从零开始搭建TestCpp工程

目标: 建立一个测试工程,测试工程以列表的方式展现,没一个列表项对应一个场景css

1. 建立cocos2d-x工程html

      如今采用脚本的方式来建立,好处是一次能够建立N个项目的工程。node

     首先要安装Python , 官网既可 下载,我下载的是 V2.7.5 X64,下载完成后安装到本地。python

     配置环境变量: ios

    打开 计算机-> 属性-> 高级系统设置 -> 环境变量 ,在系统变量里找到 Path 这一项,在后面添加 一句:app

    D:\DevTools\Python;iphone

   其中后面那个是你安装的Python的目录,而后打开 命令行,按照下图,测试

   首先定位到 cocos2d-x目录下的 tools\project-creator,  而后输入 对应的脚本 ui

  

   python create_project.py -project MyGame -package com.MyCompany.AwesomeGame -language cppthis

    MyGame 是你的游戏的名称  com.MyCompany.Awesome 是安卓,ios里用到的包名,按需修改,其它的照填就能够了。

    完成以后打开 cocos2d-x 目录下的 project 文件夹,看到以下所示,进入 project.win32 就是咱们的开发环境了,

     打开 *.sln ,熟悉的界面来了,小伙伴们赶忙动手把。

     最近刚才发现一个问题,由于这个项目都是拷贝的模板来的,因此应用的惟一标识都是一个。这对于发布应用没有什么影响,由于微软会对应用进行从新签名打包。

      可是在调试的时候,后一个应用会自动覆盖前一个应用,若是要破,请自行建立一个新应用,而后替换惟一标识!

     image

2. 实现原理:

     AppDelegate.cpp ---> 添加列子控制层TestController.cpp ----> 没添加一个场景测试项目,则添加一个对应的菜单  ---> 点击菜单启动场景TestScene。

     每个场景测试项目都继承TestScene,而后实现方法:runThisTest

3. AppDelegate.cpp 说明

   1:  #include "AppDelegate.h"
   2:  #include "controller.h"
   3:   
   4:  USING_NS_CC;
   5:   
   6:  AppDelegate::AppDelegate() {
   7:   
   8:  }
   9:   
  10:  AppDelegate::~AppDelegate() 
  11:  {
  12:  }
  13:   
  14:  bool AppDelegate::applicationDidFinishLaunching() {
  15:      // initialize director
  16:      CCDirector* pDirector = CCDirector::sharedDirector();
  17:   
  18:      CCEGLView* pEGLView = CCEGLView::sharedOpenGLView();
  19:   
  20:      pDirector->setOpenGLView(pEGLView);
  21:      
  22:      // turn on display FPS
  23:      pDirector->setDisplayStats(true);
  24:   
  25:      // set FPS. the default value is 1.0/60 if you don't call this
  26:      pDirector->setAnimationInterval(1.0 / 60);
  27:   
  28:      CCScene * pScene = CCScene::create();
  29:   
  30:      CCLayer * pLayer = new TestController();
  31:      pLayer->autorelease();  //这里为何play要放到自动释放,而pScene 不须要,由于pScene用的静态工厂方法建立的
  32:   
  33:      pScene->addChild(pLayer);
  34:      pDirector->runWithScene(pScene);
  35:      
  36:   
  37:      return true;
  38:  }
  39:   
  40:  // This function will be called when the app is inactive. When comes a phone call,it's be invoked too
  41:  void AppDelegate::applicationDidEnterBackground() {
  42:      CCDirector::sharedDirector()->stopAnimation();
  43:   
  44:      // if you use SimpleAudioEngine, it must be pause
  45:      // SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
  46:  }
  47:   
  48:  // this function will be called when the app is active again
  49:  void AppDelegate::applicationWillEnterForeground() {
  50:      CCDirector::sharedDirector()->startAnimation();
  51:   
  52:      // if you use SimpleAudioEngine, it must resume here
  53:      // SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
  54:  }

4. 控制器

 
   1:  #ifndef _CONTROLLER_H_
   2:  #define _CONTROLLER_H_
   3:   
   4:  #include "cocos2d.h"
   5:   
   6:  USING_NS_CC;
   7:   
   8:  class TestController : public CCLayer
   9:  {
  10:  public:
  11:      TestController();
  12:      ~TestController();
  13:      
  14:   
  15:      void menuCallback(CCObject * pSender);
  16:      void closeCallback(CCObject * pSender);
  17:   
  18:      virtual void ccTouchesBegan(CCSet *pTouches, CCEvent *pEvent);
  19:      virtual void ccTouchesMoved(CCSet *pTouches, CCEvent *pEvent);
  20:      
  21:  private:
  22:      CCPoint m_tBeginPos;
  23:      CCMenu* m_pItemMenu;
  24:  };
  25:   
  26:  #endif
   1:  #include "controller.h"
   2:  #include "tests.h"
   3:  #include "testResource.h"
   4:  #include "testBasic.h"
   5:   
   6:  #define LINE_SPACE   40
   7:   
   8:  static CCPoint s_tCurPos = CCPointZero;
   9:   
  10:  /************************************************************************/
  11:  /*     根据传入的加载项目的ID来加载对于的场景                              */
  12:  /************************************************************************/
  13:  static TestScene* CreateTestScene(int nIdx)
  14:  {
  15:      CCDirector::sharedDirector()->purgeCachedData();
  16:   
  17:      TestScene* pScene = NULL;
  18:   
  19:      switch (nIdx)
  20:      {
  21:      case HelloWorld: //在tests.h中枚举定义
  22:          pScene = new ZwHelloWorldScene(); break;
  23:      default:
  24:          break;
  25:      }
  26:   
  27:      return pScene;
  28:  }
  29:   
  30:  TestController::TestController()
  31:  : m_tBeginPos(CCPointZero)
  32:  {//类后面添加 : m_tBeginPos(CCPointZero) 做用是初始化m_tBeginPos变量
  33:     
  34:      // add close menu    
  35:      CCMenuItemImage *pCloseItem = CCMenuItemImage::create("CloseSelected.png", "CloseSelected.png", this, menu_selector(TestController::closeCallback) );
  36:      CCMenu* pMenu =CCMenu::create(pCloseItem, NULL);    
  37:      pMenu->setPosition( CCPointZero );
  38:      pCloseItem->setPosition(ccp( VisibleRect::right().x - 30, VisibleRect::top().y - 30));
  39:   
  40:      // 每个增长的测试项目对应一个菜单项,测试项目的名称和数量在tests.h中定义
  41:      m_pItemMenu = CCMenu::create();
  42:      for (int i = 0; i < TESTS_COUNT; ++i)
  43:      {
  44:   
  45:          CCLabelTTF* label = CCLabelTTF::create(g_aTestNames[i].c_str(), "Arial", 24);
  46:        
  47:          CCMenuItemLabel* pMenuItem = CCMenuItemLabel::create(label, this, menu_selector(TestController::menuCallback));
  48:   
  49:          m_pItemMenu->addChild(pMenuItem, i + 10000);
  50:          pMenuItem->setPosition( ccp( VisibleRect::center().x, (VisibleRect::top().y - (i + 1) * LINE_SPACE) ));
  51:      }
  52:   
  53:      m_pItemMenu->setContentSize(CCSizeMake(VisibleRect::getVisibleRect().size.width, (TESTS_COUNT + 1) * (LINE_SPACE)));
  54:      m_pItemMenu->setPosition(s_tCurPos);
  55:      addChild(m_pItemMenu);
  56:   
  57:      setTouchEnabled(true);
  58:   
  59:      addChild(pMenu, 1);
  60:      
  61:  //#define CC_PLATFORM_WINRT_SAVE_SHADERS
  62:  /*
  63:  #if (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) && defined(CC_PLATFORM_WINRT_SAVE_SHADERS)
  64:      ShaderTestDemo::precompileShaders();
  65:      CCPrecompiledShaders::sharedPrecompiledShaders()->savePrecompiledShaders();
  66:  #endif
  67:  */
  68:  }
  69:   
  70:  TestController::~TestController()
  71:  {
  72:  }
  73:   
  74:  /************************************************************************/
  75:  /*           点击测试项目菜单项之后,加载对于的场景                        */
  76:  /************************************************************************/
  77:  void TestController::menuCallback(CCObject * pSender)
  78:  {
  79:      // get the userdata, it's the index of the menu item clicked
  80:      CCMenuItem* pMenuItem = (CCMenuItem *)(pSender);
  81:      int nIdx = pMenuItem->getZOrder() - 10000;
  82:   
  83:      // create the test scene and run it
  84:      TestScene* pScene = CreateTestScene(nIdx);
  85:      if (pScene)
  86:      {
  87:          pScene->runThisTest();
  88:          pScene->release();
  89:      }
  90:  }
  91:   
  92:  void TestController::closeCallback(CCObject * pSender)
  93:  {
  94:  #if (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) || (CC_TARGET_PLATFORM == CC_PLATFORM_WP8)
  95:      CCMessageBox("You pressed the close button. Windows Store Apps do not implement a close button.","Alert");
  96:   
  97:      #else
  98:          CCDirector::sharedDirector()->end();
  99:      #if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
 100:          exit(0);
 101:      #endif
 102:  #endif
 103:  }
 104:   
 105:  void TestController::ccTouchesBegan(CCSet *pTouches, CCEvent *pEvent)
 106:  {
 107:      CCSetIterator it = pTouches->begin();
 108:      CCTouch* touch = (CCTouch*)(*it);
 109:   
 110:      m_tBeginPos = touch->getLocation();    
 111:  }
 112:   
 113:  void TestController::ccTouchesMoved(CCSet *pTouches, CCEvent *pEvent)
 114:  {
 115:      CCSetIterator it = pTouches->begin();
 116:      CCTouch* touch = (CCTouch*)(*it);
 117:   
 118:      CCPoint touchLocation = touch->getLocation();    
 119:      float nMoveY = touchLocation.y - m_tBeginPos.y;
 120:   
 121:      CCPoint curPos  = m_pItemMenu->getPosition();
 122:      CCPoint nextPos = ccp(curPos.x, curPos.y + nMoveY);
 123:   
 124:      if (nextPos.y < 0.0f)
 125:      {
 126:          m_pItemMenu->setPosition(CCPointZero);
 127:          return;
 128:      }
 129:   
 130:      if (nextPos.y > ((TESTS_COUNT + 1)* LINE_SPACE - VisibleRect::getVisibleRect().size.height))
 131:      {
 132:          m_pItemMenu->setPosition(ccp(0, ((TESTS_COUNT + 1)* LINE_SPACE - VisibleRect::getVisibleRect().size.height)));
 133:          return;
 134:      }
 135:   
 136:      m_pItemMenu->setPosition(nextPos);
 137:      m_tBeginPos = touchLocation;
 138:      s_tCurPos   = nextPos;
 139:  }

5. 场景容器

   1:  #ifndef _TEST_BASIC_H_
   2:  #define _TEST_BASIC_H_
   3:   
   4:  #include "cocos2d.h"
   5:  #include "VisibleRect.h"
   6:   
   7:  USING_NS_CC;
   8:  using namespace std;
   9:   
  10:  class TestScene : public CCScene
  11:  {
  12:  public: 
  13:      TestScene(bool bPortrait = false);
  14:      virtual void onEnter();
  15:   
  16:      virtual void runThisTest() = 0;
  17:   
  18:      // The CallBack for back to the main menu scene
  19:      virtual void MainMenuCallback(CCObject* pSender);
  20:  };
  21:   
  22:  typedef CCLayer* (*NEWTESTFUNC)();
  23:  #define TESTLAYER_CREATE_FUNC(className) \
  24:  static CCLayer* create##className() \
  25:  { return new className(); }
  26:   
  27:  #define CF(className) create##className
  28:   
  29:  #endif
   1:  #include "testBasic.h"
   2:  #include "controller.h"
   3:   
   4:  TestScene::TestScene(bool bPortrait)
   5:  {
   6:      
   7:      CCScene::init();
   8:  }
   9:   
  10:  void TestScene::onEnter()
  11:  {
  12:      CCScene::onEnter();
  13:   
  14:      //add the menu item for back to main menu
  15:  //#if (CC_TARGET_PLATFORM == CC_PLATFORM_MARMALADE)
  16:  //    CCLabelBMFont* label = CCLabelBMFont::create("MainMenu",  "fonts/arial16.fnt");
  17:  //#else
  18:      CCLabelTTF* label = CCLabelTTF::create("MainMenu", "Arial", 20);
  19:  //#endif
  20:      CCMenuItemLabel* pMenuItem = CCMenuItemLabel::create(label, this, menu_selector(TestScene::MainMenuCallback));
  21:   
  22:      CCMenu* pMenu =CCMenu::create(pMenuItem, NULL);
  23:   
  24:      pMenu->setPosition( CCPointZero );
  25:      pMenuItem->setPosition( ccp( VisibleRect::right().x - 50, VisibleRect::bottom().y + 25) );
  26:   
  27:      addChild(pMenu, 1);
  28:  }
  29:   
  30:  void TestScene::MainMenuCallback(CCObject* pSender)
  31:  {
  32:      CCScene* pScene = CCScene::create();
  33:      CCLayer* pLayer = new TestController();
  34:      pLayer->autorelease();
  35:   
  36:      pScene->addChild(pLayer);
  37:      CCDirector::sharedDirector()->replaceScene(pScene);
  38:  }

6. 加载项目定义

   1:  #ifndef _TESTS_H_
   2:  #define _TESTS_H_
   3:   
   4:  #include "HelloWorld/HelloWorldScene.h"
   5:   
   6:  enum
   7:  {
   8:      HelloWorld = 0,
   9:      // last one
  10:      TESTS_COUNT,
  11:  };
  12:   
  13:  const std::string g_aTestNames[TESTS_COUNT] = {
  14:      "HelloWorld"
  15:  };
  16:   
  17:  #endif

7. 第一个hellowold

   1:  #ifndef __HELLOWORLD_SCENE_H__
   2:  #define __HELLOWORLD_SCENE_H__
   3:   
   4:  #include "cocos2d.h"
   5:  #include "../testBasic.h"
   6:   
   7:  class HelloWorld : public cocos2d::CCLayer
   8:  {
   9:  public:
  10:      // Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone
  11:      virtual bool init();  
  12:   
  13:      // there's no 'id' in cpp, so we recommend returning the class instance pointer
  14:      static cocos2d::CCScene* scene();
  15:      
  16:      // a selector callback
  17:      void menuCloseCallback(CCObject* pSender);
  18:      
  19:      // implement the "static node()" method manually
  20:      CREATE_FUNC(HelloWorld);
  21:  };
  22:   
  23:  class ZwHelloWorldScene : public TestScene
  24:  {
  25:  public:
  26:      virtual void runThisTest();
  27:  };
  28:   
  29:  #endif // __HELLOWORLD_SCENE_H__
   1:  #include "HelloWorld/HelloWorldScene.h"
   2:   
   3:  USING_NS_CC;
   4:   
   5:  CCScene* HelloWorld::scene()
   6:  {
   7:      // 'scene' is an autorelease object
   8:      CCScene *scene = CCScene::create();
   9:      
  10:      // 'layer' is an autorelease object
  11:      HelloWorld *layer = HelloWorld::create();
  12:   
  13:      // add layer as a child to scene
  14:      scene->addChild(layer);
  15:   
  16:      // return the scene
  17:      return scene;
  18:  }
  19:   
  20:  // on "init" you need to initialize your instance
  21:  bool HelloWorld::init()
  22:  {
  23:      //////////////////////////////
  24:      // 1. super init first
  25:      if ( !CCLayer::init() )
  26:      {
  27:          return false;
  28:      }
  29:      
  30:      CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize();
  31:      CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin();
  32:   
  33:      /////////////////////////////
  34:      // 2. add a menu item with "X" image, which is clicked to quit the program
  35:      //    you may modify it.
  36:   
  37:      // add a "close" icon to exit the progress. it's an autorelease object
  38:      CCMenuItemImage *pCloseItem = CCMenuItemImage::create(
  39:                                          "CloseNormal.png",
  40:                                          "CloseSelected.png",
  41:                                          this,
  42:                                          menu_selector(HelloWorld::menuCloseCallback));
  43:      
  44:      pCloseItem->setPosition(ccp(origin.x + visibleSize.width - pCloseItem->getContentSize().width/2 ,
  45:                                  origin.y + pCloseItem->getContentSize().height/2));
  46:   
  47:      // create menu, it's an autorelease object
  48:      CCMenu* pMenu = CCMenu::create(pCloseItem, NULL);
  49:      pMenu->setPosition(CCPointZero);
  50:      this->addChild(pMenu, 1);
  51:   
  52:      /////////////////////////////
  53:      // 3. add your codes below...
  54:   
  55:      // add a label shows "Hello World"
  56:      // create and initialize a label
  57:      
  58:      CCLabelTTF* pLabel = CCLabelTTF::create("Hello World", "Arial", 24);
  59:      
  60:      // position the label on the center of the screen
  61:      pLabel->setPosition(ccp(origin.x + visibleSize.width/2,
  62:                              origin.y + visibleSize.height - pLabel->getContentSize().height));
  63:   
  64:      // add the label as a child to this layer
  65:      this->addChild(pLabel, 1);
  66:   
  67:      // add "HelloWorld" splash screen"
  68:      CCSprite* pSprite = CCSprite::create("HelloWorld.png");
  69:   
  70:      // position the sprite on the center of the screen
  71:      pSprite->setPosition(ccp(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y));
  72:   
  73:      // add the sprite as a child to this layer
  74:      this->addChild(pSprite, 0);
  75:      
  76:      return true;
  77:  }
  78:   
  79:   
  80:  void HelloWorld::menuCloseCallback(CCObject* pSender)
  81:  {
  82:  #if (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) || (CC_TARGET_PLATFORM == CC_PLATFORM_WP8)
  83:      CCMessageBox("You pressed the close button. Windows Store Apps do not implement a close button.","Alert");
  84:  #else
  85:      CCDirector::sharedDirector()->end();
  86:  #if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
  87:      exit(0);
  88:  #endif
  89:  #endif
  90:  }
  91:   
  92:  void ZwHelloWorldScene ::runThisTest()
  93:  {
  94:      HelloWorld *layer = HelloWorld::create();
  95:   
  96:      // add layer as a child to scene
  97:      this->addChild(layer);
  98:   
  99:      CCDirector::sharedDirector()->replaceScene(this);
 100:  }
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