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cocos2d学习(一)helloWorld

2012-11-12 11:12 246 查看
一.继承关系CCNodeCCLayer CCScene CCSpriteCCMenu CCTransitionScene CCLabelCCLayerCCLayerColor CCLayerMultiplex CCMenuCCLayerGrident一般Layer中都有一个生成包含此layer的场景(scene)的类方法 :
#import "cocos2d.h"

// HelloWorldLayer
@interface HelloWorldLayer : CCLayer <GKAchievementViewControllerDelegate, GKLeaderboardViewControllerDelegate>
{
}

// returns a CCScene that contains the HelloWorldLayer as the only child
+(CCScene *) scene;

@end
.m一般有一个init方法
+(CCScene *) scene
{
// 'scene' is an autorelease object.
CCScene *scene = [CCScene node];//生成场景对象

// 'layer' is an autorelease object.
HelloWorldLayer *layer = [HelloWorldLayer node];//生成层对象

// add layer as a child to scene
[scene addChild: layer];//将层加入场景中

// return the scene
return scene;//返回场景对象
}

// on "init" you need to initialize your instance
-(id) init
{
// always call "super" init
// Apple recommends to re-assign "self" with the "super's" return value
if( (self=[super init]) ) {

// create and initialize a Label
CCLabelTTF *label = [CCLabelTTF labelWithString:@"Hello" fontName:@"Marker Felt" fontSize:10];
//加入语句
label.tag = 13;
self.isTouchEnabled = YES;
// ask director for the window size
CGSize size = [[CCDirector sharedDirector] winSize];

// position the label on the center of the screen
label.position =  ccp( size.width /2 , size.height/2 );

// add the label as a child to this Layer
[self addChild: label];

CCLabelTTF *labelTest = [CCLabelTTF labelWithString:@"test" fontName:@"Marker Felt" fontSize:64];
labelTest.tag = 100;
labelTest.position = ccp(size.width /2,size.height/4);

labelTest.visible = NO;
[self addChild:labelTest];
//
// Leaderboards and Achievements
//

// Default font size will be 28 points.
[CCMenuItemFont setFontSize:28];

// Achievement Menu Item using blocks
CCMenuItem *itemAchievement = [CCMenuItemFont itemWithString:@"Achievements" block:^(id sender) {

GKAchievementViewController *achivementViewController = [[GKAchievementViewController alloc] init];
achivementViewController.achievementDelegate = self;

AppController *app = (AppController*) [[UIApplication sharedApplication] delegate];

[[app navController] presentModalViewController:achivementViewController animated:YES];

[achivementViewController release];
}
];

// Leaderboard Menu Item using blocks
CCMenuItem *itemLeaderboard = [CCMenuItemFont itemWithString:@"Leaderboard" block:^(id sender) {

GKLeaderboardViewController *leaderboardViewController = [[GKLeaderboardViewController alloc] init];
leaderboardViewController.leaderboardDelegate = self;

AppController *app = (AppController*) [[UIApplication sharedApplication] delegate];

[[app navController] presentModalViewController:leaderboardViewController animated:YES];

[leaderboardViewController release];
}
];

CCMenu *menu = [CCMenu menuWithItems:itemAchievement, itemLeaderboard, nil];

[menu alignItemsHorizontallyWithPadding:20];
[menu setPosition:ccp( size.width/2, size.height/2 - 50)];

// Add the menu to the layer
[self addChild:menu];
//[self scheduleUpdate];
//[self schedule:@selector(update:) interval:1.0f];
}
return self;
}
1.[self schedule:@selector(update:) interval:1.0f];是cocos2d中常用的定时更新的方法,如果用

[self scheduleUpdate];则它会默认隔一段时间执行名为update:的方法
2.设置响应触摸事件:self.isTouchEnabled = YES;
然后可以实现-(void) ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event以及move,end方法
3.触摸事件分发
-(void) registerWithTouchDispatcher
{
[[[CCDirector sharedDirector] touchDispatcher] addTargetedDelegate:self
priority:INT_MIN+1
swallowsTouches:YES];
}
-(BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event
{
return YES;//return YES则吞没触摸事件
}
层(CCLayer)是cocos2d中传递触摸信息的载体,系统会将接收到的触摸事件传递给层的对象,默认情况下激活场景包含的所有层对象都会收到该信息,但也有一个特殊的层是例外,那就是——菜单(CCMenu)。CCMenu其实也继承自CCLayer,因此他们都可以加收到触摸信息,但不同的是,CCMenu会“吞掉”自己接受到的触摸事件,使该信息无法传递给它后面的层,这也很好理解,假如有若干个层叠在一起的按钮,那么当我们点击的时候,响应的肯定是最上边那个,如果所有按钮都响应,那用户就要头大了……菜单就是根据这一特性而从层中被单独抽象出来的,它使得UI中同时只会有一个控件被选中。那么层又是如何接收到玩家的触摸事件的呢?它和IOS系统又是怎样交互的?答案都在CCTouchDispatcher这个类中。CCTouchDispatcher是个单例,程序刚启动时,导演类会将其设为EAGLView触摸代理,当玩家有触摸操作时,系统会自动调用它的对应方法。之前在介绍层的时候提到过,CCLayer通过registerWithTouchDispatcher方法将自己注册到CCTouchDispatcher单例中,CCTouchDispatcher检测到触摸信息后,会在注册队列中遍历这些对象,调用它们的响应方法,使它们可以响应触摸事件。+ (CCTouchDispatcher*)sharedDispatcher获取单例对象,单例类的惯用方法。(void) registerWithTouchDispatcher和CCLayer中的作用一样,只是CCMenu调用的是addTargetedDelegate方法,可以吞掉触摸事件,优先级为-128。4.触摸点转化为cocos2d中对应的坐标UITouch *touch = [touches anyObject];CGPoint touchLocation = [touch locationInView: [touch view]];CGPoint p = [[CCDirector sharedDirector] convertToGL:touchLocation];

                                            
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