
可用的命令:
run 在设备或者模拟器上编译,部署和运行工程。
luacompile 对 lua 文件进行加密和编译为字节码的处理。
deploy 编译并在设备或模拟器上部署工程。
package 管理 cocos 中的 package。
compile 编译并打包工程。
framework 管理工程使用的 frameworks。
new 创建一个新的工程。
Jscompile 对 Js 文件进行加密和压缩处理。
可用的参数:
-h,–help 显示帮助信息。
-v,–version 显示命令行工具的版本号。
–ol [‘en’,‘zh’,‘zh_tr’] 指定输出信息的语言。
创建一个新的工程
h,–help show this help message and exit
-p PACKAGE_name,–package PACKAGE_name
设置工程的包名。
-l {cpp,lua,Js},–language {cpp,Js}
设置工程使用的编程语言,可选值:[cpp | lua | Js]
-d DIRECTORY,–directory DIRECTORY
设置工程存放路径。
-t TEMPLATE_name,–template TEMPLATE_name
设置使用的模板名称。
–ios-bundleID IOS_BUNDLEID
设置工程的 iOS Bundle ID。
–mac-bundleID MAC_BUNDLEID
设置工程的 Mac Bundle ID。
-e ENGINE_PATH,–engine-path ENGINE_PATH
设置引擎路径。
–portrait 设置工程为竖屏。
事例
cocos new HelloWorld -p com.adu.game -d F:\project
cocos new 是命令
HelloWorld是项目名称
-p 指的是包名(用于安卓的移植)
-d 是指的工程所在的目录
2.目录结构
3.函数说明
AppDelegate类#ifndef _APP_DELEGATE_H_#define _APP_DELEGATE_H_#include "cocos2d.h"class AppDelegate : private cocos2d::Application{public: AppDelegate(); virtual ~AppDelegate(); virtual voID initGLContextAttrs(); /** @brIEf Implement Director and Scene init code here. @return true Initialize success,app continue. @return false Initialize Failed,app terminate. */ // 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 virtual bool applicationDIDFinishLaunching(); /** @brIEf The function be called when the application enter background @param the pointer of the application */ // 游戏进入后台时调用的函数 virtual voID applicationDIDEnterBackground(); /** @brIEf The function be called when the application enter foreground @param the pointer of the application */ // 游戏进入前台时调用函数 virtual voID applicationWillEnterForeground(); }; #endif // _APP_DELEGATE_H_
#include "AppDelegate.h"#include "HelloWorldScene.h"USING_NS_CC;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,just modify the value of glContextAttrs//it will takes effect on all platformsvoID AppDelegate::initGLContextAttrs(){ //set OpenGL context attributions,Now can only set six attributions: //red,green,blue,Alpha,depth,stencil GLContextAttrs glContextAttrs = {8,8,24,8}; GLVIEw::setGLContextAttrs(glContextAttrs);}// If you want to use packages manager to install more packages,// don't modify or remove this functionstatic int register_all_packages(){ return 0; //flag for packages manager}bool AppDelegate::applicationDIDFinishLaunching() { // 初始化导演 auto director = Director::getInstance(); auto glvIEw = director->getopenGLVIEw(); if(!glvIEw) { glvIEw = GLVIEwImpl::create("My Game"); director->setopenGLVIEw(glvIEw); } // 打开显示帧状态 director->setdisplayStats(true); // 设置FPS director->setAnimationInterval(1.0 / 60); // Set the design resolution glvIEw->setDesignResolutionSize(designResolutionSize.wIDth,designResolutionSize.height,ResolutionPolicy::NO_border); Size 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(); // 创建场景 auto scene = HelloWorld::createScene(); // 运行场景 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();}HelloWorld类
#ifndef __HELLOWORLD_SCENE_H__#define __HELLOWORLD_SCENE_H__#include "cocos2d.h"class HelloWorld : public cocos2d::Layer{public: // there's no 'ID' in cpp,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(); // a selector callback voID menuCloseCallback(cocos2d::Ref* pSender); // implement the "static create()" method manually CREATE_FUNC(HelloWorld);};#endif // __HELLOWORLD_SCENE_H__
HelloWorld虽然命名为场景,但是内部定义了HelloWorld是一个层 static cocos2d::Scene* createScene()创建静态函数 CREATE_FUNC(HelloWorld),初始化HelloWorld实例函数 CREATE_FUNC的代码是一个宏总结
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