首先,ccb文件是如何生成的,我就不多说了,大家可以搜下cocosbuilder,就能找的相关的教程,而通过cocosbuilder,我们可以省去了很多设计的麻烦,比如设计一个精灵的位置啥的,而通过cocosbuilder,我们可以把我们编码的重点放到具体的控制类上面,而不是在显示页面上下很大的功夫。闲话不多说,要想实现这些好处,首先确定你的Cocos2d-x的版本号,如果是2.0.4,那就用cocosbuilder 2.1吧(当然,cocosbuilder只有mac版的,如果是windows,那就用cocostudio吧),如果cocos2d-x是2.1以上版本,就用cocosbuilder3.0以上版本吧,比如我用的是cocos2d-x2.1.4,我的cocosbuilder为3.0.4。
首先,来看下绑定代码吧 (GameScene.h)
#ifndef __loading__GameScene__
#define __loading__GameScene__ #include <iostream>
#include "cocos2d.h"
#include "cocos-ext.h" USING_NS_CC;
USING_NS_CC_EXT; class GameScene :public CCLayer
,public CCBMemberVariableAssigner
,public CCNodeLoaderListener
,public CCBSelectorResolver
{
public:
virtual bool init();
void onEnter();
void onExit();
static CCScene *scene();
CCB_STATIC_NEW_AUTORELEASE_OBJECT_WITH_INIT_METHOD(GameScene, create); //如果此次提示GameScene有错误,要么是下面的虚函数没有重写完,要么是重写的方法中参数有误(例如:Allocating an object of abstract class type 'GameScene';)
virtual bool onAssignCCBMemberVariable(CCObject* pTarget, const char* pMemberVariableName, CCNode* pNode);
virtual void onNodeLoaded(CCNode * pNode, CCNodeLoader * pNodeLoader);
virtual SEL_MenuHandler onResolveCCBCCMenuItemSelector(CCObject * pTarget, const char* pSelectorName);
virtual SEL_CCControlHandler onResolveCCBCCControlSelector(CCObject * pTarget, const char* pSelectorName);
void NewGame(CCObject* sender);
void ContinueGame(CCObject* sender);
void CloseGame(CCObject* sender);
void AboutGame(CCObject* sender);
void setAnimationManager(CCBAnimationManager* value);
CCLabelTTF* helloLabel; }; class GameSceneLoader:public cocos2d::extension::CCLayerLoader{ //这个类也可以完全剥离成一个单独的文件
public:
CCB_STATIC_NEW_AUTORELEASE_OBJECT_METHOD(GameSceneLoader, loader);
protected:
CCB_VIRTUAL_NEW_AUTORELEASE_CREATECCNODE_METHOD(GameScene);}; #endif /* defined(__loading__GameScene__) */
GameScene.cpp文件:
#include "GameScene.h"
#include "AboutGameScene.h"
bool GameScene::init()
{
if(!CCLayer::init())
{
return false;
}
return true;
}
void GameScene::onEnter()
{
CCLayer::onEnter();
}
void GameScene::onExit()
{
CCLayer::onExit();
}
CCScene* GameScene::scene()
{
CCScene* scene = CCScene::create();
CCNodeLoaderLibrary* lib = CCNodeLoaderLibrary::newDefaultCCNodeLoaderLibrary();
lib->registerCCNodeLoader("GameScene", GameSceneLoader::loader());//要绑定的类名,注册文件
CCBReader* reader = new CCBReader(lib);
CCNode* node = reader->readNodeGraphFromFile("TestGameScene.ccbi",scene); //要读取的文件名,当前对象 reader->release(); //记得要释放
if (NULL!=node) {
scene->addChild(node);
}
return scene;
}
// 将变量名字与变量做映射
bool GameScene::onAssignCCBMemberVariable(cocos2d::CCObject *pTarget, const char *pMemberVariableName, cocos2d::CCNode *pNode){
CCB_MEMBERVARIABLEASSIGNER_GLUE(this, "helloLabel", CCLabelTTF*, helloLabel);
return true;
}
// 当此场景加载完成后,如果需要做一些操作,则在此方法中添加
void GameScene::onNodeLoaded(cocos2d::CCNode *pNode, cocos2d::extension::CCNodeLoader *pNodeLoader){
helloLabel->setString("hello cocosbuilder");
}
//将menu与具体的函数绑定
SEL_MenuHandler GameScene::onResolveCCBCCMenuItemSelector(CCObject * pTarget, const char* pSelectorName)
{
CCB_SELECTORRESOLVER_CCMENUITEM_GLUE(this, "NewGame", GameScene::NewGame);
CCB_SELECTORRESOLVER_CCMENUITEM_GLUE(this, "CloseGame", GameScene::CloseGame);
CCB_SELECTORRESOLVER_CCMENUITEM_GLUE(this, "AboutGame", GameScene::AboutGame);
CCB_SELECTORRESOLVER_CCMENUITEM_GLUE(this, "ContinueGame", GameScene::ContinueGame);
return NULL;
}
// 将CCControl名字与响应函数做映射,也就是通过cocosbuilder中的Control(cccontrolbutton)创建的对象
SEL_CCControlHandler GameScene::onResolveCCBCCControlSelector(CCObject * pTarget, const char* pSelectorName){
//CCB_SELECTORRESOLVER_CCCONTROL_GLUE(this, "onPressButton", MainScene::onPressButton);
return NULL;
} void GameScene::NewGame(CCObject *sender)
{
helloLabel->setString("NewButton pressed.");
}
void GameScene::AboutGame(CCObject *sender)
{
CCScene *returnback=AboutGameScene::scene(); //要切换到的场景
CCDirector::sharedDirector()->setDepthTest(true); //开启深度检测
CCTransitionScene *tmpaction=CCTransitionMoveInR::create(1.2,returnback); //切换方法
CCDirector::sharedDirector()->replaceScene(tmpaction); //切换的另一个ccb文件中
}
void GameScene::CloseGame(CCObject *sender)
{
helloLabel->setString("CloseButton pressed.");
}
void GameScene::ContinueGame(CCObject *sender)
{
helloLabel->setString("ContinueButton pressed.");
}
//如果ccb文件中有动画,那就在这里设置控制吧
void GameScene::setAnimationManager(cocos2d::extension::CCBAnimationManager *value){ }
另一个绑定AboutGameSceneLoader.h代码
#ifndef loading_AboutGameSceneLoader_h
#define loading_AboutGameSceneLoader_h
#include "AboutGameScene.h"
class AboutGameSceneLoader:public cocos2d::extension::CCLayerLoader{
public:
CCB_STATIC_NEW_AUTORELEASE_OBJECT_METHOD(AboutGameSceneLoader, loader);
protected:
CCB_VIRTUAL_NEW_AUTORELEASE_CREATECCNODE_METHOD(AboutGameScene);}; #endif
AboutGameScene.h代码:
#include <iostream>
#include "cocos2d.h"
#include "cocos-ext.h" USING_NS_CC;
USING_NS_CC_EXT; class AboutGameScene :public CCLayer
,public CCBMemberVariableAssigner
,public CCNodeLoaderListener
,public CCBSelectorResolver
{
public:
bool init();
void onEnter();
void onExit();
static CCScene *scene();
CCB_STATIC_NEW_AUTORELEASE_OBJECT_WITH_INIT_METHOD(AboutGameScene, create);
virtual bool onAssignCCBMemberVariable(CCObject* pTarget, const char* pMemberVariableName, CCNode* pNode);
virtual void onNodeLoaded(CCNode * pNode, CCNodeLoader * pNodeLoader);
virtual SEL_MenuHandler onResolveCCBCCMenuItemSelector(CCObject * pTarget, const char* pSelectorName);
virtual SEL_CCControlHandler onResolveCCBCCControlSelector(CCObject * pTarget, const char* pSelectorName);
void backMenu(CCObject* sender);
void setAnimationManager(CCBAnimationManager* value);
CCLabelTTF* helloLabel; };
AboutGameScene.cpp代码:
#include "AboutGameScene.h"
#include "GameScene.h"
#include "AboutGameSceneLoader.h"
bool AboutGameScene::init()
{
if(!CCLayer::init())
{
return false;
}
return true;
}
void AboutGameScene::onEnter()
{
CCLayer::onEnter();
}
void AboutGameScene::onExit()
{
CCLayer::onExit();
}
CCScene* AboutGameScene::scene()
{
CCScene* scene = CCScene::create();
CCNodeLoaderLibrary* lib = CCNodeLoaderLibrary::newDefaultCCNodeLoaderLibrary();
lib->registerCCNodeLoader("AboutGame", AboutGameSceneLoader::loader());
CCBReader* reader = new CCBReader(lib);
CCNode* node = reader->readNodeGraphFromFile("AboutGameScene.ccbi",scene);
reader->release();
if (NULL!=node) {
scene->addChild(node);
}
return scene;
} bool AboutGameScene::onAssignCCBMemberVariable(cocos2d::CCObject *pTarget, const char *pMemberVariableName, cocos2d::CCNode *pNode){
return true;
} void AboutGameScene::onNodeLoaded(cocos2d::CCNode *pNode, cocos2d::extension::CCNodeLoader *pNodeLoader){
CCSize size=CCDirector::sharedDirector()->getWinSize();
CCSprite *mainsprite=CCSprite::create("catBody1.png");
addChild(mainsprite,1);
CCAnimation *animation=CCAnimation::create();
animation->addSpriteFrameWithFileName("catBody1.png");
animation->addSpriteFrameWithFileName("catBody2-4.png");
animation->addSpriteFrameWithFileName("catBody3.png");
animation->addSpriteFrameWithFileName("catBody2-4.png");
animation->setDelayPerUnit(0.1f);//设置动画的间隔时间
animation->setRestoreOriginalFrame(true);//是否返回第一帧
mainsprite->runAction(CCRepeatForever::create(CCAnimate::create(animation)));
mainsprite->setPosition(ccp(size.width/4, size.height/3)); } SEL_MenuHandler AboutGameScene::onResolveCCBCCMenuItemSelector(CCObject * pTarget, const char* pSelectorName)
{
CCB_SELECTORRESOLVER_CCMENUITEM_GLUE(this, "backMenu", AboutGameScene::backMenu);
return NULL;
} SEL_CCControlHandler AboutGameScene::onResolveCCBCCControlSelector(CCObject * pTarget, const char* pSelectorName){
return NULL;
} void AboutGameScene::backMenu(CCObject *sender)
{
CCScene *returnback=GameScene::scene(); //要切换到的场景
CCDirector::sharedDirector()->setDepthTest(true); //开启深度检测
CCTransitionScene *tmpaction=CCTransitionMoveInR::create(1.2,returnback); //切换方法
CCDirector::sharedDirector()->replaceScene(tmpaction); } void AboutGameScene::setAnimationManager(cocos2d::extension::CCBAnimationManager *value){ }
这些代码和以上的功能相同,贴出来只是让你进一步了解。
最后的实现效果: