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cocos2d_x_01_环境搭建
阅读量:6089 次
发布时间:2019-06-20

本文共 6961 字,大约阅读时间需要 23 分钟。

终于效果图:
Cocos2d-x-3.3 Mac 安装
下载地址:
參考文档:
 
在线API列表: 
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 
    • 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.
    • 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)
123
->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):

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

1
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

  • 运行后就有例如以下提示,表示OK~
123456
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'

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

等了n分钟过后,最终跑出来了~
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
依据实际情况,加入NDK_ROOT、ANT、SDK文件夹
终于,示比例如以下:
以下是关于HelloWorld程序分析:
Main.m入口
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 platformsvoid 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 toovoid 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 againvoid 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Layerclass 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__
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 instancebool 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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