cocos2d_x_01_环境搭建

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终于效果图:
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Cocos2d-x-3.3 Mac 安装
下载地址:

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參考文档: 
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在线API列表: 
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Cocos2d-x-3.3 版本号
配置安装创建项目都是命令行
  • 官网下载最新版本号Cocos2d-x-3.3,大小约为280M 
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    • 解压后,在【终端】中切换文件夹到 解压后的文件夹,然后运行./setup.py,回车,例如以下图所看到的.
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    • 期间会有几次询问,是否要设置安卓SDK路径,
    • 假设尚未安装android开发环境,能够直接Enter跳过,暂不设置
    • (将来  能够在以下的文件里,进行配置:/etc/profile)

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 ->Please enter the path of NDK_ROOT (or press Enter to skip):
 ->Please enter the path of ANDROID_SDK_ROOT (or press Enter to skip):
 ->Please enter the path of ANT_ROOT (or press Enter to skip):

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依据提示,敲击命令:
source /Users/history/.bash_profile
然后Enter,这样就算设置好了.

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Please execute command: "source /Users/history/.bash_profile" to make added system variables take effect


  • 最后就是创建project.
  • 继续命令行
  • cd tools/cocos2d-console/bin,
  • 接着使用以下命令就可以:
  • cocos new project名 -p 包名 -l 语言 -d 目标目录,
  • 比如 :
  • cocos newcocos2d_x -pcom.beyond -lcpp -d /Users/beyond/Desktop/project

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  • 运行后就有例如以下提示,表示OK~
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Running command: new
> Copy template into /Users/beyond/Desktop/project/cocos2d_x
> Copying cocos2d-x files...
> Rename project name from ‘HelloCpp‘ to ‘cocos2d_x‘
> Replace the project name from ‘HelloCpp‘ to ‘cocos2d_x‘
> Replace the project package name from ‘org.cocos2dx.hellocpp‘ to ‘com.beyond‘

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打开自己主动创建好的项目
能够选择桌面应用,直接command+R,编译执行

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等了n分钟过后,最终跑出来了~
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兴许补充一下:NDK文件夹的配置
进入终端,输入命令:sudo nano /etc/profile
打开配置环境变量的文件
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依据实际情况,加入NDK_ROOT、ANT、SDK文件夹
终于,示比例如以下:
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以下是关于HelloWorld程序分析:
Main.m入口
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应用代理AppDelegate.h
#ifndef  _APP_DELEGATE_H_
#define  _APP_DELEGATE_H_

#include "cocos2d.h"
/**
@方法说明:    The cocos2d Application.

The reason for implement as private inheritance is to hide some interface call by Director.
*/
// : private 表示 继承过来的东东,全变成私有
class  AppDelegate : private cocos2d::Application
{
public:
    // 空參构造函数
    AppDelegate();
    // 析构函数
    virtual ~AppDelegate();

    virtual void initGLContextAttrs();

    /**
    @方法说明:    Implement Director and Scene init code here.
    @返回: true    初始化成功,应用执行
    @返回: false   初始化失败,应用终止
    */
    virtual bool applicationDidFinishLaunching();

    /**
    @方法说明:  应用程序 进入后台后 调用
    @參数:  the pointer of the application
    */
    virtual void applicationDidEnterBackground();

    /**
    @方法说明:  应用程序 将进入前台时调用
    @參数:  the pointer of the application
    */
    virtual void applicationWillEnterForeground();
};

#endif // _APP_DELEGATE_H_


应用代理AppDelegate.cpp
#include "AppDelegate.h"
#include "HelloWorldScene.h"

USING_NS_CC;

AppDelegate::AppDelegate() {

}

AppDelegate::~AppDelegate() 
{
}

//假设 须要一个不同的 上下文 context,仅仅要改动 glContextAttrs 的值就可以
//it will takes effect on all platforms
void AppDelegate::initGLContextAttrs()
{
    //设置 OpenGL context 属性,文件夹仅仅能设置6个属性
    //red,green,blue,alpha,depth,stencil
    GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8};

    GLView::setGLContextAttrs(glContextAttrs);
}

bool AppDelegate::applicationDidFinishLaunching() {
    // 实例化导演类 director
    auto director = Director::getInstance();
    auto glview = director->getOpenGLView();
    // 假设 glview为空,则创建一个
    if(!glview) {
        glview = GLViewImpl::create("My Game");
        director->setOpenGLView(glview);
    }

    // 显示帧率 FPS
    director->setDisplayStats(true);

    // 设置帧率 FPS. 默认就是 1/60秒
    director->setAnimationInterval(1.0 / 60);

    // 创建场景,自己主动释放 it‘s an autorelease object
    auto scene = HelloWorld::createScene();

    // 导演执行场景
    director->runWithScene(scene);

    return true;
}

// 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();
}

// 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();
}


图层Layer  HelloWorldScene.h
#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__

#include "cocos2d.h"
// 事实上是继承自Layer
class HelloWorld : public cocos2d::Layer
{
public:
    // cpp里面没有id类型, so we recommend returning the class instance pointer
    static cocos2d::Scene* createScene();

    // Here‘s a difference. Method ‘init‘ in cocos2d-x returns bool, instead of returning ‘id‘ in cocos2d-iphone
    virtual bool init();  
    
    // 【关闭菜单】点击时的回调方法
    void menuCloseCallback(cocos2d::Ref* pSender);
    
    // implement the "static create()" method manually
    CREATE_FUNC(HelloWorld);
};

#endif // __HELLOWORLD_SCENE_H__<span style="font-family:Courier New;color:#393939;"><span style="font-size: 24px; line-height: 32px; background-color: rgb(245, 245, 245);"><strong>
</strong></span></span>


图层Layer  HelloWorldScene.cpp
#include "HelloWorldScene.h"

USING_NS_CC;

Scene* HelloWorld::createScene()
{
    // ‘scene‘ 自己主动释放
    auto scene = Scene::create();
    
    // ‘layer‘ 自己主动释放
    auto layer = HelloWorld::create();

    // 将图层 加入到场景中
    scene->addChild(layer);

    // 返回 填充好图层的 场景
    return scene;
}

// on "init" you need to initialize your instance
bool HelloWorld::init()
{
    //////////////////////////////
    // 1. 调用父类的init , cpp 没有super,直接写父类名
    if ( !Layer::init() )
    {
        return false;
    }
    // 屏幕尺寸
    Size visibleSize = Director::getInstance()->getVisibleSize();
    // 2维坐标
    Vec2 origin = Director::getInstance()->getVisibleOrigin();

    /////////////////////////////
    // 2. add a menu item with "X" image, which is clicked to quit the program

    // 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));
    
	closeItem->setPosition(Vec2(origin.x + visibleSize.width - closeItem->getContentSize().width/2 ,
                                origin.y + closeItem->getContentSize().height/2));

    // create menu, it‘s an autorelease object
    auto menu = Menu::create(closeItem, NULL);
    menu->setPosition(Vec2::ZERO);
    this->addChild(menu, 1);

    /////////////////////////////
    // 3. add your codes below...

    // add a label shows "Hello World"
    // create and initialize a label
    
    auto label = LabelTTF::create("Hello Beyond", "Marker Felt", 50);
    
    // position the label on the center of the screen
    label->setPosition(Vec2(origin.x + visibleSize.width/2,
                            origin.y + visibleSize.height - label->getContentSize().height));

    // add the label as a child to this layer
    this->addChild(label, 1);

    // add "HelloWorld" splash screen"
    auto sprite = Sprite::create("HelloWorld.png");

    // position the sprite on the center of the screen
    sprite->setPosition(Vec2(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y));

    // add the sprite as a child to this layer
    this->addChild(sprite, 0);
    
    return true;
}


void HelloWorld::menuCloseCallback(Ref* pSender)
{
#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

    Director::getInstance()->end();

#if (CC_TARGET_PLATFORM == CC_PLATFORM_ios)
    exit(0);
#endif
}

















































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