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  • cocos2d-x-3.2 cpp-empty-test代码注释

    cocos2d-x-3.2 cpp-empty-test代码注释

    AppDelegate.cpp

      1 #include "AppDelegate.h"
      2 
      3 #include <vector>
      4 #include <string>
      5 
      6 #include "HelloWorldScene.h"
      7 #include "AppMacros.h"
      8 
      9 USING_NS_CC;
     10 using namespace std;
     11 
     12 AppDelegate::AppDelegate() {
     13 
     14 }
     15 
     16 AppDelegate::~AppDelegate() 
     17 {
     18 }
     19 // 程序初始化函数 
     20 bool AppDelegate::applicationDidFinishLaunching() {
     21     // initialize director
     22     auto director = Director::getInstance();    // 取得设备  
     23     auto glview = director->getOpenGLView();    // 取得OpenGL窗口  
     24     if(!glview) {
     25         // 如果为空,则创建以" Cpp Empty Test"为窗口标题的窗口。 
     26         glview = GLView::create("Cpp Empty Test");
     27         // 设置设备使用的窗口,此句可以去掉。 
     28         director->setOpenGLView(glview);
     29     }
     30     // 设置设备使用的窗口。 
     31     director->setOpenGLView(glview);
     32 
     33     // Set the design resolution
     34     // 如果是WP8平台,设置分辩率
     35 #if (CC_TARGET_PLATFORM == CC_PLATFORM_WP8)
     36     // a bug in DirectX 11 level9-x on the device prevents ResolutionPolicy::NO_BORDER from working correctly
     37     // 在WP8上跑DX11,使用ResolutionPolicy::NO_BORDER模式设置分辩率会有一个BUG,这里改为ResolutionPolicy::SHOW_ALL模式。  
     38     glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::SHOW_ALL);
     39 #else
     40     glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER);
     41 #endif
     42 
     43     // 取得了视窗的大小  
     44     Size frameSize = glview->getFrameSize();
     45     
     46     vector<string> searchPath;
     47 
     48 
     49 
     50     //根据视窗大小与分辩率的大小选择相应的资源目录。  
     51 
     52     // In this demo, we select resource according to the frame's height.
     53     // If the resource size is different from design resolution size, you need to set contentScaleFactor.
     54     // We use the ratio of resource's height to the height of design resolution,
     55     // this can make sure that the resource's height could fit for the height of design resolution.
     56 
     57     // if the frame's height is larger than the height of medium resource size, select large resource.
     58     // ipadhd  
     59     if (frameSize.height > mediumResource.size.height)
     60     {
     61         searchPath.push_back(largeResource.directory);
     62 
     63         director->setContentScaleFactor(MIN(largeResource.size.height/designResolutionSize.height, largeResource.size.width/designResolutionSize.width));
     64     }
     65     // if the frame's height is larger than the height of small resource size, select medium resource.
     66     // ipad 
     67     else if (frameSize.height > smallResource.size.height)
     68     {
     69         searchPath.push_back(mediumResource.directory);
     70         
     71         director->setContentScaleFactor(MIN(mediumResource.size.height/designResolutionSize.height, mediumResource.size.width/designResolutionSize.width));
     72     }
     73     // if the frame's height is smaller than the height of medium resource size, select small resource.
     74     // iphone
     75     else
     76     {
     77         searchPath.push_back(smallResource.directory);
     78 
     79         director->setContentScaleFactor(MIN(smallResource.size.height/designResolutionSize.height, smallResource.size.width/designResolutionSize.width));
     80     }
     81     
     82     // set searching path
     83     // 设置资源目录  
     84     FileUtils::getInstance()->setSearchPaths(searchPath);
     85     
     86     // turn on display FPS
     87     director->setDisplayStats(true);    // 打开FPS显示 
     88 
     89     // set FPS. the default value is 1.0/60 if you don't call this
     90     director->setAnimationInterval(1.0 / 60);    // 设置每秒60帧  
     91 
     92     // create a scene. it's an autorelease object
     93     auto scene = HelloWorld::scene();    // 创建HelloWorld场景 
     94 
     95     // run
     96     director->runWithScene(scene);    // 运行场景 
     97 
     98     return true;
     99 }
    100 
    101 // This function will be called when the app is inactive. When comes a phone call,it's be invoked too
    102 // 当收到电话时,游戏转入后台服务,响应这句 
    103 void AppDelegate::applicationDidEnterBackground() {
    104     Director::getInstance()->stopAnimation();
    105 
    106     // if you use SimpleAudioEngine, it must be pause
    107     // 如果使用声音,下面可以用这句代码暂停  
    108     // SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
    109 }
    110 
    111 // this function will be called when the app is active again
    112 // 当电话完成,选择恢复游戏时,响应这句 
    113 void AppDelegate::applicationWillEnterForeground() {
    114     Director::getInstance()->startAnimation();
    115 
    116     // if you use SimpleAudioEngine, it must resume here
    117     // 如果使用声音,下面可以用这句代码恢复  
    118     // SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
    119 }

    HelloWorldScene.h

     1 #ifndef __HELLOWORLD_SCENE_H__
     2 #define __HELLOWORLD_SCENE_H__
     3 
     4 #include "cocos2d.h"
     5 
     6 class HelloWorld : public cocos2d::Layer
     7 {
     8 public:
     9     // Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone
    10     // 初始化
    11     virtual bool init();  
    12 
    13     // there's no 'id' in cpp, so we recommend returning the class instance pointer
    14     // 静态函数创建Scene  
    15     static cocos2d::Scene* scene();
    16     
    17     // a selector callback
    18     // 响应按钮退出程序
    19     void menuCloseCallback(Ref* sender);
    20     
    21     // implement the "static node()" method manually
    22     // 增加一个静态的create函数来创建实例。
    23     CREATE_FUNC(HelloWorld);
    24 };
    25 
    26 #endif // __HELLOWORLD_SCENE_H__

    HelloWorldScene.cpp

      1 #include "HelloWorldScene.h"
      2 #include "AppMacros.h"
      3 
      4 // 使用Cocos2d-x命名空间  
      5 USING_NS_CC;
      6 
      7 // 静态函数创建场景  
      8 Scene* HelloWorld::scene()
      9 {
     10     // 'scene' is an autorelease object
     11     // 创建一个Scene,即宇宙
     12     auto scene = Scene::create();
     13     
     14     // 'layer' is an autorelease object
     15     // 创建一个Layer,即地球  
     16     HelloWorld *layer = HelloWorld::create();
     17 
     18     // add layer as a child to scene
     19     // 将地球放到宇宙中
     20     scene->addChild(layer);
     21 
     22     // return the scene
     23     return scene;
     24 }
     25 
     26 // on "init" you need to initialize your instance
     27 // 初始化  
     28 bool HelloWorld::init()
     29 {
     30     //////////////////////////////
     31     // 1. super init first
     32     // 先进行初始化  
     33     if ( !Layer::init() )
     34     {
     35         return false;
     36     }
     37     // 取得分辩率的大小及原点坐标 
     38     auto visibleSize = Director::getInstance()->getVisibleSize();
     39     auto origin = Director::getInstance()->getVisibleOrigin();
     40 
     41     /////////////////////////////
     42     // 2. add a menu item with "X" image, which is clicked to quit the program
     43     //    you may modify it.
     44 
     45     // add a "close" icon to exit the progress. it's an autorelease object
     46     // 创建一个菜单项,它由两张图片来表现普通状态和按下状态,设置按下时调用menuCloseCallback函数响应关闭  
     47     auto closeItem = MenuItemImage::create(
     48                                         "CloseNormal.png",
     49                                         "CloseSelected.png",
     50                                         CC_CALLBACK_1(HelloWorld::menuCloseCallback,this));
     51     
     52     closeItem->setPosition(origin + Vec2(visibleSize) - Vec2(closeItem->getContentSize() / 2));
     53 
     54     // create menu, it's an autorelease object
     55     // 由菜单项创建菜单.
     56     auto menu = Menu::create(closeItem, NULL);
     57     menu->setPosition(Vec2::ZERO);
     58     this->addChild(menu, 1);
     59     
     60     /////////////////////////////
     61     // 3. add your codes below...
     62 
     63     // add a label shows "Hello World"
     64     // create and initialize a label
     65     // 创建一个文字标签  
     66     auto label = LabelTTF::create("Hello World", "Arial", TITLE_FONT_SIZE);
     67     
     68     // position the label on the center of the screen
     69     // 设置居中显示
     70     label->setPosition(Vec2(origin.x + visibleSize.width/2,
     71                             origin.y + visibleSize.height - label->getContentSize().height));
     72 
     73     // add the label as a child to this layer
     74     // 将文字标签放到当前Layer中。 
     75     this->addChild(label, 1);
     76 
     77     // add "HelloWorld" splash screen"
     78     // 增加一个图片精灵 
     79     auto sprite = Sprite::create("HelloWorld.png");
     80 
     81     // position the sprite on the center of the screen
     82     // 设置居中显示  
     83     sprite->setPosition(Vec2(visibleSize / 2) + origin);
     84 
     85     // add the sprite as a child to this layer
     86     // 将Sprite放到当前Layer中。
     87     this->addChild(sprite);
     88     
     89     return true;
     90 }
     91 
     92 // 响应菜单按下时的事件处理  
     93 void HelloWorld::menuCloseCallback(Ref* sender)
     94 {
     95     // 如果是WP8平台,弹出消息框提示一下。  
     96 #if (CC_TARGET_PLATFORM == CC_PLATFORM_WP8) || (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
     97     MessageBox("You pressed the close button. Windows Store Apps do not implement a close button.","Alert");
     98     return;
     99 #endif
    100     // 否则,终止程序。  
    101     Director::getInstance()->end();
    102 
    103     // 退出程序  
    104 #if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
    105     exit(0);
    106 #endif
    107 }
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  • 原文地址:https://www.cnblogs.com/dudu580231/p/4527572.html
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