cocos2d_x_01_环境搭建
2014-09-29 20:59
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Cocos2d-x-3.3 Mac 安装
下载地址:
参考文档:
在线API列表:
Cocos2d-x-3.3 版本
从配置安装到创建项目都是命令行
官网下载最新版本Cocos2d-x-3.3,大小约为280M
解压后,在【终端】中
切换目录到 解压后的目录,然后执行
./setup.py,回车,如下图所示.
期间会有几次询问,是否要设置安卓SDK路径,
如果尚未安装Android开发环境,可以直接
Enter跳过,暂不设置
(将来 可以在下面的文件中,进行配置:/etc/profile)
1 2 3 | ->Please enter the path of NDK_ROOT (or press Enter to skip): ->Please enter the path of ANDROID_SDK_ROOT (or press Enter to skip): ->Please enter the path of ANT_ROOT (or press Enter to skip): |
根据提示,敲击命令:
source /Users/history/.bash_profile
然后
Enter,这样就算设置好了.
1 | Please execute command: "source /Users/history/.bash_profile" to make added system variables take effect |
继续命令行
cd tools/cocos2d-console/bin,
接着使用下面命令即可:
cocos new 工程名 -p 包名 -l 语言 -d 目标文件夹,
例如 :
cocos newcocos2d_x -pcom.beyond -lcpp
-d /Users/beyond/Desktop/project
执行后就有如下提示,表示OK~
1 2 34 | Running command: new > Copy template into /Users/beyond/Desktop/project/cocos2d_x > Copying cocos2d-x files... > Rename project name from 'HelloCpp' to 'cocos2d_x' > Replace the project name from 'HelloCpp' to 'cocos2d_x' > Replace the project package name from 'org.cocos2dx.hellocpp' to 'com.beyond' |
打开自动创建好的项目
可以选择桌面应用,直接command+R,编译运行
等了n分钟过后,终于跑出来了~
后续补充一下:NDK目录的配置
进入终端,输入命令:sudo nano /etc/profile
打开配置环境变量的文件
根据实际情况,添加NDK_ROOT、ANT、SDK目录
最终,示例如下:
下面是关于HelloWorld程序分析:
Main.m入口
应用代理AppDelegate.h
#ifndef _APP_DELEGATE_H_ #define _APP_DELEGATE_H_ #include "cocos2d.h" /** @方法说明: The cocos2d Application. The reason for implement as private inheritance is to hide some interface call by Director. */ // : private 表示 继承过来的东东,全变成私有 class AppDelegate : private cocos2d::Application { public: // 空参构造函数 AppDelegate(); // 析构函数 virtual ~AppDelegate(); virtual void initGLContextAttrs(); /** @方法说明: Implement Director and Scene init code here. @返回: true 初始化成功,应用运行 @返回: false 初始化失败,应用终止 */ virtual bool applicationDidFinishLaunching(); /** @方法说明: 应用程序 进入后台后 调用 @参数: the pointer of the application */ virtual void applicationDidEnterBackground(); /** @方法说明: 应用程序 将进入前台时调用 @参数: the pointer of the application */ virtual void applicationWillEnterForeground(); }; #endif // _APP_DELEGATE_H_
应用代理AppDelegate.cpp
#include "AppDelegate.h" #include "HelloWorldScene.h" USING_NS_CC; AppDelegate::AppDelegate() { } AppDelegate::~AppDelegate() { } //如果 需要一个不同的 上下文 context,只要修改 glContextAttrs 的值即可 //it will takes effect on all platforms void AppDelegate::initGLContextAttrs() { //设置 OpenGL context 属性,目录只能设置6个属性 //red,green,blue,alpha,depth,stencil GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8}; GLView::setGLContextAttrs(glContextAttrs); } bool AppDelegate::applicationDidFinishLaunching() { // 实例化导演类 director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); // 如果 glview为空,则创建一个 if(!glview) { glview = GLViewImpl::create("My Game"); director->setOpenGLView(glview); } // 显示帧率 FPS director->setDisplayStats(true); // 设置帧率 FPS. 默认就是 1/60秒 director->setAnimationInterval(1.0 / 60); // 创建场景,自动释放 it's an autorelease object auto scene = HelloWorld::createScene(); // 导演运行场景 director->runWithScene(scene); return true; } // This function will be called when the app is inactive. When comes a phone call,it's be invoked too void 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 again void AppDelegate::applicationWillEnterForeground() { Director::getInstance()->startAnimation(); // if you use SimpleAudioEngine, it must resume here // SimpleAudioEngine::getInstance()->resumeBackgroundMusic(); }
图层Layer HelloWorldScene.h
#ifndef __HELLOWORLD_SCENE_H__ #define __HELLOWORLD_SCENE_H__ #include "cocos2d.h" // 其实是继承自Layer class HelloWorld : public cocos2d::Layer { public: // cpp里面没有id类型, 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(); // 【关闭菜单】点击时的回调方法 void menuCloseCallback(cocos2d::Ref* pSender); // implement the "static create()" method manually CREATE_FUNC(HelloWorld); }; #endif // __HELLOWORLD_SCENE_H__<span style="font-family:Courier New;color:#393939;"><span style="font-size: 24px; line-height: 32px; background-color: rgb(245, 245, 245);"><strong> </strong></span></span>
图层Layer HelloWorldScene.cpp
#include "HelloWorldScene.h" USING_NS_CC; Scene* HelloWorld::createScene() { // 'scene' 自动释放 auto scene = Scene::create(); // 'layer' 自动释放 auto layer = HelloWorld::create(); // 将图层 添加到场景中 scene->addChild(layer); // 返回 填充好图层的 场景 return scene; } // on "init" you need to initialize your instance bool HelloWorld::init() { ////////////////////////////// // 1. 调用父类的init , cpp 没有super,直接写父类名 if ( !Layer::init() ) { return false; } // 屏幕尺寸 Size visibleSize = Director::getInstance()->getVisibleSize(); // 2维坐标 Vec2 origin = Director::getInstance()->getVisibleOrigin(); ///////////////////////////// // 2. add a menu item with "X" image, which is clicked to quit the program // add a "close" icon to exit the progress. it's an autorelease object auto closeItem = MenuItemImage::create( "CloseNormal.png", "CloseSelected.png", CC_CALLBACK_1(HelloWorld::menuCloseCallback, this)); closeItem->setPosition(Vec2(origin.x + visibleSize.width - closeItem->getContentSize().width/2 , origin.y + closeItem->getContentSize().height/2)); // create menu, it's an autorelease object auto menu = Menu::create(closeItem, NULL); menu->setPosition(Vec2::ZERO); this->addChild(menu, 1); ///////////////////////////// // 3. add your codes below... // add a label shows "Hello World" // create and initialize a label auto label = LabelTTF::create("Hello Beyond", "Marker Felt", 50); // position the label on the center of the screen label->setPosition(Vec2(origin.x + visibleSize.width/2, origin.y + visibleSize.height - label->getContentSize().height)); // add the label as a child to this layer this->addChild(label, 1); // add "HelloWorld" splash screen" auto sprite = Sprite::create("HelloWorld.png"); // position the sprite on the center of the screen sprite->setPosition(Vec2(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y)); // add the sprite as a child to this layer this->addChild(sprite, 0); return true; } void HelloWorld::menuCloseCallback(Ref* pSender) { #if (CC_TARGET_PLATFORM == CC_PLATFORM_WP8) || (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) MessageBox("You pressed the close button. Windows Store Apps do not implement a close button.","Alert"); return; #endif Director::getInstance()->end(); #if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS) exit(0); #endif }
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