Chapter 2 - How to Add a sprite
Chapter 2 - How to Add a sprite
- 1. Add image resources
- 2. Add a sprite
- The source code of these tutorials is here: https://github.com/flyingpacer/Cocos2dxSimpleGame. You can follow the articles to finish the game by yourself step by step, or download the finally source, simply build and run it.
1. Add image resources
Here’re three images made by Ray Wenderlich ’s wife , which would be used in Cocos2dSimpleGame.
After Chapter 1 - Create a New cocos2d-x project with multi-platforms, you must have cocos2d-x/Cocos2dSimpleGame folder now. Please download these images and copy them to cocos2d-x/Cocos2dSimpleGame/Resources folder
Then return to the IDE of different platforms.
1.1 add resources on win32
Win32 executable files will find the resources from it’s relative path. So we had to copy the images from cocos2d-x/Cocos2dSimpleGame/Resources folder to cocos2d-x/Debug.win32 folder manually.
But lazy guys like me, can always find lazy ways.
Write this line into Post-Build Event -> Command Line
xcopy /Y /E .\Resources\*.* $(OutDir)Each time the building completed, VistualStudio will copy the resources to the executable path
2. Add a sprite
You can see how easy to port cocos2d games from objc to c++ now. Open HelloWorldScene.cpp, replace the init method with following.
1bool HelloWorld::init()
2{
3 bool bRet = false;
4 do
5 {
6 //////////////////////////////////////////////////////////////////////////
7 // super init first
8 //////////////////////////////////////////////////////////////////////////
9
10 CC_BREAK_IF(! CCLayer::init());
11
12 //////////////////////////////////////////////////////////////////////////
13 // add your codes below...
14 //////////////////////////////////////////////////////////////////////////
15
16 // 1. Add a menu item with "X" image, which is clicked to quit the program.
17
18 // Create a "close" menu item with close icon, it's an auto release object.
19 CCMenuItemImage *pCloseItem = CCMenuItemImage::create(
20 "CloseNormal.png",
21 "CloseSelected.png",
22 this,
23 menu_selector(HelloWorld::menuCloseCallback));
24 CC_BREAK_IF(! pCloseItem);
25
26 // Place the menu item bottom-right conner.
27 pCloseItem->setPosition(ccp(CCDirector::sharedDirector()->getWinSize().width - 20, 20));
28
29 // Create a menu with the "close" menu item, it's an auto release object.
30 CCMenu* pMenu = CCMenu::create(pCloseItem, NULL);
31 pMenu->setPosition(CCPointZero);
32 CC_BREAK_IF(! pMenu);
33
34 // Add the menu to HelloWorld layer as a child layer.
35 this->addChild(pMenu, 1);
36
37 /////////////////////////////
38 // 2. add your codes below...
39
40 CCSize winSize = CCDirector::sharedDirector()->getWinSize();
41 CCSprite *player = CCSprite::create("Player.png",
42 CCRectMake(0, 0, 27, 40) );
43 player->setPosition( ccp(player->getContentSize().width/2, winSize.height/2) );
44 this->addChild(player);
45
46 bRet = true;
47 } while (0);
48
49 return bRet;
50}
Beyonds the close menu, we only add the section of “2. Add your codes below” actually. You can see how to translate cocos2d-iphone codes line by line simply to cocos2d-x multi-platform codes.
1// cpp with cocos2d-x
2bool HelloWorld::init()
3{
4 if ( CCLayer::init() )
5 {
6 CCSize winSize = CCDirector::sharedDirector()->getWinSize();
7 CCSprite *player = CCSprite::create("Player.png",
8 CCRectMake(0, 0, 27, 40) );
9 player->setPosition( ccp(player->getContentSize().width/2,
10 winSize.height/2) );
11 this->addChild(player);
12 }
13 return true;
14}
TIPS 1
- Don’t use __super in C++ like used in objc. The keyworkd __super is only recognized by VC++, but can not be compiled by GCC. So you better to call the name of parent class, CCLayer::init()
- There’s no the concept of property as there is in objc. Use get/set methods instead. For example, if you want to fetch the contentSize property of CCSprite , you must call sprite->getContentSize() method. Make the first letter capital, then add “get” prefix to it.
- Use setter to set the value of properties. So “player.position = …” , translates to player->setPosition(…)
- But the access to members of structures isn’t following this rule. E.g. there’re no getter/setter wrapper(包装器) with the “width” & “height” in winSize structure.
- We have implemented some frequently used functions of CGGeometry(几何类), such as CGRectMake, CGPointMake, CGSizeMake, CGPointZero, CGSizeZero, CGRectZero. You can find them in cocos2dx/include/CCGeometry.h. Their features are same as iOS. For naming conflicts, classes with CG, NS, UI prefix, has been changed to CC prefix in cocos2d-x.
- All the gaming elements in cocos2d-x, such as sprite, layer, scene, label, action, are allocated in the heap(堆). So we must call their methods by “->”
- Use keyword “this” in cpp instead of “self” used in objc.
- The return type of init method is “bool” now. There’s no keyword “id” in cpp, so the methods returning “id” is translated to a object pointer or bool.
- For android, the title bar has ocupied some space, so you should set the player's position to ccp(player.contentSize.width/2 + 40, winSize.height/2).
Well, we can build and run the code. Now the ninja is dressed in black, hidden in the black background with red eyes. For the gameplay(游戏玩法,可玩性), we had to change the background to white. It’s so easy, modify HelloWorld to inherit from CCLayerColor instead of CCLayer.
At first, modify the declaration in HelloWorldScene.h
1// cpp with cocos2d-x
2class HelloWorld : public cocos2d::CCLayerColor
Then modify the very beginning of HelloWorld::init() from 1if ( !CCLayer::init() )
2{
3 return false;
4}
to 1if ( !CCLayerColor::initWithColor( ccc4(255,255,255,255) ) )
2{
3 return false;
4}
Here’s a bit different to RayWenderlich’s code, because prefer defensive programming(防御式编程). The normal code is if supoer init success, then do bla-bla…, I prefer if init failed, do the error handling first, then continue writing the correct flow. OK, back to the topic. Let’s compare the translation of objc to cpp again
1// cpp with cocos2d-x
2 if ( CCLayerColor::initWithColor( ccc4(255,255,255,255) ) )
TIP 2
- The default permission of inheritance in c++ is private. So the modifier “public” before CCLayerColor is required.
- RicardoQuesada, the chief author of cocos2d-iphone , suggest us to use namespace in cocos2d-x. It’s very important to check your invoking of cocos2d-x classes is in “cocos2d” namespace or in “CocosDenshion” namespace
Build and run, then you can see the hero standing lonely in the white background.
- Win32
Chapter 2 - How to Add a sprite的更多相关文章
- Chapter 3 - How to Move a sprite
http://www.eoeandroid.com/forum.php?mod=viewthread&tid=250529 http://www.cocos2d-x.org/boards/6/ ...
- Fedora 22中的用户和用户组管理
The control of users and groups is a core element of Fedora system administration. This chapter expl ...
- cocos2dx 实现flappybird
前两天在博客园看到网友实现的一个网页版的flappy bird,挂在360游戏平台,玩了一会儿得分超低,就很想自己做一个.刚好这两天炫舞的活都清了,就弄一下玩玩. 效果图 布局类GameScene.h ...
- The Engine Document of JustWeEngine
JustWeEngine - Android FrameWork An easy open source Android Native Game FrameWork. Github Game core ...
- 【ASP.NET Identity系列教程(二)】运用ASP.NET Identity
注:本文是[ASP.NET Identity系列教程]的第二篇.本系列教程详细.完整.深入地介绍了微软的ASP.NET Identity技术,描述了如何运用ASP.NET Identity实现应用程序 ...
- cocos2d-x 第二篇 HelloWorld的流程
这篇博客主要是带领大家一起了解整个游戏的执行过程,其中涉及的一些譬如导演,场景,层之类的概念将会在后面讲解. 看main函数的区别: #import <UIKit/UIKit.h> // ...
- [原创]cocos2d-x研习录-第二阶 基本框架
了解完Cocos2D-x的基本概念和概念类之后,是不是有一种蠢蠢欲动的冲动,想要探究Cocos2D-x是如何完成这一切的.接着我将通过对Cocos2D-x自代的HelloCpp项目进行分析,初步了解C ...
- cocos2d::Vector
C++中的vector使用范例 一.概述 vector是C++标准模板库中的部分内容,它是一个多功能的,能够操作多种数据结构和算法的模板类和函数库.vector是一个容器,它能够存放各种类型的对象,简 ...
- 如何使用box2d做碰撞检测
cocos2dx3.0+vs2012编译通过. 主要是通过body->SetTransform来设置body的位置和角度,然后自己写个ContactListener来监听碰撞事件 源代码下载 # ...
随机推荐
- 【原创】Matlab中plot函数全功能解析
[原创]Matlab中plot函数全功能解析 该帖由Matlab技术论(http://www.matlabsky.com)坛原创,更多精彩内容参见http://www.matlabsky.com 功能 ...
- hdu 4731
一道找规律的题,但今天的智商捉急,一直都想不到点子上: 比赛之后和别人讨论的时候,在n=2的情况下,前面两个是aa,后面就接着很多个aababb,然后最后再判断下就行了~~~ 以后对于这种题还是不要太 ...
- 移动应用产品开发-android开发(二)
这段时间实在太忙了,也没什么精力来写博客,还是没养成写博客的习惯,还是得记载下来,不然时间久了就忘记了. 早上一大早就来公司了,趁还早,拟定今天的工作内容和计划后,赶紧记载点东西. 最近做androi ...
- 【网络流24题】No.8 机器人路径规划问题
[题意] 机器人 Rob 可在一个树状路径上自由移动. 给定树状路径 T 上的起点 s 和终点 t, 机器人 Rob 要从 s 运动到 t. 树状路径 T 上有若干可移动的障碍物. 由于路径狭窄, 任 ...
- 李洪强iOS开发Swift篇—10_方法
李洪强iOS开发Swift篇—10_方法 一.简单说明 跟其他面向对象语言一样,Swift中的方法可以分为2大类: (1)实例方法(Instance Methods) 在OC中,实例方法以减号(-)开 ...
- android Mediaplayer硬件解码浅探
在讨论stagefright如何调用硬件解码之前,我们要先清楚几个问题. 我不展开这几个结论是如何得来的,因为这部分属于进程间通信binder的理解,和多媒体本身无关. 一.问题空间 这个有点像方法学 ...
- v8 javascript engine
https://code.google.com/p/v8-wiki/wiki/BuildingWithGYP vs2013git v8 http://github.com/v8/v8-git-mirr ...
- Android 解决安装Egit时Egit Mylyn和org.eclipse.team.core报错
为了让Aptana支持GitHub,需要安装Egit,但在的时候碰到两个错误,一个是关于缺少EGit Mylyn另一个是缺少org.eclipse.egit.import.feature.group. ...
- (转载)C++中, 构造函数和析构函数能不能被显示调用?
(转载)http://blog.csdn.net/zhangxinrun/article/details/6056321 代码: view plaincopy to clipboardprint?#i ...
- Code generated using the T4 templates for Database First
Error message: Code generated using the T4 templates for Database First and Model First development ...