Cocos2d-x基础知识

Posted changchou

tags:

篇首语:本文由小常识网(cha138.com)小编为大家整理,主要介绍了Cocos2d-x基础知识相关的知识,希望对你有一定的参考价值。

本人在Visual Studio 2013用C++编写。运行时如果出现中文乱码,可在HelloWorldScene.cpp中加入 #pragma execution_character_set("utf-8") 。


 显示对象Sprite:

 1 //加载图片
 2     //方法一
 3     /*auto logo = Sprite::create("icon.png");*/
 4 
 5     //方法二
 6     
 7     auto img = Director::getInstance()->getTextureCache()->addImage("icon.png");
 8 
 9     auto logoSize = img->getContentSize();
10     CCLOG("logo size:%f %f", logoSize.width, logoSize.height);
11 
12     auto logo = Sprite::createWithTexture(img);
13 
14     logo->setPosition(visibleSize / 2);
15 
16     addChild(logo);

 

 加载多个图层:

 1 auto layer1 = Layer::create();
 2     auto layer2 = Layer::create();
 3     auto layer3 = Layer::create();
 4 
 5     auto img1 = Sprite::create("layer1.jpg");
 6     auto img2 = Sprite::create("layer2.jpg");
 7     auto img3 = Sprite::create("layer3.jpg");
 8     img1->setAnchorPoint(Vec2(0, 0));
 9     img2->setAnchorPoint(Vec2(0, 0));
10     img3->setAnchorPoint(Vec2(0, 0));
11 
12     layer1->addChild(img1);
13     layer2->addChild(img2);
14     layer3->addChild(img3);
15 
16     addChild(layer1);
17     addChild(layer2);
18     addChild(layer3);
19 
20     layer1->setPosition(Vec2(100, 100));
21     layer2->setPosition(Vec2(200, 200));
22     layer3->setPosition(Vec2(300, 300));
23 
24     scheduleOnce([visibleSize, this](float f){
25     auto scence2 = Scene::create();
26     auto scence2Layer = Layer::create();
27     scence2->addChild(scence2Layer);
28 
29     auto logo = Sprite::create("icon.png");
30     logo->setPosition(visibleSize / 2);
31     scence2Layer->addChild(logo);
32 
33     Director::getInstance()->replaceScene(scence2);
34     }, 3, "Test");

 

 自定义显示对象:

GameScene.h

 1 #pragma once
 2 
 3 #include "cocos2d.h"
 4 
 5 USING_NS_CC;
 6 
 7 class GameScene:public Layer 
 8 {
 9 public:
10     GameScene();//构造函数
11     virtual ~GameScene();//析构函数
12 
13     virtual bool init();//初始化函数
14 
15     CREATE_FUNC(GameScene);//CREATE宏函数
16 
17     static Scene* createScene();//场景创建
18 };

GameScene.cpp

 1 #include "GameScene.h"
 2 #include "LogoNode.h"
 3 
 4 GameScene::GameScene()
 5 {
 6 
 7 }
 8 GameScene::~GameScene()
 9 {
10 
11 }
12 
13 bool GameScene::init()
14 {
15     if (!Layer::init())
16     {
17         return false;
18     }
19     auto logo = LogoNode::create();
20     addChild(logo);
21 
22     logo->setPosition(Director::getInstance()->getVisibleSize() / 2);
23 
24     return true;
25 }
26 
27 
28 Scene* GameScene::createScene()
29 {
30     auto scene = Scene::create();
31     auto layer = GameScene::create();
32 
33     scene->addChild(layer);
34 
35     return scene;
36 }

将 AppDelegate.cpp 中 auto scene = HelloWorld::createScene(); 替换 GameScene 。

 

常用控件:

  //Log
   log("Hello Cocos2dx %d", 200);//跨平台*/

    //MessageBox
    MessageBox("消息内容", "消息标题");*/

    //Cocos2d-x之LabelTTF
    LabelTTF *label = LabelTTF::create();
    label->setString("Hello Cocos");
    label->setFontSize(36);
    label->setPosition(visibleSize / 2);
    addChild(label);*/

    //TextFieldTTF
    TextFieldTTF *tf = TextFieldTTF::textFieldWithPlaceHolder(
        "在这里输入", 
        "宋体", 20);
    tf->setPosition(visibleSize / 2);
    addChild(tf);

    //添加侦听用于连接输入IME
    auto listen = EventListenerTouchOneByOne::create();
    listen->onTouchBegan = [tf](Touch *t, Event *event){

        if (tf->getBoundingBox().containsPoint(t->getLocation()))
        {
            log(">>>>>>>>>>>>>>>>>>>");
            tf->attachWithIME();
        }
        else
        {
            tf->detachWithIME();
        }
        return false;

    };

    Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphpriority(listen, tf);*/
    
//Menu
    auto menu = Menu::create(MenuItemImage::create(
        "normal.png",
        "selected.png",
        [](Object* obj){
        log("menu item touched");
    }), NULL);
    addChild(menu);

 

 TableView:

bool HelloWorld::init()
{
    //////////////////////////////
    // 1. super init first
    if ( !Layer::init() )
    {
        return false;
    }
    
    Size visibleSize = Director::getInstance()->getVisibleSize();
    Vec2 origin = Director::getInstance()->getVisibleOrigin();

  //引入头文件及命名空间,同时Hello头文件需继承TableViewDataSource并重写方法
    TableView *tv = TableView::create(this, Size(300, 300));
    tv->setAnchorPoint(Vec2(0, 0));
    tv->setPosition(Vec2(200, 0));
    tv->setDelegate(this);
    addChild(tv);
    
    return true;
}

 头文件: class HelloWorld : public cocos2d::Layer,TableViewDataSource,TableViewDelegate 

public:
    //重写TableViewDataSource方法------列表
    /**
    * cell height for a given table.
    *
    * @param table table to hold the instances of Class
    * @return cell size
    */
    virtual Size cellSizeForTable(TableView *table);
    /**
    * a cell instance at a given index
    *
    * @param idx index to search for a cell
    * @return cell found at idx
    */
    virtual TableViewCell* tableCellAtIndex(TableView *table, ssize_t idx);
    /**
    * Returns number of cells in a given table view.
    *
    * @return number of cells
    */
    virtual ssize_t numberOfCellsInTableView(TableView *table);

public:
    //重写TableViewDelegate方法------列表点击监听
    /**
    * Delegate to respond touch event
    *
    * @param table table contains the given cell
    * @param cell  cell that is touched
    * @js NA
    * @lua NA
    */
    virtual void tableCellTouched(TableView* table, TableViewCell* cell);
    /**
    * @js NA
    * @lua NA
    */
    virtual void scrollViewDidScroll(ScrollView* view) {};
    /**
    * @js NA
    * @lua NA
    */
    virtual void scrollViewDidZoom(ScrollView* view) {};

 cpp文件:

//实现头文件中重写TableViewDataSource的三个方法------列表
Size HelloWorld::cellSizeForTable(TableView *table){
    return Size(300, 50);
}

TableViewCell* HelloWorld::tableCellAtIndex(TableView *table, ssize_t idx){

    TableViewCell *cell = table->dequeueCell();
    LabelTTF *label;

    if (cell == NULL)
    {
        cell = TableViewCell::create();
        label = LabelTTF::create();
        label->setTag(2);
        label->setFontSize(20);
        label->setAnchorPoint(Point(0, 0));
        cell->addChild(label);
    }
    else
    {
        label = (LabelTTF*)cell->getChildByTag(2);
    }

    label->setString(StringUtils::format("Label %ld", idx));

    return cell;

}

ssize_t HelloWorld::numberOfCellsInTableView(TableView *table){
    return 100;
}

//实现头文件重写的TableViewDelegate方法------列表点击监听
void HelloWorld::tableCellTouched(TableView* table, TableViewCell* cell){

    LabelTTF *label = (LabelTTF*)cell->getChildByTag(2);
    log("%s", label->getString().c_str());

}

 

UIVideoPlayer/UI Web View:

#include "ui/CocosGUI.h"
#include "ui/UIVideoPlayer.h"

    #if (CC_TARGET_PLATFORM == CC_PLATFORM_android || CC_TARGET_PLATFORM == CC_PLATFORM_ios)  
    auto videoPlayer = cocos2d::experimental::ui::VideoPlayer::create(); 
    videoPlayer->setContentSize(visibleSize);
    videoPlayer->setPosition(visibleSize/2);
    videoPlayer->setFileName("video.mp4");
    videoPlayer->play();
    addChild(videoPlayer);
    #endif  



    
    #if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID || CC_TARGET_PLATFORM == CC_PLATFORM_IOS)  
    auto webview = cocos2d::experimental::ui::WebView::create();
    webview->setContentSize(visibleSize);
    webview->setPosition(visibleSize / 2);
    webview->loadURL("http://baidu.com");
    addChild(webview);
    #endif

 

 场景切换特效:

LabelTTF *label = LabelTTF::create("Show Next Scene", "Courier", 36);
    addChild(label);

    label->setPosition(visibleSize / 2);

    EventListenerTouchOneByOne *listener = EventListenerTouchOneByOne::create();
    listener->onTouchBegan = [label](Touch *t, Event *event){
        if (label->getBoundingBox().containsPoint(t->getLocation()))
        {
            // 普通切换
            //Director::getInstance()->replaceScene(ImageScene::createScene());
            //场景切换特效
            Director::getInstance()->replaceScene(TransitionFadeBL::create(1, ImageScene::createScene()));
        }
        return false;

    };
    Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(listener, label);

     //渐变切换 
        //auto transition = TransitionCrossFade::create(1, newScene);
        // 反转切换 
        //auto transition = TransitionZoomFlipAngular::create(1, newScene);
        //翻页切换
        //auto transition = TransitionPageTurn::create(1, newScene,false);//---fals 类似书向后翻页 ---true 向前翻
        //顺逆时针切换 
        //auto transition = TransitionProgressRadialCCW::create(1, newScene);//---CCW顺时针 ---CW逆时针
        //左右切换 
        //auto transition = TransitionSplitRows::create(1, newScene);
        
        //auto transition = TransitionSplitCols::create(1, newScene);//Rows 上下两部分左右拉开  Cols 左中右三部分上下拉开

 

 动作:

   auto label = LabelTTF::create("Cocos2d-X", "Courier", 30);
    label->setPosition(visibleSize / 2);
    addChild(label);

    auto listener = EventListenerTouchOneByOne::create();
    listener->onTouchBegan = [label](Touch *t, Event *e){
        if (label->getBoundingBox().containsPoint(t->getLocation()))
        {
            //label->runAction(MoveTo::create(1, Point(100, 100)));

            //label->runAction(MoveBy::create(1, Point(-10, -10)));

            //动作反转
            //label->runAction(MoveBy::create(1, Point(-10, -10))->reverse ());

            //动作混合---同时
            //label->runAction(Spawn::create(MoveBy::create(1, Point(100, 100)), RotateBy::create(1, 360), NULL));
            
            //动作序列---顺序
            label->runAction(Sequence::create(MoveBy::create(1, Point(100, 100)), RotateBy::create(1, 360), NULL));
            
            //动作侦听CallFunc
            label->runAction(Sequence::create(MoveBy::create(1, Point(100, 100)), RotateBy::create(1, 360),
                CallFunc::create([](){
                MessageBox("Action complete", "complete");
            }), NULL));
        }
        return false;
    };
    Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(listener, label);

  //动作重复
   //label->runAction(Repeat::create(RotateBy::create(1, 180), 3));
   //label->runAction(RepeatForever::create(RotateBy::create(1, 180)));

 

 逐帧动画:

auto cache = SpriteFrameCache::getInstance();
    cache->addSpriteFramesWithFile("anim.plist");

    Vector<SpriteFrame*> vec;
    char name[15];
    memset(name, 0, 15);

    for (int i = 0; i < 20; i++)
    {
        sprintf(name, "anim%04d", i);
        vec.pushBack(cache->getSpriteFrameByName(name));
    }

    Animation *animation = Animation::createWithSpriteFrames(vec, 0.1f);
    Animate *animate = Animate::create(animation);

    auto sprite = Sprite::create();
    addChild(sprite);
    sprite->setPosition(visibleSize / 2);
    sprite->runAction(RepeatForever::create(animate));

  

 单点触摸: 

auto label = LabelTTF::create("Click me", "Courier", 30);
    label->setPosition(visibleSize / 2);
    addChild(label);

    auto listener = EventListenerTouchOneByOne::create();
    //Cocos2d-x事件传递
    listener->onTouchBegan = [label](Touch *t, Event *e){

        //Cocos2d-x触摸目标判断
        if (label->getBoundingBox().containsPoint(t->getLocation()))
        {
            log("onTouchBegan");
        }
        return true;//当返回值为true  才能执行onTouchMoved  onTouchEnded
    };
    listener->onTouchMoved = [](Touch *t, Event *e){
        log("onTouchMoved");
    };
    listener->onTouchEnded = [](Touch *t, Event *e){
        log("onTouchEnded");
    };
    Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(listener, label);

 

多点触摸: 

auto listener = EventListenerTouchAllAtOnce::create();
    listener->onTouchesBegan = [](std::vector<Touch*> ts, Event *e){
        log("onTouchesBegan");
    };
    listener->onTouchesMoved = [](std::vector<Touch*> ts, Event *e){
        log("Touches Moved ,and touch count is %ld", ts.size());
    };
    Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(listener, this);

 

加速度传感器:

Device::setAccelerometerEnabled(true);

    Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(
        EventListenerAcceleration::create(
        [](Acceleration *a, Event *e){
        log("x:%g, y:%g, z:%g ", a->x, a->y, a->z);
    }), this);

 

物理按键交互: 

auto listener = EventListenerKeyboard::create();
    listener->onKeyReleased = [](EventKeyboard::KeyCode code, Event *e){
        log("key code : %d", code);

        switch (code)
        {
        case EventKeyboard::KeyCode::KEY_BACKSPACE:
            Director::getInstance()->end();
            break;
        default:
            break;
        }
    };
    Director::getInstance()->getEventDispatcher()->addEventListenerWithSceneGraphPriority(listener, this);

 

 计时器:

重写update方法,随帧频执行,在h文件中 //update方法 virtual void update(float dt); ,在cpp实现:

//重写update方法   ---  每帧都会执行
void HelloWorld::update(float dt){
    label->setPosition(label->getPosition() + Point(1, 1));
    if (label->getPositionX()>500)
    {
        //停止update方法
        unscheduleUpdate();
    }
}

 在init调用:

label = LabelTTF::create("Cocos2d-X", "Courier", 30);
addChild(label);
scheduleUpdate();

 

也可以用schedule按照想要的时间执行,写一个方法,让他每秒执行一次:

方法:h中 void timerHandler(float dt); ,cpp中 void HelloWorld::timerHandler(float dt){ log(">>>>>>>>>>>>>>>>>>>"); } 

调用 schedule(schedule_selector(HelloWorld::timerHandler), 1); 

 

首选项数据读写:

//设置首选项
//UserDefault::getInstance()->setStringForKey("data", "Hello Cocos2d");
//读取首选项
log("%s", UserDefault::getInstance()->getStringForKey("data", "Hello CPP").c_str());

 

 文件读写: 

   auto fu = FileUtils::getInstance();
    //log("%s", fu->getWritablePath().c_str());文件写入的目录

    //写入
    FILE *f = fopen(fu->fullPathFromRelativeFile("data.txt", fu->getWritablePath()).c_str(), "w");
    fprintf(f, "Hello Cocos\n");
    fclose(f);

    //读取
    Data d = fu->getDataFromFile(fu->fullPathFromRelativeFile("data.txt", fu->getWritablePath()));
    log("%s", d.getBytes());

    //plist文件操作

    auto fu = FileUtils::getInstance();
    ValueMap vm = fu->getValueMapFromFile("data.plist");
    log("%s", vm["name"].asString().c_str());

 

 xml数据操作 --- #include <tinyxml2\tinyxml2.h>: 

auto doc = new tinyxml2::XMLDocument();
    doc->Parse(FileUtils::getInstance()->getStringFromFile("data.xml").c_str());
    auto root = doc->RootElement();
    for (auto e = root->FirstChildElement(); e; e = e->NextSiblingElement())
    {
        std::string str;
        for (auto attr = e->FirstAttribute(); attr; attr = attr->Next())
        {
            str += attr->Name();
            str += ":";
            str += attr->Value();
            str += " ,";
        }
        log("%s", str.c_str());
    }

 

json数据操作 --- #include <json\document.h>: 

   rapidjson::Document d;
    d.Parse<0>(FileUtils::getInstance()->getStringFromFile("data.json").c_str());
    log("%s", d[(int)0]["name"].GetString());

 

 TMX 地图解析: 

//加载地图
    
    auto map = TMXTiledMap::create("map.tmx");//加载地图
    addChild(map);
    map->setScale(0.5);
    map->setAnchorPoint(Vec2(0.5, 0.5));
    map->setPosition(visibleSize / 2);

    auto mapProperties = map->getProperties();//获取地图属性
    auto str = mapProperties["type"].asString();
    CCLOG("map pro :%s", str.c_str());

    auto sceneLayer = map->getLayer("scene");//获取图层
    auto layerProperties = sceneLayer->getProperties();//获取图层属性
    CCLOG("layer pro :%s", layerProperties["type"].asString().c_str());

    auto tilePro = map->getPropertiesForGID(1).asValueMap();//获取图块属性
    CCLOG("tile pro :%s", tilePro["type"].asString().c_str());

    auto objectGroup = map->getObjectGroup("object");//获取对象组
    auto obj = objectGroup->getObject("player");//获取player对象
    CCLOG("obj pro :%s", obj["type"].asString().c_str());
    

//根据地图对象改操作地图

    auto colorObj = objectGroup->getObject("color");//获取对象组中的color对象
    //color的属性
    auto colorObjX = colorObj["x"].asInt() / 32;
    auto colorObjY = colorObj["y"].asInt() / 32;
    auto colorObjW = colorObj["width"].asInt() / 32;
    auto colorObjH = colorObj["height"].asInt() / 32;
    //遍历color坐标修改其颜色 --- Y方向需要修改 ------ map->getMapSize().height - y
    for (int x = colorObjX; x < colorObjX + colorObjW; x++)
    {
        for (int y = colorObjY; y < colorObjY + colorObjH; y++)
        {
            auto sprite = sceneLayer->getTileAt(Vec2(x, map->getMapSize().height - y));

            sprite->setColor(Color3B(255, 0, 0));
        }
    }

    auto playerBall = Sprite::create("c.png");//创建一个小球图像
    playerBall->setPosition(obj["x"].asFloat(), obj["y"].asFloat());//将小球的位置放入地图的player对象位置
    map->addChild(playerBall);


//根据 Tiled 属性判断碰撞

    auto eventListener = EventListenerTouchOneByOne::create();
    eventListener->onTouchBegan = [map, sceneLayer, playerBall](Touch *touch, Event *e){
        auto point = map->convertToNodeSpace(touch->getLocation());
        point.x = static_cast<int>(point.x / 32);
        point.y = map->getMapSize().height - static_cast<int>(point.y / 32) - 1;

        auto t = sceneLayer->getTileAt(point);
        //t->setColor(Color3B(255, 0, 0));

        auto gid = sceneLayer->getTileGIDAt(point);
        auto p = map->getPropertiesForGID(gid).asValueMap();

        if (p["move"].isNull() != true && p["move"].asBool() == true)
        {
            playerBall->setPosition(t->getPosition().x, t->getPosition().y);
        }

        return false;
    };

    _eventDispatcher->addEventListenerWithSceneGraphPriority(eventListener, map);

 

 3D功能: 

   auto s = Sprite3D::create("tortoise.c3b");//加载3D对象
    //auto s = Sprite3D::create("tortoise.c3b", "tortoise.png");//模型与材质名字不一样
    s->setScale(0.1);
    s->setPosition(visibleSize / 2);
    addChild(s);

    //s->runAction(RepeatForever::create(RotateBy::create(1, Vec3(45, 45, 0))));//动画效果

    //auto anim = Animate3D::create(Animation3D::create("tortoise.c3b"));//3D效果  --- 3D对象含有的所有的动画效果
    //s->runAction(anim);

    auto anim = Animate3D::create(Animation3D::create("tortoise.c3b"), 0, 1.93);//取得3D对象特定时间点的3D动作 --- 游泳
    s->runAction(RepeatForever::create(anim));


    //添加光源
    auto l = DirectionLight::create(Vec3(0, 0, -1000), Color3B(255, 255, 255));//平行光源
    addChild(l);

 

  

以上是关于Cocos2d-x基础知识的主要内容,如果未能解决你的问题,请参考以下文章

Cocos2d-x基础知识

cocos2d-x-3.6 引擎基础概念

《Cocos2d-x实战:C++》学习笔记——基础概念

Cocos2d-x 基础元素

Cocos2d-x+3.x游戏开发实战pdf

Part 1:基础语言-Cocos2d-x手机游戏开发之C++语言基础-关东升-专题视频课程