创建项目: For(MAC)

Runtime Requirements

  • Android 2.3 or newer
  • iOS 5.0 or newer
  • OS X 10.7 or newer
  • Windows 7 or newer
  • Linux Ubuntu 12.04 (or newer)
  • cocos2d-x v3.0rc(or newer)

Software
Requirements

  • Xcode 4.6 (for iOS or Mac)
  • gcc 4.7 for Linux or Android. For Android ndk-r9 or newer is required.
  • Visual Studio 2012 (for Windows)
  • Python 2.7.5

Create
A New Project

$ cd cocos2d-x
$ ./setup.py
$ source ~/.bash_profile # may be ~/.bash_login or ~/.profile, depends on your environemnt
$ cocos new MyGame -p com.MyCompany.MyGame -l cpp -d ~/MyCompany
  • MyGame: name of your project
  • -p com.MyCompany.MyGame: package name for android
  • -l cpp: programming language used for the project, valid
    value is cppand lua
  • -d ~/MyCompany: directory to hold your project

Folder structure of the generated project is as following:

(Note: The directory may be different when the project type is lua.)

Build
And Run New Project

$ cocos run -s ~/MyCompany/MyGame -p ios
  • -s: directory of the new project. This could be an absolute
    path or a relative path.
  • -p: which platform to run on. Options are ios,android,win32,mac and linux.

(Note: You are a tmux user, you should add reattach-to-user-namespace before
the command cocos. For more information, please refer to this
link
 for more information.)

You can run cocos run --help for more detail information.


体验变化:

1、以CC开头的类从此去掉CC。如:

?
1
2
3
4
5
<code>|
v2.
1      

| v3.
0    

|
|
CCSprite   | Sprite   |
|
CCNode     | Node     |
|
CCDirector | Director |
|
etc...                |</code>

举个样例,创建一个精灵的方式:

1
2
3
4
5
6
v2.0
CCSprite*
sp = CCSprite::create();
 
 
v3.0
auto
sp = Sprite::create();

2、clone() 替代 copy(), 这个我用的不多。所以也就不多交代了;





3、Director的单例换成getInstance() 和 destroyInstance();

1
2
3
4
<code>|
v2.
1                         

| v3.
0                       

|
|
CCDirector->sharedDirector()  | Director->getInstance()     |
|
CCDirector->endDirector()     | Director->destroyInstance() |
|
etc...                                                      |</code>

|

4、新的触摸机制,先贴一段代码给大家看看,可能是下一篇或者下下篇我会具体讲下新的触摸机制的。(嘻嘻。搞得我好像非常牛逼哄哄的样子)

1
2
3
4
5
6
7
8
9
10
11
12
auto
sprite = Sprite::create(
"file.png");
...
auto
listener = EventListenerTouchOneByOne::create();
listener->setSwallowTouch(true);
listener->onTouchBegan    
= [](Touch* touch, Event* event) { do_some_thing(); 
return

true

};
listener->onTouchMoved    
= [](Touch* touch, Event* event) { do_some_thing();  };
listener->onTouchEnded    
= [](Touch* touch, Event* event) { do_some_thing();  };
listener->onTouchCancelled
= [](Touch* touch, Event* event) { do_some_thing();  };
//
The priority of the touch listener is based on the draw order of sprite
EventDispatcher::getInstance()->addEventListenerWithSceneGraphPriority(listener,
sprite);
//
Or the priority of the touch listener is a fixed value
EventDispatcher::getInstance()->addEventListenerWithFixedPriority(listener,
100);
//
100 is a fixed value

5、另一些杂七杂八的东西,本人理解的不透。也就不发出来献丑了。最后将CCType.h 里的一些变动贴出来,让我们愉快的结束这篇博文。

?
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
<code>|
v2.
1

struct names | v3.
0

struct names |
|
ccColor3B         | Color3B |
|
ccColor4B         | Color4B |
|
ccColor4F         | Color4F |
|
ccVertex2F        | Vertex2F |
|
ccVertex3F        | Vertex3F |
|
ccTex2F           | Tex2F |
|
ccPointSprite     | PointSprite |
|
ccQuad2           | Quad2 |
|
ccQuad3           | Quad3 |
|
ccV2F_C4B_T2F     | V2F_C4B_T2F |
|
ccV2F_C4F_T2F     | V2F_C4F_T2F |
|
ccV3F_C4B_T2F     | V3F_C4B_T2F |
|
ccV2F_C4B_T2F_Triangle | V2F_C4B_T2F_Triangle |
|
ccV2F_C4B_T2F_Quad | V2F_C4B_T2F_Quad |
|
ccV3F_C4B_T2F_Quad | V3F_C4B_T2F_Quad |
|
ccV2F_C4F_T2F_Quad | V2F_C4F_T2F_Quad |
|
ccBlendFunc       | BlendFunc |
|
ccT2F_Quad        | T2F_Quad |
|
ccAnimationFrameData | AnimationFrameData |
</code>

一些全局的定义:

?
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
//
in v2.1
ccColor3B
color3B = ccc3(
0,
0,
0);
ccc3BEqual(color3B,
ccc3(
1,
1,
1));
ccColor4B
color4B = ccc4(
0,
0,
0,
0);
ccColor4F
color4F = ccc4f(
0,
0,
0,
0);
color4F
= ccc4FFromccc3B(color3B);
color4F
= ccc4FFromccc4B(color4B);
ccc4FEqual(color4F,
ccc4F(
1,
1,
1,
1));
color4B
= ccc4BFromccc4F(color4F);
 
color3B
= ccWHITE;
 
//
in v3.0
Color3B
color3B = Color3B(
0,
0,
0);
color3B.equals(Color3B(1,
1,
1));
Color4B
color4B = Color4B(
0,
0,
0,
0);
Color4F
color4F = Color4F(
0,
0,
0,
0);
color4F
= Color4F(color3B);
color4F
= Color4F(color4B);
color4F.equals(Color4F(1,
1,
1,
1));
color4B
= Color4B(color4F);
 
color3B
= Color3B::WHITE;

继续...

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
<code>|
v2.
1

names    | v3.
0

names |
|
ccp           | Point |
|
ccpNeg        | Point::- |
|
ccpAdd        | Point::+ |
|
ccpSub        | Point::- |
|
ccpMult       | Point::* |
|
ccpMidpoint   | Point::getMidpoint |
|
ccpDot        | Point::dot |
|
ccpCrosss     | Point::cross |
|
ccpPerp       | Point::getPerp |
|
ccpRPerp      | Point::getRPerp |
|
ccpProject    | Point::project |
|
ccpRotate     | Point::rotate |
|
ccpUnrotate   | Point::unrotate |
|
ccpLengthSQ   | Point::getLengthSq() |
|
ccpDistanceSQ | Point::getDistanceSq |
|
ccpLength     | Point::getLength |
|
ccpDistance   | Point::getDistance |
|
ccpNormalize  | Point::normalize |
|
ccpForAngle   | Point::forAngle |
|
ccpToAngle    | Point::getAngle |
|
ccpClamp      | Point::getClampPoint |
|
ccpFromSize   | Point::Point |
|
ccpCompOp     | Point::compOp |
|
ccpLerp       | Point::lerp |
|
ccpFuzzyEqual | Point::fuzzyEqual |
|
ccpCompMult   | Point::Point |
|
ccpAngleSigned | Point::getAngle |
|
ccpAngle      | Point::getAngle |
|
ccpRotateByAngle | Point::rotateByAngle |
|
ccpLineInersect | Point::isLineIntersect |
|
ccpSegmentIntersect | Point::isSegmentIntersect |
|
ccpIntersectPoint | Point::getIntersectPoint |
|
CCPointMake   | Point::Point |
|
CCSizeMake    | Size::Size |
|
CCRectMake    | Rect::Rect |
|
PointZero     | Point::ZERO |
|
SizeZero      | Size::ZERO |
|
RectZero      | Rect::ZERO |
|
TiledGrid3DAction::tile | TiledGrid3DAction::getTile |
|
TiledGrid3DAction::originalTile | TiledGrid3DAction::getOriginalTile |
|
TiledGrid3D::tile | TiledGrid3D::getTile |
|
TiledGrid3D::originalTile | TiledGrid3D::getOriginalTile |
|
Grid3DAction::vertex | Grid3DAction::getVertex |
|
Grid3DAction::originalVertex | Grid3DAction::getOriginalVertex |
|
Grid3D::vertex | Grid3D::getVertex |
|
Grid3D::originalVertex | Grid3D::getOriginalVertex |
|
Configuration::sharedConfiguration | Configuration::getInstance |
|
Configuration::purgeConfiguration | Configuration::destroyInstance() |
|
Director::sharedDirector() | Director::getInstance() |
|
FileUtils::sharedFileUtils | FileUtils::getInstance |
|
FileUtils::purgeFileUtils | FileUtils::destroyInstance |
|
EGLView::sharedOpenGLView | EGLView::getInstance |
|
ShaderCache::sharedShaderCache | ShaderCache::getInstance |
|
ShaderCache::purgeSharedShaderCache | ShaderCache::destroyInstance |
|
AnimationCache::sharedAnimationCache | AnimationCache::getInstance |
|
AnimationCache::purgeSharedAnimationCache | AnimationCache::destroyInstance |
|
SpriteFrameCache::sharedSpriteFrameCache | SpriteFrameCache::getInstance |
|
SpriteFrameCache:: purgeSharedSpriteFrameCache | SpriteFrameCache::destroyInstance |
|
NotificationCenter::sharedNotificationCenter | NotificationCenter::getInstance |
|
NotificationCenter:: purgeNotificationCenter | NotificationCenter::destroyInstance |
|
Profiler::sharedProfiler | Profiler::getInstance |
|
UserDefault::sharedUserDefault | UserDefault::getInstance |
|
UserDefault::purgeSharedUserDefault | UserDefault::destroyInstance |
|
Application::sharedApplication | Application::getInstance |
|
ccc3()        | Color3B() |
|
ccc3BEqual()  | Color3B::equals() |
|
ccc4()        | Color4B() |
|
ccc4FFromccc3B() | Color4F() |
|
ccc4f()       | Color4F() |
|
ccc4FFromccc4B() | Color4F() |
|
ccc4BFromccc4F() | Color4B() |
|
ccc4FEqual()  | Color4F::equals() |
|
ccWHITE       | Color3B::WHITE |
|
ccYELLOW      | Color3B::YELLOW |
|
ccBLUE        | Color3B::BLUE |
|
ccGREEN       | Color3B::GREEN |
|
ccRED         | Color3B::RED |
|
ccMAGENTA     | Color3B::MAGENTA |
|
ccBLACK       | Color3B::BLACK |
|
ccORANGE      | Color3B::ORANGE |
|
ccGRAY        | Color3B::GRAY |
|
kBlendFuncDisable | BlendFunc::BLEND_FUNC_DISABLE |</code>


Cocos2dx 3.0 交流篇的更多相关文章

  1. Cocos2dx 3.0 过渡篇(三十一)ValueVector和Vector不得不说的故事

    本文投票地址:http://vote.blog.csdn.net/Article/Details?articleid=37834689 前天看到一个颇为纠结的选择题:有一天你遇到一个外星人,这时外星人 ...

  2. Cocos2dx 3.0 过渡篇(三十)灰机还是3D好(Sprite3D)

    如今都非常少发3.0过渡篇这一系列的博文了,原因是多方面的,一个是游戏开发进度,尽管上面并没给我什么压力,但我自己一直在赶.还有一方面是个人私生活这块.五月份确实是多事之秋,有时候真的没办法全心思去研 ...

  3. Cocos2dx 3.0 过渡篇(二十六)C++11多线程std::thread的简单使用(上)

    昨天练车时有一MM与我交替着练,聊了几句话就多了起来,我对她说:"看到前面那俩教练没?老色鬼两枚!整天调戏女学员."她说:"还好啦,这毕竟是他们的乐趣所在,你不认为教练每 ...

  4. Cocos2dx 3.0 过渡篇(二十八)C++11强类型枚举

    一朋友在微信朋友圈晒了张照片,随手点开大图,带着赞赏的眼光扫了下,恩,几个月不见.又美丽了...咦?等等,她戴的这是什么?酷炫的造型! 金属边框! 微型摄像头! 这不是传说中的谷歌眼镜么?土豪啊,还好 ...

  5. Cocos2dx 3.0 过渡篇(二十九)globalZOrder()与localZOrder()

    前天非常难得的加班到八点...为什么说难得呢?由于平时我差点儿就没加班过.六点下班后想走就走,想留就留.率直洒脱.不拘一格.尽显男儿本色.程序猿,就是这么自信! -----------这篇博客的标题本 ...

  6. Cocos2dx 3.0 过渡篇(二十五)死不了的贪食蛇(触摸版)

    上一篇写的贪食蛇的重力感应控制版,这一篇就讲下触摸控制版吧.额,也不知道写了那个贪食蛇教程究竟有没有获得沈老师的书,假设没有的话,看我不拿西瓜刀砍掉 偶尔E往事 的那啥! 重力版链接:http://b ...

  7. Cocos2dx 3.0 过渡篇(二十七)C++11多线程std::thread的简单使用(下)

    本篇接上篇继续讲:上篇传送门:http://blog.csdn.net/star530/article/details/24186783 简单的东西我都说的几乎相同了,想挖点深的差点把自己给填进去. ...

  8. cocos2d-x 3.0 rapidJson 解析操作应该注意的细节

    Size visibleSize = Director::getInstance()->getVisibleSize(); Point origin = Director::getInstanc ...

  9. cocos2dx 3.0 +VS2013 环境搭建

    1.需要javasdk,android sdk,ndk,python 2.各种环境变量配置如下: JAVA_HOME:C:\Program Files\Java\jdk1.7.0_67 Path:%J ...

随机推荐

  1. 使用Ratpack和Spring Boot打造高性能的JVM微服务应用

    使用Ratpack和Spring Boot打造高性能的JVM微服务应用 这是我为InfoQ翻译的文章,原文地址:Build High Performance JVM Microservices wit ...

  2. elasticsearch中国字(mmseg)——手动添加字典

    elasticsearch中国文字本身并不是一个理想的插件效果.手动添加字典可以补偿在一定程度上. 后发现了几个实验,mmseg分段机制采用正向最长匹配算法.例如,抵抗"小时报"这 ...

  3. Android程序猿学习路径

    而一些工作,而不仅仅是通信毕业生,很多学生没有工作或熟练Android工作人员指导的情况下,,如何学习Android而提高Android更多关注的水平. 享: 1.Android知识 1.1.站点资源 ...

  4. 9、Cocos2dx 3.0游戏开发找小三之工厂方法模式与对象传值

    重开发人员的劳动成果,转载的时候请务必注明出处:http://blog.csdn.net/haomengzhu/article/details/27704153 工厂方法模式 工厂方法是程序设计中一个 ...

  5. i++和i--运算符优先级

    1.问题背景 /** * 測试i++和i-- */ package com.you.model; /** * @author YouHaiDong * @date 2014-08-16 */ @Sup ...

  6. OpenGL之路(八)加入�光照效果和键盘控制

    在opengl中加入�光照的效果,可用键盘控制放大缩小 w键放大 s键缩小 d键开关灯 预览效果例如以下: 源代码例如以下: #include <gl/glut.h> #include & ...

  7. ubuntu 在下面 hadoop 安装

    这两天已经安装hadoop 这些道路是曲折的,记录它 在redhat安装后一直无法开始datanode,因为jdk 问题,换了一个jdk后问题依然,自己猜測是redhat版本号太低的原因,于是仅仅好舍 ...

  8. WINDOWS7,8和os x yosemite 10.10.1懒人版双系统安装教程

    安装过程 磁盘划分 懒人版如果不是整盘单系统或者双硬盘双系统安装我们需要在当前系统磁盘划分两块磁盘空间,一个用来做安装盘,一个作为系统盘. 我这里是单硬盘,想从最后一个盘符压缩出80GB的空来安装黑苹 ...

  9. 安卓培训第五天---上传文件SD卡

    有关如何将文件上传到先说说SD卡: package com.example.lesson05_02; import java.io.File; import java.io.FileNotFoundE ...

  10. leetcode:pascal&#39;s_triangle_II

    一.     称号 一行值. 二.     分析 这道题跟Pascal'sTriangle非常类似,仅仅是这里仅仅须要求出某一行的结果.Pascal's Triangle中由于是求出所有结果,所以我们 ...