Cocos2dx 3.0 交流篇
创建项目: For(MAC)
举个样例,创建一个精灵的方式:
2、clone() 替代 copy(), 这个我用的不多。所以也就不多交代了;
3、Director的单例换成getInstance() 和 destroyInstance();
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4、新的触摸机制,先贴一段代码给大家看看,可能是下一篇或者下下篇我会具体讲下新的触摸机制的。(嘻嘻。搞得我好像非常牛逼哄哄的样子)
5、另一些杂七杂八的东西,本人理解的不透。也就不发出来献丑了。最后将CCType.h 里的一些变动贴出来,让我们愉快的结束这篇博文。
Runtime Requirements
- Android 2.3 or newer
- iOS 5.0 or newer
- OS X 10.7 or newer
- Windows 7 or newer
- Linux Ubuntu 12.04 (or newer)
- cocos2d-x v3.0rc(or newer)
Software Requirements
- Xcode 4.6 (for iOS or Mac)
- gcc 4.7 for Linux or Android. For Android ndk-r9 or newer is required.
- Visual Studio 2012 (for Windows)
- Python 2.7.5
Create A New Project
$ cd cocos2d-x
$ ./setup.py
$ source ~/.bash_profile # may be ~/.bash_login or ~/.profile, depends on your environemnt
$ cocos new MyGame -p com.MyCompany.MyGame -l cpp -d ~/MyCompany
MyGame: name of your project-p com.MyCompany.MyGame: package name for android-l cpp: programming language used for the project, valid value iscppandlua-d ~/MyCompany: directory to hold your project
Folder structure of the generated project is as following:
(Note: The directory may be different when the project type is lua.)
Build And Run New Project
$ cocos run -s ~/MyCompany/MyGame -p ios
-s: directory of the new project. This could be an absolute path or a relative path.-p: which platform to run on. Options areios,android,win32,macandlinux.
(Note: You are a tmux user, you should add reattach-to-user-namespace before
the command cocos. For more information, please refer to this
link for more information.)
You can run cocos run --help for more detail information.
体验变化:
1、以CC开头的类从此去掉CC。如:
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<code>|
v2.1
| v3.0
||
CCSprite | Sprite ||
CCNode | Node ||
CCDirector | Director ||
etc... |</code> |
举个样例,创建一个精灵的方式:
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v2.0CCSprite*
sp = CCSprite::create();v3.0auto
sp = Sprite::create(); |
2、clone() 替代 copy(), 这个我用的不多。所以也就不多交代了;
3、Director的单例换成getInstance() 和 destroyInstance();
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<code>|
v2.1
| v3.0
||
CCDirector->sharedDirector() | Director->getInstance() ||
CCDirector->endDirector() | Director->destroyInstance() ||
etc... |</code> |
4、新的触摸机制,先贴一段代码给大家看看,可能是下一篇或者下下篇我会具体讲下新的触摸机制的。(嘻嘻。搞得我好像非常牛逼哄哄的样子)
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auto
sprite = Sprite::create("file.png");...auto
listener = EventListenerTouchOneByOne::create();listener->setSwallowTouch(true);listener->onTouchBegan
= [](Touch* touch, Event* event) { do_some_thing(); return
true;
};listener->onTouchMoved
= [](Touch* touch, Event* event) { do_some_thing(); };listener->onTouchEnded
= [](Touch* touch, Event* event) { do_some_thing(); };listener->onTouchCancelled
= [](Touch* touch, Event* event) { do_some_thing(); };//
The priority of the touch listener is based on the draw order of spriteEventDispatcher::getInstance()->addEventListenerWithSceneGraphPriority(listener,
sprite);//
Or the priority of the touch listener is a fixed valueEventDispatcher::getInstance()->addEventListenerWithFixedPriority(listener,
100);
//
100 is a fixed value |
5、另一些杂七杂八的东西,本人理解的不透。也就不发出来献丑了。最后将CCType.h 里的一些变动贴出来,让我们愉快的结束这篇博文。
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<code>|
v2.1
struct names | v3.0
struct names ||
ccColor3B | Color3B ||
ccColor4B | Color4B ||
ccColor4F | Color4F ||
ccVertex2F | Vertex2F ||
ccVertex3F | Vertex3F ||
ccTex2F | Tex2F ||
ccPointSprite | PointSprite ||
ccQuad2 | Quad2 ||
ccQuad3 | Quad3 ||
ccV2F_C4B_T2F | V2F_C4B_T2F ||
ccV2F_C4F_T2F | V2F_C4F_T2F ||
ccV3F_C4B_T2F | V3F_C4B_T2F ||
ccV2F_C4B_T2F_Triangle | V2F_C4B_T2F_Triangle ||
ccV2F_C4B_T2F_Quad | V2F_C4B_T2F_Quad ||
ccV3F_C4B_T2F_Quad | V3F_C4B_T2F_Quad ||
ccV2F_C4F_T2F_Quad | V2F_C4F_T2F_Quad ||
ccBlendFunc | BlendFunc ||
ccT2F_Quad | T2F_Quad ||
ccAnimationFrameData | AnimationFrameData |</code> |
一些全局的定义:
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//
in v2.1ccColor3B
color3B = ccc3(0,
0,
0);ccc3BEqual(color3B,
ccc3(1,
1,
1));ccColor4B
color4B = ccc4(0,
0,
0,
0);ccColor4F
color4F = ccc4f(0,
0,
0,
0);color4F
= ccc4FFromccc3B(color3B);color4F
= ccc4FFromccc4B(color4B);ccc4FEqual(color4F,
ccc4F(1,
1,
1,
1));color4B
= ccc4BFromccc4F(color4F);color3B
= ccWHITE;//
in v3.0Color3B
color3B = Color3B(0,
0,
0);color3B.equals(Color3B(1,
1,
1));Color4B
color4B = Color4B(0,
0,
0,
0);Color4F
color4F = Color4F(0,
0,
0,
0);color4F
= Color4F(color3B);color4F
= Color4F(color4B);color4F.equals(Color4F(1,
1,
1,
1));color4B
= Color4B(color4F);color3B
= Color3B::WHITE; |
继续...
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<code>|
v2.1
names | v3.0
names ||
ccp | Point ||
ccpNeg | Point::- ||
ccpAdd | Point::+ ||
ccpSub | Point::- ||
ccpMult | Point::* ||
ccpMidpoint | Point::getMidpoint ||
ccpDot | Point::dot ||
ccpCrosss | Point::cross ||
ccpPerp | Point::getPerp ||
ccpRPerp | Point::getRPerp ||
ccpProject | Point::project ||
ccpRotate | Point::rotate ||
ccpUnrotate | Point::unrotate ||
ccpLengthSQ | Point::getLengthSq() ||
ccpDistanceSQ | Point::getDistanceSq ||
ccpLength | Point::getLength ||
ccpDistance | Point::getDistance ||
ccpNormalize | Point::normalize ||
ccpForAngle | Point::forAngle ||
ccpToAngle | Point::getAngle ||
ccpClamp | Point::getClampPoint ||
ccpFromSize | Point::Point ||
ccpCompOp | Point::compOp ||
ccpLerp | Point::lerp ||
ccpFuzzyEqual | Point::fuzzyEqual ||
ccpCompMult | Point::Point ||
ccpAngleSigned | Point::getAngle ||
ccpAngle | Point::getAngle ||
ccpRotateByAngle | Point::rotateByAngle ||
ccpLineInersect | Point::isLineIntersect ||
ccpSegmentIntersect | Point::isSegmentIntersect ||
ccpIntersectPoint | Point::getIntersectPoint ||
CCPointMake | Point::Point ||
CCSizeMake | Size::Size ||
CCRectMake | Rect::Rect ||
PointZero | Point::ZERO ||
SizeZero | Size::ZERO ||
RectZero | Rect::ZERO ||
TiledGrid3DAction::tile | TiledGrid3DAction::getTile ||
TiledGrid3DAction::originalTile | TiledGrid3DAction::getOriginalTile ||
TiledGrid3D::tile | TiledGrid3D::getTile ||
TiledGrid3D::originalTile | TiledGrid3D::getOriginalTile ||
Grid3DAction::vertex | Grid3DAction::getVertex ||
Grid3DAction::originalVertex | Grid3DAction::getOriginalVertex ||
Grid3D::vertex | Grid3D::getVertex ||
Grid3D::originalVertex | Grid3D::getOriginalVertex ||
Configuration::sharedConfiguration | Configuration::getInstance ||
Configuration::purgeConfiguration | Configuration::destroyInstance() ||
Director::sharedDirector() | Director::getInstance() ||
FileUtils::sharedFileUtils | FileUtils::getInstance ||
FileUtils::purgeFileUtils | FileUtils::destroyInstance ||
EGLView::sharedOpenGLView | EGLView::getInstance ||
ShaderCache::sharedShaderCache | ShaderCache::getInstance ||
ShaderCache::purgeSharedShaderCache | ShaderCache::destroyInstance ||
AnimationCache::sharedAnimationCache | AnimationCache::getInstance ||
AnimationCache::purgeSharedAnimationCache | AnimationCache::destroyInstance ||
SpriteFrameCache::sharedSpriteFrameCache | SpriteFrameCache::getInstance ||
SpriteFrameCache:: purgeSharedSpriteFrameCache | SpriteFrameCache::destroyInstance ||
NotificationCenter::sharedNotificationCenter | NotificationCenter::getInstance ||
NotificationCenter:: purgeNotificationCenter | NotificationCenter::destroyInstance ||
Profiler::sharedProfiler | Profiler::getInstance ||
UserDefault::sharedUserDefault | UserDefault::getInstance ||
UserDefault::purgeSharedUserDefault | UserDefault::destroyInstance ||
Application::sharedApplication | Application::getInstance ||
ccc3() | Color3B() ||
ccc3BEqual() | Color3B::equals() ||
ccc4() | Color4B() ||
ccc4FFromccc3B() | Color4F() ||
ccc4f() | Color4F() ||
ccc4FFromccc4B() | Color4F() ||
ccc4BFromccc4F() | Color4B() ||
ccc4FEqual() | Color4F::equals() ||
ccWHITE | Color3B::WHITE ||
ccYELLOW | Color3B::YELLOW ||
ccBLUE | Color3B::BLUE ||
ccGREEN | Color3B::GREEN ||
ccRED | Color3B::RED ||
ccMAGENTA | Color3B::MAGENTA ||
ccBLACK | Color3B::BLACK ||
ccORANGE | Color3B::ORANGE ||
ccGRAY | Color3B::GRAY ||
kBlendFuncDisable | BlendFunc::BLEND_FUNC_DISABLE |</code> |



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