
        director->setAnimationInterval(1.0 / 60);
    
        // 创建场景,自己主动释放 it's an autorelease object
        auto scene = HelloWorld::createScene();
    
        // 导演执行场景
        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();
    }
    


    图层Layer  HelloWorldScene.h
    #ifndef __HELLOWORLD_SCENE_H__
    #define __HELLOWORLD_SCENE_H__
    
    #include "cocos2d.h"
    // 事实上是继承自Layer
    class HelloWorld : public cocos2d::Layer
    {
    public:
        // cpp里面没有id类型, so we recommend returning the class instance pointer
        static cocos2d::Scene* createScene();
    
        // Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone
        virtual bool init();  
        
        // 【关闭菜单】点击时的回调方法
        void menuCloseCallback(cocos2d::Ref* pSender);
        
        // implement the "static create()" method manually
        CREATE_FUNC(HelloWorld);
    };
    
    #endif // __HELLOWORLD_SCENE_H__<span style="font-family:Courier New;color:#393939;"><span style="font-size: 24px; line-height: 32px; background-color: rgb(245, 245, 245);"><strong>
    </strong></span></span>


    图层Layer  HelloWorldScene.cpp
    #include "HelloWorldScene.h"
    
    USING_NS_CC;
    
    Scene* HelloWorld::createScene()
    {
        // 'scene' 自己主动释放
        auto scene = Scene::create();
        
        // 'layer' 自己主动释放
        auto layer = HelloWorld::create();
    
        // 将图层 加入到场景中
        scene->addChild(layer);
    
        // 返回 填充好图层的 场景
        return scene;
    }
    
    // on "init" you need to initialize your instance
    bool HelloWorld::init()
    {
        //////////////////////////////
        // 1. 调用父类的init , cpp 没有super,直接写父类名
        if ( !Layer::init() )
        {
            return false;
        }
        // 屏幕尺寸
        Size visibleSize = Director::getInstance()->getVisibleSize();
        // 2维坐标
        Vec2 origin = Director::getInstance()->getVisibleOrigin();
    
        /////////////////////////////
        // 2. add a menu item with "X" image, which is clicked to quit the program
    
        // 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));
    
        // create menu, it's an autorelease object
        auto menu = Menu::create(closeItem, NULL);
        menu->setPosition(Vec2::ZERO);
        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 Beyond", "Marker Felt", 50);
        
        // 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
    }
    
















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  • 原文地址:https://www.cnblogs.com/cxchanpin/p/6984270.html
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