
下一节开始要用cocostudio制作主界面,为了使用最新版的Cocos Studio2.1,需要将引擎升级到3.4.
下面是3.4的升级说明。对于我们的项目来说,机会没什么影响,所以只需要用新引擎创建一个工程,
我们甚至只需要将classes,resource进行简单地覆盖就可以完成引擎升级。
更加优化的渲染流程:改进了2D和3D渲染,《Fantasy Warrior3D》现在不需要Hack引擎就可以运行
更小的包体积:iOS和AndroID平台上,使用系统网络库替换了第三方库libcurl,iOS的游戏包大小从5.6M缩小到4.3M,AndroID的APK游戏包大小从2.9M缩小到2.0MCocos Package Manager: 引擎扩展模块化框架,使得基于Cocos2d-x的扩展,更方便地集成与发布,现在GAF已经应用到这个框架中
视锥体裁剪功能:通过计算裁剪掉在屏幕上不可见物体,降低渲染开销,为4.0的全3D和大规模场景提供支持
在这一节里,我从Evakaka大神的博客里学到不少东西,以前我做遮罩从来没用过这样的
方式,现在想起来,真是既简单有粗暴,实在惭愧。
总的来说,这以功能实现起来,在原理上还是非常显而易见的,只不过在具体的实现上,还
是要见仁见智。
主要来说,我们需要新建一个Scene,当我们按下暂定按钮时,见我们新建的这个Scene push出来,
,之所以不用replaceScene是因为,我们总不能一按暂定按钮回来的时候游戏就重新开始吧。
GamepauseScene.h
//// GamepauseScene.h// fight//// Created by Cytzrs on 15/2/5.////#ifndef __fight__GamepauseScene__#define __fight__GamepauseScene__#include <iostream>#include "cocos2d.h"#include "cocos-ext.h"USING_NS_CC_EXT;USING_NS_CC;class GamepauseScene : public Layer{public: static Scene* createScene(RenderTexture*); bool init(); CREATE_FUNC(GamepauseScene); voID attackAct1(Ref *sender,Control::EventType controlEvent); voID attackAct2(Ref *sender,Control::EventType controlEvent); voID attackAct3(Ref *sender,Control::EventType controlEvent);//private:// Controlbutton* attackBtn1;// Controlbutton* attackBtn2;// Controlbutton* attackBtn3;};#endif /* defined(__fight__GamepauseScene__) */ GamepauseScene.cpp
//// GamepauseScene.cpp// fight//// Created by Cytzrs on 15/2/5.////#include "GamepauseScene.h"#include "cocos-ext.h"USING_NS_CC_EXT;#include "HelloWorldScene.h"Scene* GamepauseScene::createScene(RenderTexture* render){ auto scene = Scene::create(); auto layer = GamepauseScene::create(); scene->addChild(layer,1); auto s = Director::getInstance()->getVisibleSize(); auto bg = Sprite::createWithTexture(render->getSprite()->getTexture()); bg->setposition(s/2); bg->setFlippedY(true); bg->setcolor(cocos2d::color3B::GRAY); scene->addChild(bg); return scene;}bool GamepauseScene::init(){ while(1) { if(!Layer::init()) return false; auto s = Director::getInstance()->getVisibleSize(); Controlbutton* attackBtn1 = Controlbutton::create("继续游戏","Fonts/Marker Felt.ttf",30); attackBtn1->setposition(s/2); this->addChild(attackBtn1,7); attackBtn1->addTargetWithActionForControlEvents(this,cccontrol_selector(GamepauseScene::attackAct1),Control::EventType::touch_DOWN); Controlbutton* attackBtn2 = Controlbutton::create("重新游戏",30); attackBtn2->setposition(s.wIDth/2,s.height/2-100); this->addChild(attackBtn2,7); attackBtn2->addTargetWithActionForControlEvents(this,cccontrol_selector(GamepauseScene::attackAct2),Control::EventType::touch_DOWN); Controlbutton* attackBtn3 = Controlbutton::create("回到主界面",30); attackBtn3->setposition(s.wIDth/2,s.height/2-200); this->addChild(attackBtn3,7); attackBtn3->addTargetWithActionForControlEvents(this,cccontrol_selector(GamepauseScene::attackAct3),Control::EventType::touch_DOWN);//// attackBtn2 = Controlbutton::create("ATTACK",30);// attackBtn2->setposition(Vec2(visibleSize.wIDth-200,100));// this->addChild(attackBtn2,7);// // attackBtn3 = Controlbutton::create("ATTACK",30);// attackBtn3->setposition(Vec2(visibleSize.wIDth-200,100));// this->addChild(attackBtn3,7); return true; } return false;}voID GamepauseScene::attackAct1(Ref *sender,Control::EventType controlEvent){// auto scene = HelloWorld::createScene(); Director::getInstance()->popScene();}voID GamepauseScene::attackAct2(Ref *sender,Control::EventType controlEvent){ auto scene = HelloWorld::createScene(); Director::getInstance()->replaceScene(scene);}voID GamepauseScene::attackAct3(Ref *sender,Control::EventType controlEvent){ // auto scene = HelloWorld::createScene(); //现在还没有创建主界面,暂且留白 Director::getInstance()->popScene();} 工程源码
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总结以上是内存溢出为你收集整理的Cocos2d-X 3.4版-游戏继续,游戏重新开始,回到主界面的实现《赵云要格斗》全部内容,希望文章能够帮你解决Cocos2d-X 3.4版-游戏继续,游戏重新开始,回到主界面的实现《赵云要格斗》所遇到的程序开发问题。
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