博客
关于我
强烈建议你试试无所不能的chatGPT,快点击我
cocos2d-x C++ 原始工程引擎运行机制解析
阅读量:6247 次
发布时间:2019-06-22

本文共 10759 字,大约阅读时间需要 35 分钟。

新建一个工程,相信感兴趣的同学都想知道cocos引擎都是如何运行的

想知道是如何运行的,看懂四个文件即可

话不多说,上代码:

1、首先解释 AppDelegate.h

1 #ifndef  _APP_DELEGATE_H_ 2 #define  _APP_DELEGATE_H_ 3  4 #include "cocos2d.h" 5  6 /** 7 @brief    The cocos2d Application. 8  9 Private inheritance here hides part of interface from Director.10 */  //从这里可以看到AppDelegate继承了cocos2d::Application ,而cocos2d::Application是cocos2d-x引擎提供的基类11 class  AppDelegate : private cocos2d::Application12 {13 public:14     AppDelegate();15     virtual ~AppDelegate();16     /*17      18      */19     virtual void initGLContextAttrs();20 21     /**22     @brief    Implement Director and Scene init code here.23     @return true    Initialize success, app continue.24     @return false   Initialize failed, app terminate.25         *游戏启动时调用的函数,在这里可以初始化导演对象和场景对象26     */27     virtual bool applicationDidFinishLaunching();28 29     /**30     @brief  Called when the application moves to the background31     @param  the pointer of the application32         *游戏进入后台时调用的函数33     */34     virtual void applicationDidEnterBackground();35 36     /**37     @brief  Called when the application reenters the foreground38     @param  the pointer of the application39         *游戏进入前台时调用的函数40     */41     virtual void applicationWillEnterForeground();42 };43 44 #endif // _APP_DELEGATE_H_

 

2、AppDelegate.cpp

#include "AppDelegate.h"#include "HelloWorldScene.h"USING_NS_CC;//这个是cocos2d-x提供的一个宏,它是用来替换 using namespace cocos2d语句的。static cocos2d::Size designResolutionSize = cocos2d::Size(480, 320);static cocos2d::Size smallResolutionSize = cocos2d::Size(480, 320);static cocos2d::Size mediumResolutionSize = cocos2d::Size(1024, 768);static cocos2d::Size largeResolutionSize = cocos2d::Size(2048, 1536);AppDelegate::AppDelegate(){}AppDelegate::~AppDelegate() {}// if you want a different context, modify the value of glContextAttrs// it will affect all platformsvoid AppDelegate::initGLContextAttrs(){    // set OpenGL context attributes: red,green,blue,alpha,depth,stencil    GLContextAttrs glContextAttrs = {
8, 8, 8, 8, 24, 8}; GLView::setGLContextAttrs(glContextAttrs);}// if you want to use the package manager to install more packages, // don't modify or remove this functionstatic int register_all_packages(){ return 0; //flag for packages manager}// 游戏启动时调用的函数bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance();//初始化导演类 auto glview = director->getOpenGLView(); if(!glview) {#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) || (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX) glview = GLViewImpl::createWithRect("NotesDamo", cocos2d::Rect(0, 0, designResolutionSize.width, designResolutionSize.height));#else glview = GLViewImpl::create("NotesDamo");#endif director->setOpenGLView(glview);//设置导演类的OpenGL视图 } // turn on display FPS director->setDisplayStats(true);//设置是否在屏幕上显示帧率信息(一般都是为了测试,实际发布时是不会显示的) // set FPS. the default value is 1.0/60 if you don't call this director->setAnimationInterval(1.0f / 60);//一秒执行60帧 // Set the design resolution glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER); auto frameSize = glview->getFrameSize(); // if the frame's height is larger than the height of medium size. if (frameSize.height > mediumResolutionSize.height) { director->setContentScaleFactor(MIN(largeResolutionSize.height/designResolutionSize.height, largeResolutionSize.width/designResolutionSize.width)); } // if the frame's height is larger than the height of small size. else if (frameSize.height > smallResolutionSize.height) { director->setContentScaleFactor(MIN(mediumResolutionSize.height/designResolutionSize.height, mediumResolutionSize.width/designResolutionSize.width)); } // if the frame's height is smaller than the height of medium size. else { director->setContentScaleFactor(MIN(smallResolutionSize.height/designResolutionSize.height, smallResolutionSize.width/designResolutionSize.width)); } register_all_packages(); // create a scene. it's an autorelease object auto scene = HelloWorld::createScene();//创建导演类对象scene // run director->runWithScene(scene);//运行该场景(会使游戏进入该场景) return true;}// This function will be called when the app is inactive. Note, when receiving a phone call it is invoked.//游戏进入后台时调用的函数void AppDelegate::applicationDidEnterBackground() { Director::getInstance()->stopAnimation();//停止场景中的动画 // if you use SimpleAudioEngine, it must be paused // 停止背景音乐,默认时注释掉的 // SimpleAudioEngine::getInstance()->pauseBackgroundMusic();}// this function will be called when the app is active again// 游戏进入前台时调用的函数void AppDelegate::applicationWillEnterForeground() { Director::getInstance()->startAnimation();//开始场景中的动画 // if you use SimpleAudioEngine, it must resume here // 继续背景音乐的,默认是注释掉的 // SimpleAudioEngine::getInstance()->resumeBackgroundMusic();}

 

3、HelloWorldScene.h

1 #ifndef __HELLOWORLD_SCENE_H__ 2 #define __HELLOWORLD_SCENE_H__ 3  4 #include "cocos2d.h" 5  6  7 /* 8  *在这里我们可以看出,HelloWorld类继承了cocos2d::Layer类;它被称为层(layer),这些层被放到了场景(scene)中,场景类是:cocos2d::Scene; 9     注意:HelloWorld.h虽然命名为场景,但是它内部定义的HelloWorld类是一个层10  */11 //HelloWorld继承了cocos2d::Layer,HelloWorld是一个层,而不是场景。12 class HelloWorld : public cocos2d::Layer13 {14     15 public:16     17     static cocos2d::Menu* m_pSelectedItem();18     19     virtual ~HelloWorld(){}20     21     static cocos2d::Scene* createScene();//声明创建当前的层HelloWorld所在场景的静态函数createScene();22     23     virtual bool init();//声明初始化层HelloWorld实例函数。24     25     // a selector callback26     void menuCloseCallback(cocos2d::Ref* pSender);//声明菜单回调函数menuCloseCallback,用于触摸菜单事件的回调。27     28     CREATE_FUNC(HelloWorld);//CREATE_FUNC是cocos2d-x中定义的一个宏(作用是:创建一个静态函数"static create()",该函数可以用来创建层);29     30     31     32     // implement the "static create()" method manually33     34 };35 36 #endif // __HELLOWORLD_SCENE_H__

 

 

4、HelloWorldScene.cpp

1 #include "HelloWorldScene.h"  2 #include "SimpleAudioEngine.h"  3   4 USING_NS_CC;  5 /*  6  说明:createScene()函数式是在游戏应用启动的时候,在AppDelegate中的bool AppDelegate::applicationDidFinishLaunching()函数中通过 auto scene = HelloWorld::createScene()语句调用的。  7     createScene()中做了三件事情,首先创建了HelloWorld层所在的场景对象,其次创建了HelloWorld层,最后将HelloWorld层添加到场景scene中;  8  */  9 Scene* HelloWorld::createScene() 10 { 11     // 'scene' is an autorelease object 12     auto scene = Scene::create(); 13      14     // 'layer' is an autorelease object 15     // 当调用到这句创建层的时候,会调用HelloWorld的实例函数init(),达到初始化HelloWorld层的目的。 16     auto layer = HelloWorld::create(); 17  18     // add layer as a child to scene 19     scene->addChild(layer); 20  21     // return the scene 22     return scene; 23 } 24  25 // on "init" you need to initialize your instance 26 bool HelloWorld::init() 27 { 28     // 29     // 1. super init first 30     // 初始化父类 31     if ( !Layer::init() ) 32     { 33         return false; 34     } 35      36     auto visibleSize = Director::getInstance()->getVisibleSize(); 37     Vec2 origin = Director::getInstance()->getVisibleOrigin(); 38  39     ///// 40     // 2. add a menu item with "X" image, which is clicked to quit the program 41     //    you may modify it. 42  43     // add a "close" icon to exit the progress. it's an autorelease object 44     // 增加一个菜单项,单机的时候退出程序 45     auto closeItem = MenuItemImage::create( 46                                            "CloseNormal.png", 47                                            "CloseSelected.png", 48                                            CC_CALLBACK_1(HelloWorld::menuCloseCallback, this)); 49      50     closeItem->setPosition(Vec2(origin.x + visibleSize.width - closeItem->getContentSize().width/2 , 51                                 origin.y + closeItem->getContentSize().height/2)); 52  53     // create menu, it's an autorelease object 54     auto menu = Menu::create(closeItem, NULL); 55     menu->setPosition(Vec2::ZERO);//自定义菜单对象的位置 56     this->addChild(menu, 1);//把菜单对象添加到当前HelloWorld层上 57  58     ///// 59     // 3. add your codes below... 60  61     // add a label shows "Hello World" 62     // create and initialize a label 63      64     //添加label标签标题 65     auto label = Label::createWithTTF("Hello World", "fonts/Marker Felt.ttf", 24); 66      67     // position the label on the center of the screen 68     label->setPosition(Vec2(origin.x + visibleSize.width/2, 69                             origin.y + visibleSize.height - label->getContentSize().height)); 70  71     // add the label as a child to this layer 72     this->addChild(label, 1); 73  74     // add "HelloWorld" splash screen" 75     //添加精灵,也就是cocos2d-x的logo,定义到屏幕中央 76     auto sprite = Sprite::create("HelloWorld.png"); 77  78     // position the sprite on the center of the screen 79     sprite->setPosition(Vec2(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y)); 80  81     // add the sprite as a child to this layer 82     this->addChild(sprite, 0); 83      84      85     return true; 86 } 87  88 // 菜单回调函数(返回主界面) 89 void HelloWorld::menuCloseCallback(Ref* pSender) 90 { 91     //Close the cocos2d-x game scene and quit the application 92     Director::getInstance()->end(); 93  94     #if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)//IOS表示iOS平台 95     exit(0); 96 #endif 97      98     /*To navigate back to native iOS screen(if present) without quitting the application  ,do not use Director::getInstance()->end() and exit(0) as given above,instead trigger a custom event created in RootViewController.mm as below*/ 99     100     //EventCustom customEndEvent("game_scene_close_event");101     //_eventDispatcher->dispatchEvent(&customEndEvent);102     103     104     105     106 //    PhysicsShape物理引擎类精灵(也属于精灵)107     108     109 //    节点110     //(1)创建节点111     Node * chilNode = Node::create();112     //(2)查找子节点113     Node *node = node ->getChildByTag(123);114     //(3)增加新的子节点115     node->addChild(chilNode,0,123);116     //(4)删除子节点,并停止该节点上的一切动作117     node->removeChildByTag(123,true);118     //(5)通过NOde指针删除节点119     node ->removeChild(node);120     //(6)删除所有子节点,并停止这些节点上的一切动作121     node ->removeAllChildrenWithCleanup(true);122     //(7)从父节点中删除 node 节点,并停止该节点上的一切动作。123     node->removeFromParentAndCleanup(true);124     /*Node重要属性*/125 //    setPosition; 坐标126 //    setAnchorPoint(Vce2(0.5,.05)); 锚点127     128     129     130     131     //坐标132 //    Vec2 touchLocation = touch ->getLocationInView();133 //    Vec2 touchLocation2 = Director::getInstance()->convertToGL(touchLocation);134     135     136 }137 138 139 /**140  cocos2d-x的事件响应机制:即菜单层最先接收到系统事件,则排在后面的是精灵层,最后是背景层,在事件的传递过程中 ,如果有一个层处理了该事件,则排在后面的层将不再接受到该事件。141  */

 

转载地址:http://plria.baihongyu.com/

你可能感兴趣的文章
单机单网卡最大tcp长连接数真的是65535吗?
查看>>
ubutu系统 安装eclipse
查看>>
JavaScript正则表达式元字符总结
查看>>
Awesome Python
查看>>
ubuntu14.04安装opencv2.4.10
查看>>
Windows 7 延长支持服务价格曝光:一台电脑最低25美元
查看>>
64 位设备上抛弃 32 位安卓应用,谷歌公布了具体日期
查看>>
你还在为20倍的连麦成本发愁吗?
查看>>
【SQLServer】【恢复挂起的解决方案】附加文件时候的提示“无法重新生成日志,原因是数据库关闭时存在打开的事务/用户,该数据库没有检查点或者该数据库是只读的。 ”【数据库恢复】...
查看>>
开源大数据周刊-第91期
查看>>
云计算---openstack实例共享80、443端口
查看>>
福布斯传媒选择Oracle营销云提升广告收入
查看>>
pandas入门指南
查看>>
数值的整数次方
查看>>
[20180105]oracle临时表补充.txt
查看>>
单体架构风格
查看>>
区块链主链——2018年公链发展元年
查看>>
美国专家:人工智能凛冬将至
查看>>
字符串 模式匹配
查看>>
吴恩达《深度学习》第二门课(2)优化算法
查看>>