初写Cocos2dX Box demo

Appdelegate.h

#ifndef  _APP_DELEGATE_H_
#define  _APP_DELEGATE_H_

#include "cocos2d.h"

/**
@brief    The cocos2d Application.

Private inheritance here hides part of interface from Director.
*/
class  AppDelegate : private cocos2d::Application
{
public:
    AppDelegate();
    virtual ~AppDelegate();

    virtual void initGLContextAttrs();

    /**
    @brief    Implement Director and Scene init code here.
    @return true    Initialize success,app continue.
    @return false   Initialize failed,app terminate.
    */
    virtual bool applicationDidFinishLaunching();

    /**
    @brief  Called when the application moves to the background
    @param  the pointer of the application
    */
    virtual void applicationDidEnterBackground();

    /**
    @brief  Called when the application reenters the foreground
    @param  the pointer of the application
    */
    virtual void applicationWillEnterForeground();
};

#endif // _APP_DELEGATE_H_

Appdelegate.m

#include "AppDelegate.h"
#include "HelloWorldScene.h"

USING_NS_CC;

static cocos2d::Size designResolutionSize = cocos2d::Size(480,320);
static cocos2d::Size smallResolutionSize = cocos2d::Size(480,320);
static cocos2d::Size mediumResolutionSize = cocos2d::Size(1024,768);
static cocos2d::Size largeResolutionSize = cocos2d::Size(2048,1536);

static cocos2d::Size iphoneSixResolutionSize = cocos2d::Size(1334,750);

AppDelegate::AppDelegate()
{
}

AppDelegate::~AppDelegate() 
{
}

// if you want a different context,modify the value of glContextAttrs
// it will affect all platforms
void AppDelegate::initGLContextAttrs()
{
    // set OpenGL context attributes: red,green,blue,alpha,depth,stencil
    GLContextAttrs glContextAttrs = {8,8,24,8};

    GLView::setGLContextAttrs(glContextAttrs);
}

// if you want to use the package manager to install more packages,// don't modify or remove this function
static int register_all_packages()
{
    return 0; //flag for packages manager
}

bool AppDelegate::applicationDidFinishLaunching() {
    // initialize director
    auto director = Director::getInstance();
    auto glview = director->getOpenGLView();
    if(!glview) {
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) || (CC_TARGET_PLATFORM == CC_PLATFORM_MAC) || (CC_TARGET_PLATFORM == CC_PLATFORM_LINUX)
        glview = GLViewImpl::createWithRect("TestBox2",cocos2d::Rect(0,designResolutionSize.width,designResolutionSize.height));
#else
        glview = GLViewImpl::create("TestBox2");
#endif
        director->setOpenGLView(glview);
    }

    // turn on display FPS
    director->setDisplayStats(true);

    // set FPS. the default value is 1.0/60 if you don't call this
    director->setAnimationInterval(1.0f / 60);

    // Set the design resolution
    glview->setDesignResolutionSize(iphoneSixResolutionSize.width,iphoneSixResolutionSize.height,ResolutionPolicy::NO_BORDER);
    auto frameSize = glview->getFrameSize();
    // if the frame's height is larger than the height of medium size.
    if (frameSize.height > mediumResolutionSize.height)
    {        
        director->setContentScaleFactor(MIN(largeResolutionSize.height/iphoneSixResolutionSize.height,largeResolutionSize.width/iphoneSixResolutionSize.width));
    }
    // if the frame's height is larger than the height of small size.
    else if (frameSize.height > smallResolutionSize.height)
    {        
        director->setContentScaleFactor(MIN(mediumResolutionSize.height/iphoneSixResolutionSize.height,mediumResolutionSize.width/iphoneSixResolutionSize.width));
    }
    // if the frame's height is smaller than the height of medium size.
    else
    {        
        director->setContentScaleFactor(MIN(smallResolutionSize.height/iphoneSixResolutionSize.height,smallResolutionSize.width/iphoneSixResolutionSize.width));
    }

    register_all_packages();

    // create a scene. it's an autorelease object
    auto scene = HelloWorld::createScene();

    // run
    director->runWithScene(scene);

    return true;
}

// This function will be called when the app is inactive. Note,when receiving a phone call it is invoked.
void AppDelegate::applicationDidEnterBackground() {
    Director::getInstance()->stopAnimation();

    // if you use SimpleAudioEngine,it must be paused
    // 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();
}
HelloWorldScene.h
#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__

#include "cocos2d.h"
#include "external/Box2D/Box2D.h"

class HelloWorld : public cocos2d::Layer
{
protected:
    b2World *_world;
    
    cocos2d::Sprite *_ball;
    
    cocos2d::DrawNode *_graphics;
    
    cocos2d::Size _visibleSize;
public:
    static cocos2d::Scene* createScene();
    
    virtual bool init();
    
    virtual void update(float delta);
    // a selector callback
    void menuCloseCallback(cocos2d::Ref* pSender);
    
    // implement the "static create()" method manually
    CREATE_FUNC(HelloWorld);
    
    //初始化球精灵
    void initBall(float xdt,float ydt,b2Vec2 aVec2);
    
    //初始化四周墙壁
    void initFence();
    
    //初始化地面
    void initGround();
    
    //初始化左右墙
    void initLeftRightWall();
    
    // 初始化天花板
    void initSky();
    
//    virtual void onTouchesBegan (const std::vector< cocos2d::Touch * > &touches,cocos2d::Event *unused_event);

    // 触摸开始
    virtual bool onTouchBegan(cocos2d::Touch* touch,cocos2d::Event *event);
    //触摸结束
    virtual void onTouchEnded(cocos2d::Touch *touch,cocos2d::Event *unused_event);
    
};

#endif // __HELLOWORLD_SCENE_H__
HelloWorldScene.cpp
#include "HelloWorldScene.h"
#include "SimpleAudioEngine.h"

USING_NS_CC;
#define RATIO 32

Scene* HelloWorld::createScene()
{
    // 'scene' is an autorelease object
    auto scene = Scene::create();
    
    // 'layer' is an autorelease object
    auto layer = HelloWorld::create();
    
    // add layer as a child to scene
    scene->addChild(layer);
    
    // return the scene
    return scene;
}

// on "init" you need to initialize your instance
bool HelloWorld::init()
{
    //////////////////////////////
    // 1. super init first
    if ( !Layer::init() )
    {
        return false;
    }

    _world = new b2World(b2Vec2(0,-8));
    _visibleSize = Director::getInstance()->getVisibleSize();

    
    //初始化四周墙壁
    initFence();
//    //初始化背景墙
//    initGround();
//    //初始化左右墙
//    initLeftRightWall();
//    //初始化天花板
//    initSky();
    
    //初始化球精灵1
    initBall(300,400,b2Vec2(2,0));
    //初始化球精灵2
    initBall(100,200,b2Vec2(4,0));
    //初始化球精灵3
    initBall(100,b2Vec2(1,0));
    //初始化球精灵4
    initBall(200,600,15));
    
    auto dispatcher = Director::getInstance()->getEventDispatcher();
    auto listener = EventListenerTouchOneByOne::create();
    listener->onTouchBegan = CC_CALLBACK_2(HelloWorld::onTouchBegan,this);
    listener->onTouchMoved = CC_CALLBACK_2(HelloWorld::onTouchMoved,this);
    listener->onTouchEnded = CC_CALLBACK_2(HelloWorld::onTouchEnded,this);
    listener->setSwallowTouches(true);//不向下传递触摸
    dispatcher->addEventListenerWithSceneGraphPriority(listener,this);
    //即时更新
    scheduleUpdate();
    
    return true;
}

void HelloWorld::initBall(float xdt,b2Vec2 aVec2)
{
    Vec2 origin = Director::getInstance()->getVisibleOrigin();
    
    //创建显示对象,小球
    _ball = Sprite::create("smallBall.png");
    addChild(_ball);
//    _ball->setPosition(Vec2(200,200));
//    _ball->setAnchorPoint(Vec2(0,0));
//    _ball->setScale(1,1);
    
    
    //声明b2BodyDef
    b2BodyDef bodyDef;
    bodyDef.type= b2_dynamicBody;
    bodyDef.position.Set(xdt/RATIO,ydt/RATIO);
    
    //创建刚体所需的形状
    b2CircleShape circleShape;
    circleShape.m_radius = _ball->getContentSize().width/2/RATIO;
    
    //声明b2FixtureDef
    b2FixtureDef fixtureDef;
    fixtureDef.shape = &circleShape;
    fixtureDef.density= 10.0f;
    fixtureDef.friction= 1.8f;
    
    //创建刚体
    auto circle = _world->CreateBody(&bodyDef);
    circle->CreateFixture(&fixtureDef);
    circle->SetLinearVelocity(aVec2);
//    circle->ApplyLinearImpulse(b2Vec2(2,0),circle->GetLocalCenter(),true);
    circle->SetUserData(_ball);
}

void HelloWorld::initFence()
{
    //地板的位置和类型,(静态)
    b2BodyDef bodyDef;
    bodyDef.type = b2_staticBody;
    bodyDef.position = b2Vec2(0,0);
    b2Body *body = _world->CreateBody(&bodyDef);
    //指定形状,这一步骤必须有
    //下
    b2PolygonShape groundShape;
    groundShape.SetAsBox(_visibleSize.width/RATIO,0.1);//visibleSize.height/2.0/RATIO);
    b2FixtureDef fixture;
//    fixture.density = 1;//密度
//    fixture.friction = 0;//摩擦力
//    fixture.restitution = 0.8;
    fixture.shape = &groundShape;
    body->CreateFixture(&fixture);
    
    //上
    b2PolygonShape upShape;
    upShape.SetAsBox(_visibleSize.width/RATIO,0.1,b2Vec2(0,_visibleSize.height/RATIO),0);
    b2FixtureDef upFixture;
    upFixture.shape = &upShape;
    body->CreateFixture(&upFixture);
    
    //左
    b2PolygonShape leftShape;
    leftShape.SetAsBox(0.1,_visibleSize.height/RATIO,0);
    b2FixtureDef leftFixture;
    leftFixture.shape = &leftShape;
    body->CreateFixture(&leftFixture);
    
    //右
    b2PolygonShape rightShape;
    rightShape.SetAsBox(0.1,b2Vec2(_visibleSize.width/RATIO,0);
    b2FixtureDef rightFixture;
    rightFixture.shape = &rightShape;
    body->CreateFixture(&rightFixture);
    
    //设置地板,这里用的是精灵,图片可以自己设定,也可以用UI 进行绘图:
    Sprite *sp = Sprite::create("ground.png");
    sp->setAnchorPoint(Vec2(0,0));
    sp->setPosition(Vec2(0,100));
    sp->setScale(_visibleSize.width/(sp->getContentSize().width + 300),_visibleSize.height/sp->getContentSize().height);
    this->addChild(sp);
    body->SetUserData(sp);

}

void HelloWorld::initGround()
{
    //地板的位置和类型,(静态)
    b2BodyDef bodyDef;
    bodyDef.type = b2_staticBody;
    bodyDef.position = b2Vec2(0,0);
    b2Body *body = _world->CreateBody(&bodyDef);
    //指定形状,这一步骤必须有
    b2PolygonShape groundShape;
    groundShape.SetAsBox(_visibleSize.width/RATIO,0.1);//visibleSize.height/2.0/RATIO);
    b2FixtureDef fixture;
    fixture.density = 1;//密度
    fixture.friction = 0;//摩擦力
    fixture.restitution = 0.8;
    fixture.shape = &groundShape;
    
    body->CreateFixture(&fixture);
    
    //设置地板,这里用的是精灵,图片可以自己设定,也可以用UI 进行绘图:
    Sprite *sp = Sprite::create("ground.png");
    sp->setAnchorPoint(Vec2(0,0));
    sp->setScale(_visibleSize.width/sp->getContentSize().width,_visibleSize.height/sp->getContentSize().height);
    this->addChild(sp);
    body->SetUserData(sp);
}

void HelloWorld::initLeftRightWall()
{
    //左墙===================================
    //地板的位置和类型,(静态)
    b2BodyDef bodyDef;
    bodyDef.type = b2_staticBody;
    bodyDef.position = b2Vec2(0,0);
    b2Body *body = _world->CreateBody(&bodyDef);
    //指定形状,这一步骤必须有
    b2PolygonShape groundShape;
    groundShape.SetAsBox(0.1,_visibleSize.height/RATIO);//visibleSize.height/2.0/RATIO);
    b2FixtureDef fixture;
    fixture.density = 1;//密度
    fixture.friction = 0.8;//摩擦力
    fixture.restitution = 0.8;
    fixture.shape = &groundShape;
    
    body->CreateFixture(&fixture);
    body->SetUserData(nullptr);
    
    //右墙===================================
    //地板的位置和类型,(静态)
    b2BodyDef bodyRightDef;
    bodyRightDef.type = b2_staticBody;
    bodyRightDef.position = b2Vec2(_visibleSize.width/RATIO,0);
    b2Body *bodyRight = _world->CreateBody(&bodyRightDef);
    //指定形状,这一步骤必须有
    b2PolygonShape groundRightShape;
    groundRightShape.SetAsBox(0.1,_visibleSize.height/RATIO);//visibleSize.height/2.0/RATIO);
    b2FixtureDef fixtureRight;
    fixtureRight.density = 1;//密度
    fixtureRight.friction = 0.8;//摩擦力
    fixtureRight.restitution = 0.8;
    fixtureRight.shape = &groundRightShape;
    
    bodyRight->CreateFixture(&fixtureRight);
    bodyRight->SetUserData(nullptr);
}

void HelloWorld::initSky()
{
    //地板的位置和类型,(静态)
    b2BodyDef bodyDef;
    bodyDef.type = b2_staticBody;
    bodyDef.position = b2Vec2(0,_visibleSize.height/RATIO);
    b2Body *body = _world->CreateBody(&bodyDef);
    //指定形状,这一步骤必须有
    b2PolygonShape groundShape;
    groundShape.SetAsBox(_visibleSize.width/RATIO,0.1);//visibleSize.height/2.0/RATIO);
    b2FixtureDef fixture;
    fixture.density = 1;//密度
    fixture.friction = 0.8;//摩擦力
    fixture.restitution = 0.8;
    fixture.shape = &groundShape;
    
    body->CreateFixture(&fixture);
    body->SetUserData(nullptr);
}

void HelloWorld::update(float dt)
{
    _world->Step(dt,10,10);
    Sprite * bird;
    for (b2Body *body = _world->GetBodyList(); body; body = body->GetNext())
    {
        if (body->GetType() == b2_dynamicBody)
        {
            bird = (Sprite*)body->GetUserData();
            bird->setPosition(Vec2(body->GetPosition().x*RATIO,body->GetPosition().y*RATIO));//设置动态物体的位置
        }
        else if (body->GetType() == b2_staticBody)
        {

        }
    }
}

//// 两种方式接受点击事件,一种
//void HelloWorld::onTouchesBegan (const std::vector< Touch * > &touches,Event *unused_event)
//{
//    CCLOG("touch this");
//}

bool HelloWorld::onTouchBegan(Touch* touch,Event  *event)
{
    return true;
}

void HelloWorld::onTouchEnded(cocos2d::Touch *touch,cocos2d::Event *unused_event)
{
    CCLOG("touch is:%f---%f",touch->getLocation().x,touch->getLocation().y);
    //初始化球精灵1
    initBall(touch->getLocation().x,touch->getLocation().y,0));
}

void HelloWorld::menuCloseCallback(Ref* pSender)
{
    //Close the cocos2d-x game scene and quit the application
    Director::getInstance()->end();
    
#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
    exit(0);
#endif
    
    /*To navigate back to native iOS screen(if present) without quitting the application,do not use Director::getInstance()->end() and exit(0) as given above,instead trigger a custom event created in RootViewController.mm as below*/
    
    //EventCustom customEndEvent("game_scene_close_event");
    //_eventDispatcher->dispatchEvent(&customEndEvent);
    
    
}

ground.png



smallBall.png

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需要环境:php,luajit.昨天在cygwin上安装php和luajit环境,这真特么是一个坑。建议不要用虚拟环境安装打包环境,否则可能会出现各种莫名问题。折腾了一下午,最终将环境转向linux。其中,luajit的安装脚本已经在quick-cocos2d-x-develop/bin/中,直接luajit_install.sh即可。我的lin
v3.0相对v2.2来说,最引人注意的。应该是对触摸层级的优化。和lambda回调函数的引入(嗯嗯,不枉我改了那么多类名。话说,每次cocos2dx大更新。总要改掉一堆类名函数名)。这些特性应该有不少人研究了,所以今天说点跟图片有关的东西。v3.0在载入图片方面也有了非常大改变,仅仅只是