看过了这么多不一样方向的应用,发现不少程序入门都是helloworld
helloworld是全部程序员的绝对初恋
先看一下程序的运行结果吧
ios
而后就是他的工程代码
程序员
工程的目录有两个app
Classes:程序中的类框架
AppDelegate.h/cpp:Cocos2d-x程序框架
AppMacros.h:所用到的宏,主要是设置分辩率及对应的资源目录
HelloWorldScene.h/cpp:场景显示层函数
win32:WIN32程序所涉及的主函数ui
main.cpp:winMain主函数this
WinMain函数:spa
#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); // create the application instance AppDelegate app; //运行建立程序 return Application::getInstance()->run(); }
一切都被封装到程序类AppDelegate中,这是一个基于Cocos2d-x的cocos2d::Application类的派生类。.net
它将程序框架封装为一个类,提供了统一的多平台上基本程序框架的实现。code
AppDelegate.cpp:
#include "AppDelegate.h" #include "HelloWorldScene.h" USING_NS_CC; AppDelegate::AppDelegate() { } AppDelegate::~AppDelegate() { } bool AppDelegate::applicationDidFinishLaunching() { // initialize director建立导演 auto director = Director::getInstance(); //建立opengl窗口 auto glview = director->getOpenGLView(); if(!glview) { glview = GLView::create("My Game"); director->setOpenGLView(glview); } // turn on display FPS 打开FPS director->setDisplayStats(true); // set FPS. the default value is 1.0/60 if you don't call thi 1秒60帧 director->setAnimationInterval(1.0 / 60); // create a scene. it's an autorelease object建立场景和层 auto scene = HelloWorld::createScene(); // run启动场景 director->runWithScene(scene); return true; } //当收到电话,游戏转入后台服务 // 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(); } //当电话完成,选择恢复游戏时,响应这句 // 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(); }
下面咱们来看一下HelloWorld场景,它是一个基于cocos2d::Layer的派生类。cocos2d::Layer是什么?在这里,我想打个比方来创建一些基本的认知,比方说咱们生活在地球上,地球属于宇宙内的一部分。从Cocos2d-x的框架体系来看,咱们是Sprite精灵,地球是Layer,而宇宙是Scene。
一个程序要想表现出精彩的世界,要先创建一个宇宙Scene,而后增长地球,月球,太阳等Layer,而后在这些Layer上增长相应的物体。而咱们站在地球上,地球运动,咱们也会跟着一块儿运动。
OK,如今咱们来看一下如何建立Scene和Layer:
HelloWorldScene.h:
#include "HelloWorldScene.h" USING_NS_CC; Scene* HelloWorld::createScene() { // 'scene' is an autorelease object auto scene = Scene::create(); // 'layer' is an autorelease object auto layer = HelloWorld::create(); // add layer as a child to scene scene->addChild(layer); // return the scene return scene; } // on "init" you need to initialize your instance bool HelloWorld::init() { ////////////////////////////// // 1. super init first if ( !Layer::init() ) { return false; } //获得屏幕的大小,获得原点 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. // // 建立一个菜单项,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 // 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)); //指定菜单位置,菜单项 closeItem->setPosition(Vec2(origin.x + visibleSize.width - closeItem->getContentSize().width/2 , origin.y + closeItem->getContentSize().height/2)); // create menu, it's an autorelease object菜单项放到菜单里 auto menu = Menu::create(closeItem, NULL); menu->setPosition(Vec2::ZERO); this->addChild(menu, 1);//放到当前的层 ///////////////////////////// // 3. add your codes below... // add a label shows "Hello World" // create and initialize a label //建立标签 auto label = LabelTTF::create("Hello World", "Arial", 24); // position the label on the center of the screen标签位置 label->setPosition(Vec2(origin.x + visibleSize.width/2, origin.y + visibleSize.height - label->getContentSize().height)); // add the label as a child to this layer将标签放到层中 this->addChild(label, 1); // add "HelloWorld" splash screen"建立图片精灵 auto sprite = Sprite::create("HelloWorld.png"); // position the sprite on the center of the screen精灵位置 sprite->setPosition(Vec2(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y)); // add the sprite as a child to this layer将精灵放到层中 this->addChild(sprite, 0); return true; } //点close菜单项的时候来回调的 void HelloWorld::menuCloseCallback(Ref* pSender) { ////若是是WP8平台,弹出消息框提示一下。 #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 //终止程序。 Director::getInstance()->end(); //若是是ios平台 #if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS) exit(0); #endif }
Layer中增长了精灵,按钮,文字等表现物,有了这些表现物,一个Layer才有价值。
参考:http://blog.csdn.net/honghaier/article/details/24518863(谢谢)