cocos2d-x-3.2 cpp-empty-test代码注释

cocos2d-x-3.2 cpp-empty-test代码注释

AppDelegate.cpp

  1 #include "AppDelegate.h"
  2 
  3 #include <vector>
  4 #include <string>
  5 
  6 #include "HelloWorldScene.h"
  7 #include "AppMacros.h"
  8 
  9 USING_NS_CC;
 10 using namespace std;
 11 
 12 AppDelegate::AppDelegate() {
 13 
 14 }
 15 
 16 AppDelegate::~AppDelegate() 
 17 {
 18 }
 19 // 程序初始化函数 
 20 bool AppDelegate::applicationDidFinishLaunching() {
 21     // initialize director
 22     auto director = Director::getInstance();    // 取得设备  
 23     auto glview = director->getOpenGLView();    // 取得OpenGL窗口  
 24     if(!glview) {
 25         // 如果为空,则创建以" Cpp Empty Test"为窗口标题的窗口。 
 26         glview = GLView::create("Cpp Empty Test");
 27         // 设置设备使用的窗口,此句可以去掉。 
 28         director->setOpenGLView(glview);
 29     }
 30     // 设置设备使用的窗口。 
 31     director->setOpenGLView(glview);
 32 
 33     // Set the design resolution
 34     // 如果是WP8平台,设置分辩率
 35 #if (CC_TARGET_PLATFORM == CC_PLATFORM_WP8)
 36     // a bug in DirectX 11 level9-x on the device prevents ResolutionPolicy::NO_BORDER from working correctly
 37     // 在WP8上跑DX11,使用ResolutionPolicy::NO_BORDER模式设置分辩率会有一个BUG,这里改为ResolutionPolicy::SHOW_ALL模式。  
 38     glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::SHOW_ALL);
 39 #else
 40     glview->setDesignResolutionSize(designResolutionSize.width, designResolutionSize.height, ResolutionPolicy::NO_BORDER);
 41 #endif
 42 
 43     // 取得了视窗的大小  
 44     Size frameSize = glview->getFrameSize();
 45     
 46     vector<string> searchPath;
 47 
 48 
 49 
 50     //根据视窗大小与分辩率的大小选择相应的资源目录。  
 51 
 52     // In this demo, we select resource according to the frame's height.
 53     // If the resource size is different from design resolution size, you need to set contentScaleFactor.
 54     // We use the ratio of resource's height to the height of design resolution,
 55     // this can make sure that the resource's height could fit for the height of design resolution.
 56 
 57     // if the frame's height is larger than the height of medium resource size, select large resource.
 58     // ipadhd  
 59     if (frameSize.height > mediumResource.size.height)
 60     {
 61         searchPath.push_back(largeResource.directory);
 62 
 63         director->setContentScaleFactor(MIN(largeResource.size.height/designResolutionSize.height, largeResource.size.width/designResolutionSize.width));
 64     }
 65     // if the frame's height is larger than the height of small resource size, select medium resource.
 66     // ipad 
 67     else if (frameSize.height > smallResource.size.height)
 68     {
 69         searchPath.push_back(mediumResource.directory);
 70         
 71         director->setContentScaleFactor(MIN(mediumResource.size.height/designResolutionSize.height, mediumResource.size.width/designResolutionSize.width));
 72     }
 73     // if the frame's height is smaller than the height of medium resource size, select small resource.
 74     // iphone
 75     else
 76     {
 77         searchPath.push_back(smallResource.directory);
 78 
 79         director->setContentScaleFactor(MIN(smallResource.size.height/designResolutionSize.height, smallResource.size.width/designResolutionSize.width));
 80     }
 81     
 82     // set searching path
 83     // 设置资源目录  
 84     FileUtils::getInstance()->setSearchPaths(searchPath);
 85     
 86     // turn on display FPS
 87     director->setDisplayStats(true);    // 打开FPS显示 
 88 
 89     // set FPS. the default value is 1.0/60 if you don't call this
 90     director->setAnimationInterval(1.0 / 60);    // 设置每秒60帧  
 91 
 92     // create a scene. it's an autorelease object
 93     auto scene = HelloWorld::scene();    // 创建HelloWorld场景 
 94 
 95     // run
 96     director->runWithScene(scene);    // 运行场景 
 97 
 98     return true;
 99 }
100 
101 // This function will be called when the app is inactive. When comes a phone call,it's be invoked too
102 // 当收到电话时,游戏转入后台服务,响应这句 
103 void AppDelegate::applicationDidEnterBackground() {
104     Director::getInstance()->stopAnimation();
105 
106     // if you use SimpleAudioEngine, it must be pause
107     // 如果使用声音,下面可以用这句代码暂停  
108     // SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
109 }
110 
111 // this function will be called when the app is active again
112 // 当电话完成,选择恢复游戏时,响应这句 
113 void AppDelegate::applicationWillEnterForeground() {
114     Director::getInstance()->startAnimation();
115 
116     // if you use SimpleAudioEngine, it must resume here
117     // 如果使用声音,下面可以用这句代码恢复  
118     // SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
119 }

HelloWorldScene.h

 1 #ifndef __HELLOWORLD_SCENE_H__
 2 #define __HELLOWORLD_SCENE_H__
 3 
 4 #include "cocos2d.h"
 5 
 6 class HelloWorld : public cocos2d::Layer
 7 {
 8 public:
 9     // Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone
10     // 初始化
11     virtual bool init();  
12 
13     // there's no 'id' in cpp, so we recommend returning the class instance pointer
14     // 静态函数创建Scene  
15     static cocos2d::Scene* scene();
16     
17     // a selector callback
18     // 响应按钮退出程序
19     void menuCloseCallback(Ref* sender);
20     
21     // implement the "static node()" method manually
22     // 增加一个静态的create函数来创建实例。
23     CREATE_FUNC(HelloWorld);
24 };
25 
26 #endif // __HELLOWORLD_SCENE_H__

HelloWorldScene.cpp

  1 #include "HelloWorldScene.h"
  2 #include "AppMacros.h"
  3 
  4 // 使用Cocos2d-x命名空间  
  5 USING_NS_CC;
  6 
  7 // 静态函数创建场景  
  8 Scene* HelloWorld::scene()
  9 {
 10     // 'scene' is an autorelease object
 11     // 创建一个Scene,即宇宙
 12     auto scene = Scene::create();
 13     
 14     // 'layer' is an autorelease object
 15     // 创建一个Layer,即地球  
 16     HelloWorld *layer = HelloWorld::create();
 17 
 18     // add layer as a child to scene
 19     // 将地球放到宇宙中
 20     scene->addChild(layer);
 21 
 22     // return the scene
 23     return scene;
 24 }
 25 
 26 // on "init" you need to initialize your instance
 27 // 初始化  
 28 bool HelloWorld::init()
 29 {
 30     //////////////////////////////
 31     // 1. super init first
 32     // 先进行初始化  
 33     if ( !Layer::init() )
 34     {
 35         return false;
 36     }
 37     // 取得分辩率的大小及原点坐标 
 38     auto visibleSize = Director::getInstance()->getVisibleSize();
 39     auto origin = Director::getInstance()->getVisibleOrigin();
 40 
 41     /////////////////////////////
 42     // 2. add a menu item with "X" image, which is clicked to quit the program
 43     //    you may modify it.
 44 
 45     // add a "close" icon to exit the progress. it's an autorelease object
 46     // 创建一个菜单项,它由两张图片来表现普通状态和按下状态,设置按下时调用menuCloseCallback函数响应关闭  
 47     auto closeItem = MenuItemImage::create(
 48                                         "CloseNormal.png",
 49                                         "CloseSelected.png",
 50                                         CC_CALLBACK_1(HelloWorld::menuCloseCallback,this));
 51     
 52     closeItem->setPosition(origin + Vec2(visibleSize) - Vec2(closeItem->getContentSize() / 2));
 53 
 54     // create menu, it's an autorelease object
 55     // 由菜单项创建菜单.
 56     auto menu = Menu::create(closeItem, NULL);
 57     menu->setPosition(Vec2::ZERO);
 58     this->addChild(menu, 1);
 59     
 60     /////////////////////////////
 61     // 3. add your codes below...
 62 
 63     // add a label shows "Hello World"
 64     // create and initialize a label
 65     // 创建一个文字标签  
 66     auto label = LabelTTF::create("Hello World", "Arial", TITLE_FONT_SIZE);
 67     
 68     // position the label on the center of the screen
 69     // 设置居中显示
 70     label->setPosition(Vec2(origin.x + visibleSize.width/2,
 71                             origin.y + visibleSize.height - label->getContentSize().height));
 72 
 73     // add the label as a child to this layer
 74     // 将文字标签放到当前Layer中。 
 75     this->addChild(label, 1);
 76 
 77     // add "HelloWorld" splash screen"
 78     // 增加一个图片精灵 
 79     auto sprite = Sprite::create("HelloWorld.png");
 80 
 81     // position the sprite on the center of the screen
 82     // 设置居中显示  
 83     sprite->setPosition(Vec2(visibleSize / 2) + origin);
 84 
 85     // add the sprite as a child to this layer
 86     // 将Sprite放到当前Layer中。
 87     this->addChild(sprite);
 88     
 89     return true;
 90 }
 91 
 92 // 响应菜单按下时的事件处理  
 93 void HelloWorld::menuCloseCallback(Ref* sender)
 94 {
 95     // 如果是WP8平台,弹出消息框提示一下。  
 96 #if (CC_TARGET_PLATFORM == CC_PLATFORM_WP8) || (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
 97     MessageBox("You pressed the close button. Windows Store Apps do not implement a close button.","Alert");
 98     return;
 99 #endif
100     // 否则,终止程序。  
101     Director::getInstance()->end();
102 
103     // 退出程序  
104 #if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
105     exit(0);
106 #endif
107 }
原文地址:https://www.cnblogs.com/dudu580231/p/4527572.html